feat(net): Phase 6.7 — parse UpdatePosition (0xF748) into PositionUpdated event
Companion to the Phase 6.6 UpdateMotion parser. Without this, every server-spawned entity stays frozen at its CreateObject origin forever — NPCs don't patrol, creatures don't hunt, other players don't walk past. UpdatePosition is the per-entity position delta the server sends on every movement tick. The wire format is straightforward but fiddly: u32 opcode | u32 guid | u32 flags | u32 cellId | 3xf32 pos (0..4) conditional f32 rotation components, present iff the corresponding OrientationHasNo* flag is CLEAR optional 3xf32 velocity iff HasVelocity optional u32 placementId iff HasPlacementID four u16 sequence numbers (consumed but not used) Layout ported from references/ACE/Source/ACE.Server/Network/Structure/ PositionPack.cs::Write and ACE.Entity/Enum/PositionFlags.cs. WorldSession dispatches PositionUpdated(guid, position, velocity) on a successful parse. GameWindow wiring (guid → WorldEntity lookup and transform swap) is deferred to the same follow-up commit that lands Phase 6.6 wiring, after the in-flight Phase 9.1 translucent-pass work merges so we don't step on GameWindow.cs edits. 96 Core.Net tests (was 89, +7 for UpdatePosition coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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src/AcDream.Core.Net/Messages/UpdatePosition.cs
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src/AcDream.Core.Net/Messages/UpdatePosition.cs
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>UpdatePosition</c> GameMessage (opcode <c>0xF748</c>). The
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/// server sends this whenever an entity moves in the world — NPCs walking
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/// their patrol routes, creatures hunting, other players running past,
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/// projectiles tracking. Without handling this, NPCs only ever render at
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/// their CreateObject spawn point and never follow their server-side
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/// position. Pairs with <see cref="UpdateMotion"/>: motion tells us
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/// <i>what cycle to play</i>, position tells us <i>where in world space</i>.
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///
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/// <para>
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/// Wire layout (see
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/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdatePosition.cs</c>
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/// and <c>references/ACE/Source/ACE.Server/Network/Structure/PositionPack.cs::Write</c>):
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/// </para>
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/// <list type="bullet">
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/// <item><b>u32 opcode</b> — 0xF748</item>
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/// <item><b>u32 objectGuid</b></item>
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/// <item><b>u32 positionFlags</b> — see <see cref="PositionFlags"/></item>
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/// <item><b>Origin</b> — u32 landblockCellId + 3xf32 local XYZ</item>
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/// <item><b>Rotation components</b> — f32 W / X / Y / Z, but only the
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/// ones whose <c>OrientationHasNo*</c> flag is <i>clear</i>. Absent
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/// components default to 0.</item>
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/// <item><b>Velocity</b> — 3xf32 if HasVelocity set</item>
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/// <item><b>PlacementID</b> — u32 if HasPlacementID set</item>
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/// <item><b>Four u16 sequence numbers</b> — instance, position, teleport,
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/// forcePosition. We don't currently check these for freshness but
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/// we must consume them to walk the buffer correctly.</item>
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/// </list>
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/// </summary>
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public static class UpdatePosition
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{
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public const uint Opcode = 0xF748u;
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/// <summary>
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/// Bitflag layout mirroring <c>ACE.Entity.Enum.PositionFlags</c>.
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/// Exposed so callers can inspect whether velocity / placement were
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/// present in the wire payload, though for the basic rendering use
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/// case only the position/rotation matter.
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/// </summary>
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[Flags]
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public enum PositionFlags : uint
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{
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None = 0x00,
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HasVelocity = 0x01,
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HasPlacementID = 0x02,
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IsGrounded = 0x04,
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OrientationHasNoW = 0x08,
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OrientationHasNoX = 0x10,
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OrientationHasNoY = 0x20,
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OrientationHasNoZ = 0x40,
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}
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/// <summary>
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/// Extracted payload: the target guid plus its new world position and
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/// rotation. Velocity and placement are captured too but are optional
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/// information for clients that want to smooth motion between updates.
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/// </summary>
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public readonly record struct Parsed(
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uint Guid,
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CreateObject.ServerPosition Position,
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System.Numerics.Vector3? Velocity,
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uint? PlacementId);
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/// <summary>
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/// Parse a reassembled UpdatePosition body. <paramref name="body"/>
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/// must start with the 4-byte opcode. Returns null on truncation or
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/// wrong opcode.
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/// </summary>
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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try
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{
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int pos = 0;
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if (body.Length - pos < 4) return null;
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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if (opcode != Opcode) return null;
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if (body.Length - pos < 4) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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if (body.Length - pos < 4) return null;
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var flags = (PositionFlags)BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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// Origin: u32 cellId + Vector3 position
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if (body.Length - pos < 16) return null;
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uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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float px = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 4));
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float py = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 8));
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float pz = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 12));
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pos += 16;
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// Rotation: each component is f32 *only if the corresponding
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// OrientationHasNo* flag is CLEAR*. An unset flag means "this
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// component is present in the payload". Default 0 for absent.
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float rw = 0f, rx = 0f, ry = 0f, rz = 0f;
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if ((flags & PositionFlags.OrientationHasNoW) == 0)
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{
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if (body.Length - pos < 4) return null;
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rw = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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if ((flags & PositionFlags.OrientationHasNoX) == 0)
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{
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if (body.Length - pos < 4) return null;
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rx = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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if ((flags & PositionFlags.OrientationHasNoY) == 0)
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{
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if (body.Length - pos < 4) return null;
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ry = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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if ((flags & PositionFlags.OrientationHasNoZ) == 0)
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{
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if (body.Length - pos < 4) return null;
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rz = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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System.Numerics.Vector3? velocity = null;
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if ((flags & PositionFlags.HasVelocity) != 0)
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{
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if (body.Length - pos < 12) return null;
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velocity = new System.Numerics.Vector3(
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BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 0)),
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BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 4)),
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BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 8)));
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pos += 12;
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}
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uint? placementId = null;
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if ((flags & PositionFlags.HasPlacementID) != 0)
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{
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if (body.Length - pos < 4) return null;
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placementId = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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}
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// We deliberately skip the four u16 sequence numbers that
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// follow; subscribers don't need them for simple rendering,
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// and if the message is a deliberate out-of-order teleport the
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// server always follows up with a fresher update anyway.
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var serverPos = new CreateObject.ServerPosition(
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LandblockId: cellId,
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PositionX: px, PositionY: py, PositionZ: pz,
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RotationW: rw, RotationX: rx, RotationY: ry, RotationZ: rz);
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return new Parsed(guid, serverPos, velocity, placementId);
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}
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catch
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{
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return null;
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}
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}
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}
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@ -74,6 +74,23 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public event Action<EntityMotionUpdate>? MotionUpdated;
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/// <summary>
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/// Payload for <see cref="PositionUpdated"/>: the server guid plus a
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/// full <see cref="CreateObject.ServerPosition"/> describing the
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/// entity's new world position and rotation. Subscribers translate
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/// the landblock-local position into acdream world space and reseat
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/// the corresponding <c>WorldEntity</c>.
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/// </summary>
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public readonly record struct EntityPositionUpdate(
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uint Guid,
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CreateObject.ServerPosition Position,
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System.Numerics.Vector3? Velocity);
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/// <summary>
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/// Fires when the session parses a 0xF748 UpdatePosition game message.
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/// </summary>
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public event Action<EntityPositionUpdate>? PositionUpdated;
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/// <summary>Raised every time the state machine transitions.</summary>
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public event Action<State>? StateChanged;
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@ -275,6 +292,22 @@ public sealed class WorldSession : IDisposable
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motion.Value.MotionState));
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}
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}
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else if (op == UpdatePosition.Opcode)
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{
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// Phase 6.7: the server sends UpdatePosition (0xF748) every
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// time an entity moves through the world — NPC patrols,
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// creatures hunting, other players walking past, projectiles
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// tracking. Without this, everything stays at its
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// CreateObject spawn point forever.
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var posUpdate = UpdatePosition.TryParse(body);
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if (posUpdate is not null)
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{
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PositionUpdated?.Invoke(new EntityPositionUpdate(
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posUpdate.Value.Guid,
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posUpdate.Value.Position,
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posUpdate.Value.Velocity));
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}
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}
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}
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}
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