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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@ -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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