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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174
tests/AcDream.Core.Net.Tests/Messages/UpdatePositionTests.cs
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tests/AcDream.Core.Net.Tests/Messages/UpdatePositionTests.cs
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using System;
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using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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/// <summary>
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/// Covers <see cref="UpdatePosition.TryParse"/> — the 0xF748 GameMessage
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/// the server sends whenever an entity's world position changes. The
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/// layout relies on conditional field presence driven by PositionFlags,
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/// so the tests exercise both the full-rotation and missing-component
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/// paths plus the optional velocity/placement fields.
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/// </summary>
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public class UpdatePositionTests
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{
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[Fact]
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public void RejectsWrongOpcode()
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{
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var body = new byte[64];
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BinaryPrimitives.WriteUInt32LittleEndian(body, 0xCAFEBABE);
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Assert.Null(UpdatePosition.TryParse(body));
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}
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[Fact]
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public void RejectsTruncated()
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{
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Assert.Null(UpdatePosition.TryParse(Array.Empty<byte>()));
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Assert.Null(UpdatePosition.TryParse(new byte[3]));
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}
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[Fact]
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public void ParsesAllFourRotationComponentsPresent()
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{
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// Full rotation, no velocity, no placement.
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var body = BuildBody(
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guid: 0x12345678u,
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flags: 0,
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cellId: 0xA9B4001Au,
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px: 10f, py: 20f, pz: 30f,
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rw: 1f, rx: 0f, ry: 0f, rz: 0f);
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var result = UpdatePosition.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal(0x12345678u, result!.Value.Guid);
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Assert.Equal(0xA9B4001Au, result.Value.Position.LandblockId);
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Assert.Equal(10f, result.Value.Position.PositionX);
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Assert.Equal(20f, result.Value.Position.PositionY);
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Assert.Equal(30f, result.Value.Position.PositionZ);
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Assert.Equal(1f, result.Value.Position.RotationW);
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Assert.Null(result.Value.Velocity);
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Assert.Null(result.Value.PlacementId);
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}
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[Fact]
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public void ParsesWithMissingRotationComponents()
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{
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// OrientationHasNoX | OrientationHasNoY | OrientationHasNoZ — only
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// W is present. The missing components default to 0, which is the
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// convention the server assumes.
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uint flags = 0x10 | 0x20 | 0x40;
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var body = BuildBodyPartial(
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guid: 0xDEADBEEF,
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flags: flags,
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cellId: 0x01BB0001,
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px: 1f, py: 2f, pz: 3f,
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rotationComponents: new float[] { 0.707f });
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var result = UpdatePosition.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal(0.707f, result!.Value.Position.RotationW, precision: 4);
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Assert.Equal(0f, result.Value.Position.RotationX);
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Assert.Equal(0f, result.Value.Position.RotationY);
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Assert.Equal(0f, result.Value.Position.RotationZ);
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}
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[Fact]
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public void ParsesHasVelocityFlag()
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{
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// HasVelocity(0x01) + all four rotation components present.
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uint flags = 0x01;
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using var ms = new System.IO.MemoryStream();
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using var bw = new System.IO.BinaryWriter(ms);
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bw.Write(UpdatePosition.Opcode);
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bw.Write(0xAABBCCDDu);
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bw.Write(flags);
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bw.Write(0x01020003u);
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bw.Write(5f); bw.Write(6f); bw.Write(7f);
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bw.Write(1f); bw.Write(0f); bw.Write(0f); bw.Write(0f);
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bw.Write(100f); bw.Write(200f); bw.Write(300f); // velocity
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var result = UpdatePosition.TryParse(ms.ToArray());
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Assert.NotNull(result);
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Assert.NotNull(result!.Value.Velocity);
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Assert.Equal(100f, result.Value.Velocity!.Value.X);
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Assert.Equal(200f, result.Value.Velocity.Value.Y);
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Assert.Equal(300f, result.Value.Velocity.Value.Z);
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}
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[Fact]
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public void ParsesHasPlacementIdFlag()
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{
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// HasPlacementID(0x02) — placement id u32 follows rotation (no velocity).
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uint flags = 0x02;
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using var ms = new System.IO.MemoryStream();
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using var bw = new System.IO.BinaryWriter(ms);
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bw.Write(UpdatePosition.Opcode);
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bw.Write(0x11111111u);
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bw.Write(flags);
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bw.Write(0x00000001u);
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bw.Write(0f); bw.Write(0f); bw.Write(0f);
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bw.Write(1f); bw.Write(0f); bw.Write(0f); bw.Write(0f);
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bw.Write((uint)0x65); // Placement.Resting
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var result = UpdatePosition.TryParse(ms.ToArray());
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Assert.NotNull(result);
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Assert.Equal((uint)0x65, result!.Value.PlacementId);
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}
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[Fact]
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public void ParsesBothVelocityAndPlacement()
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{
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uint flags = 0x01 | 0x02;
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using var ms = new System.IO.MemoryStream();
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using var bw = new System.IO.BinaryWriter(ms);
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bw.Write(UpdatePosition.Opcode);
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bw.Write(0x22222222u);
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bw.Write(flags);
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bw.Write(0x04050607u);
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bw.Write(10f); bw.Write(20f); bw.Write(30f);
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bw.Write(1f); bw.Write(0f); bw.Write(0f); bw.Write(0f);
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bw.Write(1f); bw.Write(2f); bw.Write(3f);
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bw.Write((uint)42u);
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var result = UpdatePosition.TryParse(ms.ToArray());
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Assert.NotNull(result);
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Assert.NotNull(result!.Value.Velocity);
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Assert.Equal(42u, result.Value.PlacementId);
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}
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// ---- helpers ----
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private static byte[] BuildBody(
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uint guid, uint flags, uint cellId,
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float px, float py, float pz,
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float rw, float rx, float ry, float rz)
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{
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using var ms = new System.IO.MemoryStream();
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using var bw = new System.IO.BinaryWriter(ms);
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bw.Write(UpdatePosition.Opcode);
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bw.Write(guid);
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bw.Write(flags);
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bw.Write(cellId);
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bw.Write(px); bw.Write(py); bw.Write(pz);
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bw.Write(rw); bw.Write(rx); bw.Write(ry); bw.Write(rz);
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return ms.ToArray();
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}
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private static byte[] BuildBodyPartial(
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uint guid, uint flags, uint cellId,
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float px, float py, float pz,
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float[] rotationComponents)
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{
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using var ms = new System.IO.MemoryStream();
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using var bw = new System.IO.BinaryWriter(ms);
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bw.Write(UpdatePosition.Opcode);
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bw.Write(guid);
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bw.Write(flags);
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bw.Write(cellId);
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bw.Write(px); bw.Write(py); bw.Write(pz);
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foreach (var c in rotationComponents) bw.Write(c);
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return ms.ToArray();
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}
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}
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