feat(phys L.2g slice 1): WorldSession dispatches SetState (0xF74B) + hex probe

Three changes folded into one commit:

1. New public StateUpdated event on WorldSession + dispatcher branch
   for op == SetState.Opcode. Mirrors the VectorUpdated /
   MotionUpdated event pattern. GameWindow will subscribe in the next
   commit and feed the parsed (guid, newState) pair to
   ShadowObjectRegistry.UpdatePhysicsState.

2. One-shot probe-gated hex-dump (ACDREAM_PROBE_BUILDING) emits the
   first inbound SetState message's body bytes. Originally planned
   as a separate slice 1.5 confidence-check on holtburger's claimed
   12-byte payload vs ACE's GameMessageSetState.cs. Folded into the
   dispatcher to avoid re-touching the same branch. The new
   _setStateHexDumped guard keeps the log clean — auto-close every
   30s would otherwise produce noise.

3. Doc-comment polish on SetState.cs requested by Task 1's code
   review: remove false uncertainty about ACE's sequence-field width
   (ACE's UShortSequence.CurrentBytes provably writes 2 bytes via
   BitConverter), and align the 'total body size' phrasing with
   VectorUpdate.cs's convention. Folded here to avoid churning the
   file twice this slice.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-12 22:28:04 +02:00
parent d53891557d
commit 536a608093
2 changed files with 49 additions and 8 deletions

View file

@ -24,16 +24,18 @@ namespace AcDream.Core.Net.Messages;
/// </list>
///
/// <para>
/// Total body size: 16 bytes from start (opcode + 12-byte payload).
/// Total body size: 16 bytes (4-byte opcode + 12-byte payload).
/// </para>
///
/// <para>
/// Server-side reference:
/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageSetState.cs:8-15</c>
/// (ACE writes the same field order but appears to use <c>uint</c> for the
/// sequence fields; verified against retail format by hex-dump probe in
/// Task 5). Holtburger has been validated against a retail-format server,
/// so its 12-byte payload is the trusted spec.
/// — ACE writes the same field order using its <c>UShortSequence.CurrentBytes</c>
/// helper (which calls <c>BitConverter.GetBytes((ushort)value)</c> = 2 bytes per
/// sequence field), so its wire output matches holtburger's 12-byte payload.
/// A one-shot <c>ACDREAM_PROBE_BUILDING</c> hex-dump in
/// <see cref="WorldSession"/>'s dispatcher (added in the same commit) emits
/// the first SetState body bytes for runtime confirmation.
/// </para>
///
/// <para>
@ -69,9 +71,9 @@ public static class SetState
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(0, 4));
if (opcode != Opcode) return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4));
uint state = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(8, 4));
ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(12, 2));
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4));
uint state = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(8, 4));
ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(12, 2));
ushort stateSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(14, 2));
return new Parsed(guid, state, instSeq, stateSeq);

View file

@ -129,6 +129,19 @@ public sealed class WorldSession : IDisposable
/// </summary>
public event Action<VectorUpdate.Parsed>? VectorUpdated;
/// <summary>
/// Fires when the server broadcasts a <c>SetState (0xF74B)</c> game
/// message — a previously-spawned entity's <c>PhysicsState</c>
/// bitmask changed post-CreateObject. Chiefly doors flipping
/// <c>ETHEREAL_PS = 0x4</c> on Use (see ACE
/// <c>WorldObjects/Door.cs:127</c>, <c>WorldObject.cs:640-660</c>).
/// Subscribers route the new state into
/// <see cref="ShadowObjectRegistry.UpdatePhysicsState"/> so the
/// existing collision-exemption short-circuit honors the flip on the
/// next resolver tick.
/// </summary>
public event Action<SetState.Parsed>? StateUpdated;
/// <summary>
/// Fires when the server sends a PlayerTeleport (0xF751) game message,
/// signalling that the player is entering portal space. The uint payload
@ -375,6 +388,10 @@ public sealed class WorldSession : IDisposable
/// </summary>
private bool _loginCompleteSent;
/// <summary>L.2g slice 1: one-shot guard so the [setstate-hex] probe
/// emits the first SetState's body bytes only, not 510/sec.</summary>
private bool _setStateHexDumped;
/// <summary>
/// Phase B.2: per-session game-action sequence counter. Monotonically
/// incremented by <see cref="NextGameActionSequence"/> and embedded in
@ -750,6 +767,28 @@ public sealed class WorldSession : IDisposable
if (parsed is not null)
VectorUpdated?.Invoke(parsed.Value);
}
else if (op == SetState.Opcode)
{
// L.2g slice 1 (2026-05-12): server broadcasts SetState
// (0xF74B) when an entity's PhysicsState changes
// post-spawn — chiefly doors flipping ETHEREAL on Use.
// Holtburger validated wire format = 16 bytes (opcode +
// guid + state + 2×u16 sequence). One-shot probe-gated
// hex-dump (ACDREAM_PROBE_BUILDING) captures the wire
// bytes for confidence before declaring slice 1 done.
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled
&& !_setStateHexDumped)
{
_setStateHexDumped = true;
var hex = string.Join(" ", body.Take(Math.Min(body.Length, 32))
.Select(b => b.ToString("X2")));
Console.WriteLine($"[setstate-hex] body.len={body.Length} first-{Math.Min(body.Length, 32)}-bytes: {hex}");
}
var parsed = SetState.TryParse(body);
if (parsed is not null)
StateUpdated?.Invoke(parsed.Value);
}
else if (op == HearSpeech.LocalOpcode || op == HearSpeech.RangedOpcode)
{
// Phase H.1: local/ranged chat. Standalone GameMessage