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>
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2 changed files with 49 additions and 8 deletions
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@ -24,16 +24,18 @@ namespace AcDream.Core.Net.Messages;
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/// </list>
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///
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/// <para>
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/// Total body size: 16 bytes from start (opcode + 12-byte payload).
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/// Total body size: 16 bytes (4-byte opcode + 12-byte payload).
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/// </para>
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///
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/// <para>
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/// Server-side reference:
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/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageSetState.cs:8-15</c>
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/// (ACE writes the same field order but appears to use <c>uint</c> for the
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/// sequence fields; verified against retail format by hex-dump probe in
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/// Task 5). Holtburger has been validated against a retail-format server,
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/// so its 12-byte payload is the trusted spec.
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/// — ACE writes the same field order using its <c>UShortSequence.CurrentBytes</c>
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/// helper (which calls <c>BitConverter.GetBytes((ushort)value)</c> = 2 bytes per
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/// sequence field), so its wire output matches holtburger's 12-byte payload.
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/// A one-shot <c>ACDREAM_PROBE_BUILDING</c> hex-dump in
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/// <see cref="WorldSession"/>'s dispatcher (added in the same commit) emits
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/// the first SetState body bytes for runtime confirmation.
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/// </para>
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///
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/// <para>
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@ -69,9 +71,9 @@ public static class SetState
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(0, 4));
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if (opcode != Opcode) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4));
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uint state = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(8, 4));
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ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(12, 2));
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4, 4));
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uint state = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(8, 4));
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ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(12, 2));
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ushort stateSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(14, 2));
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return new Parsed(guid, state, instSeq, stateSeq);
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