feat(movement): send jump packet to server (opcode 0xF61B)

Build and send GameAction(Jump) with extent + world-space launch
velocity + sequence counters. Wire format from holtburger
JumpActionData::pack. Server can now validate and replicate jumps
to nearby clients.

Also compute RunRate locally via PlayerWeenie.InqRunRate when
running (server doesn't echo UpdateMotion ForwardSpeed to sender).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-14 10:23:52 +02:00
parent bb7eced168
commit 5634e7114b
3 changed files with 74 additions and 6 deletions

View file

@ -32,7 +32,8 @@ public readonly record struct MovementResult(
float? ForwardSpeed,
float? SidestepSpeed,
float? TurnSpeed,
float? JumpExtent = null); // non-null when a jump was triggered this frame
float? JumpExtent = null, // non-null when a jump was triggered this frame
Vector3? JumpVelocity = null); // world-space launch velocity (sent in jump packet)
/// <summary>
/// Portal-space state for the player movement controller.
@ -259,6 +260,7 @@ public sealed class PlayerMovementController
// Release to execute: jump(extent) validates + sets JumpExtent,
// then LeaveGround() applies the scaled velocity via get_leave_ground_velocity.
float? outJumpExtent = null;
Vector3? outJumpVelocity = null;
if (input.Jump && _body.OnWalkable)
{
@ -278,6 +280,7 @@ public sealed class PlayerMovementController
{
_motion.LeaveGround();
outJumpExtent = _jumpExtent;
outJumpVelocity = _body.Velocity; // capture after LeaveGround applies it
}
_jumpCharging = false;
_jumpExtent = 0f;
@ -411,6 +414,7 @@ public sealed class PlayerMovementController
ForwardSpeed: outForwardSpeed,
SidestepSpeed: outSidestepSpeed,
TurnSpeed: outTurnSpeed,
JumpExtent: outJumpExtent);
JumpExtent: outJumpExtent,
JumpVelocity: outJumpVelocity);
}
}

View file

@ -1936,11 +1936,18 @@ public sealed class GameWindow : IDisposable
_liveSession.SendGameAction(body);
}
if (result.JumpExtent.HasValue)
if (result.JumpExtent.HasValue && result.JumpVelocity.HasValue)
{
// TODO: send jump packet to server (format needs research from holtburger).
// Local jump physics work without server acknowledgment for now.
Console.WriteLine($"jump: extent={result.JumpExtent.Value:F2}");
var seq = _liveSession.NextGameActionSequence();
var jumpBody = AcDream.Core.Net.Messages.JumpAction.Build(
gameActionSequence: seq,
extent: result.JumpExtent.Value,
velocity: result.JumpVelocity.Value,
instanceSequence: _liveSession.InstanceSequence,
serverControlSequence: _liveSession.ServerControlSequence,
teleportSequence: _liveSession.TeleportSequence,
forcePositionSequence: _liveSession.ForcePositionSequence);
_liveSession.SendGameAction(jumpBody);
}
}

View file

@ -0,0 +1,57 @@
using System.Numerics;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Outbound <c>GameAction(Jump)</c> message — opcode <c>0xF61B</c>.
/// Sent when the player releases the spacebar to jump. The server uses
/// the extent + velocity to validate the jump and replicate it to nearby
/// clients.
///
/// Wire layout (from holtburger JumpActionData::pack):
/// u32 0xF7B1 (GameAction envelope)
/// u32 sequence
/// u32 0xF61B (Jump sub-opcode)
/// f32 extent (0.01.0 charge power)
/// f32 velocity.x, f32 velocity.y, f32 velocity.z
/// u16 instanceSequence
/// u16 serverControlSequence
/// u16 teleportSequence
/// u16 forcePositionSequence
/// u32 objectGuid (0 for normal jump)
/// u32 spellId (0 for normal jump)
/// </summary>
public static class JumpAction
{
public const uint GameActionOpcode = 0xF7B1u;
public const uint JumpOpcode = 0xF61Bu;
public static byte[] Build(
uint gameActionSequence,
float extent,
Vector3 velocity,
ushort instanceSequence,
ushort serverControlSequence,
ushort teleportSequence,
ushort forcePositionSequence)
{
var w = new PacketWriter(48);
w.WriteUInt32(GameActionOpcode);
w.WriteUInt32(gameActionSequence);
w.WriteUInt32(JumpOpcode);
w.WriteFloat(extent);
w.WriteFloat(velocity.X);
w.WriteFloat(velocity.Y);
w.WriteFloat(velocity.Z);
w.WriteUInt16(instanceSequence);
w.WriteUInt16(serverControlSequence);
w.WriteUInt16(teleportSequence);
w.WriteUInt16(forcePositionSequence);
w.WriteUInt32(0); // objectGuid — 0 for normal jump
w.WriteUInt32(0); // spellId — 0 for normal jump
return w.ToArray();
}
}