feat(net): Campaign LA LA7a — CharacterDelete/CharacterRestore/CharacterError wire messages
Ports the three character-management wire messages LA7 (design spec §7, plan §11 item 4) identified as missing before the character-select screen (LA8) can be built: delete, restore, and the server error channel. Message types + tests only — no WorldSession/Runtime/UI wiring, that is LA7b. CharacterDelete (0xF655): outbound account+SLOT-INDEX request per Proto_UI::SendDeleteCharacter@0x00546b30 (retail packs the account as String16L then writes the trailing u32 directly after — NOT the character guid; CPlayerSystem::DeleteCharacter@0x0055f830 resolves that slot via CharacterSet::GetSlot before sending). The server's ack reuses the same opcode with an empty body (ACE GameMessageCharacterDelete.cs); a fresh CharacterList follows separately per CharacterHandler.cs:322 — that refresh flow is explicitly out of scope here (LA7b). CharacterRestore (0xF7D9 request / 0xF643 response): guid-only request, per ACE (CharacterHandler.cs:331-385, ReadUInt32 only) and holtburger (CharacterRestoreRequestData, guid-only) independent consensus. The decompiled call site (Proto_UI::SendAdminRestoreCharacter@0x00546cf0) appears to pack two extra strings, but its only caller (CPlayerSystem::RestoreCharacter@0x0055d760) passes an uninitialized local (`class PStringBase<char>* edx;`, never assigned) as the second argument and `this` (a CPlayerSystem*, not a string) as the third — textbook decompiler register-corruption, not real arguments. No divergence-register row: this follows the correct reading of a corrupted decompile, not a deviation from retail (spec §11 item 4). The response reuses opcode 0xF643, a genuine retail collision with CharacterCreateResponse (ACE's own comment: "This is a duplicate...", GameMessageOpcode.cs:42); GameMessageCharacterRestore.cs always writes a success shape (flag=1 + guid + name + secondsGreyedOut), but retail's CharacterRestore handler can also reply via the CharacterCreateResponse path on failure (e.g. NameInUse) with a flag-only body and no trailing fields — the parser mirrors that conditionality instead of assuming the four fields are always present. CharacterError (0xF659): u32 error code, confirmed directly from retail's inbound dispatcher UIQueueManager::ProcessNetBlobData@0x0055b000 -> CPlayerSystem::Handle_CharacterError@0x0055d5d0, which reads `enum charError` straight off the wire. The Code enum is a verbatim port of retail's own enum charError (docs/research/named-retail/acclient.h: 4038-4067, 26 members incl. CHAR_ERROR_NUM_ERRORS) rather than a subset filtered through ACE — retail's header names four members ACE's C# CharacterError enum omits (LoggedOn, NoPremade, AccountInUse, CharacterIsBooted) because ACE's server never sends them, though a genuine retail server could. The 32-bit storage-width compiler sentinel FORCE_charError_32_BIT is deliberately excluded (not a real value). Unknown codes never throw — RawErrorCode always preserves the wire value. Today acdream cannot surface any character-stage server error; this is the first parser for the family. 46 new tests (byte-exact builder assertions, ACE-serializer-shaped parser fixtures via the existing AceWireWriter test helper, all 26 retail error codes round-tripped, unknown/truncated/wrong-opcode handling). Full Core.Net.Tests suite: 951 passed, 0 failed, 0 skipped. Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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82
src/AcDream.Core.Net/Messages/CharacterDelete.cs
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82
src/AcDream.Core.Net/Messages/CharacterDelete.cs
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using System.Buffers.Binary;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Retail character-delete request and server acknowledgement, both riding
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/// opcode <c>0xF655</c>.
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///
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/// <para>
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/// Wire layout ported from retail <c>Proto_UI::SendDeleteCharacter</c> at
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/// <c>0x00546b30</c>: the opcode, then <c>AC1Legacy::PStringBase<char>::Pack</c>
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/// of the account id as a String16L, then a trailing u32 written directly
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/// after the packed string (<c>*(uint32_t*)var_4 = arg2</c>):
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/// </para>
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///
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/// <code>
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/// u32 opcode (0xF655)
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/// String16L accountName
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/// u32 characterSlot (NOT the character guid)
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/// </code>
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///
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/// <para>
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/// The caller, <c>CPlayerSystem::DeleteCharacter</c> at <c>0x0055f830</c>,
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/// resolves that trailing u32 from the target character's guid via
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/// <c>CharacterSet::GetSlot(persistentData + 4, guid)</c> before sending —
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/// retail deletes by **account + SLOT INDEX**, never the character guid.
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/// This builder takes the already-resolved slot; resolving a selected
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/// character to its slot is Runtime selection-state work (Campaign LA
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/// slice LA7b), not this file's job.
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/// </para>
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///
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/// <para>
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/// The server's acknowledgement reuses the same opcode with no trailing
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/// payload — ACE's <c>GameMessageCharacterDelete</c> constructs a bare
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/// 4-byte body
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/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterDelete.cs</c>,
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/// base constructor called with <c>bodyLength: 4</c> and no further
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/// <c>Writer.Write</c> calls). holtburger's inbound dispatcher
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/// (<c>holtburger-protocol/src/messages/game_message/unpack.rs:50-58</c>)
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/// disambiguates request vs. ack the identical way we do here — a request
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/// has bytes remaining after the opcode, the ack does not.
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/// </para>
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///
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/// <para>
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/// After the ack, ACE immediately follows with a fresh <see cref="CharacterList"/>
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/// so the roster reflects the character's new pending-delete state
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/// (<c>CharacterHandler.CharacterDelete</c>,
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/// <c>ACE.Server/Network/Handlers/CharacterHandler.cs:322</c>, inside the
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/// <c>SaveCharacter</c> success callback). Requesting and re-rendering that
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/// refreshed roster belongs to LA7b's Runtime selection state — this file
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/// only builds the request and recognizes the ack.
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/// </para>
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/// </summary>
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public static class CharacterDelete
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{
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public const uint Opcode = 0xF655u;
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/// <summary>
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/// Build the body bytes for an outbound <c>CharacterDelete</c> request.
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/// Layout: opcode(4) + String16L(accountName) + characterSlot(4).
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/// </summary>
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public static byte[] BuildRequestBody(string accountName, uint characterSlot)
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{
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ArgumentNullException.ThrowIfNull(accountName);
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var w = new PacketWriter(32);
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w.WriteUInt32(Opcode);
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w.WriteString16L(accountName);
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w.WriteUInt32(characterSlot);
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return w.ToArray();
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}
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/// <summary>
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/// Returns whether a complete game-message body is the server's
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/// delete acknowledgement — the canonical four-byte opcode-only form
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/// ACE emits. A fresh <see cref="CharacterList"/> follows separately
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/// and is not this method's concern.
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/// </summary>
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public static bool IsAcknowledgement(ReadOnlySpan<byte> body) =>
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body.Length == sizeof(uint) &&
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BinaryPrimitives.ReadUInt32LittleEndian(body) == Opcode;
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}
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270
src/AcDream.Core.Net/Messages/CharacterError.cs
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src/AcDream.Core.Net/Messages/CharacterError.cs
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>CharacterError</c> GameMessage (opcode <c>0xF659</c>) — the
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/// server's catch-all failure notice during the pre-world character-select
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/// stage (logon conflicts, delete/restore failures, enter-world rejections,
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/// subscription state). Today acdream cannot surface ANY character-stage
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/// server error to the user; this is the first parser for the family.
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///
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/// <para>
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/// Wire layout confirmed directly from retail's inbound dispatcher,
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/// <c>UIQueueManager::ProcessNetBlobData</c> at <c>0x0055b000</c>, which
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/// reads a u32 immediately after the opcode and passes it to
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/// <c>CPlayerSystem::Handle_CharacterError</c> at <c>0x0055d5d0</c> typed
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/// as <c>enum charError</c> (<c>enum charError eax_86 = *(uint32_t*)((char*)ecx + 4);</c>):
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/// </para>
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///
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/// <code>
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/// u32 opcode (0xF659)
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/// u32 errorCode (enum charError)
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/// </code>
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///
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/// <para>
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/// ACE agrees: <c>GameMessageCharacterError</c>
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/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterError.cs</c>)
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/// writes exactly <c>opcode + (uint)error</c>, and every
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/// <c>session.SendCharacterError(...)</c> call site in
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/// <c>CharacterHandler.cs</c> (the two this slice's <see cref="CharacterDelete"/>
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/// / <see cref="CharacterRestore"/> handlers can raise —
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/// <c>CharacterError.Delete</c>, <c>CharacterError.LogonServerFull</c>,
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/// <c>CharacterError.EnterGameCouldntPlaceCharacter</c>,
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/// <c>CharacterError.EnterGameCharacterNotOwned</c> — plus every other
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/// value the wider character-stage flow can raise) goes through this same
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/// shape.
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/// </para>
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///
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/// <para>
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/// <see cref="Code"/> is a verbatim port of retail's <c>enum charError</c>
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/// (<c>docs/research/named-retail/acclient.h:4038-4067</c>) — the header's
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/// own numeric ground truth, not a subset filtered through ACE's C# port.
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/// It is a strict superset of ACE's <c>ACE.Server.Network.Enum.CharacterError</c>
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/// (<c>references/ACE/Source/ACE.Server/Network/Enum/CharacterError.cs</c>):
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/// retail additionally names 0x2 (<c>LoggedOn</c>), 0x7 (<c>NoPremade</c>),
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/// 0x8 (<c>AccountInUse</c>), and 0x16 (<c>CharacterIsBooted</c>), none of
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/// which ACE's server ever sends but all of which retail's client can
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/// receive from a genuine retail server — per the project's
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/// property-enum-divergence lesson, we port the complete oracle, not just
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/// what today's one server implementation emits. ACE's per-value doc
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/// comments (themselves sourced from the client's <c>ID_CHAR_ERROR_*</c>
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/// string table) are folded in below where they exist. One retail member,
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/// <c>FORCE_charError_32_BIT = 0x7FFFFFFF</c>, is a compiler
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/// storage-width pragma (MSVC's "force this enum to 32-bit backing store"
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/// idiom) and not a real wire value — it is deliberately NOT ported.
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/// </para>
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///
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/// <para>
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/// Unknown values are never rejected: <see cref="Parsed.RawErrorCode"/>
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/// always carries the wire value verbatim, and casting it to
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/// <see cref="Code"/> (see <see cref="Parsed.AsCode"/>) can never throw in
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/// C# even for a value retail itself never defined — future server
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/// revisions or private servers may add codes we haven't named yet.
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/// </para>
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/// </summary>
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public static class CharacterError
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{
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public const uint Opcode = 0xF659u;
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/// <summary>
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/// Verbatim port of retail's <c>enum charError</c>
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/// (<c>acclient.h:4038-4067</c>), excluding the 32-bit storage-width
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/// sentinel <c>FORCE_charError_32_BIT</c>.
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/// </summary>
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public enum Code : uint
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{
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/// <summary>0x00 — CHAR_ERROR_UNDEF.</summary>
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Undefined = 0x00,
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/// <summary>
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/// 0x01 — CHAR_ERROR_LOGON. ACE: "Cannot have two accounts logged
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/// on at the same time."
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/// </summary>
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Logon = 0x01,
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/// <summary>0x02 — CHAR_ERROR_LOGGED_ON. Retail-only; no ACE member.</summary>
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LoggedOn = 0x02,
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/// <summary>
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/// 0x03 — CHAR_ERROR_ACCOUNT_LOGON. ACE: "Server could not access
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/// your account information. Please try again in a few minutes."
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/// </summary>
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AccountLogon = 0x03,
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/// <summary>
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/// 0x04 — CHAR_ERROR_SERVER_CRASH. ACE: "The server has
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/// disconnected. Please try again in a few minutes."
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/// </summary>
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ServerCrash = 0x04,
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/// <summary>0x05 — CHAR_ERROR_LOGOFF. ACE: "Server could not log off your character."</summary>
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Logoff = 0x05,
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/// <summary>
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/// 0x06 — CHAR_ERROR_DELETE. ACE: "Server could not delete your
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/// character." Sent by <see cref="AcDream.Core.Net.Messages.CharacterDelete"/>'s
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/// server-side handler on every rejection path.
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/// </summary>
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Delete = 0x06,
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/// <summary>0x07 — CHAR_ERROR_NO_PREMADE. Retail-only; no ACE member.</summary>
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NoPremade = 0x07,
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/// <summary>0x08 — CHAR_ERROR_ACCOUNT_IN_USE. Retail-only; no ACE member.</summary>
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AccountInUse = 0x08,
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/// <summary>
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/// 0x09 — CHAR_ERROR_ACCOUNT_INVALID. ACE: "The account name you
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/// specified was not valid."
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/// </summary>
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AccountInvalid = 0x09,
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/// <summary>
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/// 0x0A — CHAR_ERROR_ACCOUNT_DOESNT_EXIST. ACE: "The account you
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/// specified doesn't exist."
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/// </summary>
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AccountDoesntExist = 0x0A,
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/// <summary>
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/// 0x0B — CHAR_ERROR_ENTER_GAME_GENERIC. ACE: forces the player
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/// back to character-select if in 3D mode; otherwise a no-op OK
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/// popup.
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/// </summary>
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EnterGameGeneric = 0x0B,
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/// <summary>
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/// 0x0C — CHAR_ERROR_ENTER_GAME_STRESS_ACCOUNT. ACE: "You cannot
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/// enter the game with a stress creating character."
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/// </summary>
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EnterGameStressAccount = 0x0C,
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/// <summary>
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/// 0x0D — CHAR_ERROR_ENTER_GAME_CHARACTER_IN_WORLD. ACE: "One of
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/// your characters is still in the world. Please try again in a
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/// few minutes."
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/// </summary>
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EnterGameCharacterInWorld = 0x0D,
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/// <summary>
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/// 0x0E — CHAR_ERROR_ENTER_GAME_PLAYER_ACCOUNT_MISSING. ACE:
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/// "Server unable to find player account. Please try again
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/// later."
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/// </summary>
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EnterGamePlayerAccountMissing = 0x0E,
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/// <summary>
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/// 0x0F — CHAR_ERROR_ENTER_GAME_CHARACTER_NOT_OWNED. ACE: "You do
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/// not own this character." Sent by
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/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
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/// server-side handler when the delete grace window has expired.
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/// </summary>
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EnterGameCharacterNotOwned = 0x0F,
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/// <summary>
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/// 0x10 — CHAR_ERROR_ENTER_GAME_CHARACTER_IN_WORLD_SERVER. ACE:
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/// "One of your characters is currently in the world. Please try
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/// again later. This is likely an internal server error."
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/// </summary>
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EnterGameCharacterInWorldServer = 0x10,
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/// <summary>
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/// 0x11 — CHAR_ERROR_ENTER_GAME_OLD_CHARACTER. ACE: forces the
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/// player back to character-select if in 3D mode; no-op
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/// otherwise.
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/// </summary>
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EnterGameOldCharacter = 0x11,
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/// <summary>
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/// 0x12 — CHAR_ERROR_ENTER_GAME_CORRUPT_CHARACTER. ACE: "This
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/// character's data has been corrupted. Please delete it and
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/// create a new character."
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/// </summary>
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EnterGameCorruptCharacter = 0x12,
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/// <summary>
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/// 0x13 — CHAR_ERROR_ENTER_GAME_START_SERVER_DOWN. ACE: "This
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/// character's starting server is experiencing difficulties.
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/// Please try again in a few minutes."
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/// </summary>
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EnterGameStartServerDown = 0x13,
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/// <summary>
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/// 0x14 — CHAR_ERROR_ENTER_GAME_COULDNT_PLACE_CHARACTER. ACE:
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/// "This character couldn't be placed in the world right now.
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/// Please try again in a few minutes." Sent by
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/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
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/// server-side handler during a shutdown-in-progress race.
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/// </summary>
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EnterGameCouldntPlaceCharacter = 0x14,
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/// <summary>
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/// 0x15 — CHAR_ERROR_LOGON_SERVER_FULL. ACE: "Sorry, but the
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/// Asheron's Call server is full currently. Please try again
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/// later." Sent by both
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/// <see cref="AcDream.Core.Net.Messages.CharacterDelete"/> and
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/// <see cref="AcDream.Core.Net.Messages.CharacterRestore"/>'s
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/// server-side handlers when the world is closed to non-advocates.
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/// </summary>
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LogonServerFull = 0x15,
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/// <summary>0x16 — CHAR_ERROR_CHARACTER_IS_BOOTED. Retail-only; no ACE member.</summary>
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CharacterIsBooted = 0x16,
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/// <summary>
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/// 0x17 — CHAR_ERROR_ENTER_GAME_CHARACTER_LOCKED. ACE: "A save of
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/// this character is still in progress. Please try again later."
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/// </summary>
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EnterGameCharacterLocked = 0x17,
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/// <summary>
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/// 0x18 — CHAR_ERROR_SUBSCRIPTION_EXPIRED. ACE: "Your
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/// subscription to this game has expired."
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/// </summary>
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SubscriptionExpired = 0x18,
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/// <summary>
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/// 0x19 — CHAR_ERROR_NUM_ERRORS. Retail's own count-of-errors
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/// sentinel (the array-bound idiom, one past the last real code) —
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/// never sent on the wire as an actual error. Kept for verbatim
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/// completeness of the enum range; do not treat a received 0x19
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/// as meaningful.
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/// </summary>
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NumErrors = 0x19,
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}
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public readonly record struct Parsed(uint RawErrorCode)
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{
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/// <summary>
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/// Best-effort named view of <see cref="RawErrorCode"/>. A plain
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/// enum cast never throws in C#, so this is safe even for values
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/// retail never defined — always trust <see cref="RawErrorCode"/>
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/// as the source of truth.
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/// </summary>
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public Code AsCode => (Code)RawErrorCode;
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}
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/// <summary>
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/// Parse a CharacterError body. <paramref name="body"/> must start
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/// with the 4-byte opcode (0xF659).
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/// </summary>
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public static Parsed Parse(ReadOnlySpan<byte> body)
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{
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int pos = 0;
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uint opcode = ReadU32(body, ref pos);
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if (opcode != Opcode)
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throw new FormatException($"expected CharacterError opcode 0x{Opcode:X4}, got 0x{opcode:X8}");
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uint errorCode = ReadU32(body, ref pos);
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return new Parsed(errorCode);
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}
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private static uint ReadU32(ReadOnlySpan<byte> source, ref int pos)
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{
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if (source.Length - pos < 4) throw new FormatException("truncated u32");
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uint value = BinaryPrimitives.ReadUInt32LittleEndian(source.Slice(pos));
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pos += 4;
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return value;
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}
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}
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140
src/AcDream.Core.Net/Messages/CharacterRestore.cs
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140
src/AcDream.Core.Net/Messages/CharacterRestore.cs
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using System.Buffers.Binary;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Retail character-restore request (opcode <c>0xF7D9</c>) and its response
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/// (opcode <c>0xF643</c>).
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///
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/// <para>
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/// <b>Request — guid-only, by reference consensus.</b> The decompiled call
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/// site (<c>Proto_UI::SendAdminRestoreCharacter</c> at <c>0x00546cf0</c>,
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/// declared with three parameters — a u32 and two <c>PStringBase<char></c>
|
||||
/// pointers — and packing two strings after the u32) LOOKS like it sends
|
||||
/// guid + two strings. It does not: its only real caller,
|
||||
/// <c>CPlayerSystem::RestoreCharacter</c> at <c>0x0055d760</c>, declares
|
||||
/// <c>class PStringBase<char>* edx;</c> as a local and passes it
|
||||
/// straight through UNINITIALIZED as the second argument, and passes
|
||||
/// <c>this</c> (a <c>CPlayerSystem*</c>, not a string) as the third. Both
|
||||
/// are textbook decompiler register-corruption artifacts (uninitialized
|
||||
/// register reuse + a mistyped extra parameter from an over-declared
|
||||
/// callee signature), not real arguments the real call site ever
|
||||
/// supplied. ACE
|
||||
/// (<c>CharacterHandler.CharacterRestore</c>,
|
||||
/// <c>ACE.Server/Network/Handlers/CharacterHandler.cs:331-385</c>, reads
|
||||
/// only <c>ReadUInt32()</c>) and holtburger
|
||||
/// (<c>holtburger-protocol/src/messages/character/types.rs::CharacterRestoreRequestData</c>,
|
||||
/// guid-only) independently agree on guid-only. We follow the two
|
||||
/// independent, uncorrupted references (design spec §11 item 4 — wire
|
||||
/// consensus, no divergence-register row needed: this isn't a deviation
|
||||
/// from retail, it's picking the correct reading of a corrupted decompile).
|
||||
/// </para>
|
||||
///
|
||||
/// <code>
|
||||
/// u32 opcode (0xF7D9)
|
||||
/// u32 characterGuid
|
||||
/// </code>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Response — opcode collision with CharacterCreateResponse.</b> ACE's
|
||||
/// own <c>GameMessageOpcode.cs</c> declares both
|
||||
/// <c>CharacterCreateResponse = 0xF643</c> and
|
||||
/// <c>CharacterRestoreResponse = 0xF643, // This is a duplicate...</c> — a
|
||||
/// genuine retail opcode reuse, not an ACE bug. <c>GameMessageCharacterRestore</c>
|
||||
/// (<c>ACE.Server/Network/GameMessages/Messages/GameMessageCharacterRestore.cs</c>)
|
||||
/// unconditionally writes a success shape:
|
||||
/// </para>
|
||||
///
|
||||
/// <code>
|
||||
/// u32 opcode (0xF643)
|
||||
/// u32 verificationFlag (1 = Ok, matching CharacterGenerationVerificationResponse.Ok)
|
||||
/// u32 characterGuid
|
||||
/// String16L characterName
|
||||
/// u32 secondsGreyedOut
|
||||
/// </code>
|
||||
///
|
||||
/// <para>
|
||||
/// But retail's <c>CharacterRestore</c> handler can ALSO reply on this same
|
||||
/// opcode via the character-CREATE response path when restore itself fails
|
||||
/// (e.g. <c>SendCharacterCreateResponse(session, CharacterGenerationVerificationResponse.NameInUse)</c>
|
||||
/// when the freed name collides) — that shape is flag-only, with NO
|
||||
/// trailing fields (<c>GameMessageCharacterCreateResponse.cs</c>: the guid /
|
||||
/// name / trailing u32 are only written <c>if (response == ... .Ok)</c>).
|
||||
/// <see cref="Parse"/> mirrors that conditionality: the trailing three
|
||||
/// fields are read only when <c>verificationFlag == 1</c>. Because the two
|
||||
/// message families are wire-identical when they collide, a caller cannot
|
||||
/// tell "restore response" from "create response" by opcode or shape
|
||||
/// alone — it must track which outbound request (this file's
|
||||
/// <see cref="BuildRequestBody"/> vs. a future CharacterCreate) it is
|
||||
/// awaiting a reply to. Character creation is out of this campaign's scope
|
||||
/// (design spec §7 non-goals); this type does not attempt to disambiguate
|
||||
/// the two families itself.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class CharacterRestore
|
||||
{
|
||||
public const uint RequestOpcode = 0xF7D9u;
|
||||
public const uint ResponseOpcode = 0xF643u;
|
||||
|
||||
/// <summary>
|
||||
/// Restore response body. <see cref="Guid"/>, <see cref="Name"/>, and
|
||||
/// <see cref="SecondsGreyedOut"/> are only populated when
|
||||
/// <see cref="VerificationFlag"/> equals 1 (Ok) — retail omits them
|
||||
/// entirely on the wire otherwise (see the collision note above).
|
||||
/// </summary>
|
||||
public readonly record struct Parsed(
|
||||
uint VerificationFlag,
|
||||
uint? Guid,
|
||||
string? Name,
|
||||
uint? SecondsGreyedOut)
|
||||
{
|
||||
/// <summary>True when the trailing character fields are present.</summary>
|
||||
public bool IsOk => VerificationFlag == 1u;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build the body bytes for an outbound <c>CharacterRestore</c> request.
|
||||
/// Layout: opcode(4) + characterGuid(4). Guid-only — see the class doc
|
||||
/// comment for why the decompiled call site's apparent extra strings
|
||||
/// are not real.
|
||||
/// </summary>
|
||||
public static byte[] BuildRequestBody(uint characterGuid)
|
||||
{
|
||||
var w = new PacketWriter(8);
|
||||
w.WriteUInt32(RequestOpcode);
|
||||
w.WriteUInt32(characterGuid);
|
||||
return w.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Parse a <c>CharacterRestore</c> response body (opcode <c>0xF643</c>).
|
||||
/// <paramref name="body"/> must start with the 4-byte opcode.
|
||||
/// </summary>
|
||||
public static Parsed Parse(ReadOnlySpan<byte> body)
|
||||
{
|
||||
int pos = 0;
|
||||
|
||||
uint opcode = ReadU32(body, ref pos);
|
||||
if (opcode != ResponseOpcode)
|
||||
throw new FormatException($"expected CharacterRestore response opcode 0x{ResponseOpcode:X4}, got 0x{opcode:X8}");
|
||||
|
||||
uint verificationFlag = ReadU32(body, ref pos);
|
||||
if (verificationFlag != 1u)
|
||||
return new Parsed(verificationFlag, null, null, null);
|
||||
|
||||
uint guid = ReadU32(body, ref pos);
|
||||
string name = StringReader.ReadString16L(body, ref pos);
|
||||
uint secondsGreyedOut = ReadU32(body, ref pos);
|
||||
|
||||
return new Parsed(verificationFlag, guid, name, secondsGreyedOut);
|
||||
}
|
||||
|
||||
private static uint ReadU32(ReadOnlySpan<byte> source, ref int pos)
|
||||
{
|
||||
if (source.Length - pos < 4) throw new FormatException("truncated u32");
|
||||
uint value = BinaryPrimitives.ReadUInt32LittleEndian(source.Slice(pos));
|
||||
pos += 4;
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,83 @@
|
|||
using System.Buffers.Binary;
|
||||
using AcDream.Core.Net.Messages;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
public sealed class CharacterDeleteTests
|
||||
{
|
||||
[Fact]
|
||||
public void BuildRequestBody_Layout_OpcodeThenAccountThenSlot()
|
||||
{
|
||||
byte[] body = CharacterDelete.BuildRequestBody("testaccount", characterSlot: 3);
|
||||
|
||||
int pos = 0;
|
||||
Assert.Equal(CharacterDelete.Opcode,
|
||||
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos))); pos += 4;
|
||||
|
||||
// String16L("testaccount") = u16(11) + 11 ASCII bytes, padded to a
|
||||
// 4-byte boundary counted from the length prefix: 2 + 11 = 13 -> 16
|
||||
// (3 pad bytes).
|
||||
ushort len = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(pos));
|
||||
Assert.Equal(11, len); pos += 2;
|
||||
string name = System.Text.Encoding.ASCII.GetString(body.AsSpan(pos, 11));
|
||||
Assert.Equal("testaccount", name); pos += 11;
|
||||
Assert.Equal(0, body[pos++]);
|
||||
Assert.Equal(0, body[pos++]);
|
||||
Assert.Equal(0, body[pos++]);
|
||||
|
||||
uint slot = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos)); pos += 4;
|
||||
Assert.Equal(3u, slot);
|
||||
|
||||
Assert.Equal(4 + 16 + 4, body.Length); // opcode + padded string + slot
|
||||
Assert.Equal(pos, body.Length);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuildRequestBody_ExactByteSequence_ShortAccount()
|
||||
{
|
||||
// "ab" -> String16L = u16(2) + 2 bytes = 4, already 4-byte aligned,
|
||||
// no padding.
|
||||
byte[] body = CharacterDelete.BuildRequestBody("ab", characterSlot: 0x11u);
|
||||
|
||||
byte[] expected =
|
||||
[
|
||||
0x55, 0xF6, 0x00, 0x00, // opcode 0xF655 LE
|
||||
0x02, 0x00, // String16L length = 2
|
||||
(byte)'a', (byte)'b', // string bytes
|
||||
0x11, 0x00, 0x00, 0x00, // characterSlot = 0x11 LE
|
||||
];
|
||||
|
||||
Assert.Equal(expected, body);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuildRequestBody_NullAccountName_Throws()
|
||||
{
|
||||
Assert.Throws<ArgumentNullException>(
|
||||
() => CharacterDelete.BuildRequestBody(null!, characterSlot: 0));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsAcknowledgement_AcceptsOpcodeOnlyBody()
|
||||
{
|
||||
byte[] body = BitConverter.GetBytes(CharacterDelete.Opcode);
|
||||
|
||||
Assert.True(CharacterDelete.IsAcknowledgement(body));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsAcknowledgement_RejectsRequestShapedBody()
|
||||
{
|
||||
byte[] request = CharacterDelete.BuildRequestBody("acct", characterSlot: 1);
|
||||
|
||||
Assert.False(CharacterDelete.IsAcknowledgement(request));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsAcknowledgement_RejectsTruncatedOrDifferentOpcode()
|
||||
{
|
||||
Assert.False(CharacterDelete.IsAcknowledgement([0x55, 0xF6, 0x00]));
|
||||
Assert.False(CharacterDelete.IsAcknowledgement(BitConverter.GetBytes(0xF656u)));
|
||||
Assert.False(CharacterDelete.IsAcknowledgement([]));
|
||||
}
|
||||
}
|
||||
113
tests/AcDream.Core.Net.Tests/Messages/CharacterErrorTests.cs
Normal file
113
tests/AcDream.Core.Net.Tests/Messages/CharacterErrorTests.cs
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
using System.Buffers.Binary;
|
||||
using AcDream.Core.Net.Messages;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
public sealed class CharacterErrorTests
|
||||
{
|
||||
[Theory]
|
||||
[InlineData(0x00u, CharacterError.Code.Undefined)]
|
||||
[InlineData(0x01u, CharacterError.Code.Logon)]
|
||||
[InlineData(0x02u, CharacterError.Code.LoggedOn)]
|
||||
[InlineData(0x03u, CharacterError.Code.AccountLogon)]
|
||||
[InlineData(0x04u, CharacterError.Code.ServerCrash)]
|
||||
[InlineData(0x05u, CharacterError.Code.Logoff)]
|
||||
[InlineData(0x06u, CharacterError.Code.Delete)]
|
||||
[InlineData(0x07u, CharacterError.Code.NoPremade)]
|
||||
[InlineData(0x08u, CharacterError.Code.AccountInUse)]
|
||||
[InlineData(0x09u, CharacterError.Code.AccountInvalid)]
|
||||
[InlineData(0x0Au, CharacterError.Code.AccountDoesntExist)]
|
||||
[InlineData(0x0Bu, CharacterError.Code.EnterGameGeneric)]
|
||||
[InlineData(0x0Cu, CharacterError.Code.EnterGameStressAccount)]
|
||||
[InlineData(0x0Du, CharacterError.Code.EnterGameCharacterInWorld)]
|
||||
[InlineData(0x0Eu, CharacterError.Code.EnterGamePlayerAccountMissing)]
|
||||
[InlineData(0x0Fu, CharacterError.Code.EnterGameCharacterNotOwned)]
|
||||
[InlineData(0x10u, CharacterError.Code.EnterGameCharacterInWorldServer)]
|
||||
[InlineData(0x11u, CharacterError.Code.EnterGameOldCharacter)]
|
||||
[InlineData(0x12u, CharacterError.Code.EnterGameCorruptCharacter)]
|
||||
[InlineData(0x13u, CharacterError.Code.EnterGameStartServerDown)]
|
||||
[InlineData(0x14u, CharacterError.Code.EnterGameCouldntPlaceCharacter)]
|
||||
[InlineData(0x15u, CharacterError.Code.LogonServerFull)]
|
||||
[InlineData(0x16u, CharacterError.Code.CharacterIsBooted)]
|
||||
[InlineData(0x17u, CharacterError.Code.EnterGameCharacterLocked)]
|
||||
[InlineData(0x18u, CharacterError.Code.SubscriptionExpired)]
|
||||
[InlineData(0x19u, CharacterError.Code.NumErrors)]
|
||||
public void Parse_EveryRetailCode_RoundTripsRawAndNamedValue(uint raw, CharacterError.Code expected)
|
||||
{
|
||||
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(raw);
|
||||
|
||||
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(raw, parsed.RawErrorCode);
|
||||
Assert.Equal(expected, parsed.AsCode);
|
||||
Assert.Equal((uint)expected, raw);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_UnknownErrorCode_DoesNotThrow_PreservesRawValue()
|
||||
{
|
||||
// A value retail never defined (and well past CHAR_ERROR_NUM_ERRORS)
|
||||
// — a future server revision or a private server could still send
|
||||
// it. Must not throw; the raw wire value is the source of truth.
|
||||
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(0xDEADBEEFu);
|
||||
|
||||
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(0xDEADBEEFu, parsed.RawErrorCode);
|
||||
Assert.Equal((CharacterError.Code)0xDEADBEEFu, parsed.AsCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_MaxUintErrorCode_DoesNotThrow()
|
||||
{
|
||||
var w = AceWireWriter.GameMessage(CharacterError.Opcode).Write(uint.MaxValue);
|
||||
|
||||
CharacterError.Parsed parsed = CharacterError.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(uint.MaxValue, parsed.RawErrorCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_ExactByteSequence_MatchesAceSerializer()
|
||||
{
|
||||
// ACE's GameMessageCharacterError: opcode then Writer.Write((uint)error).
|
||||
byte[] body = AceWireWriter.GameMessage(CharacterError.Opcode)
|
||||
.Write((uint)CharacterError.Code.Delete)
|
||||
.ToArray();
|
||||
|
||||
byte[] expected =
|
||||
[
|
||||
0x59, 0xF6, 0x00, 0x00, // opcode 0xF659 LE
|
||||
0x06, 0x00, 0x00, 0x00, // CHAR_ERROR_DELETE = 6 LE
|
||||
];
|
||||
|
||||
Assert.Equal(expected, body);
|
||||
|
||||
CharacterError.Parsed parsed = CharacterError.Parse(body);
|
||||
Assert.Equal(CharacterError.Code.Delete, parsed.AsCode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_WrongOpcode_Throws()
|
||||
{
|
||||
byte[] bytes = new byte[4];
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
|
||||
|
||||
Assert.Throws<FormatException>(() => CharacterError.Parse(bytes));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_Truncated_Throws()
|
||||
{
|
||||
byte[] bytes = new byte[4]; // just the opcode, missing the error code
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(bytes, CharacterError.Opcode);
|
||||
|
||||
Assert.Throws<FormatException>(() => CharacterError.Parse(bytes));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_EmptyBody_Throws()
|
||||
{
|
||||
Assert.Throws<FormatException>(() => CharacterError.Parse([]));
|
||||
}
|
||||
}
|
||||
123
tests/AcDream.Core.Net.Tests/Messages/CharacterRestoreTests.cs
Normal file
123
tests/AcDream.Core.Net.Tests/Messages/CharacterRestoreTests.cs
Normal file
|
|
@ -0,0 +1,123 @@
|
|||
using System.Buffers.Binary;
|
||||
using AcDream.Core.Net.Messages;
|
||||
|
||||
namespace AcDream.Core.Net.Tests.Messages;
|
||||
|
||||
public sealed class CharacterRestoreTests
|
||||
{
|
||||
[Fact]
|
||||
public void BuildRequestBody_ExactByteSequence_OpcodeThenGuidOnly()
|
||||
{
|
||||
byte[] body = CharacterRestore.BuildRequestBody(0x50000001u);
|
||||
|
||||
byte[] expected =
|
||||
[
|
||||
0xD9, 0xF7, 0x00, 0x00, // opcode 0xF7D9 LE
|
||||
0x01, 0x00, 0x00, 0x50, // guid 0x50000001 LE
|
||||
];
|
||||
|
||||
Assert.Equal(expected, body);
|
||||
Assert.Equal(8, body.Length);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_SuccessResponse_PopulatesAllTrailingFields()
|
||||
{
|
||||
// Mirrors ACE's GameMessageCharacterRestore: opcode, flag=1 (Ok),
|
||||
// guid, String16L name, secondsGreyedOut.
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
|
||||
.Write(1u)
|
||||
.WriteGuid(0x50000002u)
|
||||
.WriteString16L("+Acdream")
|
||||
.Write(0u);
|
||||
|
||||
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(1u, parsed.VerificationFlag);
|
||||
Assert.True(parsed.IsOk);
|
||||
Assert.Equal(0x50000002u, parsed.Guid);
|
||||
Assert.Equal("+Acdream", parsed.Name);
|
||||
Assert.Equal(0u, parsed.SecondsGreyedOut);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_SuccessResponse_NonzeroSecondsGreyedOutPreserved()
|
||||
{
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
|
||||
.Write(1u)
|
||||
.WriteGuid(0x50000003u)
|
||||
.WriteString16L("Restored")
|
||||
.Write(45u);
|
||||
|
||||
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(45u, parsed.SecondsGreyedOut);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_FailureShapedResponse_LeavesTrailingFieldsNull()
|
||||
{
|
||||
// Retail's colliding CharacterCreateResponse shape: a non-Ok flag
|
||||
// (here 3 = NameInUse) has NO trailing guid/name/seconds on the
|
||||
// wire at all — GameMessageCharacterCreateResponse.cs only writes
|
||||
// them "if (response == ... .Ok)". Parse must not try to read past
|
||||
// the flag in this case.
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
|
||||
.Write(3u); // CharacterGenerationVerificationResponse.NameInUse
|
||||
|
||||
CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(3u, parsed.VerificationFlag);
|
||||
Assert.False(parsed.IsOk);
|
||||
Assert.Null(parsed.Guid);
|
||||
Assert.Null(parsed.Name);
|
||||
Assert.Null(parsed.SecondsGreyedOut);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_WrongOpcode_Throws()
|
||||
{
|
||||
byte[] bytes = new byte[4];
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
|
||||
|
||||
Assert.Throws<FormatException>(() => CharacterRestore.Parse(bytes));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_TruncatedAfterFlag_Throws()
|
||||
{
|
||||
// Claims success (flag=1) but the body ends before the guid.
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode).Write(1u);
|
||||
|
||||
Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_TruncatedBeforeFlag_Throws()
|
||||
{
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode);
|
||||
|
||||
Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RequestThenResponse_RoundTrips_GuidIdentity()
|
||||
{
|
||||
const uint guid = 0x50000009u;
|
||||
byte[] request = CharacterRestore.BuildRequestBody(guid);
|
||||
|
||||
// The request itself carries only the guid; re-derive it the same
|
||||
// way a caller would to confirm nothing was lost in the builder.
|
||||
uint requestedGuid = BinaryPrimitives.ReadUInt32LittleEndian(request.AsSpan(4));
|
||||
Assert.Equal(guid, requestedGuid);
|
||||
|
||||
var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
|
||||
.Write(1u)
|
||||
.WriteGuid(guid)
|
||||
.WriteString16L("RoundTrip")
|
||||
.Write(0u);
|
||||
CharacterRestore.Parsed response = CharacterRestore.Parse(w.ToArray());
|
||||
|
||||
Assert.Equal(requestedGuid, response.Guid);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue