Merge branch 'claude/sharp-sanderson-6b47ae' — sharpen Phase M into design spec + opcode matrix
This commit is contained in:
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6f7d73f7cf
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@ -432,57 +432,40 @@ EchoRequest/EchoResponse handling, runtime ping/timeout policy, and a typed
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protocol/action layer. These gaps will become expensive as movement, dungeons,
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inventory, combat, and plugins depend on stable packet semantics.
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**Plan of record:** create
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`docs/superpowers/specs/2026-05-02-network-stack-conformance.md` before
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implementation starts. Treat holtburger as the client-behavior oracle for this
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phase; cross-check wire details against named retail, ACE, Chorizite, and AC2D
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before porting.
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**Plan of record:** Detailed design spec at
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[`docs/superpowers/specs/2026-05-10-phase-m-network-stack-design.md`](../superpowers/specs/2026-05-10-phase-m-network-stack-design.md)
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(supersedes the planned-but-never-written `2026-05-02-network-stack-conformance.md`
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the original entry referenced). The spec defines: **Bar C** ("wireable on demand")
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as the completeness target; a **three-layer architecture** (`INetTransport` /
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`IReliableSession` / `IGameProtocol`) with `WorldSession` as a thin behavior
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consumer on top; a **worktree-branch big-bang** migration model on
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`claude/phase-m-network-stack` with weekly rebase cadence and single-merge ship;
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per-sub-phase entry/exit gates with hour estimates; conformance test plan
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(golden vectors + live capture replay + live ACE smoke); risk register; and a
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**256-hour / ~6.4-week single-developer cost estimate** (4–6 weeks calendar
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with subagent parallelization on M.1 and M.6). Treat holtburger as the
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client-behavior oracle, ACE as server-outbound authority, named retail decomp
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as wire-format ground truth.
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**2026-05-10 update:** holtburger pulled to `629695a` (+237 commits since
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last audit). First parity-pass written to
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[`docs/research/2026-05-10-holtburger-network-stack-study.md`](../research/2026-05-10-holtburger-network-stack-study.md)
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— that doc is the M.1 deliverable in draft form. Study identified six
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high-ROI "Tier 1" fixes that are individually small and can ship as a
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focused pre-pass before the bigger M.1-M.8 lift; tracked as **M.0** below.
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Most relevant recent holtburger commits to consult: `99974cc` (session
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crate split + retransmit core), `403bc98` (port-switch race), `336cbad`
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(turning + locomotion fix), `797aece` (disconnect carries client_id).
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last audit). First parity-pass at
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[`docs/research/2026-05-10-holtburger-network-stack-study.md`](../research/2026-05-10-holtburger-network-stack-study.md);
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formal opcode coverage matrix (M.1's main deliverable) under construction
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at `docs/research/2026-05-10-phase-m-opcode-matrix.md` via parallel
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class-by-class agent dispatch. Most relevant recent holtburger commits:
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`99974cc` (session crate split + retransmit core), `403bc98` (port-switch
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race), `336cbad` (turning + locomotion fix), `797aece` (disconnect
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carries client_id). Six "Tier 1" quick-wins identified by the study
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(originally tracked as M.0) are folded into M.3 / M.4 / M.6 per the
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spec — they no longer ship as a separate sub-phase.
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**Sub-lanes:**
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- **M.0 — Tier 1 quick-win polish pre-pass.** Six small, high-confidence
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fixes that don't require the full M.1-M.8 layer extraction and can ship
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as one focused PR (~1 day). Sourced from
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[`docs/research/2026-05-10-holtburger-network-stack-study.md`](../research/2026-05-10-holtburger-network-stack-study.md)
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§1 Tier 1. May ship independently of M.1-M.8.
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1. **MoveToState wire-format audit** (study §1.1.a-e). Side-by-side
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compare `Messages/MoveToState.cs` against holtburger
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`client/movement/common.rs:122-186`. Pin: `current_hold_key` always
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set, empty `commands[]` on held WASD, `turn_speed` always with
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TURN_COMMAND, gait-aware dedup, no `turning` when locomotion ≠ 0.
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Likely candidate for the longstanding "remote retail observer sees
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us not perfect" bug.
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2. **LoginComplete on every PlayerTeleport** (study §1.2). Currently
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only sent on first PlayerCreate.
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3. **EchoRequest → EchoResponse reply** (study §1.3). We parse and
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ignore; ACE pings periodically — likely contributor to long-session
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timeouts.
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4. **Port-switch race fix** (study §1.4, holtburger commit `403bc98`).
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Track pending vs confirmed `_connectEndpoint`.
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5. **Disconnect packet carries client_id** (study §4, holtburger commit
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`797aece`). Currently `id = 0`.
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6. **Verify `IsaacRandom` has search-and-stash mode for out-of-order
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ENCRYPTED_CHECKSUM packets** (study §1.7, holtburger
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`crypto.rs:73-93`). 5-minute check; ~20 LOC port if missing —
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latent bug under any UDP reorder event.
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- **M.1 — Audit & parity map.** Produce a source-by-source comparison of
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acdream `AcDream.Core.Net` and holtburger `holtburger-session`,
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`holtburger-protocol`, and `holtburger-core` networking code. Inventory each
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packet flag, optional header, session transition, control packet, fragment
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path, game message, and game action. Mark each as `parity`, `partial`,
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`missing`, or `intentional divergence`. **Status (2026-05-10): first pass
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done at [`docs/research/2026-05-10-holtburger-network-stack-study.md`](../research/2026-05-10-holtburger-network-stack-study.md);
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the formal parity table can extend that doc rather than start from
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scratch.**
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**Sub-lanes:** *(brief summary; the spec has full entry/exit criteria,
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conformance gates, and hour estimates for each.)*
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- **M.1 — Audit & opcode matrix.** Build the per-opcode coverage table
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citing holtburger / ACE / named retail / acdream-today / Phase M target.
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Status: parity-pass done; matrix construction in flight via per-class
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agent dispatch (transport flags + optional headers, GameMessages,
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GameEvents, GameActions). 16h.
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- **M.2 — Layer extraction.** Split the low-level stack under `WorldSession`
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into testable components: `INetTransport`, `PacketCodec`,
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`ReliablePacketSession`, `FragmentSession`, `GameMessageSession`, and the
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543
docs/research/2026-05-10-phase-m-opcode-matrix.md
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543
docs/research/2026-05-10-phase-m-opcode-matrix.md
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@ -0,0 +1,543 @@
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# Phase M — Network Opcode Coverage Matrix
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**Date:** 2026-05-10
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**Status:** Initial population complete (4 parallel research agents). Spot-check pass + intentional-divergence ratification owed before M.1 closes.
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**Companion spec:** [`docs/superpowers/specs/2026-05-10-phase-m-network-stack-design.md`](../superpowers/specs/2026-05-10-phase-m-network-stack-design.md)
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**Companion study:** [`docs/research/2026-05-10-holtburger-network-stack-study.md`](2026-05-10-holtburger-network-stack-study.md)
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This matrix is the **source of truth for Phase M completeness**. Every row defines: what the opcode is, who currently sends/receives it across our three reference sources, what acdream does today, and what Phase M must do. The spec's M.6 work plan reduces to "for every row where `acdream today` ≠ `Phase M target`, implement the delta and add tests."
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---
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## Roll-up
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| Section | In-scope | Acdream today | Phase M delta |
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|---------|----------|---------------|---------------|
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| 1 — Transport flags | 22 | 14 parse / 5 build | 8 |
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| 2 — Optional-header fields | 12 | 10 partial | builder + decoder gaps |
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| 3 — GameMessage opcodes (top-level) | 51 | 21 implemented | 30 |
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| 4 — GameEvent sub-opcodes (inside 0xF7B0) | 103 | 27 parsed / 26 wired | 76 new (~50 deferable to gameplay phases) |
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| 5 — GameAction sub-opcodes (inside 0xF7B1) | 96 | 24 built / 8 live callers | 72 new + 16 dead-builder wirings |
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| **Total** | **~284** | **~96** | **~190** |
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Roughly **34% complete by raw opcode count.** The biggest single Phase-M unblocking step is wiring the 16 dead builders in section 5 (Phase B.4 surface — Use / UseWithTarget / Allegiance / Inventory / Social / Cast / Appraise / etc.).
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---
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## Cell-value vocabulary
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| Code | Meaning |
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|------|---------|
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| `P` | Parses inbound |
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| `B` | Builds outbound |
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| `PB` | Parses + builds (both directions) |
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| `W` | Wired — typed handler exists AND state is updated by it |
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| `H` | (ACE only) Server has a handler that processes this client-sent opcode |
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| `–` | Not implemented |
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| `N/A` | Not applicable for this side (e.g., server-only message in ACE column) |
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| `?` | Could not determine — needs verification |
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**Phase M target column:**
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| Target | Meaning |
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|--------|---------|
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| `PB+W` | Must parse, build (if outbound), wire to typed event by phase end |
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| `PB` | Must parse + build, no wiring required |
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| `P+W` | Inbound only, must parse + dispatch typed event |
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| `B+W` | Outbound only, must build + have a live caller |
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| `B` | Build only, no live caller required (typed for future use) |
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| `–defer:<phase>` | Explicitly deferred to a named gameplay phase |
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| `–skip:<reason>` | Out of scope, with justification |
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---
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## Section 1 — Transport flags
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In-scope: 22. Implemented in acdream: 14 (parse path + 5 build path). Phase M target delta: 8 (4 inbound parse gaps to wire, 4 outbound builders, plus 6 to retire/skip-justify).
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| Code | Direction | Name | Named-retail symbol | Holtburger | ACE | acdream today | Phase M target | Notes |
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|---|---|---|---|---|---|---|---|---|
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| `0x00000000` | N/A | None | – | N/A | N/A | N/A | N/A | Identity flag value [^t-a] |
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| `0x00000001` | both | Retransmission | – | P (set on retx) | PB+W | – | PB+W | We never echo/honor this bit [^t-b] |
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| `0x00000002` | both | EncryptedChecksum | `FlowQueue::EncryptChecksum` | PB | PB+W | PB+W | PB+W | Codec covers in/out + ISAAC |
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| `0x00000004` | both | BlobFragments | `MessageFragment` group | PB+W | PB+W | PB+W | PB+W | Fragment list parsed/built |
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| `0x00000100` | inbound | ServerSwitch | `ClientNet::HandleServerSwitch` | P (size-skip) | PB | P (size-skip) | P+W | Handler missing; just consumes 8 bytes |
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| `0x00000200` | inbound | LogonServerAddr | – | – | – | – | –defer:M2 | Login-server bounce; no client logic yet [^t-c] |
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| `0x00000400` | inbound | EmptyHeader1 | `CEmptyHeader<0x400,2>` | – | – | – | –skip:dead-flag | Retail struct exists, never sent |
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| `0x00000800` | inbound | Referral | `ClientNet::HandleReferral` | – | B only (server) | – | –defer:M2 | Server-only path until login bounce |
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| `0x00001000` | both | RequestRetransmit | `FlowQueue::TransmitNaks` | PB+W | PB+W | P (size-skip) | PB+W | NAK list parsed but ignored [^t-d] |
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| `0x00002000` | both | RejectRetransmit | `FlowQueue::EnqueueEmptyAck` | P+W | PB | P (size-skip) | P+W | Inbound only (server tells us "no") |
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| `0x00004000` | both | AckSequence | `FlowQueue::EnqueueAcks` | PB+W | PB+W | PB+W | PB+W | Per-packet ack pump shipped |
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| `0x00008000` | both | Disconnect | `Client::Disconnect` | – | P+W | B only | P+W | Inbound parse-and-tear-down missing [^t-e] |
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| `0x00010000` | outbound | LoginRequest | `ClientNet::SendLoginRequest` | B | P+W | B | B | Auth-only, parsed by server [^t-f] |
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| `0x00020000` | inbound | WorldLoginRequest | `CEmptyHeader<0x20000,1>` | – | P (8 bytes) | P (size-skip) | P (size-skip) | Server-only on relay [^t-g] |
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| `0x00040000` | inbound | ConnectRequest | `ClientNet::HandleConnectionRequest` | P+W | B | P+W | P+W | Handshake oracle, ISAAC seeded |
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| `0x00080000` | outbound | ConnectResponse | `ClientNet::SendConnectAck` | B | P+W | B | B | 8-byte cookie echo |
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| `0x00100000` | inbound | NetError | `NetError::UnPack` | – | – | – | P+W | Drop session + surface error to UI |
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| `0x00200000` | inbound | NetErrorDisconnect | `NetError::UnPack` | – | P+W | – | P+W | Same parse, hard-disconnect variant |
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| `0x00400000` | inbound | CICMDCommand | – | P (size-skip) | P+W | P (size-skip) | –defer:M3 | Server-debug only; not honored by retail clients |
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| `0x01000000` | inbound | TimeSync | `ClientNet::HandleTimeSynch` | P+W | P+W | P+W | P+W | Drives `WorldTimeService` |
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| `0x02000000` | inbound | EchoRequest | `CEchoRequestHeader::CreateFromData` | P+W (mirrors out) | P+W | P (no reply) | PB+W | Must build EchoResponse mirror [^t-h] |
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| `0x04000000` | outbound | EchoResponse | – | B | B | – | B | Reply path for incoming EchoRequest |
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| `0x08000000` | both | Flow | `FlowQueue::TransmitNewPackets` | P (size-skip) | P+W | P (size-skip) | –defer:M2 | Throttle hint; safe to ignore until M2 |
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**Footnotes:**
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[^t-a]: The `None=0` value isn't a wire bit, but it's in our enum so callers can default-initialize headers — keep it.
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[^t-b]: ACE sets `Retransmission` when re-sending a cached packet; clients should accept it as informational. We currently treat the bit as a no-op (works because we don't dedupe on it).
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[^t-c]: A login-server-side handshake step; only relevant when ACE adds login-bounce, which it doesn't today.
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[^t-d]: We need to actually retransmit on inbound NAK and need to send NAKs for our own missing inbound. M3 reliability-core phase.
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[^t-e]: Inbound `Disconnect` must close the session cleanly and notify upper layers; right now the connection just times out on client side too.
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[^t-f]: `LoginRequest` is a server-decode case but our codec consumes it on encode for hashing.
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[^t-g]: Retail server uses this for world-server entry confirmation; the holtburger ref has no parse, ACE writer-side is `Pack`. Our consumer just skips 8 bytes for hashing.
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[^t-h]: Servers do periodically EchoRequest to the client; we must mirror the 4-byte client-time as an `EchoResponse` per `FlowQueue::DequeueAck` semantics.
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---
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## Section 2 — Optional-header fields
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In-scope: 12. Implemented in acdream: 12 of 12 sized-skip; 6 of 12 surface decoded fields. Phase M target delta: needs (a) builders for the ones we only parse, (b) ConnectRequest + EchoRequest builder paths for symmetric tests, (c) golden-vector test file.
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| Code | Direction | Name | Named-retail symbol | Holtburger | ACE | acdream today | Phase M target | Notes |
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|---|---|---|---|---|---|---|---|---|
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| `0x100` | inbound | ServerSwitch (8 bytes) | `UCServerSwitchStruct` | P (skip) | PB | P (skip) | P (decode)+W | Decode `serverIp:u32, port:u16, pad:u16` [^o-a] |
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| `0x1000` | inbound | RequestRetransmit (4+N\*4) | `FlowQueue::TransmitNaks` | PB | PB | P (parsed list) | PB+W | List stored; build path missing |
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| `0x2000` | inbound | RejectRetransmit (4+N\*4) | `FlowQueue::CompileEmptyAcks` | P | PB | P (size-skip) | P (decode)+W | List currently consumed without storage |
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| `0x4000` | both | AckSequence (4 bytes) | `FlowQueue::EnqueueAcks` | PB | PB | PB | PB | Stored as `AckSequence:u32` |
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| `0x10000` | outbound | LoginRequest (rest of pkt) | `ClientNet::SendLoginRequest` | B | P (full) | B (via `LoginRequest.Build`) | B | Variable-length tail; raw bytes hashed |
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| `0x20000` | inbound | WorldLoginRequest (8 bytes) | `CEmptyHeader<0x20000,1>` | – | P (8B peek) | P (size-skip) | P (decode)+W | Decode purpose unknown, store raw |
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| `0x40000` | inbound | ConnectRequest (32 bytes) | `CConnectHeader` | P+W | B (server) | P+W | PB | We need encode path for round-trip tests |
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| `0x80000` | outbound | ConnectResponse (8 bytes) | – | B | P (8B peek) | B | PB | Decode on inbound test fixtures |
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| `0x400000` | inbound | CICMDCommand (8 bytes) | – | P (skip) | P (8B) | P (size-skip) | –defer:M3 | Decode + handler deferred |
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| `0x1000000` | inbound | TimeSync (8 bytes) | `CTimeSyncHeader` | P+W | P+W | P+W | PB | Add build for symmetry; double LE |
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| `0x2000000` | inbound | EchoRequest (4 bytes) | `CEchoRequestHeader` | P+W | P+W | P (no reply) | PB+W | Wire to `SendEchoResponse` builder |
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| `0x8000000` | both | Flow (6 bytes) | `UCFlowStruct` | P (skip) | P+W | P (decode) | –defer:M2 | `FlowBytes:u32, FlowInterval:u16` decoded |
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**Footnotes:**
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[^o-a]: ServerSwitch struct layout per retail `UCServerSwitchStruct` — confirmed via named-retail symbol `?CreateFromData@?$COnePrimHeader@$0BAA@$0GA@UCServerSwitchStruct@@@@`. M3 needs the IP/port to actually re-target the socket; today we'd silently drop traffic from a relocated server.
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**Cross-cutting Phase M deliverables for sections 1+2:**
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||||
1. **Goldens fixture file** — `tests/AcDream.Core.Net.Tests/Packets/PacketHeaderOptionalTests.cs` does not exist; only indirect coverage via `PacketCodecTests` and `ConnectRequestTests`. M needs one fixture per non-skip flag covering parse + build symmetry.
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2. **Typed events** — currently the only `WorldSession`-side flag-driven event is `ServerTimeUpdated` (from `TimeSync`). Phase M target adds: `ServerSwitchRequested(ip, port)`, `ServerDisconnect(reason)`, `ServerNetError(NetErrorCode, message)`, `EchoRequested(clientTime)` (internal), `RetransmitRequested(seqs)`, `RetransmitRejected(seqs)`.
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3. **`PacketHeaderOptional` storage gaps** — `RejectRetransmit` list is consumed but discarded; `WorldLoginRequest` 8-byte body is skipped; `CICMDCommand` 8-byte body is skipped; `ConnectResponse` 8-byte cookie is decoded only inside `Connect()`'s send path, not on inbound parse. M target: lift each into a typed property on `PacketHeaderOptional`.
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4. **Builder-side parity** — `PacketHeaderOptional.Parse` exists; there is no `PacketHeaderOptional.Build` — every outbound flag's body bytes are hand-rolled at the call site (`SendAck`, `Connect`, `Dispose`). Phase M should add a single `Build(PacketHeaderFlags, body fields)` to mirror parse.
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||||
---
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||||
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||||
## Section 3 — GameMessage opcodes (top-level)
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||||
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||||
In-scope: 51. Implemented in acdream: 21. Phase M target delta: 30.
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| Code | Direction | Name | Named-retail symbol | Holtburger | ACE | acdream today | Phase M target | Notes |
|
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|------|-----------|------|---------------------|------------|-----|---------------|----------------|-------|
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| 0x0000 | both | None | – | PB | N/A | – | –skip:heartbeat-only | Internal/heartbeat sentinel |
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| 0x0024 | inbound | InventoryRemoveObject | – | P | B | – | P+W | Out of bubble or destroyed |
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| 0x0197 | inbound | SetStackSize | – | P | B | – | P+W | Container stack size delta |
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| 0x019E | inbound | PlayerKilled | – | PB | B | P+W | P+W | victim+killer broadcast |
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| 0x01E0 | inbound | EmoteText | `CM_Communication::DispatchUI_HearEmote` | PB | B | P+W | P+W | Server-driven 3rd-person emote |
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| 0x01E2 | inbound | SoulEmote | `CM_Communication::DispatchUI_HearSoulEmote` | PB | B | P+W | P+W | Complex emote w/ animation |
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| 0x02BB | inbound | HearSpeech | `ClientCommunicationSystem::Handle_Communication__HearSpeech` | PB | B | P+W | P+W | Local chat |
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| 0x02BC | inbound | HearRangedSpeech | `ClientCommunicationSystem::Handle_Communication__HearRangedSpeech` | PB | B | P+W | P+W | Shouts; same parser as 0x02BB |
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| 0x02CD | inbound | PrivateUpdatePropertyInt | `ClientObjMaintSystem::Handle_Qualities__PrivateUpdateInt` | PB | B | – | P+W | Owner-only int property |
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||||
| 0x02CE | inbound | PublicUpdatePropertyInt | – | PB | B | – | P+W | Broadcast int property |
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||||
| 0x02CF | inbound | PrivateUpdatePropertyInt64 | – | PB | B | – | P+W | Owner-only int64 |
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||||
| 0x02D0 | inbound | PublicUpdatePropertyInt64 | – | PB | B | – | P+W | Broadcast int64 |
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||||
| 0x02D1 | inbound | PrivateUpdatePropertyBool | `ClientObjMaintSystem::Handle_Qualities__PrivateUpdateBool` | PB | B | – | P+W | Owner-only bool |
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||||
| 0x02D2 | inbound | PublicUpdatePropertyBool | – | PB | B | – | P+W | Broadcast bool |
|
||||
| 0x02D3 | inbound | PrivateUpdatePropertyFloat | `ClientObjMaintSystem::Handle_Qualities__PrivateUpdateFloat` | PB | B | – | P+W | Owner-only float |
|
||||
| 0x02D4 | inbound | PublicUpdatePropertyFloat | – | PB | B | – | P+W | Broadcast float |
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||||
| 0x02D5 | inbound | PrivateUpdatePropertyString | – | PB | B | – | P+W | Owner-only string |
|
||||
| 0x02D6 | inbound | PublicUpdatePropertyString | – | PB | B | – | P+W | Broadcast string |
|
||||
| 0x02D7 | inbound | PrivateUpdatePropertyDataID | – | PB | B | – | P+W | Owner-only DataID |
|
||||
| 0x02D8 | inbound | PublicUpdatePropertyDataID | – | PB | B | – | P+W | Broadcast DataID |
|
||||
| 0x02D9 | inbound | PrivateUpdatePropertyInstanceID | `CM_Qualities::DispatchUI_PrivateUpdateInstanceID` | PB | B | – | P+W | Owner-only InstanceID |
|
||||
| 0x02DA | inbound | PublicUpdateInstanceID | – | PB | B | – | P+W | Broadcast InstanceID |
|
||||
| 0x02DB | inbound | PrivateUpdatePosition | `CM_Qualities::DispatchUI_PrivateUpdatePosition` | PB | B | – | –defer:F.x | Owner-only position; redundant with 0xF748 |
|
||||
| 0x02DC | inbound | PublicUpdatePosition | – | PB | B | – | –defer:F.x | Public position; redundant with 0xF748 |
|
||||
| 0x02DD | inbound | PrivateUpdateSkill | – | PB | B | – | P+W | Owner-only skill XP |
|
||||
| 0x02DE | inbound | PublicUpdateSkill | – | PB | B | – | P+W | Public skill |
|
||||
| 0x02DF | inbound | PrivateUpdateSkillLevel | – | PB | B | – | P+W | Owner-only skill base level |
|
||||
| 0x02E0 | inbound | PublicUpdateSkillLevel | – | PB | B | – | P+W | Public skill base level |
|
||||
| 0x02E3 | inbound | PrivateUpdateAttribute | `ClientObjMaintSystem::Handle_Qualities__PrivateUpdateAttribute` | PB | B | – | P+W | Strength/Stamina/etc base |
|
||||
| 0x02E4 | inbound | PublicUpdateAttribute | – | PB | B | – | P+W | Public attribute |
|
||||
| 0x02E7 | inbound | PrivateUpdateVital | – | PB | B | P+W | P+W | Max HP/Stam/Mana — vitals panel |
|
||||
| 0x02E8 | inbound | PublicUpdateVital | – | PB | B | – | P+W | Public vital |
|
||||
| 0x02E9 | inbound | PrivateUpdateAttribute2ndLevel | `ClientObjMaintSystem::Handle_Qualities__PrivateUpdateAttribute2ndLevel` | PB [^m-1] | B | P+W | P+W | Current-only vital delta |
|
||||
| 0xEA60 | inbound | AdminEnvirons | `CPlayerSystem::Handle_Admin__Environs` | – | B | P+W | P+W | Fog presets / sound cues |
|
||||
| 0xF625 | inbound | ObjDescEvent | `SmartBox::HandleObjDescEvent` | PB | B | P+W | P+W | Per-entity appearance update |
|
||||
| 0xF643 | inbound | CharacterCreateResponse | – | PB | B | – | –defer:char-creation | Char-creation flow not yet built |
|
||||
| 0xF653 | outbound | CharacterLogOff | – | PB | P | B | PB+W | Sent on Dispose; ACE accepts |
|
||||
| 0xF655 | both | CharacterDelete | – | PB | P | – | –defer:char-mgmt | Char-management UI deferred |
|
||||
| 0xF656 | outbound | CharacterCreate | – | PB | P | – | –defer:char-creation | Char-creation flow not yet built |
|
||||
| 0xF657 | outbound | CharacterEnterWorld | `CM_Login::SendNotice_BeginEnterWorld` [^m-2] | PB | P | B | PB+W | Built; sent during handshake |
|
||||
| 0xF658 | inbound | CharacterList | `CPlayerSystem::Handle_Login__CharacterSet` | PB | B | P+W | P+W | Login char picker |
|
||||
| 0xF659 | inbound | CharacterError | `CPlayerSystem::Handle_CharacterError` | PB | B | – | P+W | Login/restore failures |
|
||||
| 0xF6EA | both | ForceObjectDescSend | – | PB | P | – | –defer:F.x | Server requests client re-send ObjDesc; rare |
|
||||
| 0xF745 | inbound | CreateObject (ObjectCreate) | `SmartBox::HandleCreateObject` | PB | B | P+W | P+W | Spawn entity in bubble |
|
||||
| 0xF746 | inbound | PlayerCreate | `SmartBox::HandleCreatePlayer` | PB | B | P+W [^m-3] | P+W | Triggers LoginComplete |
|
||||
| 0xF747 | inbound | DeleteObject (ObjectDelete) | `SmartBox::HandleDeleteObject` | PB | B | P+W | P+W | Despawn |
|
||||
| 0xF748 | inbound | UpdatePosition | `CM_Qualities::DispatchUI_UpdatePosition` | PB | B | P+W | P+W | Periodic position sync |
|
||||
| 0xF749 | inbound | ParentEvent | `SmartBox::HandleParentEvent` | PB | B | – | P+W | Equip/wield parent change |
|
||||
| 0xF74A | inbound | PickupEvent | `SmartBox::HandlePickupEvent` | PB | B | – | P+W | Pickup confirmation |
|
||||
| 0xF74B | inbound | SetState | `SmartBox::HandleSetState` | PB | B | – | P+W | Door open/close, container state |
|
||||
| 0xF74C | inbound | UpdateMotion (Motion) | – | PB | B | P+W | P+W | Animation cycle change |
|
||||
| 0xF74E | inbound | VectorUpdate | `SmartBox::HandleVectorUpdate` | PB | B | P+W | P+W | Remote jump velocity, missile arc |
|
||||
| 0xF750 | inbound | Sound | `SmartBox::HandleSoundEvent` | PB | B | – | P+W | Positional sound trigger |
|
||||
| 0xF751 | inbound | PlayerTeleport | `SmartBox::HandlePlayerTeleport` | PB | B | P+W | P+W | Portal/teleport screen |
|
||||
| 0xF752 | inbound | AutonomyLevel | `CommandInterpreter::SetAutonomyLevel` | P [^m-4] | – | – | P+W | Server tells client physics-trust level |
|
||||
| 0xF753 | both | AutonomousPosition | `CM_Movement::Event_AutonomousPosition` | PB | – | B | PB+W | Outbound built; inbound parser missing |
|
||||
| 0xF754 | inbound | PlayScript (PlayScriptId) | `SmartBox::HandlePlayScriptID` | – | – | P+W [^m-5] | P+W | Inline parser; lightning, spell FX, emotes |
|
||||
| 0xF755 | inbound | PlayEffect | – | PB | B | – | P+W | Particle/visual scripts; ACE uses for PlayScript wrapper |
|
||||
| 0xF7B0 | inbound | GameEvent (envelope) | – | PB | B | P+W | P+W | Envelope for sub-opcodes (see §4) |
|
||||
| 0xF7B1 | outbound | GameAction (envelope) | – | PB | P | B+W | PB+W | Envelope for sub-opcodes (see §5) |
|
||||
| 0xF7C1 | inbound | AccountBanned | – | – | B | – | –defer:F.x | ACE-only, rarely seen |
|
||||
| 0xF7C8 | outbound | CharacterEnterWorldRequest | – | PB | P | B | PB+W | Built; sent before 0xF657 |
|
||||
| 0xF7CC | both | GetServerVersion | `Proto_UI::SendAdminGetServerVersion` | – | P | – | –defer:F.x | Admin-only |
|
||||
| 0xF7CD | both | FriendsOld | – | – | P | – | –defer:F.x | Obsolete; ACE drops it |
|
||||
| 0xF7D9 | outbound | CharacterRestore | – | PB | P | – | –defer:char-mgmt | Char-management UI deferred |
|
||||
| 0xF7DB | inbound | UpdateObject | `SmartBox::HandleUpdateObject` | PB | B | – | P+W | Heavy re-send of object visual+physics |
|
||||
| 0xF7DC | inbound | AccountBoot | `CPlayerSystem::Handle_AccountBooted` | PB | B | – | P+W | Kicked from server |
|
||||
| 0xF7DE | both | TurbineChat | `CCommunicationSystem::IsUsingTurbineChat` | PB | PB [^m-6] | PB+W | PB+W | Global community chat |
|
||||
| 0xF7DF | inbound | CharacterEnterWorldServerReady | – | P [^m-7] | B | P+W [^m-8] | P+W | Handshake gate during enter-world |
|
||||
| 0xF7E0 | inbound | ServerMessage | – | PB | B | P+W | P+W | System message / announcements |
|
||||
| 0xF7E1 | inbound | ServerName | `ECM_Login::SendNotice_WorldName` | PB | B | – | P+W | Shard name during login |
|
||||
| 0xF7E2 | both | DDD_DataMessage | – | – | – | – | –defer:dat-streaming | DDD download channel (we ship dats locally) |
|
||||
| 0xF7E3 | both | DDD_RequestDataMessage | – | – | P | – | –defer:dat-streaming | Client requests dat data |
|
||||
| 0xF7E4 | both | DDD_ErrorMessage | – | – | – | – | –defer:dat-streaming | DDD error channel |
|
||||
| 0xF7E5 | inbound | DDD_Interrogation | `DDD_InterrogationMessage::Serialize` | PB [^m-9] | B | P+W | P+W | Server asks "what dat versions?" |
|
||||
| 0xF7E6 | outbound | DDD_InterrogationResponse | – | PB | P | B | PB+W | Built; sent in response to 0xF7E5 |
|
||||
| 0xF7E7 | both | DDD_BeginDDD | – | – | – | – | –defer:dat-streaming | DDD start |
|
||||
| 0xF7E8 | both | DDD_BeginPullDDD | – | – | – | – | –defer:dat-streaming | DDD pull start |
|
||||
| 0xF7E9 | both | DDD_IterationData | – | – | – | – | –defer:dat-streaming | DDD chunk iteration |
|
||||
| 0xF7EA | inbound | DDD_EndDDD | – | – | P | – | –defer:dat-streaming | DDD end signal |
|
||||
|
||||
**Footnotes:**
|
||||
|
||||
[^m-1]: ACE calls 0x02E9 `PrivateUpdateAttribute2ndLevel`; holtburger calls it `PrivateUpdateVitalCurrent` (current-only delta).
|
||||
[^m-2]: Retail-side trigger of the enter-world flow; the wire opcode 0xF657 is constructed from the request.
|
||||
[^m-3]: PlayerCreate fires LoginComplete when guid matches own char; CreateObject body is parsed for the player too.
|
||||
[^m-4]: AutonomyLevel is in holtburger's `GameMessage` enum + unpack/pack, but its enum value (0xF752) is mapped via opcode dispatch.
|
||||
[^m-5]: 0xF754 PlayScript is parsed inline in `WorldSession.cs:850` (no dedicated `Messages/PlayScript.cs`); routed to `PlayScriptReceived` event for VFX runtime.
|
||||
[^m-6]: ACE handles inbound TurbineChat via `TurbineChatHandler` and emits outbound via `GameMessageTurbineChat`, hence both directions.
|
||||
[^m-7]: CharacterEnterWorldServerReady is unit variant in holtburger (no payload); only an opcode marker.
|
||||
[^m-8]: acdream uses 0xF7DF as a handshake gate (`WorldSession.cs:495`), no dedicated parser file.
|
||||
[^m-9]: DddInterrogation in holtburger is a unit variant — opcode marker only, no payload to parse.
|
||||
|
||||
**Caveats and unknowns:**
|
||||
- `0xF7C1 AccountBanned` is in ACE's enum + has a `GameMessageAccountBanned.cs`, but holtburger has it commented out. Marked `–defer` since the channel exists in retail but rarely fires.
|
||||
- `0xF7CC GetServerVersion`, `0xF7CD FriendsOld`: ACE has handlers for them (i.e. accepts them inbound from a client that sends them), but no acdream sends them today. Listed as `–defer`.
|
||||
- `0xF619 PositionAndMovement`: holtburger documents this as a "ghost" opcode (defined but never emitted by ACE/retail). Excluded from the table — confirmed dead code per holtburger comment + grep on ACE shows no `Writer.Write` site.
|
||||
- `0xF754 PlayScriptId` vs `0xF755 PlayEffect`: ACE has the `Script.cs` GameMessage tagged with `PlayEffect (0xF755)`, while retail's `SmartBox::HandlePlayScriptID` is the 0xF754 handler. acdream's inline parser at `WorldSession.cs:850` reads `[u32 opcode][u32 guid][u32 scriptId]` matching the 0xF754 layout.
|
||||
|
||||
---
|
||||
|
||||
## Section 4 — GameEvent sub-opcodes (inside 0xF7B0 envelope)
|
||||
|
||||
In-scope: 103. Implemented (parsed) in acdream today: 27. Wired (`W`) in acdream today: 26. Phase M target delta: 76 new parsers + ~50 deferred to later phases.
|
||||
|
||||
All rows are `inbound` direction (GameEvents are server→client only).
|
||||
|
||||
| Code | Direction | Name | Named-retail symbol | Holtburger | ACE | acdream today | Phase M target | Notes |
|
||||
|---|---|---|---|---|---|---|---|---|
|
||||
| 0x0003 | inbound | AllegianceUpdateAborted | `ClientAllegianceSystem::Handle_Allegiance__AllegianceUpdateAborted` | – | W | – | –defer:Allegiance | scope deferred — no allegiance UI yet |
|
||||
| 0x0004 | inbound | PopupString | `ClientCommunicationSystem::Handle_Communication__PopUpString` | W | W | W | W | modal text → ChatLog.OnPopup |
|
||||
| 0x0013 | inbound | PlayerDescription | `CPlayerSystem::Handle_PlayerDescription` | W | W | W | W | full local-player snapshot at login [^e-a] |
|
||||
| 0x0020 | inbound | AllegianceUpdate | `ClientAllegianceSystem::Handle_Allegiance__AllegianceUpdate` | – | W | – | –defer:Allegiance | needs CAllegianceProfile parser |
|
||||
| 0x0021 | inbound | FriendsListUpdate | `CM_Social::SendNotice_UpdateFriendsList` | – | W | – | P+W | FriendDataList; small parser, high UX value |
|
||||
| 0x0022 | inbound | InventoryPutObjInContainer | – (CM_Inventory) | W | W | W | W | (item, container, slot) — items.MoveItem |
|
||||
| 0x0023 | inbound | WieldObject | – (CM_Inventory) | W | W | W | W | server-driven equip |
|
||||
| 0x0029 | inbound | CharacterTitle | `CM_Social::SendNotice_AddCharacterTitle` | – | W | – | –defer:Social | gmCharacterTitleUI |
|
||||
| 0x002B | inbound | UpdateTitle | `CM_Social::SendNotice_SetDisplayCharacterTitle` | – | W | – | –defer:Social | titles UI not yet built |
|
||||
| 0x0052 | inbound | CloseGroundContainer | – (gmInventoryUI) | W | W | P | P+W | parser exists, needs ItemRepository wiring |
|
||||
| 0x0062 | inbound | ApproachVendor | – (CM_Vendor) | W | W | – | –defer:VendorPanel | needs VendorProfile + ItemProfile list parser |
|
||||
| 0x0075 | inbound | StartBarber | `ClientUISystem::Handle_Character__StartBarber` | – | W | – | –defer:Barber | gmBarberUI not yet built |
|
||||
| 0x00A0 | inbound | InventoryServerSaveFailed | – (CM_Inventory) | W | W | P | P+W | parser exists; needs revert hook |
|
||||
| 0x00A3 | inbound | FellowshipQuit | `ClientFellowshipSystem::Handle_Fellowship__Quit` | W | W | – | –defer:Fellowship | scope deferred — no fellowship state |
|
||||
| 0x00A4 | inbound | FellowshipDismiss | `ClientFellowshipSystem::Handle_Fellowship__Dismiss` | W | W | – | –defer:Fellowship | scope deferred |
|
||||
| 0x00B4 | inbound | BookDataResponse | `CM_Writing::Event_BookData` | W | W | – | –defer:Books | gmBookUI not yet built |
|
||||
| 0x00B5 | inbound | BookModifyPageResponse | `CM_Writing::Event_BookModifyPage` | – | W | – | –defer:Books | |
|
||||
| 0x00B6 | inbound | BookAddPageResponse | `CM_Writing::SendNotice_BookAddPageResponse` | – | W | – | –defer:Books | |
|
||||
| 0x00B7 | inbound | BookDeletePageResponse | `CM_Writing::SendNotice_BookDeletePageResponse` | – | W | – | –defer:Books | |
|
||||
| 0x00B8 | inbound | BookPageDataResponse | `CM_Writing::SendNotice_BookPageDataResponse` | W | W | – | –defer:Books | |
|
||||
| 0x00C3 | inbound | GetInscriptionResponse | – | – | W | – | –defer:Books | inscription on caster items |
|
||||
| 0x00C9 | inbound | IdentifyObjectResponse | `ClientUISystem::Handle_Item__AppraiseDone` [^e-b] | W | W | W | W | AppraiseInfoParser feeds ItemRepository |
|
||||
| 0x0147 | inbound | ChannelBroadcast | `ClientCommunicationSystem::Handle_Communication__ChannelBroadcast` | W | W | W | W | (channelId, sender, msg) → ChatLog |
|
||||
| 0x0148 | inbound | ChannelList | `ClientCommunicationSystem::Handle_Communication__ChannelList` | – | W | – | P+W | PackableList<PStringBase>; admin/list response |
|
||||
| 0x0149 | inbound | ChannelIndex | `ClientCommunicationSystem::Handle_Communication__ChannelIndex` | – | W | – | P+W | PackableList<PStringBase> |
|
||||
| 0x0196 | inbound | ViewContents | `ClientUISystem::OnViewContents` | W | W | – | P+W | server view of remote container — needed for sidepacks |
|
||||
| 0x019A | inbound | InventoryPutObjectIn3D | – (CM_Inventory) | W | W | P | P+W | parser exists; needs spawn-into-world wiring |
|
||||
| 0x01A7 | inbound | AttackDone | – | W | W | W | W | combat seq complete |
|
||||
| 0x01A8 | inbound | MagicRemoveSpell | `ClientMagicSystem::Handle_Magic__RemoveSpell` | W | W | W | W | spell removed from spellbook |
|
||||
| 0x01AC | inbound | VictimNotification | `ClientCombatSystem::HandleVictimNotificationEvent` | W | W | W | W | death msg for victim |
|
||||
| 0x01AD | inbound | KillerNotification | `ClientCombatSystem::HandleKillerNotificationEvent` | W | W | W | W | death msg for killer |
|
||||
| 0x01B1 | inbound | AttackerNotification | `ClientCombatSystem::HandleAttackerNotificationEvent` | W | W | W | W | "you hit X" |
|
||||
| 0x01B2 | inbound | DefenderNotification | `ClientCombatSystem::HandleDefenderNotificationEvent` | W | W | W | W | "X hit you" |
|
||||
| 0x01B3 | inbound | EvasionAttackerNotification | `ClientCombatSystem::HandleEvasionAttackerNotificationEvent` | W | W | W | W | "X evaded" |
|
||||
| 0x01B4 | inbound | EvasionDefenderNotification | `ClientCombatSystem::HandleEvasionDefenderNotificationEvent` | W | W | W | W | "you evaded X" |
|
||||
| 0x01B8 | inbound | CombatCommenceAttack | – | W | W | W | W | empty payload |
|
||||
| 0x01C0 | inbound | UpdateHealth | `CM_Combat::SendNotice_UpdateObjectHealth` | W | W | W | W | (guid, healthPct) → CombatState |
|
||||
| 0x01C3 | inbound | QueryAgeResponse | `ClientCommunicationSystem::Handle_Character__QueryAgeResponse` | – | W | – | P | small string parser; chat panel display |
|
||||
| 0x01C7 | inbound | UseDone | `ClientUISystem::Handle_Item__UseDone` | W | W | P | P+W | parser exists; needs InteractionState wiring |
|
||||
| 0x01C8 | inbound | AllegianceUpdateDone | – | – | W | – | –defer:Allegiance | |
|
||||
| 0x01C9 | inbound | FellowshipFellowUpdateDone | `ClientFellowshipSystem::Handle_Fellowship__FellowUpdateDone` | W | W | – | –defer:Fellowship | empty payload |
|
||||
| 0x01CA | inbound | FellowshipFellowStatsDone | `ClientFellowshipSystem::Handle_Fellowship__FellowStatsDone` | W | W | – | –defer:Fellowship | empty payload |
|
||||
| 0x01CB | inbound | ItemAppraiseDone | `ClientUISystem::Handle_Item__AppraiseDone` | – | W | – | P | post-IdentifyObjectResponse signal |
|
||||
| 0x01E2 | inbound | Emote | `ClientCommunicationSystem::Handle_Communication__HearEmote` [^e-c] | – | W | – | P | "*X waves*" — chat broadcast |
|
||||
| 0x01EA | inbound | PingResponse | `ClientUISystem::Handle_Character__ReturnPing` | W | W | P | P+W | parser exists; needs latency/heartbeat wiring |
|
||||
| 0x01F4 | inbound | SetSquelchDB | `ClientCommunicationSystem::Handle_Communication__SetSquelchDB` | – | W | – | –defer:SquelchUI | SquelchDB blob; ignore-list state |
|
||||
| 0x01FD | inbound | RegisterTrade | `ClientTradeSystem::Handle_Trade__Recv_RegisterTrade` | W | W | – | –defer:TradePanel | (guid, accepterGuid, ackTimer) |
|
||||
| 0x01FE | inbound | OpenTrade | `ClientTradeSystem::Handle_Trade__Recv_OpenTrade` | W | W | – | –defer:TradePanel | initiator guid |
|
||||
| 0x01FF | inbound | CloseTrade | `ClientTradeSystem::Handle_Trade__Recv_CloseTrade` | W | W | – | –defer:TradePanel | closer guid |
|
||||
| 0x0200 | inbound | AddToTrade | `ClientTradeSystem::Handle_Trade__Recv_AddToTrade` | W | W | P | –defer:TradePanel | parser exists; needs TradeState |
|
||||
| 0x0201 | inbound | RemoveFromTrade | `ClientTradeSystem::Handle_Trade__Recv_RemoveFromTrade` | – | W | – | –defer:TradePanel | (initiatorGuid, itemGuid) |
|
||||
| 0x0202 | inbound | AcceptTrade | `ClientTradeSystem::Handle_Trade__Recv_AcceptTrade` | W | W | P | –defer:TradePanel | parser exists |
|
||||
| 0x0203 | inbound | DeclineTrade | `ClientTradeSystem::Handle_Trade__Recv_DeclineTrade` | W | W | – | –defer:TradePanel | initiator guid |
|
||||
| 0x0205 | inbound | ResetTrade | `ClientTradeSystem::Handle_Trade__Recv_ResetTrade` | W | W | – | –defer:TradePanel | reset to-trade list |
|
||||
| 0x0207 | inbound | TradeFailure | `ClientTradeSystem::Handle_Trade__Recv_TradeFailure` | W | W | P | –defer:TradePanel | parser exists |
|
||||
| 0x0208 | inbound | ClearTradeAcceptance | `ClientTradeSystem::Handle_Trade__Recv_ClearTradeAcceptance` | W | W | – | –defer:TradePanel | empty payload |
|
||||
| 0x021D | inbound | HouseProfile | `ClientHousingSystem::Handle_House__Recv_HouseProfile` | – | W | – | –defer:Housing | HouseProfile blob |
|
||||
| 0x0225 | inbound | HouseData | `ClientHousingSystem::Handle_House__Recv_HouseData` | – | W | – | –defer:Housing | HouseData blob |
|
||||
| 0x0226 | inbound | HouseStatus | `ClientHousingSystem::Handle_House__Recv_HouseStatus` | – | W | – | –defer:Housing | scalar status code |
|
||||
| 0x0227 | inbound | UpdateRentTime | `ClientHousingSystem::Handle_House__Recv_UpdateRentTime` | – | W | – | –defer:Housing | i32 timestamp |
|
||||
| 0x0228 | inbound | UpdateRentPayment | `ClientHousingSystem::Handle_House__Recv_UpdateRentPayment` | – | W | – | –defer:Housing | HousePaymentList |
|
||||
| 0x0248 | inbound | HouseUpdateRestrictions | `ClientHousingSystem::Handle_House__Recv_UpdateRestrictions` | – | W | – | –defer:Housing | RestrictionDB blob |
|
||||
| 0x0257 | inbound | UpdateHAR | `ClientHousingSystem::Handle_House__Recv_UpdateHAR` | – | W | – | –defer:Housing | HAR blob |
|
||||
| 0x0259 | inbound | HouseTransaction | `ClientHousingSystem::Handle_House__Recv_HouseTransaction` | – | W | – | –defer:Housing | scalar txn code |
|
||||
| 0x0264 | inbound | QueryItemManaResponse | `ClientUISystem::Handle_Item__QueryItemManaResponse` | W | W | P | P+W | parser exists; needs ItemRepository wiring |
|
||||
| 0x0271 | inbound | AvailableHouses | `ClientHousingSystem::Handle_House__Recv_AvailableHouses` | – | W | – | –defer:Housing | PackableList<u32> + flag |
|
||||
| 0x0274 | inbound | CharacterConfirmationRequest | `ClientUISystem::Handle_Character__ConfirmationRequest` | W | W | P | P+W | parser exists; needs modal-confirm wiring |
|
||||
| 0x0276 | inbound | CharacterConfirmationDone | `ClientUISystem::Handle_Character__ConfirmationDone` | W | W | – | P+W | (type, contextId); confirms client ACK |
|
||||
| 0x027A | inbound | AllegianceLoginNotification | `ClientAllegianceSystem::Handle_Allegiance__AllegianceLoginNotificationEvent` | – | W | – | –defer:Allegiance | (guid, login/logout flag) |
|
||||
| 0x027C | inbound | AllegianceInfoResponse | `ClientAllegianceSystem::Handle_Allegiance__AllegianceInfoResponseEvent` | – | W | – | –defer:Allegiance | CAllegianceProfile |
|
||||
| 0x0281 | inbound | JoinGameResponse | `ClientMiniGameSystem::Handle_Game__Recv_JoinGameResponse` | – | W | – | –defer:MiniGame | chess/dice/etc — minimal value |
|
||||
| 0x0282 | inbound | StartGame | `ClientMiniGameSystem::Handle_Game__Recv_StartGame` | W | W | – | –defer:MiniGame | empty payload |
|
||||
| 0x0283 | inbound | MoveResponse | `ClientMiniGameSystem::Handle_Game__Recv_MoveResponse` | – | W | – | –defer:MiniGame | minigame move ack |
|
||||
| 0x0284 | inbound | OpponentTurn | `ClientMiniGameSystem::Handle_Game__Recv_OpponentTurn` | – | W | – | –defer:MiniGame | GameMoveData blob |
|
||||
| 0x0285 | inbound | OpponentStalemate | `ClientMiniGameSystem::Handle_Game__Recv_OppenentStalemateState` | – | W | – | –defer:MiniGame | typo preserved (retail name) |
|
||||
| 0x028A | inbound | WeenieError | `ClientCommunicationSystem::Handle_Communication__WeenieError` | W | W | W | W | error code → ChatLog.OnWeenieError |
|
||||
| 0x028B | inbound | WeenieErrorWithString | `ClientCommunicationSystem::Handle_Communication__WeenieErrorWithString` | W | W | W | W | (code, interp) → ChatLog |
|
||||
| 0x028C | inbound | GameOver | `ClientMiniGameSystem::Handle_Game__Recv_GameOver` | – | W | – | –defer:MiniGame | (gameId, winner) |
|
||||
| 0x0295 | inbound | SetTurbineChatChannels | `ClientCommunicationSystem::Handle_Communication__Recv_ChatRoomTracker` [^e-d] | W | W | W | W | per-room ids → TurbineChatState |
|
||||
| 0x02AE | inbound | AdminQueryPluginList | – (admin tooling) | – | W | – | –skip:admin-only | server-admin path; not retail-emitted to player |
|
||||
| 0x02B1 | inbound | AdminQueryPlugin | – | – | W | – | –skip:admin-only | |
|
||||
| 0x02B3 | inbound | AdminQueryPluginResponse | – | – | W | – | –skip:admin-only | |
|
||||
| 0x02B4 | inbound | SalvageOperationsResult | `ClientUISystem::Handle_Inventory__Recv_SalvageOperationsResultData` | – | W | – | –defer:SalvageUI | SalvageOperationsResultData blob |
|
||||
| 0x02BD | inbound | Tell | – (CM_Communication) | W | W | W | W | direct whisper → ChatLog |
|
||||
| 0x02BE | inbound | FellowshipFullUpdate | `ClientFellowshipSystem::Handle_Fellowship__FullUpdate` | W | W | – | –defer:Fellowship | CFellowship blob |
|
||||
| 0x02BF | inbound | FellowshipDisband | `ClientFellowshipSystem::Handle_Fellowship__Disband` | W | W | – | –defer:Fellowship | empty payload |
|
||||
| 0x02C0 | inbound | FellowshipUpdateFellow | `ClientFellowshipSystem::Handle_Fellowship__UpdateFellow` | W | W | – | –defer:Fellowship | (memberGuid, Fellow, flag) |
|
||||
| 0x02C1 | inbound | MagicUpdateSpell | `ClientMagicSystem::Handle_Magic__UpdateSpell` | W | W | W | W | learned spellId → Spellbook |
|
||||
| 0x02C2 | inbound | MagicUpdateEnchantment | `ClientMagicSystem::Handle_Magic__UpdateEnchantment` | W | W | W | W | Enchantment blob → Spellbook |
|
||||
| 0x02C3 | inbound | MagicRemoveEnchantment | `ClientMagicSystem::Handle_Magic__RemoveEnchantment` | W | W | W | W | (layerId, spellId) |
|
||||
| 0x02C4 | inbound | MagicUpdateMultipleEnchantments | `ClientMagicSystem::Handle_Magic__UpdateMultipleEnchantments` | W | W | – | P+W | PackableList<Enchantment> |
|
||||
| 0x02C5 | inbound | MagicRemoveMultipleEnchantments | `ClientMagicSystem::Handle_Magic__RemoveMultipleEnchantments` | W | W | – | P+W | PackableList<u32> |
|
||||
| 0x02C6 | inbound | MagicPurgeEnchantments | `ClientMagicSystem::Handle_Magic__PurgeEnchantments` | W | W | W | W | empty payload → Spellbook.OnPurgeAll |
|
||||
| 0x02C7 | inbound | MagicDispelEnchantment | `ClientMagicSystem::Handle_Magic__DispelEnchantment` | W | W | W | W | shared parser w/ MagicRemoveEnchantment |
|
||||
| 0x02C8 | inbound | MagicDispelMultipleEnchantments | `ClientMagicSystem::Handle_Magic__DispelMultipleEnchantments` | W | W | – | P+W | PackableList<u32> |
|
||||
| 0x02C9 | inbound | PortalStormBrewing | `ClientUISystem::Handle_Misc__PortalStormBrewing` | – | W | – | P+W | float intensity → ChatLog system message |
|
||||
| 0x02CA | inbound | PortalStormImminent | `ClientUISystem::Handle_Misc__PortalStormImminent` | – | W | – | P+W | float intensity |
|
||||
| 0x02CB | inbound | PortalStorm | `ClientUISystem::Handle_Misc__PortalStorm` | – | W | – | P+W | empty payload — actual storm trigger |
|
||||
| 0x02CC | inbound | PortalStormSubsided | `ClientUISystem::Handle_Misc__PortalStormSubsided` | – | W | – | P+W | empty payload |
|
||||
| 0x02EB | inbound | CommunicationTransientString | `ClientCommunicationSystem::Handle_Communication__TransientString` | W | W | W | W | (msg, chatType) → ChatLog system msg |
|
||||
| 0x0312 | inbound | MagicPurgeBadEnchantments | `ClientMagicSystem::Handle_Magic__PurgeBadEnchantments` | W | W | – | P+W | empty payload |
|
||||
| 0x0314 | inbound | SendClientContractTrackerTable | `ClientUISystem::Handle_Social__SendClientContractTrackerTable` | – | W | – | –defer:Quests | CContractTrackerTable blob |
|
||||
| 0x0315 | inbound | SendClientContractTracker | `ClientUISystem::Handle_Social__SendClientContractTracker` | – | W | – | –defer:Quests | (CContractTracker, flag, flag) |
|
||||
|
||||
**Footnotes:**
|
||||
|
||||
[^e-a]: PlayerDescription has its own dedicated parser (`PlayerDescriptionParser.TryParse`) rather than living in `GameEvents.cs`. Wires into `LocalPlayerState` (vitals 7/8/9), `Spellbook` (learned spells + enchantments), `ItemRepository` (inventory + equipped), and the `onSkillsUpdated` callback (Run/Jump skills for movement).
|
||||
[^e-b]: IdentifyObjectResponse uses `AppraiseInfoParser.TryParse` (separate file) rather than the simple header-only parser in `GameEvents.cs`. Returns full property bundle (int / int64 / bool / float / string / DID tables) plus SpellBook list. The retail handler `Handle_Item__AppraiseDone` (0x01CB) is the post-arrival completion signal, not the data carrier itself.
|
||||
[^e-c]: 0x01E2 Emote sub-opcode is distinct from `HearEmote` (top-level GameMessage 0x02BC); the sub-opcode form is documented in ACE's `GameEventType.cs` but the named-retail decomp doesn't expose a dedicated handler — likely re-routed through the chat broadcast path.
|
||||
[^e-d]: Named retail's `Recv_ChatRoomTracker` is the underlying handler symbol; ACE/Holtburger renamed to `SetTurbineChatChannels` for clarity. Same wire payload (per-room session ids for General/Trade/LFG/Roleplay/Society/Olthoi/Allegiance).
|
||||
|
||||
---
|
||||
|
||||
## Section 5 — GameAction sub-opcodes (inside 0xF7B1 envelope)
|
||||
|
||||
In-scope: 96. Implemented (built) in acdream: 24. Live callers in acdream: 8. Phase M target delta: 72 new builders + golden-vector tests.
|
||||
|
||||
All rows are `outbound` direction (GameActions are client→server only).
|
||||
|
||||
| Code | Direction | Name | Named-retail symbol | Holtburger | ACE | acdream today | Phase M target | Notes |
|
||||
|------|-----------|------|---------------------|------------|-----|---------------|----------------|-------|
|
||||
| 0x0005 | outbound | SetSingleCharacterOption | – | W | H | – | B | Per-option toggle; sibling of 0x01A1 bitmap |
|
||||
| 0x0008 | outbound | TargetedMeleeAttack | `CM_Combat::Event_TargetedMeleeAttack` | W | H | W | B+W | Wired in WorldSession.SendMeleeAttack |
|
||||
| 0x000A | outbound | TargetedMissileAttack | `CM_Combat::Event_TargetedMissileAttack` | W | H | W | B+W | Wired in WorldSession.SendMissileAttack |
|
||||
| 0x000F | outbound | SetAfkMode | `CM_Communication::Event_SetAFKMode` | – | H | – | B | Toggle AFK |
|
||||
| 0x0010 | outbound | SetAfkMessage | `CM_Communication::Event_SetAFKMessage` | – | H | – | B | Custom AFK string |
|
||||
| 0x0015 | outbound | Talk | `CM_Communication::Event_Talk` | W | H | W | B+W | Wired in WorldSession.SendTalk |
|
||||
| 0x0017 | outbound | RemoveFriend | `CM_Social::Event_RemoveFriend` | – | H | – | B | Friends list mutation |
|
||||
| 0x0018 | outbound | AddFriend | `CM_Social::Event_AddFriend` | – | H | – | B | Friends list mutation |
|
||||
| 0x0019 | outbound | PutItemInContainer | `CM_Inventory::Event_PutItemInContainer` | W | H | – | B | Inventory move; high priority |
|
||||
| 0x001A | outbound | GetAndWieldItem | `CM_Inventory::Event_GetAndWieldItem` | W | H | – | B | Equip item |
|
||||
| 0x001B | outbound | DropItem | `CM_Inventory::Event_DropItem` | W | H | – | B | Drop to ground |
|
||||
| 0x001D | outbound | SwearAllegiance | `CM_Allegiance::Event_SwearAllegiance` | W | H | B | B+W | AllegianceRequests dead [^a-1] |
|
||||
| 0x001E | outbound | BreakAllegiance | `CM_Allegiance::Event_BreakAllegiance` | W | H | B | B+W | AllegianceRequests dead [^a-1] |
|
||||
| 0x001F | outbound | AllegianceUpdateRequest | – | – | H | – | B | Refresh allegiance tree |
|
||||
| 0x0025 | outbound | RemoveAllFriends | – | – | H | – | B | Clear friends list |
|
||||
| 0x0026 | outbound | TeleToPklArena | – | W | H | – | B | PK-lite arena recall |
|
||||
| 0x0027 | outbound | TeleToPkArena | – | – | H | – | B | PK arena recall |
|
||||
| 0x002C | outbound | TitleSet | – | – | H | – | B | Equip title |
|
||||
| 0x0030 | outbound | QueryAllegianceName | `CM_Allegiance::Event_QueryAllegianceName` | – | H | – | B | – |
|
||||
| 0x0031 | outbound | ClearAllegianceName | `CM_Allegiance::Event_ClearAllegianceName` | – | H | – | B | Officer-only |
|
||||
| 0x0032 | outbound | TalkDirect | `CM_Communication::Event_TalkDirect` | – | H | – | B | Targeted /say (rarely used) |
|
||||
| 0x0033 | outbound | SetAllegianceName | `CM_Allegiance::Event_SetAllegianceName` | – | H | – | B | Monarch-only |
|
||||
| 0x0035 | outbound | UseWithTarget | `CM_Inventory::Event_UseWithTargetEvent` | W | H | B | B+W | InteractRequests dead [^a-1] |
|
||||
| 0x0036 | outbound | Use | `CM_Inventory::Event_UseEvent` | W | H | B | B+W | InteractRequests dead [^a-1] |
|
||||
| 0x003B | outbound | SetAllegianceOfficer | `CM_Allegiance::Event_SetAllegianceOfficer` | – | H | – | B | – |
|
||||
| 0x003C | outbound | SetAllegianceOfficerTitle | `CM_Allegiance::Event_SetAllegianceOfficerTitle` | – | H | – | B | – |
|
||||
| 0x003D | outbound | ListAllegianceOfficerTitles | `CM_Allegiance::Event_ListAllegianceOfficerTitles` | – | H | – | B | – |
|
||||
| 0x003E | outbound | ClearAllegianceOfficerTitles | `CM_Allegiance::Event_ClearAllegianceOfficerTitles` | – | H | – | B | – |
|
||||
| 0x003F | outbound | DoAllegianceLockAction | `CM_Allegiance::Event_DoAllegianceLockAction` | – | H | – | B | Lock recruitment |
|
||||
| 0x0040 | outbound | SetAllegianceApprovedVassal | `CM_Allegiance::Event_SetAllegianceApprovedVassal` | – | – | – | B | – |
|
||||
| 0x0041 | outbound | AllegianceChatGag | `CM_Allegiance::Event_AllegianceChatGag` | – | H | – | B | – |
|
||||
| 0x0042 | outbound | DoAllegianceHouseAction | `CM_Allegiance::Event_DoAllegianceHouseAction` | – | H | – | B | – |
|
||||
| 0x0044 | outbound | RaiseVital | – | W | H | B | B+W | CharacterActions builder dead [^a-1] |
|
||||
| 0x0045 | outbound | RaiseAttribute | – | W | H | B | B+W | CharacterActions builder dead [^a-1] |
|
||||
| 0x0046 | outbound | RaiseSkill | – | W | H | B | B+W | CharacterActions builder dead [^a-1] |
|
||||
| 0x0047 | outbound | TrainSkill | `CM_Train::Event_TrainSkill` | W | H | B | B+W | CharacterActions builder dead [^a-1] |
|
||||
| 0x0048 | outbound | CastUntargetedSpell | `CM_Magic::Event_CastUntargetedSpell` | W | H | B | B+W | CastSpellRequest builder dead [^a-1] |
|
||||
| 0x004A | outbound | CastTargetedSpell | `CM_Magic::Event_CastTargetedSpell` | W | H | B | B+W | CastSpellRequest builder dead [^a-1] |
|
||||
| 0x0053 | outbound | ChangeCombatMode | `CM_Combat::Event_ChangeCombatMode` | W | H | W | B+W | Wired in WorldSession.SendChangeCombatMode |
|
||||
| 0x0054 | outbound | StackableMerge | `CM_Inventory::Event_StackableMerge` | W | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x0055 | outbound | StackableSplitToContainer | `CM_Inventory::Event_StackableSplitToContainer` | W | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x0056 | outbound | StackableSplitTo3D | `CM_Inventory::Event_StackableSplitTo3D` | – | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x0058 | outbound | ModifyCharacterSquelch | `CM_Communication::Event_ModifyCharacterSquelch` | – | H | – | B | Mute one player |
|
||||
| 0x0059 | outbound | ModifyAccountSquelch | `CM_Communication::Event_ModifyAccountSquelch` | – | H | – | B | Mute account |
|
||||
| 0x005B | outbound | ModifyGlobalSquelch | `CM_Communication::Event_ModifyGlobalSquelch` | – | H | – | B | Mute pattern |
|
||||
| 0x005D | outbound | Tell | – | W | H | W | B+W | Wired in WorldSession.SendTell [^a-2] |
|
||||
| 0x005F | outbound | Buy | `CM_Vendor::Event_Buy` | W | H | – | B | Vendor purchase |
|
||||
| 0x0060 | outbound | Sell | `CM_Vendor::Event_Sell` | W | H | – | B | Vendor sell |
|
||||
| 0x0063 | outbound | TeleToLifestone | `CM_Character::Event_TeleToLifestone` | W | H | B | B+W | InteractRequests builder dead [^a-1] |
|
||||
| 0x00A1 | outbound | LoginComplete | `CM_Character::Event_LoginCompleteNotification` | W | H | W | B+W | Wired in GameWindow.cs:4423 |
|
||||
| 0x00A2 | outbound | FellowshipCreate | `CM_Fellowship::Event_Create` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x00A3 | outbound | FellowshipQuit | `CM_Fellowship::Event_Quit` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x00A4 | outbound | FellowshipDismiss | `CM_Fellowship::Event_Dismiss` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x00A5 | outbound | FellowshipRecruit | `CM_Fellowship::Event_Recruit` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x00A6 | outbound | FellowshipUpdateRequest | `CM_Fellowship::Event_UpdateRequest` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x00AA | outbound | BookData | `CM_Writing::Event_BookData` | – | H | – | B | Open book contents |
|
||||
| 0x00AB | outbound | BookModifyPage | `CM_Writing::Event_BookModifyPage` | – | H | – | B | Edit page text |
|
||||
| 0x00AC | outbound | BookAddPage | `CM_Writing::Event_BookAddPage` | – | H | – | B | – |
|
||||
| 0x00AD | outbound | BookDeletePage | `CM_Writing::Event_BookDeletePage` | – | H | – | B | – |
|
||||
| 0x00AE | outbound | BookPageData | `CM_Writing::Event_BookPageData` | W | – | – | B | Read one page |
|
||||
| 0x00B1 | outbound | TeleToPoi | – | – | – | B | B | InventoryActions builder dead; ACE handler unclear [^a-1][^a-3] |
|
||||
| 0x00BF | outbound | SetInscription | `CM_Writing::Event_SetInscription` | – | – | – | B | Inscribe item |
|
||||
| 0x00C8 | outbound | IdentifyObject | `CM_Item::Event_Appraise` | W | H | B | B+W | AppraiseRequest builder dead [^a-1] |
|
||||
| 0x00CD | outbound | GiveObjectRequest | `CM_Inventory::Event_GiveObjectRequest` | W | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x00D6 | outbound | AdvocateTeleport | – | – | H | – | B | GM-only teleport |
|
||||
| 0x0140 | outbound | AbuseLogRequest | `CM_Character::Event_AbuseLogRequest` | – | – | – | B | Player report tool |
|
||||
| 0x0145 | outbound | AddChannel | `CM_Communication::Event_ChannelList` | – | H | B | B+W | SocialActions builder dead [^a-1][^a-4] |
|
||||
| 0x0146 | outbound | RemoveChannel | – | – | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x0147 | outbound | ChatChannel | `CM_Communication::Event_ChannelBroadcast` | W | H | W | B+W | Wired in WorldSession.SendChannel; same code as inbound 0x0147 [^a-5] |
|
||||
| 0x0148 | outbound | ListChannels | – | – | – | – | B | – |
|
||||
| 0x0149 | outbound | IndexChannels | `CM_Communication::Event_ChannelIndex` | – | – | – | B | – |
|
||||
| 0x0195 | outbound | NoLongerViewingContents | `CM_Inventory::Event_NoLongerViewingContents` | W | H | – | B | Container UI close |
|
||||
| 0x019B | outbound | StackableSplitToWield | `CM_Inventory::Event_StackableSplitToWield` | W | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x019C | outbound | AddShortcut | `CM_Character::Event_AddShortCut` | – | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x019D | outbound | RemoveShortcut | `CM_Character::Event_RemoveShortCut` | – | H | B | B+W | InventoryActions builder dead [^a-1] |
|
||||
| 0x01A1 | outbound | SetCharacterOptions | – | – | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x01A8 | outbound | RemoveSpellC2S | `CM_Magic::Event_RemoveSpell` | – | H | – | B | Self-cancel buff |
|
||||
| 0x01B7 | outbound | CancelAttack | `CM_Combat::Event_CancelAttack` | W | H | W | B+W | Wired in WorldSession.SendCancelAttack |
|
||||
| 0x01BF | outbound | QueryHealth | `CM_Combat::Event_QueryHealth` | W | H | B | B+W | SocialActions builder dead [^a-1] |
|
||||
| 0x01C2 | outbound | QueryAge | `CM_Character::Event_QueryAge` | – | H | – | B | – |
|
||||
| 0x01C4 | outbound | QueryBirth | `CM_Character::Event_QueryBirth` | – | H | – | B | – |
|
||||
| 0x01DF | outbound | Emote | `CM_Communication::Event_Emote` | W | H | – | B | Custom /e text |
|
||||
| 0x01E1 | outbound | SoulEmote | `CM_Communication::Event_SoulEmote` | W | H | – | B | /soulemote |
|
||||
| 0x01E3 | outbound | AddSpellFavorite | `CM_Character::Event_AddSpellFavorite` | – | H | – | B | Spellbook pin |
|
||||
| 0x01E4 | outbound | RemoveSpellFavorite | `CM_Character::Event_RemoveSpellFavorite` | – | – | – | B | Spellbook unpin |
|
||||
| 0x01E9 | outbound | PingRequest | – | W | H | B | B+W | SocialActions builder dead; keepalive [^a-1] |
|
||||
| 0x01F6 | outbound | OpenTradeNegotiations | `CM_Trade::Event_OpenTradeNegotiations` | W | H | – | B | Begin trade |
|
||||
| 0x01F7 | outbound | CloseTradeNegotiations | `CM_Trade::Event_CloseTradeNegotiations` | W | H | – | B | Cancel trade |
|
||||
| 0x01F8 | outbound | AddToTrade | `CM_Trade::Event_AddToTrade` | W | H | – | B | Add item to trade |
|
||||
| 0x01FA | outbound | AcceptTrade | `CM_Trade::Event_AcceptTrade` | W | H | – | B | Confirm trade |
|
||||
| 0x01FB | outbound | DeclineTrade | `CM_Trade::Event_DeclineTrade` | W | H | – | B | Reject trade |
|
||||
| 0x0204 | outbound | ResetTrade | `CM_Trade::Event_ResetTrade` | W | H | – | B | Clear pending items |
|
||||
| 0x0216 | outbound | ClearPlayerConsentList | `CM_Character::Event_ClearPlayerConsentList` | – | H | – | B | Resurrection consent |
|
||||
| 0x0217 | outbound | DisplayPlayerConsentList | `CM_Character::Event_DisplayPlayerConsentList` | – | H | – | B | – |
|
||||
| 0x0218 | outbound | RemoveFromPlayerConsentList | `CM_Character::Event_RemoveFromPlayerConsentList` | – | – | – | B | – |
|
||||
| 0x0219 | outbound | AddPlayerPermission | `CM_Character::Event_AddPlayerPermission` | W | H | – | B | Storage / consent perm |
|
||||
| 0x021A | outbound | RemovePlayerPermission | `CM_Character::Event_RemovePlayerPermission` | W | H | – | B | – |
|
||||
| 0x021C | outbound | BuyHouse | `CM_House::Event_BuyHouse` | – | H | – | –defer:Phase Q | Housing — out of M baseline scope |
|
||||
| 0x021E | outbound | HouseQuery | – | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x021F | outbound | AbandonHouse | `CM_House::Event_AbandonHouse` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0221 | outbound | RentHouse | `CM_House::Event_RentHouse` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0224 | outbound | SetDesiredComponentLevel | – | – | – | – | B | Component-buy preference |
|
||||
| 0x0245 | outbound | AddPermanentGuest | `CM_House::Event_AddPermanentGuest_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0246 | outbound | RemovePermanentGuest | `CM_House::Event_RemovePermanentGuest_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0247 | outbound | SetOpenHouseStatus | `CM_House::Event_SetOpenHouseStatus_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0249 | outbound | ChangeStoragePermission | `CM_House::Event_ChangeStoragePermission_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x024A | outbound | BootSpecificHouseGuest | `CM_House::Event_BootSpecificHouseGuest_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x024C | outbound | RemoveAllStoragePermission | `CM_House::Event_RemoveAllStoragePermission` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x024D | outbound | RequestFullGuestList | `CM_House::Event_RequestFullGuestList_Event` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0254 | outbound | SetMotd | `CM_Allegiance::Event_SetMotd` | – | – | – | B | Allegiance message-of-the-day |
|
||||
| 0x0255 | outbound | QueryMotd | `CM_Allegiance::Event_QueryMotd` | – | – | – | B | – |
|
||||
| 0x0256 | outbound | ClearMotd | `CM_Allegiance::Event_ClearMotd` | – | H | – | B | – |
|
||||
| 0x0258 | outbound | QueryLord | `CM_House::Event_QueryLord` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x025C | outbound | AddAllStoragePermission | `CM_House::Event_AddAllStoragePermission` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x025E | outbound | RemoveAllPermanentGuests | `CM_House::Event_RemoveAllPermanentGuests_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x025F | outbound | BootEveryone | `CM_House::Event_BootEveryone_Event` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0262 | outbound | TeleToHouse | `CM_House::Event_TeleToHouse_Event` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0263 | outbound | QueryItemMana | `CM_Item::Event_QueryItemMana` | W | H | – | B | Mana-meter check |
|
||||
| 0x0266 | outbound | SetHooksVisibility | `CM_House::Event_SetHooksVisibility` | – | H | – | –defer:Phase Q | Housing |
|
||||
| 0x0267 | outbound | ModifyAllegianceGuestPermission | `CM_House::Event_ModifyAllegianceGuestPermission` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0268 | outbound | ModifyAllegianceStoragePermission | `CM_House::Event_ModifyAllegianceStoragePermission` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0269 | outbound | ChessJoin | – | – | H | – | –skip:minigame | Chess |
|
||||
| 0x026A | outbound | ChessQuit | – | – | H | – | –skip:minigame | Chess |
|
||||
| 0x026B | outbound | ChessMove | – | – | H | – | –skip:minigame | Chess |
|
||||
| 0x026D | outbound | ChessMovePass | – | – | H | – | –skip:minigame | Chess |
|
||||
| 0x026E | outbound | ChessStalemate | – | – | H | – | –skip:minigame | Chess |
|
||||
| 0x0270 | outbound | ListAvailableHouses | `CM_House::Event_ListAvailableHouses` | – | – | – | –defer:Phase Q | Housing |
|
||||
| 0x0275 | outbound | ConfirmationResponse | `CM_Character::Event_ConfirmationResponse` | W | H | – | B | Yes/No popups |
|
||||
| 0x0277 | outbound | BreakAllegianceBoot | `CM_Allegiance::Event_BreakAllegianceBoot` | – | H | – | B | Officer kick |
|
||||
| 0x0278 | outbound | TeleToMansion | `CM_House::Event_TeleToMansion_Event` | W | – | – | –defer:Phase Q | Housing recall |
|
||||
| 0x0279 | outbound | Suicide | `CM_Character::Event_Suicide` | W | – | – | B | /suicide cmd |
|
||||
| 0x027B | outbound | AllegianceInfoRequest | `CM_Allegiance::Event_AllegianceInfoRequest` | – | H | – | B | Tree info |
|
||||
| 0x027D | outbound | CreateTinkeringTool / SalvageItemsWith | `CM_Inventory::Event_CreateTinkeringTool` | W | H | – | B | Salvage UI [^a-6] |
|
||||
| 0x0286 | outbound | SpellbookFilter | `CM_Character::Event_SpellbookFilterEvent` | – | – | – | B | School filter |
|
||||
| 0x028D | outbound | TeleToMarketPlace | – | W | – | – | B | MP recall |
|
||||
| 0x028F | outbound | EnterPkLite | – | W | – | – | B | PK-lite toggle |
|
||||
| 0x0290 | outbound | FellowshipAssignNewLeader | `CM_Fellowship::Event_AssignNewLeader` | W | H | – | B | – |
|
||||
| 0x0291 | outbound | FellowshipChangeOpenness | `CM_Fellowship::Event_ChangeFellowOpeness` | – | H | – | B | – |
|
||||
| 0x02A0 | outbound | AllegianceChatBoot | `CM_Allegiance::Event_AllegianceChatBoot` | – | – | – | B | Officer chat-mute |
|
||||
| 0x02A1 | outbound | AddAllegianceBan | `CM_Allegiance::Event_AddAllegianceBan` | – | H | – | B | – |
|
||||
| 0x02A2 | outbound | RemoveAllegianceBan | `CM_Allegiance::Event_RemoveAllegianceBan` | – | – | – | B | – |
|
||||
| 0x02A3 | outbound | ListAllegianceBans | `CM_Allegiance::Event_ListAllegianceBans` | – | – | – | B | – |
|
||||
| 0x02A5 | outbound | RemoveAllegianceOfficer | `CM_Allegiance::Event_RemoveAllegianceOfficer` | – | H | – | B | – |
|
||||
| 0x02A6 | outbound | ListAllegianceOfficers | `CM_Allegiance::Event_ListAllegianceOfficers` | – | – | – | B | – |
|
||||
| 0x02A7 | outbound | ClearAllegianceOfficers | `CM_Allegiance::Event_ClearAllegianceOfficers` | – | – | – | B | – |
|
||||
| 0x02AB | outbound | RecallAllegianceHometown | `CM_Allegiance::Event_RecallAllegianceHometown` | – | – | – | B | Bind to monarch lifestone |
|
||||
| 0x02AF | outbound | QueryPluginListResponse | `CM_Admin::Event_QueryPluginListResponse` | – | – | – | –skip:plugin-c2s | Decal-era plugin probe |
|
||||
| 0x02B2 | outbound | QueryPluginResponse | `CM_Admin::Event_QueryPluginResponse` | – | – | – | –skip:plugin-c2s | Decal-era plugin probe |
|
||||
| 0x0311 | outbound | FinishBarber | `CM_Character::Event_FinishBarber` | – | H | – | B | Char appearance commit |
|
||||
| 0x0316 | outbound | AbandonContract | `CM_Social::Event_AbandonContract` | – | H | – | B | Drop quest |
|
||||
|
||||
**Footnotes:**
|
||||
|
||||
[^a-1]: "Builder dead" = the byte-array builder is implemented in `src/AcDream.Core.Net/Messages/<file>.cs` but no caller in `src/AcDream.App/` or a `WorldSession.Send*` wrapper invokes it. Phase M wires these to game-state actions (UI clicks, command bus, key bindings) and adds golden-vector tests against holtburger fixtures.
|
||||
[^a-2]: ACE's wire field order for Tell is `message FIRST then target` (see `ChatRequests.BuildTell` doc comment). Sept-2013 PDB has no `Event_Tell` symbol — it routes through `CM_Communication::Event_TalkDirectByName` plus a server-side rename.
|
||||
[^a-3]: TeleToPoi (0x00B1) is listed in `InventoryActions.cs` but not in ACE's `GameActionType` enum. Cross-reference holtburger to confirm; may be a dead-letter opcode that retail's vendored 2013 ACE branch dropped. Verify before shipping the test vector.
|
||||
[^a-4]: AddChannel (0x0145) — named-retail's matching symbol is `Event_ChannelList` (0x0148 according to retail enum), so the symbol mapping is approximate; AddChannel in pseudo-C may be unsymbolicated. Confirm by greping `acclient_2013_pseudo_c.txt` before publishing.
|
||||
[^a-5]: 0x0147 ChannelBroadcast is the same numeric code in both directions (outbound GameAction = client sends to channel; inbound GameEvent = server broadcasts to channel members). Listed under outbound here per Section-5 scope; inbound version is in §4.
|
||||
[^a-6]: ACE GameActionType lists 0x027D as `CreateTinkeringTool`; holtburger names the same opcode `SalvageItemsWith`. Both behaviors funnel through the salvage UI in retail. Either name is acceptable in acdream; pick one and leave the other as an alias constant.
|
||||
|
||||
---
|
||||
|
||||
## Source attribution
|
||||
|
||||
- **Holtburger** — `references/holtburger/` at `629695a` (2026-05-10). Primary client-behavior oracle.
|
||||
- **ACE** — `references/ACE/Source/ACE.Server/Network/`. Server-side authority for GameMessages, GameEvents, GameActions, and accept rules.
|
||||
- **Named retail decomp** — `docs/research/named-retail/` (Sept 2013 EoR PDB + Binary Ninja pseudo-C). Wire-format ground truth for the 2013 client.
|
||||
- **acdream current state** — `src/AcDream.Core.Net/` and `src/AcDream.App/`. Inventoried by parallel agents on 2026-05-10.
|
||||
|
||||
## Caveats
|
||||
|
||||
This is the **initial population**, produced by four parallel research agents (one per opcode class) on 2026-05-10. Spot-check pass + intentional-divergence ratification is owed before M.1 closes. Specifically:
|
||||
|
||||
- A handful of named-retail symbol citations are tentative (marked in footnotes); spot-check by greping `acclient_2013_pseudo_c.txt` and `symbols.json`.
|
||||
- Holtburger / ACE / acdream cells were determined by reading the actual code (not guessing); when an agent couldn't determine a value, it used `?`. The `?` cells need a follow-up read.
|
||||
- "Dead builder" calls (rows where acdream `B` but Phase M target is `B+W`) are based on a grep for `WorldSession.Send*` patterns and `worldSession.Send` calls in `src/AcDream.App/`. Edge cases (call sites in test code, command-bus indirection) may have been missed.
|
||||
- Total opcode count in scope (~284) is approximate; deduplication of cross-section codes (e.g., 0x0147 in §4 and §5) is tracked in footnotes but the headline count treats them as distinct rows.
|
||||
|
||||
This matrix lives on as a long-term reference. Phase M.6 implementation tracks progress against it; gameplay phases consuming Phase M will reference the rows they wire as part of their phase acceptance.
|
||||
|
|
@ -0,0 +1,786 @@
|
|||
# Phase M — Network Stack Conformance — Design Spec
|
||||
|
||||
**Date:** 2026-05-10
|
||||
**Status:** Draft (sections 1–3 of 8 written; sections 4–8 pending; opcode matrix in flight)
|
||||
**Phase identifier:** M (per `docs/plans/2026-04-11-roadmap.md:414`)
|
||||
**Supersedes the planned-but-never-written** `docs/superpowers/specs/2026-05-02-network-stack-conformance.md`
|
||||
|
||||
**Related research:**
|
||||
- [`docs/research/2026-05-10-holtburger-network-stack-study.md`](../../research/2026-05-10-holtburger-network-stack-study.md) — first-pass parity study, source of recent commit references
|
||||
- [`docs/research/2026-05-10-phase-m-opcode-matrix.md`](../../research/2026-05-10-phase-m-opcode-matrix.md) — opcode coverage matrix (in flight; this spec links to it as the source of "done")
|
||||
|
||||
**Reference repos:**
|
||||
- `references/holtburger/` — fast-forwarded to `629695a` on 2026-05-10
|
||||
- `references/ACE/` — server-side opcode authority
|
||||
- `docs/research/named-retail/` — Sept 2013 EoR PDB-named decomp
|
||||
|
||||
---
|
||||
|
||||
## 1. Goal and non-goals
|
||||
|
||||
### 1.1 Goal
|
||||
|
||||
Build a **complete, layered, testable network protocol library** for acdream that covers every wire opcode a 2013 EoR retail client receives, sends, or both — independent of whether each opcode is yet wired into game state. The library is delivered behind three interfaces (`INetTransport`, `IReliableSession`, `IGameProtocol`); the existing `WorldSession` shrinks to a thin behavior consumer on top. Every parser, builder, and transport feature is unit-tested with golden-vector fixtures and survives a live ACE smoke loop before the phase ships.
|
||||
|
||||
The bar is **Bar C — "wireable on demand."** For every in-scope opcode:
|
||||
- A typed message struct exists (record with named fields, no raw byte arrays)
|
||||
- A parser exists if inbound (wire bytes → typed message)
|
||||
- A builder exists if outbound (typed message → wire bytes)
|
||||
- A round-trip test exists where applicable
|
||||
- A golden-vector test exists pinning at least one canonical wire encoding
|
||||
- Either the opcode is dispatched to a typed event observable by `WorldSession`, or its dispatch is documented as deferred to the gameplay phase that needs it (with the deferred-target named, e.g., "wired in Phase F")
|
||||
|
||||
The **behavior layer** (what to DO with each message in game state) remains the responsibility of the gameplay phase that needs it. Phase M does not wire `HouseStatusUpdate` into a house-status panel; it ensures `HouseStatusUpdate` parses correctly into a typed event so the future Phase consuming it has zero protocol work.
|
||||
|
||||
### 1.2 What "complete" is measured against
|
||||
|
||||
The opcode coverage matrix at `docs/research/2026-05-10-phase-m-opcode-matrix.md` is the **source of truth** for "done." Per opcode it cites:
|
||||
|
||||
- Holtburger coverage (`references/holtburger/crates/holtburger-{session,protocol,core}/`)
|
||||
- ACE coverage (`references/ACE/Source/ACE.Server/Network/GameMessages/Messages/` for outbound; `Source/ACE.Server/Network/Handlers/` for inbound accept rules)
|
||||
- Named retail decomp (`docs/research/named-retail/acclient_2013_pseudo_c.txt`, `symbols.json` — by `class::method` or address)
|
||||
- Acdream's current state (parser? builder? wired? deferred? unknown?)
|
||||
- Phase M target (parse, build, both, or "skip with documented justification")
|
||||
|
||||
An opcode is **in scope** if any of:
|
||||
- Holtburger or ACE actively sends/receives it
|
||||
- The named retail decomp shows the 2013 client invoking it
|
||||
- It appears in observed live ACE traffic on `127.0.0.1:9000`
|
||||
|
||||
An opcode is **out of scope** if all of:
|
||||
- Holtburger doesn't touch it
|
||||
- ACE marks it server-internal-only or post-2013 (visible in ACE's commit history or comments)
|
||||
- The named retail decomp shows no client-side reference
|
||||
- It hasn't been observed on live ACE
|
||||
|
||||
Out-of-scope opcodes get one row in the matrix with the justification, no code work.
|
||||
|
||||
### 1.3 Non-goals
|
||||
|
||||
- **Not** reimplementing ACE server behavior. Validations, accept rules, and game-side decisions live in ACE; we mirror only what the client must produce or consume.
|
||||
- **Not** replacing acdream's stricter inbound checksum verification. Our `PacketCodec` validates more aggressively than retail did (per the existing class doc); we keep that unless named retail proves it's wrong.
|
||||
- **Not** rewriting renderer, animation, audio, UI, plugin, or chat layers. Those have their own phases. The new network stack must compile under, and run alongside, the current rendering and gameplay code.
|
||||
- **Not** introducing async/await across the codebase. The current `Tick()`-driven recv-loop model is preserved; layer extraction is structural, not asynchrony-restructuring. (We MAY add a dedicated network thread if M.7's runtime work warrants it, but that decision is internal to M.7.)
|
||||
- **Not** handling opcodes that are ACE-only invented for emulation purposes (e.g., debug echos that retail never had). The matrix calls these out per row.
|
||||
- **Not** optimizing for throughput. Correctness first. Allocation profile and CPU cost tuning is a follow-up phase if the live loop measurably regresses.
|
||||
- **Not** plugin-API exposure of network internals. The plugin API gets typed-event subscriptions where useful; raw packet introspection is dev-only.
|
||||
|
||||
### 1.4 What ships at the end of Phase M
|
||||
|
||||
When M.8 closes:
|
||||
- `src/AcDream.Net/` (new namespace) contains `INetTransport`, `IReliableSession`, `IGameProtocol`, their concrete implementations, and the typed message library.
|
||||
- `src/AcDream.Core.Net/WorldSession.cs` is a behavior consumer ~200–400 LOC, not the current 1213 LOC monolith.
|
||||
- The `tests/AcDream.Net.Tests/` project covers every protocol-layer surface with unit tests.
|
||||
- A `tools/network-conformance-replay/` harness can replay a captured ACE session and verify byte-perfect outputs.
|
||||
- `dotnet build` green, `dotnet test` green, live ACE smoke green: login → walk → chat → combat action → portal → logout, verified by user.
|
||||
- The roadmap entry for Phase M moves from "PLANNED" to "shipped" with a one-line summary and commit reference.
|
||||
|
||||
---
|
||||
|
||||
## 2. Coverage definition
|
||||
|
||||
### 2.1 The opcode matrix
|
||||
|
||||
The matrix is a markdown table at `docs/research/2026-05-10-phase-m-opcode-matrix.md`, grouped by layer:
|
||||
|
||||
1. **Transport flags** — every value in `PacketHeaderFlags` (LoginRequest, ConnectRequest, AckSequence, EncryptedChecksum, BlobFragments, RequestRetransmit, RejectRetransmit, EchoRequest, EchoResponse, Flow, ServerSwitch, TimeSync, Disconnect, …). Each row says what the flag means, who sets it, and what acdream must do on receive.
|
||||
2. **Optional-header fields** — every variable-length section (RequestRetransmit list, RejectRetransmit list, AckSequence, ConnectRequest payload, LoginRequest payload, CICMD, TimeSync, EchoRequest/EchoResponse times, Flow). Each row defines the byte layout and our parse/build status.
|
||||
3. **GameMessage opcodes** — every top-level opcode the client sees (0xF658 CharacterList, 0xF745 CreateObject, 0xF74C UpdateMotion, 0xF7B0 GameEvent envelope, 0xF7DE TurbineChat, 0xEA60 AdminEnvirons, …) and every top-level opcode the client sends (0xF7C8 CharacterEnterWorldRequest, 0xF657 CharacterEnterWorld, 0xF61C MoveToState, 0xF61B JumpAction, 0xF753 AutonomousPosition, 0xF7E4 DddInterrogationResponse, …).
|
||||
4. **GameEvent sub-opcodes** — every entry in `GameEventType.cs` (94 currently named; ~70+ currently unhandled). Each row identifies the parsing target plus the acdream wiring status.
|
||||
5. **GameAction sub-opcodes** — every typed game-action ID (Talk, Tell, Channel, Use, UseWithTarget, MoveToObject, JumpAbsolute, CastSpell, Appraise, Identify, AttackTargetMelee/Missile, Allegiance ops, Inventory ops, Social ops, Skill/Attribute raise, Train, …).
|
||||
|
||||
Each row has these columns:
|
||||
|
||||
| Code | Direction | Name | Named-retail symbol or address | Holtburger | ACE | acdream today | Phase M target | Notes |
|
||||
|
||||
Cell values for "Holtburger" / "ACE" / "acdream today":
|
||||
- **`P`** — parses inbound
|
||||
- **`B`** — builds outbound
|
||||
- **`PB`** — both
|
||||
- **`W`** — wired (parser/builder + dispatched to typed event consumed somewhere)
|
||||
- **`–`** — not implemented
|
||||
- **`N/A`** — not applicable for this side (e.g., a server-only message in ACE column)
|
||||
|
||||
"Phase M target" cell values:
|
||||
- **`PB+W`** — must parse, build (if outbound), wire to a typed event by phase end
|
||||
- **`PB`** — must parse, build (if outbound), no wiring required
|
||||
- **`P+W`** — inbound only, must parse and dispatch typed event
|
||||
- **`–defer:<phase>`** — explicitly deferred to a named gameplay phase
|
||||
- **`–skip:<reason>`** — out of scope, with justification
|
||||
|
||||
### 2.2 Inbound parser obligations
|
||||
|
||||
For every in-scope inbound opcode:
|
||||
|
||||
- A typed C# record represents the message. Fields are named, typed, and ordered to match the wire layout (so a future reader can map field-to-byte without re-reading the parser).
|
||||
- The parser is a static method on the record (`public static MyMessage Parse(ref BinaryReader r)`), throws `InvalidOperationException` on malformed input with a message containing the opcode and offset.
|
||||
- A round-trip test exists if the opcode is also outbound. A golden-vector test always exists with at least one specific captured wire encoding.
|
||||
- The parser dispatches to a typed event on `IGameProtocol` (`event Action<MyMessage> OnMyMessage`). If wiring to game state is deferred, the matrix row says `–defer:<phase>` and the typed event still exists — gameplay-phase wiring is then a one-line subscription.
|
||||
|
||||
### 2.3 Outbound builder obligations
|
||||
|
||||
For every in-scope outbound opcode:
|
||||
|
||||
- A typed C# record represents the message.
|
||||
- A `Build(ref BinaryWriter w)` instance method writes the wire encoding.
|
||||
- A golden-vector test pins at least one specific wire encoding.
|
||||
- The high-level entry point lives on `IGameProtocol` (`Send(MyAction act)` or `Send(MyMessage msg)`).
|
||||
- `WorldSession` exposes a behavior-friendly wrapper (`SendTalk(string text)` rather than `_protocol.Send(new TalkMessage { … })`) only for opcodes the user-facing app currently triggers. Less-used outbound builders stay on `IGameProtocol` directly until a gameplay phase needs the convenience wrapper.
|
||||
|
||||
### 2.4 Three test fixture sources
|
||||
|
||||
- **Golden vectors.** Hand-computed bytes for representative messages. Source: named retail decomp (extract via `tools/pdb-extract/`), holtburger captures, or by manual trace. Stored in `tests/AcDream.Net.Tests/Fixtures/Golden/<opcode>.bin` plus a sibling `.json` describing the fields.
|
||||
- **Live capture replay.** A captured session log (raw datagrams + timestamps) replayed offline against the new stack. Captures come from running acdream itself with a `ACDREAM_PCAP=1` env-var that dumps every datagram to disk. The first capture is recorded once Phase M.7's runtime is in place; subsequent captures replace it as features land.
|
||||
- **Live ACE smoke.** Per-sub-phase, a live `dotnet run` against `127.0.0.1:9000` that exercises the relevant features. Final M.8 smoke covers login → walk → chat → combat action → teleport → reconnect → logout end-to-end.
|
||||
|
||||
### 2.5 Acceptance for an in-scope opcode
|
||||
|
||||
An opcode is "done" for Phase M when:
|
||||
|
||||
1. Its matrix row is filled completely.
|
||||
2. The typed message struct exists and matches the documented byte layout.
|
||||
3. The parser and/or builder exist and pass round-trip tests where applicable.
|
||||
4. At least one golden-vector test pins a canonical encoding.
|
||||
5. The typed event is exposed on `IGameProtocol` (inbound) or the high-level send method exists (outbound).
|
||||
6. The matrix row's `acdream today` column is updated to match `Phase M target`.
|
||||
|
||||
The opcode-class agents working on the matrix produce the per-row data. Phase M.6 implementation work is then "for each row in the matrix where target ≠ today, write the code and tests."
|
||||
|
||||
---
|
||||
|
||||
## 3. Three-layer architecture
|
||||
|
||||
### 3.1 Layer overview
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ WorldSession (behavior layer — not part of Phase M's │
|
||||
│ protocol library; consumes IGameProtocol) │
|
||||
└────────────────────────────┬────────────────────────────────┘
|
||||
│ subscribes to typed events,
|
||||
│ calls Send(IGameMessage|IGameAction)
|
||||
┌────────────────────────────▼────────────────────────────────┐
|
||||
│ IGameProtocol — typed message routing │
|
||||
│ • opcode dispatch table │
|
||||
│ • GameAction sequence counter │
|
||||
│ • per-message typed events │
|
||||
│ • outbound: typed message → bytes via builder │
|
||||
└────────────────────────────┬────────────────────────────────┘
|
||||
│ delivers fully-assembled GameMessage
|
||||
│ payloads; receives outbound payloads
|
||||
┌────────────────────────────▼────────────────────────────────┐
|
||||
│ IReliableSession — wire correctness │
|
||||
│ • PacketCodec (header + optional + body framing, CRC, │
|
||||
│ ISAAC c2s/s2c, fragment header layout) │
|
||||
│ • inbound ordering buffer + RequestRetransmit issuing │
|
||||
│ • outbound packet cache + retransmit on server request │
|
||||
│ • ACK queue + piggyback │
|
||||
│ • EchoRequest reply, TimeSync forwarding │
|
||||
│ • port-switch state machine │
|
||||
│ • fragment assembly (inbound) + splitting (outbound) │
|
||||
└────────────────────────────┬────────────────────────────────┘
|
||||
│ INetTransport.Send(bytes, endpoint)
|
||||
│ INetTransport.TryReceive(out bytes, out endpoint)
|
||||
┌────────────────────────────▼────────────────────────────────┐
|
||||
│ INetTransport — UDP only │
|
||||
│ • Send / TryReceive / Close │
|
||||
│ • no protocol knowledge │
|
||||
│ • UdpNetTransport (prod) / MockTransport (test) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**Hard rules on direction:**
|
||||
- Higher layers know about lower layers; lower layers do not know about higher layers.
|
||||
- `IGameProtocol` does not call into `INetTransport`; it must go through `IReliableSession`.
|
||||
- `WorldSession` does not directly construct UDP packets, ISAAC streams, or fragment headers.
|
||||
- A unit test for any layer can mock the layer below it.
|
||||
|
||||
### 3.2 `INetTransport`
|
||||
|
||||
```csharp
|
||||
public interface INetTransport : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Send a single UDP datagram to the given endpoint. Synchronous.
|
||||
/// Returns the number of bytes sent (always == datagram.Length on
|
||||
/// success). Throws on socket error.
|
||||
/// </summary>
|
||||
int Send(ReadOnlySpan<byte> datagram, IPEndPoint remote);
|
||||
|
||||
/// <summary>
|
||||
/// Non-blocking receive. Returns false if no datagram is available.
|
||||
/// On true, datagram contains the bytes (caller must not retain
|
||||
/// the returned span past the next call) and remote contains the
|
||||
/// source endpoint.
|
||||
/// </summary>
|
||||
bool TryReceive(out ReadOnlySpan<byte> datagram, out IPEndPoint remote);
|
||||
|
||||
/// <summary>
|
||||
/// Local endpoint we are bound to (after construction).
|
||||
/// </summary>
|
||||
IPEndPoint LocalEndpoint { get; }
|
||||
}
|
||||
```
|
||||
|
||||
**Concrete implementations:**
|
||||
|
||||
- `UdpNetTransport` — wraps `UdpClient` + `Socket`. Sets a 2 MiB recv buffer (matches holtburger). Bound to `0.0.0.0:0` by default; constructor accepts an explicit local endpoint for tests that need port reproducibility.
|
||||
- `MockTransport` — in-memory channel with two queues: outbound (datagrams the SUT sent) and inbound (datagrams the test wants the SUT to receive). Tests assert against outbound, inject into inbound. No threads, no async, no time.
|
||||
|
||||
**Forbidden in `INetTransport`:**
|
||||
- Any knowledge of `PacketHeader`, `PacketHeaderFlags`, ISAAC, fragments, GameMessages.
|
||||
- Dispatching to event handlers (it returns bytes; routing is the next layer up).
|
||||
- Owning a recv loop. The recv loop lives in `IReliableSession.Tick()` or its async equivalent.
|
||||
|
||||
### 3.3 `IReliableSession`
|
||||
|
||||
This is the largest layer. It owns the wire.
|
||||
|
||||
```csharp
|
||||
public interface IReliableSession : IDisposable
|
||||
{
|
||||
/// <summary>Drive the recv loop once. Call from the host loop or a
|
||||
/// dedicated network thread. Drains all available inbound datagrams,
|
||||
/// fires events for completed GameMessages, flushes pending ACKs and
|
||||
/// retransmits, and emits time-sync updates.</summary>
|
||||
void Tick();
|
||||
|
||||
/// <summary>Send a GameMessage payload. The reliable session
|
||||
/// allocates a sequence number, encodes the header, computes the
|
||||
/// CRC (encrypted if flags require), splits into fragments if the
|
||||
/// payload exceeds the single-fragment limit, and ships via
|
||||
/// INetTransport.</summary>
|
||||
void SendGameMessage(ReadOnlySpan<byte> payload);
|
||||
|
||||
/// <summary>Send a control packet (handshake, disconnect, echo response).
|
||||
/// Bypasses the GameMessage path; caller supplies the optional-header
|
||||
/// content directly.</summary>
|
||||
void SendControl(PacketHeaderFlags flags, ReadOnlySpan<byte> optionalContent);
|
||||
|
||||
/// <summary>Begin the handshake. Drives LoginRequest →
|
||||
/// ConnectRequest → ConnectResponse → CharacterList ready, then
|
||||
/// transitions to "ready for EnterWorld" state.</summary>
|
||||
void BeginHandshake(string account, string password);
|
||||
|
||||
/// <summary>Advance from CharacterSelection to InWorld. Sends
|
||||
/// CharacterEnterWorldRequest; waits for ServerReady; sends
|
||||
/// CharacterEnterWorld.</summary>
|
||||
void EnterWorld(uint characterGuid, string account);
|
||||
|
||||
/// <summary>Disconnect cleanly. Sends Disconnect packet with
|
||||
/// client_id, then flushes and closes the transport.</summary>
|
||||
void Disconnect();
|
||||
|
||||
// Events surfaced upward:
|
||||
event Action<ReadOnlySpan<byte>> OnGameMessageReceived; // payload only
|
||||
event Action<double> OnTimeSync; // server time
|
||||
event Action<HandshakeState> OnHandshakeStateChanged;
|
||||
event Action<DisconnectReason> OnDisconnected;
|
||||
event Action<EchoStats> OnEchoStatsUpdated; // optional, dev-mode
|
||||
}
|
||||
```
|
||||
|
||||
**Concrete implementation:** `ReliableSession`. Composes seven sub-components:
|
||||
|
||||
1. `PacketCodec` — pure functions: encode, decode, CRC, fragment header pack/parse. Stateless except for the ISAAC streams it borrows.
|
||||
2. `IsaacStreamPair` — owns `IsaacRandom c2s, s2c` plus a shared "search-and-stash" implementation for out-of-order encrypted-checksum recovery (port from holtburger `crypto.rs:73-93`).
|
||||
3. `InboundOrderingBuffer` — `BTreeMap<uint, BufferedPacket>`-equivalent (`SortedDictionary<uint, BufferedPacket>` works in C#). Tracks `last_server_seq`, gaps, and feeds `RequestRetransmit` when gaps exceed the rate-limit threshold (1 second, max 115 seq IDs in a 256-seq window — match holtburger constants).
|
||||
4. `OutboundPacketCache` — LRU dictionary (`max=512`) of recently-sent packets keyed by sequence. On server-issued `RequestRetransmit`, looks up + re-encrypts with current ISAAC + `RETRANSMISSION` flag. Uses `Iteration` field correctly.
|
||||
5. `AckQueue` — pending-ack list. `IReliableSession.Tick` flushes via piggyback on the next outbound data packet; if no data goes out within the idle threshold, sends a standalone ACK packet. Piggybacks are automatic on every `SendGameMessage`.
|
||||
6. `FragmentAssembler` — inbound: keyed by `(sequence, fragmentId)`, with TTL eviction (default 30s) for orphaned partials. Outbound: splits payloads >448 bytes into multiple fragments with consistent `id`/`count`/`index`/`queue` per holtburger and ACE conventions.
|
||||
7. `HandshakeMachine` — state machine: `Idle` → `LoginSent` → `ConnectRequestReceived` → `ConnectResponseQueued` (with 200ms deferred send, non-blocking) → `PortPending` → `PortConfirmed` → `Ready` → `EnterWorldSent` → `InWorld`. Each transition is logged with timestamps for diagnostic replay.
|
||||
|
||||
**Forbidden in `IReliableSession`:**
|
||||
- Knowing the structure of GameMessage payloads beyond "they are bytes."
|
||||
- Dispatching to typed events for specific opcodes.
|
||||
- Calling into `WorldSession` or game state.
|
||||
|
||||
### 3.4 `IGameProtocol`
|
||||
|
||||
```csharp
|
||||
public interface IGameProtocol : IDisposable
|
||||
{
|
||||
/// <summary>Send a typed game action (0xF7B1 envelope, bumps the
|
||||
/// per-action sequence counter). The implementation builds the
|
||||
/// payload and hands it to IReliableSession.SendGameMessage.</summary>
|
||||
void Send(IGameAction action);
|
||||
|
||||
/// <summary>Send a non-action GameMessage (e.g., 0xF657
|
||||
/// CharacterEnterWorld, 0xF7C8 CharacterEnterWorldRequest, 0xF7E4
|
||||
/// DddInterrogationResponse, 0xF753 AutonomousPosition,
|
||||
/// 0xF61C MoveToState).</summary>
|
||||
void Send(IGameMessage message);
|
||||
|
||||
// Inbound typed events (one per in-scope opcode):
|
||||
event Action<CharacterListMessage> OnCharacterList;
|
||||
event Action<CreateObjectMessage> OnCreateObject;
|
||||
event Action<UpdateMotionMessage> OnUpdateMotion;
|
||||
event Action<UpdatePositionMessage> OnUpdatePosition;
|
||||
event Action<DddInterrogationMessage> OnDddInterrogation;
|
||||
event Action<PlayerCreateMessage> OnPlayerCreate;
|
||||
event Action<PlayerTeleportMessage> OnPlayerTeleport;
|
||||
event Action<TurbineChatMessage> OnTurbineChat;
|
||||
// ...one per opcode in the matrix...
|
||||
|
||||
// GameEvent sub-opcode events (one per sub-opcode):
|
||||
event Action<ChannelBroadcastEvent> OnChannelBroadcast;
|
||||
event Action<TellEvent> OnTell;
|
||||
event Action<UpdateHealthEvent> OnUpdateHealth;
|
||||
// ...one per sub-opcode in the matrix...
|
||||
|
||||
// Unknown / unhandled:
|
||||
event Action<UnknownMessage> OnUnknownMessage; // includes opcode, raw bytes, telemetry
|
||||
}
|
||||
```
|
||||
|
||||
The dispatch table is generated from the opcode matrix at build time (or maintained by hand from the matrix; this is a M.6 sub-decision). Every in-scope opcode has its own typed event; unknown opcodes go to `OnUnknownMessage` with full byte payload so devtools can render them.
|
||||
|
||||
**Forbidden in `IGameProtocol`:**
|
||||
- Direct UDP I/O.
|
||||
- ISAAC, CRC, fragment work.
|
||||
- Holding onto game state (Characters, current player guid, login state — those live in `WorldSession`).
|
||||
|
||||
### 3.5 `WorldSession` (the behavior consumer — not protocol library)
|
||||
|
||||
After Phase M, `WorldSession` is a thin layer:
|
||||
|
||||
```csharp
|
||||
public sealed class WorldSession : IDisposable
|
||||
{
|
||||
private readonly IGameProtocol _protocol;
|
||||
private readonly IReliableSession _reliable;
|
||||
|
||||
// High-level state
|
||||
public CharacterListEntry[] Characters { get; private set; }
|
||||
public CharacterListEntry? CurrentCharacter { get; private set; }
|
||||
public uint? PlayerGuid { get; private set; }
|
||||
|
||||
// High-level commands (convenience wrappers around _protocol.Send)
|
||||
public void Login(string account, string password) { ... }
|
||||
public void EnterWorld(int characterIndex) { ... }
|
||||
public void SendTalk(string text) { ... }
|
||||
public void SendTell(string target, string text) { ... }
|
||||
public void SendMove(MoveToState moveState) { ... }
|
||||
|
||||
// Subscribes to _protocol events in the constructor; routes them
|
||||
// to public events GameWindow / plugins consume.
|
||||
public event Action<CreateObjectMessage> OnCreateObject;
|
||||
public event Action<UpdateMotionMessage> OnUpdateMotion;
|
||||
// ...etc, mirroring _protocol.On... but at the WorldSession surface
|
||||
// so callers don't reach into the protocol layer directly.
|
||||
}
|
||||
```
|
||||
|
||||
Target line count after migration: 200–400 LOC vs the current 1213 LOC.
|
||||
|
||||
### 3.6 Layer dependencies and project structure
|
||||
|
||||
New project: **`src/AcDream.Net/`**.
|
||||
|
||||
- `AcDream.Net.Transport` namespace — `INetTransport`, `UdpNetTransport`, `MockTransport`.
|
||||
- `AcDream.Net.Reliable` namespace — `IReliableSession`, `ReliableSession`, sub-components (`PacketCodec`, `IsaacStreamPair`, `InboundOrderingBuffer`, `OutboundPacketCache`, `AckQueue`, `FragmentAssembler`, `HandshakeMachine`), plus `PacketHeader`, `PacketHeaderFlags`, `PacketHeaderOptional`, `MessageFragment` (moved here from `AcDream.Core.Net.Packets`).
|
||||
- `AcDream.Net.Protocol` namespace — `IGameProtocol`, `GameProtocol`, every typed message record, every typed event payload record. Subdivided by class: `Protocol/Messages/`, `Protocol/Events/`, `Protocol/Actions/`.
|
||||
|
||||
The existing `src/AcDream.Core.Net/` namespace is **deleted at end of phase**. `WorldSession` moves to `src/AcDream.Core/` (it's behavior, not network plumbing). Any helpers in the old namespace migrate into `AcDream.Net.*` if still needed; otherwise they're deleted.
|
||||
|
||||
Project references:
|
||||
- `AcDream.Net` references `AcDream.Core` (for `IPlatformLogger`, shared types).
|
||||
- `AcDream.Core` references `AcDream.Net` (for the interfaces — `WorldSession` needs `IGameProtocol`, `IReliableSession`).
|
||||
|
||||
This implies one logical cycle that's broken by interface-only references: `AcDream.Net` only references `AcDream.Core`'s types that don't transitively depend on network code (i.e., logging + result types). If the cycle resists clean breaking, the fallback is a third project `AcDream.Net.Abstractions` for the interfaces, with `AcDream.Net.Implementation` and `AcDream.Core` both depending on it.
|
||||
|
||||
### 3.7 What stays out of the architecture (and where it goes)
|
||||
|
||||
- **Auth / GLS ticket flow** — currently absent. If Phase M needs to support GLS-ticketed login (real retail server flow, not just account/password against ACE), it lives in `AcDream.Net.Reliable.HandshakeMachine` as an additional pre-LoginRequest stage. For now, ACE only accepts account/password, so this is documented as a non-goal until a real-server phase.
|
||||
- **Plugin packet introspection** — surface lives on `WorldSession` (or a separate dev-tool API), not in the protocol library. Exposing raw fragments to plugins is risky; we expose typed events.
|
||||
- **Capture/replay tooling** — lives in `tools/network-conformance-replay/`, depends on `AcDream.Net` but not vice-versa.
|
||||
|
||||
---
|
||||
|
||||
## 4. Migration strategy
|
||||
|
||||
### 4.1 Worktree branch model
|
||||
|
||||
Phase M ships entirely on a long-lived feature branch off `main`:
|
||||
|
||||
- Branch name: `claude/phase-m-network-stack`
|
||||
- Worktree path: `.claude/worktrees/phase-m-network-stack/` (per existing repo convention)
|
||||
- All sub-phase commits land on this branch.
|
||||
- `main` is untouched until M.8 acceptance gates close.
|
||||
- Live-ACE testing of the new stack happens by `dotnet run` from the worktree.
|
||||
- Live-ACE testing of the old stack continues to happen from `main`.
|
||||
|
||||
### 4.2 Branch lifetime and rebase cadence
|
||||
|
||||
- **Estimated lifetime:** 6–8 weeks (per cost estimate in §8).
|
||||
- **Rebase cadence:** weekly minimum, plus an immediate rebase whenever any of the following lands on main:
|
||||
- Touches `src/AcDream.Core.Net/`, `src/AcDream.App/Input/PlayerMovementController.cs`, or any networking-adjacent code
|
||||
- Updates `references/holtburger/` (we re-pull and re-baseline our research)
|
||||
- Updates `docs/research/named-retail/` (new symbols may invalidate matrix rows)
|
||||
- Modifies the roadmap in any way that changes Phase M scope
|
||||
|
||||
- **Conflict resolution policy:**
|
||||
- Wire-format conflicts (main lands a fix to `MoveToState` while we're rewriting it): we adopt the main fix into the new stack, file an issue to verify the same behavior is reproduced post-port.
|
||||
- Test conflicts (main adds a test that exercises the old `WorldSession`): the test moves to test the new stack via the same call site after migration; if the call site is gone, the test is rewritten against the new equivalent.
|
||||
- Build conflicts: standard rebase resolution.
|
||||
|
||||
- **Frequency check:** if rebase frequency exceeds 2× per week or rebase work consistently exceeds 30 minutes, the branch is too stale. Pause feature work, catch up, then resume.
|
||||
|
||||
### 4.3 What ships on the branch vs in separate commits to main
|
||||
|
||||
- All Phase M code: branch only.
|
||||
- All Phase M tests: branch only.
|
||||
- Roadmap updates (ongoing status, not the final "shipped" entry): cherry-pick to main as the phase progresses, so other agents see status.
|
||||
- Research notes (e.g., new opcode-matrix updates, new findings against ACE/holtburger): land directly on main since they're useful to other phases independent of M.
|
||||
- The opcode matrix doc itself: lives on main from the start (it's reference data, not protected by the migration).
|
||||
|
||||
### 4.4 Final merge: M.8 ship gate
|
||||
|
||||
When M.8 closes:
|
||||
1. Branch is rebased one final time against current `main`.
|
||||
2. Full `dotnet build` + `dotnet test` green on the branch.
|
||||
3. Live-ACE smoke run from the worktree by user: login → walk → chat → combat → portal → logout.
|
||||
4. Old `src/AcDream.Core.Net/` deleted in a final branch commit (NOT before — this is the load-bearing flip).
|
||||
5. Branch merged to main as a single `--no-ff` merge commit, message names every sub-phase shipped.
|
||||
6. Roadmap entry for Phase M moves to "shipped" in the same merge.
|
||||
7. Memory crib written summarizing the architecture for future sessions.
|
||||
|
||||
### 4.5 Rollback path
|
||||
|
||||
If post-merge live ACE breaks unexpectedly, the rollback is:
|
||||
- `git revert` the merge commit on main
|
||||
- File a bug with the live-ACE failure mode
|
||||
- Cherry-pick the fix onto a new branch off the reverted main
|
||||
- Re-merge
|
||||
|
||||
Since the merge is a single commit, revert is mechanical. The 6–8 weeks of work isn't lost — it's reachable via the original branch tip + the revert undoing the merge.
|
||||
|
||||
### 4.6 Work-in-flight protocol
|
||||
|
||||
During Phase M, other agents may want to work on other features. The protocol:
|
||||
- Other agents work off main as usual.
|
||||
- They are NOT permitted to touch `src/AcDream.Core.Net/` or any file the spec lists as Phase-M-owned.
|
||||
- If they need to add a new outbound message (e.g., a new gameplay phase needs a new opcode), they file an issue tagged `phase-m-followup` and we incorporate post-merge.
|
||||
- The Phase M branch is the only place network changes happen until M.8 closes.
|
||||
|
||||
This is enforced by convention, not tooling. The Phase M agent (or human equivalent) communicates in commits + roadmap updates about what's locked.
|
||||
|
||||
---
|
||||
|
||||
## 5. Sub-phase definitions of done
|
||||
|
||||
Each sub-phase has: **entry criteria**, **exit criteria**, **conformance test gates**, and an **hour estimate**.
|
||||
|
||||
### 5.1 M.1 — Audit & parity map
|
||||
|
||||
**Entry:** Phase M kickoff. `references/holtburger/` is at known commit (`629695a` as of 2026-05-10).
|
||||
|
||||
**Exit:**
|
||||
- Opcode matrix at `docs/research/2026-05-10-phase-m-opcode-matrix.md` is filled to ≥95% completeness across all five sections (transport flags, optional headers, GameMessages, GameEvents, GameActions).
|
||||
- For every row marked `–skip:<reason>`, the reason is documented and ratified by spec review.
|
||||
- For every row marked `–defer:<phase>`, the deferred phase exists in the roadmap.
|
||||
- A meta-section at the top of the matrix lists totals: "in-scope opcodes: N", "currently-implemented: M", "Phase M target delta: N-M".
|
||||
|
||||
**Conformance gates:**
|
||||
- Spot-check 10 randomly-selected rows by hand against all three sources (holtburger / ACE / named retail). Discrepancies block exit.
|
||||
|
||||
**Hour estimate:** 16 hours.
|
||||
|
||||
**Notes:** the holtburger study at `docs/research/2026-05-10-holtburger-network-stack-study.md` is a partial M.1 deliverable. M.1 completion includes building the formal matrix table from that study + per-opcode source citation.
|
||||
|
||||
### 5.2 M.2 — Layer extraction (skeleton)
|
||||
|
||||
**Entry:** M.1 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- New project `src/AcDream.Net/` exists with three namespaces (`Transport` / `Reliable` / `Protocol`).
|
||||
- All three interfaces (`INetTransport`, `IReliableSession`, `IGameProtocol`) compile with their full signatures from §3.
|
||||
- `MockTransport` and `UdpNetTransport` implement `INetTransport` with passing unit tests.
|
||||
- Stub implementations of `IReliableSession` and `IGameProtocol` exist (throw `NotImplementedException` on member calls; pass interface compliance tests via the mock).
|
||||
- The new project compiles. The old `src/AcDream.Core.Net/` is unchanged and still works.
|
||||
|
||||
**Conformance gates:**
|
||||
- `dotnet build` green.
|
||||
- `dotnet test` green for any tests in `tests/AcDream.Net.Tests/` (which at this point covers only `MockTransport` and `UdpNetTransport`).
|
||||
|
||||
**Hour estimate:** 40 hours.
|
||||
|
||||
### 5.3 M.3 — Reliability core
|
||||
|
||||
**Entry:** M.2 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- `IReliableSession`'s `ReliableSession` implementation is functionally complete: codec, ISAAC pair with search-and-stash, inbound ordering buffer, outbound packet cache, retransmit (both directions), `Iteration` field handling, RequestRetransmit issuing on gaps with rate-limit, RejectRetransmit handling.
|
||||
- Sub-component unit tests pass.
|
||||
- An integration test connects to a `MockTransport`, simulates an entire ACE session (login → walk → disconnect) with synthetic loss/reorder, verifies state.
|
||||
- Holtburger study items 1.4 (port-switch race) and 1.7 (retransmit machinery) and ISAAC search-mode (item 6) are landed in this sub-phase.
|
||||
|
||||
**Conformance gates:**
|
||||
- 100% of unit tests pass.
|
||||
- Integration test with synthetic 5% packet loss: 100% of GameMessages are eventually delivered; no false positives in retransmit requests.
|
||||
- Integration test with synthetic 10% reordering: 100% of GameMessages are delivered in correct order; ISAAC search-mode keys are correctly stashed and consumed.
|
||||
|
||||
**Hour estimate:** 40 hours.
|
||||
|
||||
### 5.4 M.4 — ACK and control-packet policy
|
||||
|
||||
**Entry:** M.3 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- ACK queue with piggyback works: every outbound `SendGameMessage` on `IReliableSession` carries the latest server seq automatically; standalone ACKs flush only when no data goes out within an idle threshold.
|
||||
- EchoRequest handling: inbound EchoRequest triggers an outbound EchoResponse with mirrored time field.
|
||||
- Disconnect packet carries `client_id` (study item 5).
|
||||
- LoginComplete is sent on every PlayerTeleport and on first PlayerCreate (study item 1.2 — but the dispatch happens at the protocol layer, M.6, not here; M.4 ensures the underlying control-packet send path is correct).
|
||||
- Idle ping/timeout: 1 Hz net tick, 15s timeout.
|
||||
|
||||
**Conformance gates:**
|
||||
- ACK piggyback test: send a series of GameMessages, verify each carries the most recent server seq.
|
||||
- EchoResponse test: receive synthetic EchoRequest, verify EchoResponse goes out within 1 frame with correct time.
|
||||
- Idle timeout test: don't send anything for 15s, verify keepalive fires and timeout doesn't trigger.
|
||||
|
||||
**Hour estimate:** 16 hours.
|
||||
|
||||
### 5.5 M.5 — Fragment and payload completeness
|
||||
|
||||
**Entry:** M.4 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- Inbound fragment assembly with TTL eviction (default 30s) for orphaned partials.
|
||||
- Outbound multi-fragment splitting for payloads >448 bytes. Handles correct `id` / `count` / `index` / `queue` per fragment.
|
||||
- Round-trip tests for: single-fragment, 2-fragment, 5-fragment payloads.
|
||||
|
||||
**Conformance gates:**
|
||||
- Round-trip test with a 2KB payload: 5 fragments, all assembled correctly on receive.
|
||||
- TTL test: orphan a fragment, verify it's evicted at 30s.
|
||||
- Capture from holtburger or ACE of a real multi-fragment packet (e.g., long appraise text), our fragment assembler reproduces the same field values byte-perfect.
|
||||
|
||||
**Hour estimate:** 24 hours.
|
||||
|
||||
### 5.6 M.6 — Typed protocol surface
|
||||
|
||||
**Entry:** M.5 exit gates green. Opcode matrix complete (M.1 exit + any deltas from M.2-M.5).
|
||||
|
||||
**Exit:**
|
||||
- For every opcode marked `PB+W`, `PB`, or `P+W` in the matrix:
|
||||
- Typed message struct exists in `AcDream.Net.Protocol.Messages`, `Events`, or `Actions`.
|
||||
- Parser/builder exists.
|
||||
- Typed event exists on `IGameProtocol` for inbound opcodes.
|
||||
- Round-trip test passes if applicable.
|
||||
- Golden-vector test pins at least one canonical encoding.
|
||||
- The dispatch table in `GameProtocol` routes inbound bytes to the correct typed event.
|
||||
- Unknown opcodes route to `OnUnknownMessage` with full byte payload.
|
||||
|
||||
**Conformance gates:**
|
||||
- 100% of in-scope opcodes have green tests.
|
||||
- A "round-trip every opcode" meta-test exists that, given a list of golden-vector samples, encodes + decodes each and asserts bit-for-bit equivalence.
|
||||
- The MoveToState wire-format audit (study items 1.1.a-e) lands as part of M.6 — i.e., the new typed `MoveToStateMessage` builder produces wire output matching holtburger's `common.rs:122-186` encoding.
|
||||
|
||||
**Hour estimate:** 80 hours.
|
||||
|
||||
**Note:** This is the largest sub-phase. M.6 is parallelizable via agent dispatch — one agent per opcode class (transport flags, GameMessages, GameEvents, GameActions). Estimated single-developer time is 80h; with effective agent dispatch on the implementation, calendar time may compress to 3-5 days.
|
||||
|
||||
### 5.7 M.7 — Runtime loop and diagnostics
|
||||
|
||||
**Entry:** M.6 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- The new stack drives a recv loop that drains all available inbound, fires events, flushes pending ACKs/retransmits/ECHO replies, all within a single `Tick()`.
|
||||
- Decode/order/reassembly is moved out of the render tick into either (a) the same render-tick `Tick()` call or (b) a dedicated network thread, depending on M.7's internal decision (logged in the sub-phase commit).
|
||||
- Byte counters: per-direction, per-opcode, exposed via `IGameProtocol.GetTelemetry()`.
|
||||
- Packet capture: `ACDREAM_PCAP=1` env-var dumps every datagram to disk in a parseable format.
|
||||
- Replay tool: `tools/network-conformance-replay/` reads a capture, replays it against the new stack, asserts no decode errors and matching event sequence.
|
||||
- Dev-panel diagnostics: a debug overlay shows current handshake state, ACK depth, retransmit queue depth, byte counters.
|
||||
|
||||
**Conformance gates:**
|
||||
- A 5-minute live ACE session captures a clean replay; replay against the new stack: zero decode errors.
|
||||
- The render thread's per-frame budget for network work is < 0.5ms median (measured via existing perf instrumentation).
|
||||
|
||||
**Hour estimate:** 16 hours.
|
||||
|
||||
### 5.8 M.8 — Conformance tests and live validation
|
||||
|
||||
**Entry:** M.7 exit gates green.
|
||||
|
||||
**Exit:**
|
||||
- All `tests/AcDream.Net.Tests/` tests green: unit, round-trip, golden-vector, integration with synthetic loss/reorder, replay-against-capture.
|
||||
- Live ACE smoke: login → walk to lifestone → chat in /general → engage NPC for combat (one attack) → portal recall → logout. User-confirmed visually + via decode-error counter (must be 0).
|
||||
- The `WorldSession` shrinkage is complete: pre-migration ~1213 LOC, post-migration ≤400 LOC.
|
||||
- The `src/AcDream.Core.Net/` namespace is deleted.
|
||||
- Memory crib written: `memory/project_phase_m_network.md` summarizing layer architecture, key gotchas discovered during implementation, location of opcode matrix.
|
||||
- Roadmap updated: Phase M moves from "PLANNED" to "shipped" with merge commit reference.
|
||||
|
||||
**Conformance gates:**
|
||||
- All M.1–M.7 exit gates remain green.
|
||||
- Final live ACE smoke green.
|
||||
|
||||
**Hour estimate:** 24 hours.
|
||||
|
||||
### 5.9 Total
|
||||
|
||||
| Sub-phase | Hours | Cumulative |
|
||||
|-----------|-------|------------|
|
||||
| M.1 — Audit & matrix | 16 | 16 |
|
||||
| M.2 — Layer extraction | 40 | 56 |
|
||||
| M.3 — Reliability core | 40 | 96 |
|
||||
| M.4 — ACK + control | 16 | 112 |
|
||||
| M.5 — Fragments | 24 | 136 |
|
||||
| M.6 — Typed protocol | 80 | 216 |
|
||||
| M.7 — Runtime + diagnostics | 16 | 232 |
|
||||
| M.8 — Tests + live val | 24 | 256 |
|
||||
|
||||
**Total: 256 hours ≈ 32 working days ≈ 6.4 weeks single-developer.**
|
||||
|
||||
Realistic with subagent parallelization on M.6 (typed-message implementation) and M.1 (matrix population): 4-6 weeks calendar time.
|
||||
|
||||
---
|
||||
|
||||
## 6. Conformance test plan
|
||||
|
||||
### 6.1 Test surfaces per layer
|
||||
|
||||
| Layer | Test surface | Backing project |
|
||||
|-------|--------------|-----------------|
|
||||
| Transport | Mock + Udp behavior, recv-buffer sizing, error paths | `tests/AcDream.Net.Tests/Transport/` |
|
||||
| Reliable | Codec round-trip, CRC encrypted+unencrypted, ISAAC search edge cases, ordering buffer scenarios, retransmit cycles, ACK piggyback, Echo, port-switch state machine, fragment assembly + splitting | `tests/AcDream.Net.Tests/Reliable/` |
|
||||
| Protocol | Per-opcode round-trip + golden-vector + unknown-opcode telemetry | `tests/AcDream.Net.Tests/Protocol/` |
|
||||
| End-to-end | Replay-against-capture, live-ACE smoke | `tests/AcDream.Net.Tests/Replay/` + `tools/network-conformance-replay/` |
|
||||
|
||||
### 6.2 Golden-vector library structure
|
||||
|
||||
```
|
||||
tests/AcDream.Net.Tests/Fixtures/Golden/
|
||||
├── Transport/
|
||||
│ ├── login_request.bin
|
||||
│ ├── connect_request.bin
|
||||
│ ├── ack_only.bin
|
||||
│ ├── echo_request.bin
|
||||
│ └── ...
|
||||
├── Messages/
|
||||
│ ├── 0xF658_character_list.bin
|
||||
│ ├── 0xF61C_movetostate_run_forward.bin
|
||||
│ ├── 0xF753_autonomous_position.bin
|
||||
│ └── ...
|
||||
├── Events/
|
||||
│ ├── 0x0147_channel_broadcast.bin
|
||||
│ ├── 0x02BD_tell.bin
|
||||
│ └── ...
|
||||
└── manifests/
|
||||
└── all-golden.json # (filename, opcode, decoded fields, source citation)
|
||||
```
|
||||
|
||||
Each `.bin` has a sibling `.json` with the decoded fields and source attribution (holtburger capture / named retail trace / ACE-generated).
|
||||
|
||||
### 6.3 Live capture replay
|
||||
|
||||
`tools/network-conformance-replay/` is a small console app:
|
||||
- Reads a `.pcap`-like capture from disk (binary format defined as part of M.7).
|
||||
- For each datagram, hands bytes to a fresh `ReliableSession` + `GameProtocol`.
|
||||
- Asserts: no decode errors, every typed event fires in the expected order (event order is part of the capture metadata), final session state matches the capture's recorded final state.
|
||||
- Output: PASS/FAIL with detailed first-failure diff.
|
||||
|
||||
### 6.4 Live ACE smoke flows
|
||||
|
||||
Two tiers:
|
||||
|
||||
- **Per-sub-phase smoke** (lightweight, automated where possible):
|
||||
- M.3: handshake completes; CharacterList received; clean disconnect.
|
||||
- M.4: 60-second idle session with ECHO traffic flowing both ways; 0 disconnects.
|
||||
- M.5: a multi-fragment payload from ACE (e.g., long appraise text) parses correctly.
|
||||
- M.6: every opcode the live session naturally produces (login → walk → chat → portal) parses to its typed event.
|
||||
|
||||
- **M.8 final smoke** (manual, user-driven):
|
||||
- Account login: user enters credentials, picks +Acdream, enters world.
|
||||
- Walk: WASD around Holtburg for 30s; observe local + retail-observer view (via parallel retail client) for blippy movement.
|
||||
- Chat: /general "hello", /tell to a name, /a (allegiance), /f (fellowship).
|
||||
- Combat: target a guard, swing once, observe damage notification + animation.
|
||||
- Portal recall: cast Portal Recall, watch teleport.
|
||||
- Logout: clean disconnect, verify ACE shows session ended.
|
||||
- Decode-error counter must be 0 throughout.
|
||||
|
||||
### 6.5 What's not tested at this layer
|
||||
|
||||
- Game-state correctness: that's per-feature in gameplay phases.
|
||||
- Rendering correctness: that's the existing renderer test surface.
|
||||
- Plugin behavior: separate test surface.
|
||||
|
||||
---
|
||||
|
||||
## 7. Risk register
|
||||
|
||||
| # | Risk | Probability | Impact | Mitigation |
|
||||
|---|------|-------------|--------|------------|
|
||||
| 1 | **Branch drift** — main moves faster than expected, rebase work overwhelms. | Medium | High (could double phase calendar time) | Weekly rebase minimum + watchpoints on key files. Pause and catch up if conflict effort exceeds 30min/week. |
|
||||
| 2 | **Opcode ambiguity** — three sources (holtburger / ACE / named retail) disagree on a field layout. | Medium | Medium (delays the affected M.6 row) | Per-row triage: cross-check against live ACE traffic if available; file a research note documenting disagreement; pick the source with strongest evidence; revisit if a real-server-deploy phase invalidates the choice. |
|
||||
| 3 | **ISAAC stream desync** — search-mode port has a subtle bug that corrupts the keystream. | Low | Critical (silent corruption looks like ACE incompat) | Parallel-run old + new ISAAC for 1 week in dev mode; log every divergence; smoke-test with synthetic out-of-order injection. |
|
||||
| 4 | **Live ACE incompat** — new stack works in unit tests but real ACE rejects something subtle. | Medium | High (blocks M.8) | Per-sub-phase live smoke (not just final). Catches incompats early. |
|
||||
| 5 | **Dead-builder integration drift** — Phase B.4 surface (Use/UseWithTarget/PickUp) was built without wiring; we may rebuild without verifying the wiring works. | Medium | Medium (fixes one bug, introduces another) | Every typed builder must have a golden-vector test. The matrix row's "Phase M target" includes "verified against live ACE" for any opcode previously dead-built. |
|
||||
| 6 | **`Iteration` field** — current code always writes 0; if retail uses non-zero iteration on retransmits in a way ACE validates, we get rejected. | Low | Medium (breaks retransmit specifically) | M.3's retransmit test exercises iteration values 0, 1, 2; live-ACE smoke with synthetic loss to trigger real retransmits. |
|
||||
| 7 | **Project structure refactor breaks downstream code** — moving `WorldSession` or deleting `AcDream.Core.Net` shifts a namespace many files reference. | High | Low (compile errors are immediate) | M.8 deletion is the last commit; entire branch compiles up to that point; deletion + namespace fix lands in one commit, single rebuild. |
|
||||
| 8 | **Threading model regression** — if M.7 introduces a network thread, render-thread races appear. | Medium | High (intermittent crashes) | Default to keeping single-threaded model; threading is opt-in via a flag for one test session before becoming default. |
|
||||
| 9 | **Test fixture rot** — golden vectors capture a 2026-05 ACE version; future ACE versions diverge. | Low | Low (fixtures still valid for retail-conformance baseline) | Golden vectors are pinned to retail behavior, not ACE-specific. Live capture replay is from acdream itself (most reproducible). |
|
||||
| 10 | **Calendar overrun** — 6.4 weeks expands to 12+ weeks. | Medium | Medium (delays Phase F+ gameplay phases) | Mid-phase checkpoint at M.4 close (week 3 in plan). If hours-spent ≥ 1.5× estimate, scope-cut M.6 to "matrix-deferred opcodes only, batch the long tail to M.6.b post-merge." |
|
||||
|
||||
---
|
||||
|
||||
## 8. Cost estimate
|
||||
|
||||
### 8.1 Summary
|
||||
|
||||
**Total estimate: 256 hours ≈ 6.4 working weeks single-developer.**
|
||||
|
||||
With effective subagent dispatch (especially on M.1 matrix population and M.6 typed-message implementation), realistic calendar compression to **4–6 weeks**.
|
||||
|
||||
### 8.2 Cost breakdown by sub-phase (repeating for visibility)
|
||||
|
||||
| Sub-phase | Hours | Calendar weeks | Subagent-friendly? |
|
||||
|-----------|-------|----------------|--------------------|
|
||||
| M.1 — Audit & matrix | 16 | 0.4 | Yes (per-class agents) |
|
||||
| M.2 — Layer extraction | 40 | 1.0 | Limited (architecture-driven, single voice) |
|
||||
| M.3 — Reliability core | 40 | 1.0 | Limited (ISAAC + ordering buffer interact) |
|
||||
| M.4 — ACK + control | 16 | 0.4 | Limited |
|
||||
| M.5 — Fragments | 24 | 0.6 | Limited |
|
||||
| M.6 — Typed protocol | 80 | 2.0 | **Yes (per-opcode-class agents)** |
|
||||
| M.7 — Runtime + diagnostics | 16 | 0.4 | Limited |
|
||||
| M.8 — Tests + live val | 24 | 0.6 | Limited (live val needs human) |
|
||||
| **Total** | **256** | **6.4** | |
|
||||
|
||||
### 8.3 Critical path
|
||||
|
||||
```
|
||||
M.1 → M.2 → M.3 → M.4 → M.5 → M.6 → M.7 → M.8
|
||||
(mostly sequential within a single-developer flow)
|
||||
```
|
||||
|
||||
M.1 can partially overlap M.2 (matrix work continues while skeleton lands).
|
||||
M.3 / M.4 / M.5 are conceptually parallel within the reliable layer, but practically sequenced because they share state.
|
||||
M.6 is the parallelization cliff — agents work on different opcode classes simultaneously.
|
||||
M.7 / M.8 are sequential.
|
||||
|
||||
### 8.4 Resource assumptions
|
||||
|
||||
- One primary developer driving the architecture and integration.
|
||||
- Subagent dispatch budget: liberal (acdream's sustained pattern is to use Sonnet agents heavily for bounded chunks; per CLAUDE.md "Subagent policy").
|
||||
- Live ACE on `127.0.0.1:9000` available throughout for smoke tests.
|
||||
- User available for M.8 final visual gate (the only step that genuinely needs human eyes).
|
||||
|
||||
### 8.5 What buys schedule slack
|
||||
|
||||
If budget compresses (e.g., 4 weeks max), the following are scope-cuts in order:
|
||||
|
||||
1. **Long-tail GameEvent sub-opcodes** (House*, Trade*, Book*, Vendor*, Barber*, Allegiance updates, ContractTracker*) — 30+ rows that gameplay phases will need eventually but not for M.8 acceptance. Move to a `M.6.b` follow-up.
|
||||
2. **Outbound multi-fragment splitting** (M.5 second half) — defer until a gameplay phase needs >448-byte outbound payload.
|
||||
3. **M.7 dev-panel diagnostics** — keep the byte counters and capture, drop the visual overlay.
|
||||
4. **M.8 replay harness** — keep the smoke gate, drop the automated replay testing (move to follow-up).
|
||||
|
||||
These cuts get total down to ~150–180 hours / 4 weeks if necessary. The architecture is preserved; the long-tail completeness regresses to "covers everything observed in live ACE during normal play, not the long tail."
|
||||
|
||||
---
|
||||
|
||||
## Status & next steps
|
||||
|
||||
**Spec status as of 2026-05-10:** Sections 1–8 written. Awaiting:
|
||||
1. **Opcode matrix construction** (M.1's main deliverable). Dispatch agents: one per opcode class. Output: `docs/research/2026-05-10-phase-m-opcode-matrix.md`.
|
||||
2. **Roadmap update.** Phase M entry shrinks to a one-paragraph summary + status table + pointer to this spec. M.0 sub-lane folds into M.3 / M.4 / M.6 (no longer ships separately).
|
||||
|
||||
**When implementation starts:** create the worktree, branch off main, begin M.1 matrix completion → M.2 skeleton.
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue