feat(core): D.5.3/B.2 — ShortcutStore + AddShortcut/RemoveShortcut wire + senders

ShortcutStore lands in AcDream.Core.Net.Items (not AcDream.Core.Items) because
it depends on PlayerDescriptionParser.ShortcutEntry; placing it in AcDream.Core
would create a circular dependency (Core.Net already references Core). The test
lives in AcDream.Core.Tests which gets Core.Net transitively via App.

BuildAddShortcut signature corrected from the old (seq, slotIndex, objectType,
targetId) 4×u32 layout to the retail ShortCutData wire format confirmed in the
action-bar deep-dive: Index(u32), ObjectId(u32), SpellId(u16), Layer(u16).
The old BuildAddShortcut_ThreeFields test is replaced by two new tests that
verify both item and spell shortcut packing.

WorldSession gains SendAddShortcut / SendRemoveShortcut following the
SendChangeCombatMode sender pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-20 15:09:58 +02:00
parent 7193bed309
commit 745a92bbae
5 changed files with 115 additions and 15 deletions

View file

@ -95,17 +95,20 @@ public static class InventoryActions
return body;
}
/// <summary>Pin an item / spell to a quickbar slot.</summary>
/// <summary>Pin an item/spell to a quickbar slot. ShortCutData = Index(u32), ObjectId(u32),
/// SpellId(u16), Layer(u16) — CONFIRMED across ACE/Chorizite/holtburger (action-bar deep-dive
/// §131-145). For an ITEM: objectGuid = item guid, spellId = layer = 0.</summary>
public static byte[] BuildAddShortcut(
uint seq, uint slotIndex, uint objectType, uint targetId)
uint seq, uint index, uint objectGuid, ushort spellId, ushort layer)
{
byte[] body = new byte[24];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), seq);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), AddShortcutOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), slotIndex);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), objectType);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(20), targetId);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), index);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), objectGuid);
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(20), spellId);
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(22), layer);
return body;
}