feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte

Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-30 22:30:01 +02:00
parent 2c8620ea94
commit 78e163a41e
15 changed files with 1173 additions and 212 deletions

View file

@ -9,18 +9,27 @@ namespace AcDream.Core.Net.Messages;
/// the extent + velocity to validate the jump and replicate it to nearby
/// clients.
///
/// Wire layout (from holtburger JumpActionData::pack):
/// u32 0xF7B1 (GameAction envelope)
/// u32 sequence
/// u32 0xF61B (Jump sub-opcode)
/// f32 extent (0.01.0 charge power)
/// f32 velocity.x, f32 velocity.y, f32 velocity.z
/// u16 instanceSequence
/// u16 serverControlSequence
/// u16 teleportSequence
/// u16 forcePositionSequence
/// u32 objectGuid (0 for normal jump)
/// u32 spellId (0 for normal jump)
/// <para>
/// Wire layout — ports retail's <c>JumpPack::Pack</c> verbatim
/// (<c>0x00516d10</c>, decomp lines ~284934-284963). Confirmed against the
/// Ghidra decompile-by-address bridge during this slice (2026-06-30):
/// </para>
/// <list type="bullet">
/// <item><b>GameAction envelope</b>: u32 0xF7B1, u32 sequence, u32 0xF61B</item>
/// <item><b>f32 extent</b> (0.0-1.0 charge power)</item>
/// <item><b>f32 velocity.x, velocity.y, velocity.z</b></item>
/// <item><b>Position::Pack</b>: u32 cellId, f32 x, f32 y, f32 z,
/// f32 qw, f32 qx, f32 qy, f32 qz (32 bytes)</item>
/// <item><b>Sequences</b>: u16 instance, u16 serverControl,
/// u16 teleport, u16 forcePosition</item>
/// <item><b>Align to 4 bytes</b></item>
/// </list>
///
/// <para>
/// <b>D4 fix.</b> Retail's <c>JumpPack</c> does NOT pack an objectGuid or a
/// spellId, and DOES pack the full <c>Position</c> — the pre-slice code had
/// it backwards (two spurious trailing zero u32s, no Position at all).
/// </para>
/// </summary>
public static class JumpAction
{
@ -28,29 +37,45 @@ public static class JumpAction
public const uint JumpOpcode = 0xF61Bu;
public static byte[] Build(
uint gameActionSequence,
float extent,
Vector3 velocity,
ushort instanceSequence,
ushort serverControlSequence,
ushort teleportSequence,
ushort forcePositionSequence)
uint gameActionSequence,
float extent,
Vector3 velocity,
uint cellId,
Vector3 position,
Quaternion rotation,
ushort instanceSequence,
ushort serverControlSequence,
ushort teleportSequence,
ushort forcePositionSequence)
{
var w = new PacketWriter(48);
var w = new PacketWriter(80);
w.WriteUInt32(GameActionOpcode);
w.WriteUInt32(gameActionSequence);
w.WriteUInt32(JumpOpcode);
w.WriteFloat(extent);
w.WriteFloat(velocity.X);
w.WriteFloat(velocity.Y);
w.WriteFloat(velocity.Z);
// --- Position::Pack (0x005a9640): cellId + Frame::Pack (32 bytes) ---
w.WriteUInt32(cellId);
w.WriteFloat(position.X);
w.WriteFloat(position.Y);
w.WriteFloat(position.Z);
// Quaternion wire order: W, X, Y, Z
w.WriteFloat(rotation.W);
w.WriteFloat(rotation.X);
w.WriteFloat(rotation.Y);
w.WriteFloat(rotation.Z);
w.WriteUInt16(instanceSequence);
w.WriteUInt16(serverControlSequence);
w.WriteUInt16(teleportSequence);
w.WriteUInt16(forcePositionSequence);
w.WriteUInt32(0); // objectGuid — 0 for normal jump
w.WriteUInt32(0); // spellId — 0 for normal jump
w.AlignTo4();
return w.ToArray();
}