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>
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15 changed files with 1173 additions and 212 deletions
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@ -122,6 +122,69 @@ public class AutonomousPositionTests
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Assert.Equal(0, body[52]);
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}
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[Fact]
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public void Build_TimestampOrder_MatchesAutonomousPositionPackPack()
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{
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// AutonomousPositionPack::Pack (0x00516af0, confirmed via Ghidra
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// decompile-by-address during this slice 2026-06-30): after
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// Position::Pack (32 bytes), four u16 timestamps in order
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// instance_timestamp, server_control_timestamp, teleport_timestamp,
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// force_position_ts — then a CONTACT-ONLY byte (no longjump bit;
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// that bit only exists in MoveToStatePack), then ALIGN_PTR.
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var body = AutonomousPosition.Build(
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gameActionSequence: 8,
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0x1111,
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serverControlSequence: 0x2222,
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teleportSequence: 0x3333,
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forcePositionSequence: 0x4444);
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// 12 (envelope) + 32 (Position) = 44.
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int tsOffset = 44;
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ushort instance = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset));
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ushort serverControl = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 2));
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ushort teleport = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 4));
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ushort forcePosition = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 6));
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Assert.Equal((ushort)0x1111, instance);
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Assert.Equal((ushort)0x2222, serverControl);
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Assert.Equal((ushort)0x3333, teleport);
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Assert.Equal((ushort)0x4444, forcePosition);
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}
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[Fact]
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public void Build_ContactByte_IsContactOnly_NoLongjumpBit()
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{
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// contact != 0 -> byte = 1 (bool cast, not an OR'd bitmask like MTS).
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var bodyOnGround = AutonomousPosition.Build(
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gameActionSequence: 9,
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0,
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lastContact: 1);
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Assert.Equal(1, bodyOnGround[52]);
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var bodyAirborne = AutonomousPosition.Build(
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gameActionSequence: 10,
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0,
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lastContact: 0);
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Assert.Equal(0, bodyAirborne[52]);
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}
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[Fact]
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public void Build_ContainsIdentityRotation_AfterPosition()
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{
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