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

@ -0,0 +1,254 @@
using System;
using System.Buffers.Binary;
using System.Numerics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
/// <summary>
/// Full-message golden-byte tests for the refactored <see cref="MoveToState.Build"/>
/// (D1 default-difference RawMotionState packing + D3 trailing byte), porting
/// <c>MoveToStatePack::Pack</c> (0x005168f0, decomp lines ~284694-284722).
/// Confirmed verbatim against the Ghidra decompile-by-address bridge during
/// this slice (2026-06-30):
///
/// <code>
/// MoveToStatePack::Pack:
/// RawMotionState::Pack(...)
/// Position::Pack(...)
/// instance_timestamp(u16), server_control_timestamp(u16),
/// teleport_timestamp(u16), force_position_ts(u16)
/// trailing byte = ((longjump_mode != 0) ? 0x02 : 0) | (contact != 0 ? 0x01 : 0)
/// ALIGN_PTR
/// </code>
/// </summary>
public class MoveToStateGoldenTests
{
private static readonly Vector3 Pos = new(96f, 96f, 50f);
private static readonly Quaternion Rot = Quaternion.Identity;
[Fact]
public void Build_DefaultRawMotionState_FlagsAreZero_EnvelopePlusPositionPlusTimestampsPlusTrailingByte()
{
var body = MoveToState.Build(
gameActionSequence: 1,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
// 12 (envelope) + 4 (flags=0, no fields) + 32 (Position) + 8 (timestamps)
// + 1 (trailing byte) = 57, aligned to 60.
Assert.Equal(60, body.Length);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.Equal(0u, flags);
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
Assert.Equal(0xA9B40001u, cellId);
// trailing byte at 12+4+32+8 = 56: contact=true, longjump=false -> 0x01
Assert.Equal(0x01, body[56]);
}
[Fact]
public void Build_WalkForward_OmitsForwardSpeedDefault()
{
// Walk-forward at default speed 1.0 -> forward_speed bit OMITTED (D1 fix).
var state = new RawMotionState
{
CurrentHoldKey = HoldKey.None, // default, omitted
ForwardCommand = 0x45000005u, // WalkForward
ForwardHoldKey = HoldKey.None, // differs from Invalid -> set
ForwardSpeed = 1.0f, // default, omitted
};
var body = MoveToState.Build(
gameActionSequence: 2,
rawMotionState: state,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.Equal(0x0000000Cu, flags); // ForwardCommand | ForwardHoldKey only
// RawMotionState body = flags(4) + fwd_cmd(4) + fwd_holdkey(4) = 12.
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12 + 12));
Assert.Equal(0xA9B40001u, cellId);
}
[Fact]
public void Build_RunForward_IncludesHoldKeyAndSpeed()
{
var state = new RawMotionState
{
CurrentHoldKey = HoldKey.Run,
ForwardCommand = 0x44000007u, // RunForward
ForwardHoldKey = HoldKey.Run,
ForwardSpeed = 2.94f,
};
var body = MoveToState.Build(
gameActionSequence: 3,
rawMotionState: state,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.Equal(0x0000001Du, flags); // holdkey | fwd_cmd | fwd_holdkey | fwd_speed
// RawMotionState body = flags(4) + holdkey(4) + fwd_cmd(4) + fwd_holdkey(4) + fwd_speed(4) = 20.
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12 + 20));
Assert.Equal(0xA9B40001u, cellId);
}
[Fact]
public void Build_Sidestep_SetsSidestepBitsOnly()
{
var state = new RawMotionState
{
SidestepCommand = 0x6500000Fu, // SideStepRight
SidestepHoldKey = HoldKey.None,
SidestepSpeed = 1.0f, // default -> omitted
};
var body = MoveToState.Build(
gameActionSequence: 4,
rawMotionState: state,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.Equal(0x00000060u, flags); // SidestepCommand(0x20) | SidestepHoldKey(0x40)
}
[Fact]
public void Build_Turn_SetsTurnBitsOnly()
{
var state = new RawMotionState
{
TurnCommand = 0x6500000Du, // TurnRight
TurnHoldKey = HoldKey.None,
TurnSpeed = 1.0f, // default -> omitted
};
var body = MoveToState.Build(
gameActionSequence: 5,
rawMotionState: state,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.Equal(0x00000300u, flags); // TurnCommand(0x100) | TurnHoldKey(0x200)
}
[Theory]
[InlineData(false, false, 0x00)]
[InlineData(true, false, 0x01)]
[InlineData(false, true, 0x02)]
[InlineData(true, true, 0x03)]
public void Build_TrailingByte_AllFourContactLongjumpCombinations(bool contact, bool standingLongjump, byte expected)
{
// MoveToStatePack::Pack trailing byte:
// ((longjump_mode != 0) ? 0x02 : 0) | (contact != 0 ? 0x01 : 0)
var body = MoveToState.Build(
gameActionSequence: 6,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: contact,
standingLongjump: standingLongjump);
// flags(4) + Position(32) + timestamps(8) = 44; trailing byte at 12+44=56.
Assert.Equal(expected, body[56]);
}
[Fact]
public void Build_TimestampOrder_MatchesMoveToStatePackPack()
{
var body = MoveToState.Build(
gameActionSequence: 7,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0x1111,
serverControlSequence: 0x2222,
teleportSequence: 0x3333,
forcePositionSequence: 0x4444,
contact: true,
standingLongjump: false);
// 12 (envelope) + 4 (flags) + 32 (Position) = 48.
int tsOffset = 48;
ushort instance = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset));
ushort serverControl = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 2));
ushort teleport = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 4));
ushort forcePosition = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(tsOffset + 6));
Assert.Equal((ushort)0x1111, instance);
Assert.Equal((ushort)0x2222, serverControl);
Assert.Equal((ushort)0x3333, teleport);
Assert.Equal((ushort)0x4444, forcePosition);
}
[Fact]
public void Build_IsAlignedTo4Bytes()
{
var body = MoveToState.Build(
gameActionSequence: 8,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Pos,
rotation: Rot,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: true,
standingLongjump: false);
Assert.Equal(0, body.Length % 4);
}
}