feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7)
Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
1. Reassembles CharacterList and parses out every character on the
account (tested against testaccount which has two: +Acdream and
+Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
accountName, turbine chat, ToD flag.
2. Picks the first character and builds a single-fragment
CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
consumes one outbound ISAAC keystream word, and sends.
3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
the server accepted our encrypted outbound packet.
4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
String16L accountName) and sends as a second fragment with
fragment_sequence 2, packet sequence 3.
5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
68 of which are CreateObject (0xF745) — the entities around
+Acdream spawning into our session. Also saw DeleteObject (0xF746),
ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.
This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.
Added to AcDream.Core.Net:
- Messages/CharacterList.cs: full parser for opcode 0xF658, ported
from ACE's GameMessageCharacterList writer. Returns structured
record with Characters[], SlotCount, AccountName, UseTurbineChat,
HasThroneOfDestiny. Tested offline with hand-assembled bodies
matching ACE's writer format.
- Messages/CharacterEnterWorld.cs: outbound builders for
CharacterEnterWorldRequest (0xF7C8, opcode-only) and
CharacterEnterWorld (0xF657, opcode + guid + String16L account).
- Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
in a single MessageFragment with correct Id/Count/Index/Queue and
Sequence. Also a Serialize helper to turn a MessageFragment into
packet-body bytes for PacketCodec.Encode. Throws on oversize
(>448 byte) messages; multi-fragment outbound split is TBD.
- GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
is the one we use for enter-world).
Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.
Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.
LIVE RUN OUTPUT:
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
choosing character: 0x5000000A +Acdream
sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
step 8 summary: 101 GameMessages assembled, 68 CreateObject
unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
0xF755, 0xF74C
Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
0aea24c78e
commit
94da385ff4
8 changed files with 629 additions and 10 deletions
56
src/AcDream.Core.Net/Messages/CharacterEnterWorld.cs
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56
src/AcDream.Core.Net/Messages/CharacterEnterWorld.cs
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@ -0,0 +1,56 @@
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound GameMessages for the character-select → in-world transition.
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/// The client sends two messages in order after receiving
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/// <see cref="CharacterList"/>:
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///
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/// <list type="number">
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/// <item><c>CharacterEnterWorldRequest</c> (opcode <c>0xF7C8</c>) —
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/// empty body beyond the 4-byte opcode. "Hi server, I'm about
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/// to try to enter the world, anything I should know?"</item>
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/// <item>Server replies with
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/// <c>CharacterEnterWorldServerReady</c> (0xF7DF).</item>
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/// <item><c>CharacterEnterWorld</c> (opcode <c>0xF657</c>) — u32 GUID
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/// of the chosen character + String16L account name. Server
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/// validates ownership and begins spawning the player + world
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/// entities into our session, which is where the CreateObject
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/// flood starts.</item>
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/// </list>
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///
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/// Both messages are tiny enough to fit in one fragment each. They go on
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/// the <see cref="GameMessageGroup.UIQueue"/> queue per ACE's
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/// <c>CharacterHandler</c> annotations.
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/// </summary>
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public static class CharacterEnterWorld
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{
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public const uint EnterWorldRequestOpcode = 0xF7C8u;
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public const uint EnterWorldOpcode = 0xF657u;
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/// <summary>
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/// Build the body bytes for an outbound <c>CharacterEnterWorldRequest</c>.
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/// Just the 4-byte opcode, nothing else.
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/// </summary>
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public static byte[] BuildEnterWorldRequestBody()
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{
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var w = new PacketWriter(8);
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w.WriteUInt32(EnterWorldRequestOpcode);
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return w.ToArray();
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}
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/// <summary>
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/// Build the body bytes for an outbound <c>CharacterEnterWorld</c>.
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/// Layout: opcode(4) + characterGuid(4) + String16L(accountName).
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/// </summary>
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public static byte[] BuildEnterWorldBody(uint characterGuid, string accountName)
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{
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ArgumentNullException.ThrowIfNull(accountName);
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var w = new PacketWriter(32);
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w.WriteUInt32(EnterWorldOpcode);
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w.WriteUInt32(characterGuid);
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w.WriteString16L(accountName);
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return w.ToArray();
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}
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}
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102
src/AcDream.Core.Net/Messages/CharacterList.cs
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102
src/AcDream.Core.Net/Messages/CharacterList.cs
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@ -0,0 +1,102 @@
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using System.Buffers.Binary;
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using System.Text;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>CharacterList</c> GameMessage (opcode <c>0xF658</c>).
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/// The server sends one of these right after ConnectResponse completes
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/// the handshake — it's the client's "pick which character to log in"
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/// data. Contains one entry per character on the account plus account-
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/// level settings (slot count, Turbine chat toggle, ToD flag).
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///
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/// <para>
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/// Wire layout (ported from ACE's <c>GameMessageCharacterList.cs</c>
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/// writer — see NOTICE.md for attribution):
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/// </para>
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///
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/// <code>
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/// u32 0 (leading padding, always 0)
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/// u32 characterCount
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/// for each character:
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/// u32 characterId (GUID)
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/// String16L name (prefixed with '+' for admin chars)
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/// u32 deleteTimeDelta (0 if not scheduled for deletion)
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/// u32 0 (trailing padding)
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/// u32 slotCount (max characters per account)
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/// String16L accountName
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/// u32 useTurbineChat (bool)
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/// u32 hasThroneOfDestiny (bool — always 1 on retail-era ACE)
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/// </code>
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/// </summary>
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public static class CharacterList
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{
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public const uint Opcode = 0xF658u;
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public readonly record struct Character(uint Id, string Name, uint DeleteTimeDelta);
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public sealed record Parsed(
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IReadOnlyList<Character> Characters,
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uint SlotCount,
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string AccountName,
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bool UseTurbineChat,
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bool HasThroneOfDestiny);
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/// <summary>
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/// Parse a CharacterList body. <paramref name="body"/> must start with
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/// the 4-byte opcode (0xF658) — i.e. pass the full reassembled
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/// GameMessage output from <see cref="Packets.FragmentAssembler"/>.
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/// </summary>
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public static Parsed Parse(ReadOnlySpan<byte> body)
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{
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int pos = 0;
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uint opcode = ReadU32(body, ref pos);
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if (opcode != Opcode)
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throw new FormatException($"expected CharacterList opcode 0x{Opcode:X4}, got 0x{opcode:X8}");
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_ = ReadU32(body, ref pos); // leading 0
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uint count = ReadU32(body, ref pos);
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if (count > 255)
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throw new FormatException($"character count {count} exceeds sanity limit");
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var characters = new Character[count];
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for (int i = 0; i < count; i++)
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{
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uint id = ReadU32(body, ref pos);
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string name = ReadString16L(body, ref pos);
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uint deleteDelta = ReadU32(body, ref pos);
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characters[i] = new Character(id, name, deleteDelta);
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}
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_ = ReadU32(body, ref pos); // trailing 0
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uint slotCount = ReadU32(body, ref pos);
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string accountName = ReadString16L(body, ref pos);
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bool useTurbineChat = ReadU32(body, ref pos) != 0;
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bool hasThroneOfDestiny = ReadU32(body, ref pos) != 0;
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return new Parsed(characters, slotCount, accountName, useTurbineChat, hasThroneOfDestiny);
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}
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private static uint ReadU32(ReadOnlySpan<byte> source, ref int pos)
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{
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if (source.Length - pos < 4) throw new FormatException("truncated u32");
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uint value = BinaryPrimitives.ReadUInt32LittleEndian(source.Slice(pos));
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pos += 4;
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return value;
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}
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private static string ReadString16L(ReadOnlySpan<byte> source, ref int pos)
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{
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if (source.Length - pos < 2) throw new FormatException("truncated String16L length");
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ushort length = BinaryPrimitives.ReadUInt16LittleEndian(source.Slice(pos));
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pos += 2;
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if (source.Length - pos < length) throw new FormatException("truncated String16L body");
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string result = Encoding.ASCII.GetString(source.Slice(pos, length));
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pos += length;
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int recordSize = 2 + length;
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int padding = (4 - (recordSize & 3)) & 3;
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pos += padding;
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return result;
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}
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}
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89
src/AcDream.Core.Net/Messages/GameMessageFragment.cs
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89
src/AcDream.Core.Net/Messages/GameMessageFragment.cs
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@ -0,0 +1,89 @@
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Helper to wrap a single GameMessage (opcode + body) in one
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/// <see cref="MessageFragment"/>. Only handles the common "small message
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/// fits in one fragment" case — the >448-byte multi-fragment split is
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/// deferred until we actually need it for outbound traffic.
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///
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/// <para>
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/// Callers build the message body via <see cref="PacketWriter"/>
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/// (starting with a 4-byte opcode, then the fields), pick a
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/// <see cref="GameMessageGroup"/> for the queue, pick a fragment sequence
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/// number for this message, and receive a fully-formed
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/// <see cref="MessageFragment"/> ready to embed in a packet body.
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/// </para>
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/// </summary>
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public static class GameMessageFragment
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{
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/// <summary>
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/// Constant Id used on every outbound fragment. ACE's server-side
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/// code uses the same literal — the per-message uniqueness lives in
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/// the <c>Sequence</c> field, not the <c>Id</c> field.
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/// </summary>
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public const uint OutboundFragmentId = 0x80000000u;
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/// <summary>
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/// Build a single fragment that carries an entire GameMessage in its
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/// payload. Throws if the payload exceeds the max single-fragment
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/// body size (448 bytes).
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/// </summary>
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public static MessageFragment BuildSingleFragment(
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uint fragmentSequence,
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GameMessageGroup queue,
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ReadOnlySpan<byte> gameMessageBytes)
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{
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if (gameMessageBytes.Length > MessageFragmentHeader.MaxFragmentDataSize)
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throw new ArgumentException(
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$"game message body ({gameMessageBytes.Length} bytes) exceeds single-fragment capacity " +
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$"({MessageFragmentHeader.MaxFragmentDataSize} bytes). Multi-fragment split TBD.",
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nameof(gameMessageBytes));
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var header = new MessageFragmentHeader
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{
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Sequence = fragmentSequence,
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Id = OutboundFragmentId,
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Count = 1,
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TotalSize = (ushort)(MessageFragmentHeader.Size + gameMessageBytes.Length),
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Index = 0,
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Queue = (ushort)queue,
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};
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return new MessageFragment(header, gameMessageBytes.ToArray());
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}
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/// <summary>
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/// Concatenate a fragment's header + payload into the bytes that go
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/// into a packet's body. Use when building the full <c>body</c> span
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/// passed to <see cref="PacketCodec.Encode"/>.
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/// </summary>
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public static byte[] Serialize(in MessageFragment fragment)
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{
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byte[] buffer = new byte[MessageFragmentHeader.Size + fragment.Payload.Length];
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fragment.Header.Pack(buffer);
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fragment.Payload.CopyTo(buffer.AsSpan(MessageFragmentHeader.Size));
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return buffer;
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}
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}
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/// <summary>
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/// AC's per-queue routing for GameMessages. Matches ACE's GameMessageGroup
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/// enum byte-for-byte so ported handlers are unambiguous.
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/// </summary>
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public enum GameMessageGroup : ushort
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{
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InvalidQueue = 0x00,
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EventQueue = 0x01,
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ControlQueue = 0x02,
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WeenieQueue = 0x03,
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LoginQueue = 0x04,
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DatabaseQueue = 0x05,
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SecureControlQueue = 0x06,
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SecureWeenieQueue = 0x07,
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SecureLoginQueue = 0x08,
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UIQueue = 0x09,
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SmartboxQueue = 0x0A,
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ObserverQueue = 0x0B,
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}
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@ -3,9 +3,11 @@ namespace AcDream.Core.Net.Packets;
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/// <summary>
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/// Reassembles multi-fragment GameMessages. UDP packets can arrive in any
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/// order and individual fragments within a logical message can be split
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/// across packets, so we buffer partial messages keyed by fragment Id and
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/// only yield a complete byte stream once every <c>Count</c> fragment for
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/// that Id has arrived.
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/// across packets, so we buffer partial messages keyed by fragment
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/// <b>Sequence</b> (the actual unique identifier — ACE's outbound fragment
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/// <c>Id</c> field is always the constant <c>0x80000000</c>; the
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/// per-message-unique value is the <c>Sequence</c>, matching how ACE's
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/// own <c>NetworkSession.HandleFragment</c> keys its partialFragments dict).
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///
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/// <para>
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/// <b>Correctness properties:</b>
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@ -14,11 +16,11 @@ namespace AcDream.Core.Net.Packets;
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/// the full message is released on the last fragment regardless of
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/// its index.</item>
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/// <item>Duplicate-fragment idempotence: receiving index N twice for the
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/// same Id is harmless — the second copy is silently ignored.</item>
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/// same Sequence is harmless — the second copy is silently ignored.</item>
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/// <item>Single-fragment messages: Count=1 releases immediately on
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/// that one fragment with no buffering.</item>
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/// <item>Orphaned partials: if fragments for an Id arrive but the message
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/// never completes, they stay buffered until
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/// <item>Orphaned partials: if fragments for a Sequence arrive but the
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/// message never completes, they stay buffered until
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/// <see cref="DropAll"/> is called or the assembler is disposed.
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/// A future phase will add a TTL-based eviction.</item>
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/// </list>
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@ -56,10 +58,12 @@ public sealed class FragmentAssembler
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return fragment.Payload;
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}
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if (!_inFlight.TryGetValue(h.Id, out var partial))
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// Key on Sequence, not Id — ACE's outbound Id is a constant and
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// its own inbound assembler keys on Sequence for the same reason.
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if (!_inFlight.TryGetValue(h.Sequence, out var partial))
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{
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partial = new PartialMessage(h.Count, h.Queue);
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_inFlight[h.Id] = partial;
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_inFlight[h.Sequence] = partial;
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}
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// Idempotent: receiving the same index twice is not an error.
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@ -86,7 +90,7 @@ public sealed class FragmentAssembler
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offset += p.Length;
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}
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_inFlight.Remove(h.Id);
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_inFlight.Remove(h.Sequence);
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messageQueue = partial.Queue;
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return combined;
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}
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