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:
Erik 2026-04-11 15:14:31 +02:00
parent 0aea24c78e
commit 94da385ff4
8 changed files with 629 additions and 10 deletions

View file

@ -0,0 +1,89 @@
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Helper to wrap a single GameMessage (opcode + body) in one
/// <see cref="MessageFragment"/>. Only handles the common "small message
/// fits in one fragment" case — the &gt;448-byte multi-fragment split is
/// deferred until we actually need it for outbound traffic.
///
/// <para>
/// Callers build the message body via <see cref="PacketWriter"/>
/// (starting with a 4-byte opcode, then the fields), pick a
/// <see cref="GameMessageGroup"/> for the queue, pick a fragment sequence
/// number for this message, and receive a fully-formed
/// <see cref="MessageFragment"/> ready to embed in a packet body.
/// </para>
/// </summary>
public static class GameMessageFragment
{
/// <summary>
/// Constant Id used on every outbound fragment. ACE's server-side
/// code uses the same literal — the per-message uniqueness lives in
/// the <c>Sequence</c> field, not the <c>Id</c> field.
/// </summary>
public const uint OutboundFragmentId = 0x80000000u;
/// <summary>
/// Build a single fragment that carries an entire GameMessage in its
/// payload. Throws if the payload exceeds the max single-fragment
/// body size (448 bytes).
/// </summary>
public static MessageFragment BuildSingleFragment(
uint fragmentSequence,
GameMessageGroup queue,
ReadOnlySpan<byte> gameMessageBytes)
{
if (gameMessageBytes.Length > MessageFragmentHeader.MaxFragmentDataSize)
throw new ArgumentException(
$"game message body ({gameMessageBytes.Length} bytes) exceeds single-fragment capacity " +
$"({MessageFragmentHeader.MaxFragmentDataSize} bytes). Multi-fragment split TBD.",
nameof(gameMessageBytes));
var header = new MessageFragmentHeader
{
Sequence = fragmentSequence,
Id = OutboundFragmentId,
Count = 1,
TotalSize = (ushort)(MessageFragmentHeader.Size + gameMessageBytes.Length),
Index = 0,
Queue = (ushort)queue,
};
return new MessageFragment(header, gameMessageBytes.ToArray());
}
/// <summary>
/// Concatenate a fragment's header + payload into the bytes that go
/// into a packet's body. Use when building the full <c>body</c> span
/// passed to <see cref="PacketCodec.Encode"/>.
/// </summary>
public static byte[] Serialize(in MessageFragment fragment)
{
byte[] buffer = new byte[MessageFragmentHeader.Size + fragment.Payload.Length];
fragment.Header.Pack(buffer);
fragment.Payload.CopyTo(buffer.AsSpan(MessageFragmentHeader.Size));
return buffer;
}
}
/// <summary>
/// AC's per-queue routing for GameMessages. Matches ACE's GameMessageGroup
/// enum byte-for-byte so ported handlers are unambiguous.
/// </summary>
public enum GameMessageGroup : ushort
{
InvalidQueue = 0x00,
EventQueue = 0x01,
ControlQueue = 0x02,
WeenieQueue = 0x03,
LoginQueue = 0x04,
DatabaseQueue = 0x05,
SecureControlQueue = 0x06,
SecureWeenieQueue = 0x07,
SecureLoginQueue = 0x08,
UIQueue = 0x09,
SmartboxQueue = 0x0A,
ObserverQueue = 0x0B,
}