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
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8 changed files with 629 additions and 10 deletions
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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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