feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
Server sends UpdateMotion whenever an entity's motion state changes: NPCs starting a walk cycle, creatures switching to a combat stance, doors opening, a player waving, etc. Phase 6.1-6.4 already handles rendering different (stance, forward-command) pairs for the INITIAL CreateObject, but without this message NPCs freeze in whatever pose they spawned with and never transition to walking/fighting. Added UpdateMotion.TryParse with the same ServerMotionState the CreateObject path uses, reached via a slightly different outer layout (guid + instance seq + header'd MovementData; the MovementData starts with the 8-byte sequence/autonomous header this time rather than being preceded by a length field). Only the (stance, forward- command) pair is extracted — same subset CreateObject grabs. WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C body parses successfully. The App-side wiring (guid→entity lookup and AnimatedEntity cycle swap) is intentionally deferred to a separate commit because it touches GameWindow which is currently being edited by the Phase 9.1 translucent-pass work. 89 Core.Net tests (was 83, +6 for UpdateMotion coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
4752b8a528
commit
a71db90310
12 changed files with 675 additions and 45 deletions
|
|
@ -258,7 +258,7 @@ public sealed class GameWindow : IDisposable
|
|||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(e.SourceGfxObjOrSetupId);
|
||||
if (gfx is not null)
|
||||
{
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(e.SourceGfxObjOrSetupId, subMeshes);
|
||||
meshRefs.Add(new AcDream.Core.World.MeshRef(
|
||||
e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
|
||||
|
|
@ -274,7 +274,7 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
||||
if (gfx is null) continue;
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes);
|
||||
meshRefs.Add(mr);
|
||||
}
|
||||
|
|
@ -344,7 +344,7 @@ public sealed class GameWindow : IDisposable
|
|||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(spawn.ObjectId);
|
||||
if (gfx is not null)
|
||||
{
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(spawn.ObjectId, subMeshes);
|
||||
meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat));
|
||||
}
|
||||
|
|
@ -359,7 +359,7 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
||||
if (gfx is null) continue;
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes);
|
||||
// Compose: part's own transform, then the spawn's scale.
|
||||
meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, mr.PartTransform * scaleMat));
|
||||
|
|
@ -439,7 +439,7 @@ public sealed class GameWindow : IDisposable
|
|||
if (environment is not null
|
||||
&& environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct))
|
||||
{
|
||||
var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct);
|
||||
var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct, _dats);
|
||||
if (cellSubMeshes.Count > 0)
|
||||
{
|
||||
// Use the EnvCell dat id as the GPU upload key. EnvCell ids
|
||||
|
|
@ -500,7 +500,7 @@ public sealed class GameWindow : IDisposable
|
|||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id);
|
||||
if (gfx is not null)
|
||||
{
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(stab.Id, subMeshes);
|
||||
meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity));
|
||||
}
|
||||
|
|
@ -515,7 +515,7 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
||||
if (gfx is null) continue;
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes);
|
||||
meshRefs.Add(mr);
|
||||
}
|
||||
|
|
@ -860,7 +860,7 @@ public sealed class GameWindow : IDisposable
|
|||
var mr = parts[partIdx];
|
||||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
||||
if (gfx is null) continue;
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx);
|
||||
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
|
||||
_staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes);
|
||||
|
||||
IReadOnlyDictionary<uint, uint>? surfaceOverrides = null;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue