feat(net): handle 0xF74E VectorUpdate so remote players' jumps render
Remote-player jumps were silently dropped — we never parsed the
VectorUpdate broadcast that carries the jump launch velocity, so
the remote body's Z velocity stayed at 0 and the jump animation
showed without any vertical motion.
ACE Player.cs:954 enqueues GameMessageVectorUpdate (opcode 0xF74E)
on every jump in addition to the bracketing UpdateMotion. Wire
layout (GameMessageVectorUpdate.cs):
u32 opcode (= 0xF74E)
u32 objectGuid
3xf32 velocity (world-space, post-rotation)
3xf32 omega
u16 instanceSequence
u16 vectorSequence
This commit:
1. Adds VectorUpdate.TryParse + VectorUpdated session event.
2. WorldSession.ProcessDatagram dispatches 0xF74E.
3. GameWindow subscribes via OnLiveVectorUpdated:
- Sets remote PhysicsBody.Velocity from the wire vector.
- When velocity.Z > 0.5 m/s, marks the remote as Airborne,
clears Contact + OnWalkable bits, and enables the Gravity
state flag — so calc_acceleration returns (0, 0, -9.8) and
UpdatePhysicsInternal produces a parabolic arc.
4. The per-tick remote update (TickAnimations remote-physics
block) now SKIPS the "force OnWalkable + apply_current_movement"
step when Airborne. Otherwise that path stomps the +Z velocity
each frame — same shape as the bug the local jump hit before
K-fix7.
5. ResolveWithTransition for remotes now passes
isOnGround: !rm.Airborne. Mirrors K-fix7's local-player gate —
airborne resolves must NOT pre-seed the ContactPlane,
otherwise AdjustOffset's snap-to-plane branch zeroes the
upward offset.
6. UpdatePosition handler clears the airborne flag and restores
ground-contact bits, so the server's authoritative re-grounding
ends the arc cleanly at the new ground location.
ACDREAM_DUMP_MOTION=1 logs each VectorUpdate as
"VU guid=0x... vel=(...) airborne=...".
Tests stay 1222 green. Live verification pending — watch a remote
character jump.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
1fce21034a
commit
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3 changed files with 190 additions and 5 deletions
71
src/AcDream.Core.Net/Messages/VectorUpdate.cs
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71
src/AcDream.Core.Net/Messages/VectorUpdate.cs
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@ -0,0 +1,71 @@
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using System.Buffers.Binary;
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using System.Numerics;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>VectorUpdate</c> GameMessage (opcode <c>0xF74E</c>). The
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/// server broadcasts this when a remote entity's velocity / omega changes
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/// without an accompanying full UpdatePosition — most importantly when a
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/// remote player JUMPS. Without handling this, remote jumps look like
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/// the player teleported through a tiny vertical hop and back: we never
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/// see the +Z velocity that would integrate into a proper arc.
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///
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/// <para>
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/// Wire layout (see
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/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageVectorUpdate.cs</c>):
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/// </para>
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/// <list type="bullet">
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/// <item><b>u32 opcode</b> — 0xF74E</item>
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/// <item><b>u32 objectGuid</b></item>
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/// <item><b>3xf32 velocity</b> — world-space (already rotated by ACE's
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/// GameMessageVectorUpdate.cs:20 from PhysicsObj.Velocity).</item>
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/// <item><b>3xf32 omega</b> — world-space angular velocity.</item>
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/// <item><b>u16 instanceSequence</b> — for stale-packet rejection.</item>
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/// <item><b>u16 vectorSequence</b> — for stale-packet rejection.</item>
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/// </list>
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///
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/// Total body size after opcode: 32 bytes.
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/// </summary>
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public static class VectorUpdate
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{
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public const uint Opcode = 0xF74Eu;
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public readonly record struct Parsed(
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uint Guid,
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Vector3 Velocity,
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Vector3 Omega,
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ushort InstanceSequence,
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ushort VectorSequence);
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/// <summary>
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/// Parse a 0xF74E body. Returns null if the buffer is truncated or
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/// malformed (sequence-number mismatch is not checked here — the
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/// session-level handler decides what to do).
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/// </summary>
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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if (body.Length < 32) return null;
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try
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{
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body[..4]);
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float vx = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(4, 4)));
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float vy = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(8, 4)));
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float vz = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(12, 4)));
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float ox = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(16, 4)));
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float oy = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(20, 4)));
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float oz = BitConverter.Int32BitsToSingle(BinaryPrimitives.ReadInt32LittleEndian(body.Slice(24, 4)));
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ushort instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(28, 2));
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ushort vecSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(30, 2));
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return new Parsed(guid, new Vector3(vx, vy, vz), new Vector3(ox, oy, oz), instSeq, vecSeq);
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}
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catch
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{
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return null;
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}
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}
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}
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@ -92,6 +92,17 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public event Action<EntityPositionUpdate>? PositionUpdated;
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/// <summary>
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/// Fires when the session parses a 0xF74E VectorUpdate game message.
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/// ACE broadcasts this whenever a remote entity's velocity / omega
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/// changes outside the normal UpdatePosition cadence — the canonical
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/// case is a remote player JUMPING (Player.cs:954
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/// <c>EnqueueBroadcast(new GameMessageVectorUpdate(this));</c>).
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/// Subscribers update the remote's PhysicsBody velocity + airborne
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/// state so the dead-reckoning produces a proper jump arc.
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/// </summary>
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public event Action<VectorUpdate.Parsed>? VectorUpdated;
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/// <summary>
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/// Fires when the server sends a PlayerTeleport (0xF751) game message,
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/// signalling that the player is entering portal space. The uint payload
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@ -667,6 +678,20 @@ public sealed class WorldSession : IDisposable
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posUpdate.Value.Velocity));
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}
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}
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else if (op == VectorUpdate.Opcode)
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{
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// K-fix9 (2026-04-26): server-broadcast remote jump
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// velocity. ACE Player.cs:954 enqueues this on every
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// jump in addition to the bracketing UpdateMotion. The
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// payload's velocity field is the world-space launch
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// velocity (post-rotation in
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// GameMessageVectorUpdate.cs:20-24); subscribers feed
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// it into the remote PhysicsBody so the dead-reckoning
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// tick can integrate the arc.
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var parsed = VectorUpdate.TryParse(body);
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if (parsed is not null)
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VectorUpdated?.Invoke(parsed.Value);
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}
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else if (op == HearSpeech.LocalOpcode || op == HearSpeech.RangedOpcode)
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{
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// Phase H.1: local/ranged chat. Standalone GameMessage
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