feat(L.2g-S1): retail movement-event staleness gate (DEV-6)
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion: - MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0) wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN pseudo-C setcc returns are garbled; ACE + branch structure are the oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops before any stamp is touched), MOVEMENT_TS strictly-newer (stamped BEFORE the server-control check, per CPhysics::SetObjectMovement 0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer. - Seed from CreateObject's PhysicsDesc timestamp block (index 1 = ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420 order) — without seeding, entities whose movement sequence is past 0x8000 at spawn would drop every UM against a zero stamp. Adopt-on-first / advance-only-after, so the #138 rehydrate replay of retained spawns cannot regress live stamps. - UpdateMotion + EntitySpawn now carry instance/movement/serverControl sequences + isAutonomous (was parsed-past; isAutonomous feeds the S2 funnel's last_move_was_autonomous). Gate wired at the top of OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the entity on DeleteObject. Register: AD-32 added (adopt-newer-incarnation instead of retail's QueueBlobForObject); TS-26 updated (UM side closed, UP side open). Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md. 19 new gate tests + parser coverage; full suite 3276 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
fb3ee0544a
commit
cb74e64343
9 changed files with 464 additions and 18 deletions
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@ -382,6 +382,16 @@ public sealed class GameWindow : IDisposable
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/// </summary>
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private readonly Dictionary<uint, RemoteMotion> _remoteDeadReckon = new();
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/// <summary>
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/// L.2g S1 (DEV-6): per-entity inbound movement-event staleness gates,
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/// keyed by server guid. Retail keeps these stamps on CPhysicsObj
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/// (update_times); seeded from CreateObject's PhysicsDesc timestamp
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/// block in <see cref="OnLiveEntitySpawnedLocked"/>, consulted at the
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/// top of <see cref="OnLiveMotionUpdated"/>, dropped with the entity in
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/// <see cref="OnLiveEntityDeleted"/>.
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/// </summary>
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private readonly Dictionary<uint, AcDream.Core.Physics.MotionSequenceGate> _motionSequenceGates = new();
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/// <summary>
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/// Per-remote-entity physics + motion stack — verbatim application of
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/// retail's client-side motion pipeline to every remote. Mirrors
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@ -3010,6 +3020,18 @@ public sealed class GameWindow : IDisposable
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{
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_liveSpawnReceived++;
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// L.2g S1 (DEV-6): seed the movement-event staleness gate from the
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// CreateObject PhysicsDesc timestamp block, as retail seeds
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// update_times at object creation. Seed() adopts wholesale on first
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// sight and advance-only afterward, so the #138 rehydrate replay of
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// a RETAINED spawn through this handler cannot regress live stamps.
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if (!_motionSequenceGates.TryGetValue(spawn.Guid, out var seqGate))
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{
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seqGate = new AcDream.Core.Physics.MotionSequenceGate();
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_motionSequenceGates[spawn.Guid] = seqGate;
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}
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seqGate.Seed(spawn.InstanceSequence, spawn.MovementSequence, spawn.ServerControlSequence);
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// De-dup: the server re-sends CreateObject for the same guid in
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// several situations (visibility refresh, landblock crossing,
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// appearance update). Without cleanup the OLD copy remains in
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@ -3882,6 +3904,11 @@ public sealed class GameWindow : IDisposable
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private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
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{
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// L.2g S1: drop the staleness gate with the entity — a subsequent
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// re-create adopts fresh stamps from its CreateObject (retail's
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// update_times die with the CPhysicsObj).
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_motionSequenceGates.Remove(delete.Guid);
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if (RemoveLiveEntityByServerGuid(delete.Guid)
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&& Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
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{
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@ -4233,6 +4260,34 @@ public sealed class GameWindow : IDisposable
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if (!_entitiesByServerGuid.TryGetValue(update.Guid, out var entity)) return;
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if (!_animatedEntities.TryGetValue(entity.Id, out var ae)) return;
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// L.2g S1 (DEV-6): retail staleness gate — BEFORE any state mutation.
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// Retail drops stale/duplicate/superseded movement events at
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// DispatchSmartBoxEvent (INSTANCE_TS, pseudo-C:357214) +
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// CPhysics::SetObjectMovement (MOVEMENT_TS strictly-newer +
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// SERVER_CONTROLLED_MOVE_TS, 0x00509690). Without this, a reordered
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// straggler re-applies an old gait or un-stops a stop.
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if (!_motionSequenceGates.TryGetValue(update.Guid, out var seqGate))
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{
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// UM for an entity whose CreateObject we never parsed (rare —
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// the entity lookup above implies a spawn). Adopt-on-first-seed
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// keeps the gate correct from this event onward.
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seqGate = new AcDream.Core.Physics.MotionSequenceGate();
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_motionSequenceGates[update.Guid] = seqGate;
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seqGate.Seed(update.InstanceSequence, update.MovementSequence, update.ServerControlSequence);
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}
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else if (!seqGate.TryAcceptMovementEvent(
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update.InstanceSequence, update.MovementSequence, update.ServerControlSequence))
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
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{
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Console.WriteLine(
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$"[UM_STALE] guid={update.Guid:X8} inst={update.InstanceSequence} "
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+ $"mov={update.MovementSequence} sc={update.ServerControlSequence} dropped");
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}
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return;
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}
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// #39 (2026-05-06): stamp the per-remote LastUMTime so the
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// UP-velocity fallback path in ApplyServerControlledVelocityCycle
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// can skip refinement while a UM is fresh. UMs are authoritative
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@ -119,6 +119,9 @@ public static class CreateObject
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ushort TeleportSequence = 0,
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ushort ServerControlSequence = 0,
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ushort ForcePositionSequence = 0,
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// L.2g S1 (DEV-6): ObjectMovement stamp (timestamp block index 1)
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// seeds MotionSequenceGate's MOVEMENT_TS at spawn.
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ushort MovementSequence = 0,
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uint? PhysicsState = null,
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uint? ObjectDescriptionFlags = null,
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// L.3b (2026-04-30): per-object friction + elasticity from the
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@ -531,11 +534,13 @@ public static class CreateObject
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if ((physicsFlags & PhysicsDescriptionFlag.DefaultScriptIntensity) != 0) pos += 4;
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// 9 sequence timestamps, always present at end of PhysicsData.
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// Indices per holtburger: 0=position, 4=teleport, 5=serverControl,
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// 6=forcePosition, 8=instance.
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// PhysicsTimeStamp enum order (acclient.h:6084; ACE
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// WorldObject_Networking.cs:411-420): 0=position, 1=movement,
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// 4=teleport, 5=serverControl, 6=forcePosition, 8=instance.
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if (body.Length - pos < 9 * 2) return PartialResult();
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var seqSpan = body.Slice(pos, 9 * 2);
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ushort instanceSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(8 * 2));
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ushort movementSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(1 * 2));
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ushort teleportSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(4 * 2));
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ushort serverControlSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(5 * 2));
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ushort forcePositionSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(6 * 2));
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@ -847,6 +852,7 @@ public static class CreateObject
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return new Parsed(guid, position, setupTableId, animParts,
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textureChanges, subPalettes, basePaletteId, objScale, name, itemType, motionState, motionTableId,
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instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq,
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movementSeq,
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physicsState, objectDescriptionFlags,
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friction, elasticity,
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IconId: iconId,
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@ -57,10 +57,21 @@ public static class UpdateMotion
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/// command is nullable because the <c>ForwardCommand</c> flag may be
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/// unset in the InterpretedMotionState; the stance is always present
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/// (even if 0, meaning "no specific stance").
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///
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/// <para>L.2g S1 (DEV-6): the three staleness stamps + autonomy flag are
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/// exposed for the retail gate (<see cref="AcDream.Core.Physics"/>
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/// <c>MotionSequenceGate</c>) — retail compares them against
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/// <c>update_times[INSTANCE_TS/MOVEMENT_TS/SERVER_CONTROLLED_MOVE_TS]</c>
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/// and stores <c>last_move_was_autonomous</c>
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/// (<c>CPhysics::SetObjectMovement</c> 0x00509690).</para>
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/// </summary>
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public readonly record struct Parsed(
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uint Guid,
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CreateObject.ServerMotionState MotionState);
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CreateObject.ServerMotionState MotionState,
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ushort InstanceSequence,
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ushort MovementSequence,
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ushort ServerControlSequence,
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bool IsAutonomous);
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/// <summary>
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/// Parse a reassembled UpdateMotion body. <paramref name="body"/> must
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@ -82,8 +93,11 @@ public static class UpdateMotion
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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// ObjectInstance sequence (u16) — tracked but not used for pose.
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// ObjectInstance sequence (u16) — retail's dispatch-level
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// INSTANCE_TS staleness gate compares this against the object's
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// known incarnation (DispatchSmartBoxEvent case 0xF74C).
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if (body.Length - pos < 2) return null;
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ushort instanceSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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// MovementData header: u16 movementSequence, u16 serverControlSequence,
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@ -102,8 +116,18 @@ public static class UpdateMotion
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// Previous version mistakenly reserved 8 bytes here, which shifted
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// every subsequent field by 2 and made every remote-char UpdateMotion
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// decode as garbage (stance read from the packed-flags dword).
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//
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// L.2g S1 (DEV-6): the header fields feed retail's
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// CPhysics::SetObjectMovement staleness gates + the
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// last_move_was_autonomous store, so parse them instead of
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// skipping.
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if (body.Length - pos < 6) return null;
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pos += 6;
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ushort movementSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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ushort serverControlSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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bool isAutonomous = body[pos] != 0;
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pos += 2; // u8 isAutonomous + Align(4) pad byte
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// movementType u8, motionFlags u8, currentStyle u16
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if (body.Length - pos < 4) return null;
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@ -139,7 +163,7 @@ public static class UpdateMotion
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// MovementInvalid branch, just reached via the header'd path.
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// Includes the Commands list (MotionItem[]) that carries
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// Actions, emotes, and other one-shots not in ForwardCommand.
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if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
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if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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uint flags = packed & 0x7Fu;
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@ -162,13 +186,13 @@ public static class UpdateMotion
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if ((flags & 0x1u) != 0)
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{
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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if ((flags & 0x2u) != 0)
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{
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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@ -244,7 +268,8 @@ public static class UpdateMotion
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moveToParameters,
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moveToSpeed,
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moveToRunRate,
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moveToPath));
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moveToPath),
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instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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}
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catch
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{
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@ -109,7 +109,13 @@ public sealed class WorldSession : IDisposable
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uint? Priority = null,
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int? Structure = null,
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int? MaxStructure = null,
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float? Workmanship = null);
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float? Workmanship = null,
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// L.2g S1 (DEV-6): PhysicsDesc timestamp-block stamps that seed the
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// per-entity MotionSequenceGate (retail update_times INSTANCE_TS /
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// MOVEMENT_TS / SERVER_CONTROLLED_MOVE_TS).
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ushort InstanceSequence = 0,
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ushort MovementSequence = 0,
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ushort ServerControlSequence = 0);
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/// <summary>Fires when the session finishes parsing a CreateObject.</summary>
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public event Action<EntitySpawn>? EntitySpawned;
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@ -131,7 +137,11 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public readonly record struct EntityMotionUpdate(
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uint Guid,
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CreateObject.ServerMotionState MotionState);
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CreateObject.ServerMotionState MotionState,
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ushort InstanceSequence,
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ushort MovementSequence,
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ushort ServerControlSequence,
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bool IsAutonomous);
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/// <summary>
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/// Fires when the session parses a 0xF74C UpdateMotion game message.
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@ -825,7 +835,10 @@ public sealed class WorldSession : IDisposable
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parsed.Value.Priority,
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parsed.Value.Structure,
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parsed.Value.MaxStructure,
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parsed.Value.Workmanship));
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parsed.Value.Workmanship,
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InstanceSequence: parsed.Value.InstanceSequence,
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MovementSequence: parsed.Value.MovementSequence,
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ServerControlSequence: parsed.Value.ServerControlSequence));
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}
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}
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else if (op == DeleteObject.Opcode)
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@ -862,7 +875,11 @@ public sealed class WorldSession : IDisposable
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{
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MotionUpdated?.Invoke(new EntityMotionUpdate(
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motion.Value.Guid,
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motion.Value.MotionState));
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motion.Value.MotionState,
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motion.Value.InstanceSequence,
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motion.Value.MovementSequence,
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motion.Value.ServerControlSequence,
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motion.Value.IsAutonomous));
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}
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}
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else if (op == UpdatePosition.Opcode)
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119
src/AcDream.Core/Physics/MotionSequenceGate.cs
Normal file
119
src/AcDream.Core/Physics/MotionSequenceGate.cs
Normal file
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@ -0,0 +1,119 @@
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using System;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Per-entity staleness gate for inbound movement events (0xF74C), ported
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/// from retail (L.2g S1, closes deviation DEV-6 for the UM path).
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///
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/// <para>Retail keeps a <c>update_times[NUM_PHYSICS_TS]</c> array of u16
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/// stamps on every <c>CPhysicsObj</c> (acclient.h:6084 —
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/// <c>PhysicsTimeStamp</c>) and rejects out-of-order network events with a
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/// wraparound-aware compare. Three of those stamps gate movement events:</para>
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///
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/// <list type="bullet">
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/// <item><b>INSTANCE_TS (8)</b> — checked at dispatch
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/// (<c>ACSmartBox::DispatchSmartBoxEvent</c> case 0xF74C,
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/// acclient_2013_pseudo_c.txt:357214-357239): an event stamped with an
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/// OLDER object incarnation than the one we know is dropped before any
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/// other stamp is touched. Retail additionally QUEUES events for a NEWER
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/// incarnation (<c>SmartBox::QueueBlobForObject</c>) until that object
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/// version exists; acdream adopts-and-applies instead — register row
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/// AD-32 records the divergence.</item>
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/// <item><b>MOVEMENT_TS (1)</b> — <c>CPhysics::SetObjectMovement</c>
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/// (0x00509690, acclient_2013_pseudo_c.txt:271370) applies an event only
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/// when its movement sequence is STRICTLY newer than the stored stamp
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/// (equal = duplicate delivery = drop), and stamps BEFORE evaluating the
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/// server-control gate — a movement sequence is consumed even when the
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/// event is subsequently dropped for stale server control.</item>
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/// <item><b>SERVER_CONTROLLED_MOVE_TS (5)</b> — same function: the event is
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/// dropped when the STORED server-control stamp is strictly newer than
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/// the incoming one (a newer server-control era has already been seen);
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/// equal passes and re-stamps.</item>
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/// </list>
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///
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/// <para>The compare itself is <c>CPhysicsObj::is_newer</c> (0x00451ad0);
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/// the Binary Ninja pseudo-C mangles its setcc returns, so the port follows
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/// ACE's verbatim <c>PhysicsObj.is_newer</c> (PhysicsObj.cs:2853-2859),
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/// cross-checked against the decomp's branch structure.</para>
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/// </summary>
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public sealed class MotionSequenceGate
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{
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private ushort _instanceTs; // update_times[INSTANCE_TS = 8]
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private ushort _movementTs; // update_times[MOVEMENT_TS = 1]
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private ushort _serverControlTs; // update_times[SERVER_CONTROLLED_MOVE_TS = 5]
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private bool _seeded;
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/// <summary>
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/// <c>CPhysicsObj::is_newer</c> (0x00451ad0): true when
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/// <paramref name="newStamp"/> is newer than <paramref name="oldStamp"/>
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/// under u16 wraparound — when the absolute difference exceeds 0x7fff
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/// the numerically SMALLER value is the newer one (the counter wrapped).
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/// </summary>
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public static bool IsNewer(ushort oldStamp, ushort newStamp)
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{
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if (Math.Abs(newStamp - oldStamp) > short.MaxValue)
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return newStamp < oldStamp;
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return oldStamp < newStamp;
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}
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/// <summary>
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/// Seed the stamps from the entity's CreateObject PhysicsDesc timestamp
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/// block. Retail initializes <c>update_times</c> wholesale from the 9
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/// u16s at the tail of PhysicsDesc (ACE
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/// <c>WorldObject_Networking.cs:411-420</c> writes them in
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/// PhysicsTimeStamp enum order); without this, an entity whose movement
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/// sequence is already past 0x8000 at spawn would have every subsequent
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/// movement event judged stale against a zero stamp.
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///
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/// <para>The first Seed adopts the stamps wholesale (fresh object);
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/// subsequent Seeds only move stamps FORWARD. This makes the #138
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/// rehydrate path (which replays a RETAINED CreateObject through the
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/// spawn handler) a no-op instead of a stamp regression, while a genuine
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/// wire re-create (server sequences only advance) still seeds correctly.
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/// Retail has no equivalent replay path — its objects keep their stamps
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/// for their whole lifetime — so advance-only is the faithful mapping.</para>
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/// </summary>
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public void Seed(ushort instanceSeq, ushort movementSeq, ushort serverControlSeq)
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{
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if (!_seeded)
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{
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_instanceTs = instanceSeq;
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_movementTs = movementSeq;
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_serverControlTs = serverControlSeq;
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_seeded = true;
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return;
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}
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if (IsNewer(_instanceTs, instanceSeq)) _instanceTs = instanceSeq;
|
||||
if (IsNewer(_movementTs, movementSeq)) _movementTs = movementSeq;
|
||||
if (IsNewer(_serverControlTs, serverControlSeq)) _serverControlTs = serverControlSeq;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply the retail three-stamp gate to an inbound movement event.
|
||||
/// Returns true when the event should be applied (stamps updated),
|
||||
/// false when it must be dropped as stale/duplicate/superseded.
|
||||
/// </summary>
|
||||
public bool TryAcceptMovementEvent(ushort instanceSeq, ushort movementSeq, ushort serverControlSeq)
|
||||
{
|
||||
// Dispatch-level incarnation gate — runs before any other stamp is
|
||||
// touched (retail drops at DispatchSmartBoxEvent, never reaching
|
||||
// SetObjectMovement).
|
||||
if (IsNewer(instanceSeq, _instanceTs))
|
||||
return false;
|
||||
_instanceTs = instanceSeq; // adopt equal-or-newer (AD-32; retail queues newer)
|
||||
|
||||
// Gate 1: movement sequence must be strictly newer.
|
||||
if (!IsNewer(_movementTs, movementSeq))
|
||||
return false;
|
||||
_movementTs = movementSeq; // stamped BEFORE the server-control gate, per retail
|
||||
|
||||
// Gate 2: drop when a newer server-control era has already been seen.
|
||||
if (IsNewer(serverControlSeq, _serverControlTs))
|
||||
return false;
|
||||
_serverControlTs = serverControlSeq;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue