feat(net+ui): Phase G.1 — server time sync + debug controls
WorldSession now surfaces the server's PortalYearTicks via a new
ServerTimeUpdated event, fired from two sources per r12 §12:
1. Initial ConnectRequest handshake (ConnectRequestServerTime field
of the optional block — seeds the clock on login).
2. Every subsequent packet carrying the TimeSync header flag
(0x01000000) — keeps the client clock within one TimeSync period
of authoritative server time.
GameWindow subscribes the event into WorldTimeService.SyncFromServer,
so the day/night cycle + keyframe interpolation runs from real server
time in live mode. Offline mode (ACDREAM_LIVE=0) still uses the
seeded-to-noon fallback from OnLoad.
DebugOverlay now exposes sky + weather + lighting state:
time 0.50 Midsong (day fraction + hour name)
wx Clear parts 0 (weather kind + live particle count)
lit 1/4 (active / registered lights)
F7 cycles a debug time override through
(none → midnight → dawn → noon → dusk → none)
F10 cycles weather through
(Clear → Overcast → Rain → Snow → Storm).
These keybinds satisfy the visual-verification tier so a user can
flip through every state from the running client without touching
the code.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 116 additions and 3 deletions
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@ -109,6 +109,21 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public event Action<HearSpeech.Parsed>? SpeechHeard;
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/// <summary>
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/// Phase G.1: latest server Portal Year tick count. Seeded from the
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/// ConnectRequest handshake (r12 §1.3 — server sends absolute game
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/// time as a double) and refreshed on every TimeSync-flagged packet.
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/// Subscribers feed this into <c>WorldTimeService.SyncFromServer</c>
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/// so client-local day/night stays in lockstep with the server clock.
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/// </summary>
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public event Action<double>? ServerTimeUpdated;
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/// <summary>
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/// Latest server tick count from <see cref="ServerTimeUpdated"/>
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/// events. 0 until the handshake completes.
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/// </summary>
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public double LastServerTimeTicks { get; private set; }
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/// <summary>
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/// Allow re-sending LoginComplete after a portal teleport. The normal
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/// _loginCompleteSent latch prevents duplicate sends on the initial spawn
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@ -224,6 +239,14 @@ public sealed class WorldSession : IDisposable
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// Step 3: seed ISAAC, send ConnectResponse to port+1, with 200ms race delay
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var opt = cr.Optional;
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// Phase G.1: server's initial PortalYearTicks (r12 §1.3) lives
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// in the ConnectRequest optional section. Publish it to
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// subscribers so WorldTimeService.SyncFromServer can seed the
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// client clock.
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LastServerTimeTicks = opt.ConnectRequestServerTime;
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ServerTimeUpdated?.Invoke(opt.ConnectRequestServerTime);
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byte[] serverSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(serverSeedBytes, opt.ConnectRequestServerSeed);
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byte[] clientSeedBytes = new byte[4];
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@ -393,6 +416,19 @@ public sealed class WorldSession : IDisposable
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SendAck(serverHeader.Sequence);
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}
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// Phase G.1: propagate TimeSync-flagged server time to anyone who
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// needs it (sky/day-night lerp in particular). Server sends this
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// periodically — no explicit opcode, just the header flag.
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if ((serverHeader.Flags & PacketHeaderFlags.TimeSync) != 0)
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{
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double t = dec.Packet!.Optional.TimeSync;
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if (t > 0)
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{
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LastServerTimeTicks = t;
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ServerTimeUpdated?.Invoke(t);
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}
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}
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foreach (var frag in dec.Packet!.Fragments)
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{
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var body = _assembler.Ingest(frag, out _);
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