weather(phase-5d): AdminEnvirons packet handler + thunder sound dispatch
Ports retail's AdminEnvirons (opcode 0xEA60) — the client-visible
weather-event channel distinct from the PlayScript path. Wire format
(chunk_006A0000.c: `[u32 opcode][u32 environChangeType]`).
EnvironChangeType range:
0x00..0x06 — fog presets (Clear/Red/Blue/White/Green/Black/Black2)
0x65..0x75 — one-shot ambient sounds (Roar, Bell, Chant, etc)
0x76..0x7B — Thunder1..6 sounds (paired with a lightning PlayScript)
Dispatch:
- WorldSession decodes the packet, fires EnvironChanged event.
- GameWindow.OnEnvironChanged:
* Fog values (0x00..0x06) → WeatherSystem.Override. The enum
values line up byte-for-byte with our EnvironOverride enum
(deliberately mirrored from retail), so a direct cast works.
* Sound values (0x65..0x7B) → console log with retail name for
now. Actual OpenAL playback needs a EnvironChangeType →
WaveData lookup (indexed via SoundTable dat), which is a
separate follow-up. The event still fires so any future
audio subscriber can plug in.
Combined with Phase 6a-6c PhysicsScript/PlayScript wiring, the
complete retail lightning pipeline is now:
server sends PlayScript(0xF754, lightningGuid, scriptId=0x33xxxxxx)
→ runs the flash script via PhysicsScriptRunner
→ CreateParticleHook spawns the flash particles
server sends AdminEnvirons(0xEA60, Thunder3Sound=0x78)
→ OnEnvironChanged logs; audio binding TBD
Whether the user's ACE sends these packets depends on the server
(ACE 2.x vanilla does NOT — Agent #5 verified no lightning opcodes in
the default emit path). With the client port complete, any ACE mod
or extension that emits the right packets will Just Work in acdream.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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2e9a836f08
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2 changed files with 103 additions and 0 deletions
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@ -1084,6 +1084,14 @@ public sealed class GameWindow : IDisposable
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// flashes during stormy weather.
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_liveSession.PlayScriptReceived += OnPlayScriptReceived;
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// Phase 5d — AdminEnvirons (0xEA60): fog presets + sound
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// cues. Fog types (0x00..0x06) set WeatherSystem.Override;
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// sound types (0x65..0x7B) play a one-shot audio cue.
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// Lightning flashes arrive as a PAIRED PlayScript (the
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// visual) + AdminEnvirons ThunderXSound (the audio) — both
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// are handled here and in OnPlayScriptReceived respectively.
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_liveSession.EnvironChanged += OnEnvironChanged;
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// Phase G.1: keep the client's day/night clock in sync with
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// server time. Fires once from ConnectRequest (initial seed)
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// and repeatedly on TimeSync-flagged packets.
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@ -2274,6 +2282,61 @@ public sealed class GameWindow : IDisposable
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_scriptRunner.Play(scriptId, guid, camWorldPos);
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}
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/// <summary>
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/// Phase 5d — retail <c>AdminEnvirons</c> (0xEA60) dispatcher.
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/// Routes fog presets into the weather system's sticky override
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/// slot and logs the sound cues (Thunder1..6, Roar, Bell, etc)
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/// for now — actual sound playback needs a lookup table from
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/// <c>EnvironChangeType</c> → wave asset, which we don't yet
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/// have dat-indexed; follow-up will wire the thunder wave ids.
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/// </summary>
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private void OnEnvironChanged(uint environChangeType)
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{
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// Fog presets — values match AcDream.Core.World.EnvironOverride
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// byte-for-byte (we deliberately mirrored retail's enum).
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if (environChangeType <= 0x06u)
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{
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Weather.Override = (AcDream.Core.World.EnvironOverride)environChangeType;
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Console.WriteLine(
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$"live: AdminEnvirons fog override = " +
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$"{(AcDream.Core.World.EnvironOverride)environChangeType}");
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return;
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}
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// Sound cues 0x65..0x7B. Log by retail name for now; audio
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// binding is a separate follow-up (needs sound-table indexing
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// plus a PlaySound API on OpenAlAudioEngine that takes a
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// retail sound enum → wave-id mapping).
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string name = environChangeType switch
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{
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0x65u => "RoarSound",
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0x66u => "BellSound",
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0x67u => "Chant1Sound",
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0x68u => "Chant2Sound",
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0x69u => "DarkWhispers1Sound",
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0x6Au => "DarkWhispers2Sound",
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0x6Bu => "DarkLaughSound",
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0x6Cu => "DarkWindSound",
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0x6Du => "DarkSpeechSound",
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0x6Eu => "DrumsSound",
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0x6Fu => "GhostSpeakSound",
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0x70u => "BreathingSound",
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0x71u => "HowlSound",
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0x72u => "LostSoulsSound",
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0x75u => "SquealSound",
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0x76u => "Thunder1Sound",
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0x77u => "Thunder2Sound",
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0x78u => "Thunder3Sound",
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0x79u => "Thunder4Sound",
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0x7Au => "Thunder5Sound",
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0x7Bu => "Thunder6Sound",
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_ => $"Unknown(0x{environChangeType:X2})",
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};
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Console.WriteLine(
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$"live: AdminEnvirons sound cue = {name} " +
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$"(0x{environChangeType:X2}) — audio binding pending");
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}
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/// <summary>
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/// Phase A.1: streaming load delegate, runs on the worker thread.
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/// Reads the landblock from the dats, hydrates its stab entities (same
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@ -132,6 +132,33 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public event Action<uint /*guid*/, uint /*scriptId*/>? PlayScriptReceived;
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/// <summary>
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/// Phase 5d — retail's <c>AdminEnvirons</c> packet (opcode
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/// <c>0xEA60</c>) — the one-and-only channel retail's server uses
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/// for weather environment changes. Wire format:
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/// <c>[u32 opcode][u32 environChangeType]</c>. The payload enum is
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/// retail's <c>EnvironChangeType</c>:
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/// <list type="bullet">
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/// <item><description>
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/// <c>0x00..0x06</c> — fog presets (Clear/Red/Blue/White/Green/
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/// Black/Black2). Subscribers route these to a
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/// <see cref="AcDream.Core.World.WeatherSystem.Override"/>.
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/// </description></item>
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/// <item><description>
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/// <c>0x65..0x75</c> — one-shot ambient sound cues
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/// (Roar / Bell / Chant / etc).
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/// </description></item>
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/// <item><description>
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/// <c>0x76..0x7B</c> — Thunder1..Thunder6 sounds. Paired with
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/// a separate <see cref="PlayScriptReceived"/> from the server
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/// carrying the lightning-flash PhysicsScript.
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/// </description></item>
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/// </list>
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/// See <c>docs/research/2026-04-23-lightning-crossfade.md</c> +
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/// <c>2026-04-23-lightning-real.md</c>.
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/// </summary>
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public event Action<uint /*environChangeType*/>? EnvironChanged;
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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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@ -571,6 +598,19 @@ public sealed class WorldSession : IDisposable
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var env = GameEventEnvelope.TryParse(body);
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if (env is not null) GameEvents.Dispatch(env.Value);
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}
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else if (op == 0xEA60u) // AdminEnvirons — server pushes a fog preset or sound cue
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{
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// Phase 5d: wire format `[u32 opcode][u32 environChangeType]`
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// per chunk_006A0000.c. Dispatch the event; GameWindow
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// subscribers route fog presets into WeatherSystem.Override
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// and sound cues (thunder, roar, etc) into the audio engine.
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if (body.Length >= 8)
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{
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uint envType = System.Buffers.Binary.BinaryPrimitives
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.ReadUInt32LittleEndian(body.AsSpan(4, 4));
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EnvironChanged?.Invoke(envType);
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}
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}
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else if (op == 0xF754u) // PlayScript — server triggers a PhysicsScript on a target guid
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{
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// Phase 6b: wire format `[u32 opcode][u32 guid][u32 scriptId]`
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