feat(net): Phase B.2 — MoveToState + AutonomousPosition message builders
Outbound GameAction message builders for player movement: - MoveToState (0xF61C): sent on motion state changes (start/stop walking, turn, speed change). Carries RawMotionState (flag-driven variable fields) + WorldPosition + sequence numbers. - AutonomousPosition (0xF753): periodic position heartbeat sent every ~200ms while moving. No RawMotionState — just WorldPosition + sequences + contact byte. Both follow the GameAction envelope pattern (0xF7B1 + sequence + action type) established by GameActionLoginComplete. Wire format ported from references/holtburger movement protocol — field order and alignment match exactly (contact byte + pad_to_4). Also: - Adds WriteFloat to PacketWriter (needed by both builders) - Adds SendGameAction + NextGameActionSequence to WorldSession (public wrappers for PlayerMovementController in Task 2) 11 new tests, 265 total, all green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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src/AcDream.Core.Net/Messages/AutonomousPosition.cs
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88
src/AcDream.Core.Net/Messages/AutonomousPosition.cs
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using System.Numerics;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound <c>GameAction(AutonomousPosition)</c> message — opcode
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/// <c>0xF753</c>. Sent roughly every 200ms while the player is moving to
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/// give the server a periodic ground-truth position heartbeat. Simpler than
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/// <see cref="MoveToState"/>: no RawMotionState, just the GameAction
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/// envelope, a WorldPosition, sequence numbers, a contact byte, and 4-byte
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/// alignment padding.
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///
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/// <para>
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/// Wire layout (ported from
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/// <c>references/holtburger/crates/holtburger-protocol/src/messages/movement/actions.rs</c>
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/// <c>AutonomousPositionActionData::pack</c>):
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/// </para>
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/// <list type="bullet">
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/// <item><b>GameAction envelope</b>: u32 0xF7B1, u32 sequence, u32 0xF753</item>
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/// <item><b>WorldPosition</b>: u32 cellId, f32 x, f32 y, f32 z,
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/// f32 rotW, f32 rotX, f32 rotY, f32 rotZ</item>
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/// <item><b>Sequences</b>: u16 instance, u16 serverControl,
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/// u16 teleport, u16 forcePosition</item>
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/// <item><b>Contact byte</b>: u8 (1 = on ground, 0 = airborne)</item>
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/// <item><b>Align to 4 bytes</b></item>
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/// </list>
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/// </summary>
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public static class AutonomousPosition
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{
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public const uint GameActionOpcode = 0xF7B1u;
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public const uint AutonomousPositionAction = 0xF753u;
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/// <summary>
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/// Build an AutonomousPosition GameAction body.
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/// </summary>
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/// <param name="gameActionSequence">Monotonically increasing counter from
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/// <see cref="WorldSession.NextGameActionSequence"/>.</param>
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/// <param name="cellId">Landblock cell ID (u32).</param>
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/// <param name="position">World-space position relative to the landblock.</param>
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/// <param name="rotation">Rotation quaternion. AC wire order is W, X, Y, Z.</param>
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/// <param name="instanceSequence">Instance sequence number from the server.</param>
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/// <param name="serverControlSequence">Server-control sequence number.</param>
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/// <param name="teleportSequence">Teleport sequence number.</param>
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/// <param name="forcePositionSequence">Force-position sequence number.</param>
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/// <param name="lastContact">1 if the character was last on the ground, 0 if airborne.</param>
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public static byte[] Build(
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uint gameActionSequence,
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uint cellId,
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Vector3 position,
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Quaternion rotation,
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ushort instanceSequence,
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ushort serverControlSequence,
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ushort teleportSequence,
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ushort forcePositionSequence,
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byte lastContact = 1)
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{
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var w = new PacketWriter(64);
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// --- GameAction envelope ---
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w.WriteUInt32(GameActionOpcode);
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w.WriteUInt32(gameActionSequence);
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w.WriteUInt32(AutonomousPositionAction);
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// --- WorldPosition (32 bytes) ---
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w.WriteUInt32(cellId);
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w.WriteFloat(position.X);
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w.WriteFloat(position.Y);
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w.WriteFloat(position.Z);
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// Quaternion wire order: W, X, Y, Z
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w.WriteFloat(rotation.W);
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w.WriteFloat(rotation.X);
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w.WriteFloat(rotation.Y);
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w.WriteFloat(rotation.Z);
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// --- Sequence numbers ---
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w.WriteUInt16(instanceSequence);
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w.WriteUInt16(serverControlSequence);
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w.WriteUInt16(teleportSequence);
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w.WriteUInt16(forcePositionSequence);
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// --- Contact byte + 4-byte align ---
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w.WriteByte(lastContact);
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w.AlignTo4();
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return w.ToArray();
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}
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}
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151
src/AcDream.Core.Net/Messages/MoveToState.cs
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src/AcDream.Core.Net/Messages/MoveToState.cs
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using System.Numerics;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound <c>GameAction(MoveToState)</c> message — opcode <c>0xF61C</c>.
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/// Sent whenever the client's motion state changes: starting or stopping
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/// walking, switching direction, changing speed, entering or leaving combat
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/// stance. The server uses this to update the player's authoritative motion
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/// state and to drive interpolated position for other nearby clients.
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///
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/// <para>
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/// Wire layout (ported from
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/// <c>references/holtburger/crates/holtburger-protocol/src/messages/movement/actions.rs</c>
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/// <c>MoveToStateActionData::pack</c> and
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/// <c>types.rs RawMotionState::pack</c>):
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/// </para>
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/// <list type="bullet">
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/// <item><b>GameAction envelope</b>: u32 0xF7B1, u32 sequence, u32 0xF61C</item>
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/// <item><b>RawMotionState</b>: u32 packed_flags (bits 0-10 = flag bits,
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/// bits 11-31 = command list length), then conditional u32/f32 fields
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/// in flag-bit order (see <c>RawMotionFlags</c> in types.rs)</item>
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/// <item><b>WorldPosition</b>: u32 cellId, f32 x, f32 y, f32 z,
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/// f32 rotW, f32 rotX, f32 rotY, f32 rotZ</item>
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/// <item><b>Sequences</b>: u16 instance, u16 serverControl,
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/// u16 teleport, u16 forcePosition</item>
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/// <item><b>Contact byte</b>: u8 (1 = on ground, 0 = airborne)</item>
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/// <item><b>Align to 4 bytes</b></item>
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/// </list>
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///
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/// <para>
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/// The command list length is packed into bits 11-31 of the flags dword.
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/// We always send 0 commands (no discrete motion events), so those bits stay 0.
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/// </para>
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/// </summary>
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public static class MoveToState
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{
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public const uint GameActionOpcode = 0xF7B1u;
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public const uint MoveToStateAction = 0xF61Cu;
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// RawMotionFlags bit positions (from holtburger types.rs)
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private const uint FlagCurrentHoldKey = 0x001u;
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private const uint FlagCurrentStyle = 0x002u;
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private const uint FlagForwardCommand = 0x004u;
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private const uint FlagForwardHoldKey = 0x008u;
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private const uint FlagForwardSpeed = 0x010u;
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private const uint FlagSidestepCommand = 0x020u;
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private const uint FlagSidestepHoldKey = 0x040u;
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private const uint FlagSidestepSpeed = 0x080u;
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private const uint FlagTurnCommand = 0x100u;
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private const uint FlagTurnHoldKey = 0x200u;
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private const uint FlagTurnSpeed = 0x400u;
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/// <summary>
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/// Build a MoveToState GameAction body.
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/// </summary>
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/// <param name="gameActionSequence">Monotonically increasing counter from
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/// <see cref="WorldSession.NextGameActionSequence"/>.</param>
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/// <param name="forwardCommand">Raw motion command (u32 in AC's command space),
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/// e.g. 0x45000005 = WalkForward. Null = no forward command.</param>
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/// <param name="forwardSpeed">Normalised speed scalar (0.0-1.0). Only written
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/// when <paramref name="forwardCommand"/> is non-null.</param>
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/// <param name="sidestepCommand">Sidestep command or null.</param>
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/// <param name="sidestepSpeed">Sidestep speed or null.</param>
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/// <param name="turnCommand">Turn command or null.</param>
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/// <param name="turnSpeed">Turn speed or null.</param>
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/// <param name="holdKey">Hold-key state (1=None, 2=Run). Null = omit.</param>
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/// <param name="cellId">Landblock cell ID (u32).</param>
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/// <param name="position">World-space position relative to the landblock.</param>
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/// <param name="rotation">Rotation quaternion. AC wire order is W, X, Y, Z.</param>
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/// <param name="instanceSequence">Instance sequence number from the server.</param>
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/// <param name="serverControlSequence">Server-control sequence number.</param>
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/// <param name="teleportSequence">Teleport sequence number.</param>
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/// <param name="forcePositionSequence">Force-position sequence number.</param>
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/// <param name="contactLongJump">1 if the character is on the ground, 0 if airborne.</param>
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public static byte[] Build(
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uint gameActionSequence,
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uint? forwardCommand,
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float? forwardSpeed,
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uint? sidestepCommand,
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float? sidestepSpeed,
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uint? turnCommand,
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float? turnSpeed,
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uint? holdKey,
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uint cellId,
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Vector3 position,
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Quaternion rotation,
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ushort instanceSequence,
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ushort serverControlSequence,
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ushort teleportSequence,
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ushort forcePositionSequence,
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byte contactLongJump = 1)
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{
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var w = new PacketWriter(128);
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// --- GameAction envelope ---
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w.WriteUInt32(GameActionOpcode);
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w.WriteUInt32(gameActionSequence);
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w.WriteUInt32(MoveToStateAction);
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// --- RawMotionState ---
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// Build the flags word. Command list length (bits 11-31) is always 0.
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uint flags = 0u;
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if (holdKey.HasValue) flags |= FlagCurrentHoldKey;
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if (forwardCommand.HasValue) flags |= FlagForwardCommand;
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if (forwardSpeed.HasValue) flags |= FlagForwardSpeed;
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if (sidestepCommand.HasValue) flags |= FlagSidestepCommand;
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if (sidestepSpeed.HasValue) flags |= FlagSidestepSpeed;
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if (turnCommand.HasValue) flags |= FlagTurnCommand;
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if (turnSpeed.HasValue) flags |= FlagTurnSpeed;
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w.WriteUInt32(flags); // bits 0-10 = flags, bits 11-31 = 0 (no command list)
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// Conditional fields in RawMotionFlags bit order:
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if (holdKey.HasValue) w.WriteUInt32(holdKey.Value);
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// FlagCurrentStyle (0x2): not sent — we don't track stance changes here
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if (forwardCommand.HasValue) w.WriteUInt32(forwardCommand.Value);
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// FlagForwardHoldKey (0x8): not sent
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if (forwardSpeed.HasValue) w.WriteFloat(forwardSpeed.Value);
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if (sidestepCommand.HasValue) w.WriteUInt32(sidestepCommand.Value);
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// FlagSidestepHoldKey (0x40): not sent
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if (sidestepSpeed.HasValue) w.WriteFloat(sidestepSpeed.Value);
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if (turnCommand.HasValue) w.WriteUInt32(turnCommand.Value);
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// FlagTurnHoldKey (0x200): not sent
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if (turnSpeed.HasValue) w.WriteFloat(turnSpeed.Value);
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// --- WorldPosition (32 bytes) ---
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w.WriteUInt32(cellId);
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w.WriteFloat(position.X);
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w.WriteFloat(position.Y);
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w.WriteFloat(position.Z);
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// Quaternion wire order: W, X, Y, Z
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w.WriteFloat(rotation.W);
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w.WriteFloat(rotation.X);
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w.WriteFloat(rotation.Y);
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w.WriteFloat(rotation.Z);
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// --- Sequence numbers ---
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w.WriteUInt16(instanceSequence);
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w.WriteUInt16(serverControlSequence);
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w.WriteUInt16(teleportSequence);
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w.WriteUInt16(forcePositionSequence);
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// --- Contact byte + 4-byte align ---
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w.WriteByte(contactLongJump);
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w.AlignTo4();
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return w.ToArray();
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}
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}
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@ -88,6 +88,13 @@ public sealed class PacketWriter
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_position += bytes.Length;
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}
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public void WriteFloat(float value)
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{
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EnsureCapacity(4);
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BinaryPrimitives.WriteSingleLittleEndian(_buffer.AsSpan(_position), value);
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_position += 4;
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}
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/// <summary>Pad with zeros so the buffer length is a multiple of 4.</summary>
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public void AlignTo4()
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{
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/// </summary>
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private bool _loginCompleteSent;
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/// <summary>
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/// Phase B.2: per-session game-action sequence counter. Monotonically
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/// incremented by <see cref="NextGameActionSequence"/> and embedded in
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/// every outbound MoveToState / AutonomousPosition GameAction message.
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/// ACE's GameActionPacket.HandleGameAction reads the sequence field but
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/// currently only uses it for logging — however retail clients do
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/// increment it, so we match that behaviour.
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/// </summary>
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private uint _gameActionSequence;
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public WorldSession(IPEndPoint serverLogin)
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{
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_loginEndpoint = serverLogin;
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@ -419,6 +429,24 @@ public sealed class WorldSession : IDisposable
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}
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}
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/// <summary>
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/// Phase B.2: send a pre-built GameAction body (which already contains
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/// the 0xF7B1 envelope + sequence + action-type header). Used by the
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/// PlayerMovementController for MoveToState and AutonomousPosition.
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/// </summary>
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public void SendGameAction(byte[] gameActionBody)
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{
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SendGameMessage(gameActionBody);
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}
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/// <summary>
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/// Phase B.2: get and increment the game-action sequence counter.
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/// Call once per outbound movement message; pass the returned value
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/// to <see cref="Messages.MoveToState.Build"/> or
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/// <see cref="Messages.AutonomousPosition.Build"/>.
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/// </summary>
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public uint NextGameActionSequence() => ++_gameActionSequence;
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private void SendGameMessage(byte[] gameMessageBody)
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{
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var fragment = GameMessageFragment.BuildSingleFragment(
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