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>
This commit is contained in:
Erik 2026-04-12 14:28:35 +02:00
parent d9cd2b0b1d
commit fe1c949775
6 changed files with 577 additions and 0 deletions

View file

@ -126,6 +126,16 @@ public sealed class WorldSession : IDisposable
/// </summary>
private bool _loginCompleteSent;
/// <summary>
/// Phase B.2: per-session game-action sequence counter. Monotonically
/// incremented by <see cref="NextGameActionSequence"/> and embedded in
/// every outbound MoveToState / AutonomousPosition GameAction message.
/// ACE's GameActionPacket.HandleGameAction reads the sequence field but
/// currently only uses it for logging — however retail clients do
/// increment it, so we match that behaviour.
/// </summary>
private uint _gameActionSequence;
public WorldSession(IPEndPoint serverLogin)
{
_loginEndpoint = serverLogin;
@ -419,6 +429,24 @@ public sealed class WorldSession : IDisposable
}
}
/// <summary>
/// Phase B.2: send a pre-built GameAction body (which already contains
/// the 0xF7B1 envelope + sequence + action-type header). Used by the
/// PlayerMovementController for MoveToState and AutonomousPosition.
/// </summary>
public void SendGameAction(byte[] gameActionBody)
{
SendGameMessage(gameActionBody);
}
/// <summary>
/// Phase B.2: get and increment the game-action sequence counter.
/// Call once per outbound movement message; pass the returned value
/// to <see cref="Messages.MoveToState.Build"/> or
/// <see cref="Messages.AutonomousPosition.Build"/>.
/// </summary>
public uint NextGameActionSequence() => ++_gameActionSequence;
private void SendGameMessage(byte[] gameMessageBody)
{
var fragment = GameMessageFragment.BuildSingleFragment(