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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tests/AcDream.Core.Net.Tests/Messages/MoveToStateTests.cs
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tests/AcDream.Core.Net.Tests/Messages/MoveToStateTests.cs
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using System;
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using System.Buffers.Binary;
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using System.Numerics;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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public class MoveToStateTests
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{
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[Fact]
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public void Build_IdleState_ProducesValidGameAction()
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{
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var body = MoveToState.Build(
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gameActionSequence: 1,
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forwardCommand: null,
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forwardSpeed: null,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: null,
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cellId: 0xA9B40001u,
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position: new Vector3(96f, 96f, 50f),
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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// First 4 bytes: GameAction opcode 0xF7B1
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
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Assert.Equal(0xF7B1u, opcode);
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// Bytes 4-7: game action sequence
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uint seq = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
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Assert.Equal(1u, seq);
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// Bytes 8-11: MoveToState action type 0xF61C
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uint actionType = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
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Assert.Equal(0xF61Cu, actionType);
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}
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[Fact]
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public void Build_WalkForward_IncludesForwardCommandInFlags()
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{
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var body = MoveToState.Build(
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gameActionSequence: 2,
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forwardCommand: 0x45000005u, // WalkForward
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forwardSpeed: 1.0f,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: null,
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cellId: 0xA9B40001u,
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position: new Vector3(96f, 96f, 50f),
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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// After the 12-byte GameAction header comes RawMotionState.
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// First u32 is the packed flags word. ForwardCommand flag = 0x4.
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uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
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Assert.True((flags & 0x4u) != 0, "ForwardCommand flag (0x4) should be set");
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// ForwardSpeed flag = 0x10
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Assert.True((flags & 0x10u) != 0, "ForwardSpeed flag (0x10) should be set");
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}
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[Fact]
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public void Build_IdleState_RawMotionFlagsAreZero()
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{
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var body = MoveToState.Build(
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gameActionSequence: 3,
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forwardCommand: null,
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forwardSpeed: null,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: null,
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
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Assert.Equal(0u, flags);
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}
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[Fact]
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public void Build_IdleState_WorldPositionFollowsMotionState()
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{
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// With no motion state, flags = 0 and no conditional fields are written.
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// So WorldPosition starts at offset 12 (envelope) + 4 (flags) = 16.
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var body = MoveToState.Build(
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gameActionSequence: 4,
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forwardCommand: null,
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forwardSpeed: null,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: null,
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cellId: 0xDEADBEEFu,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
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Assert.Equal(0xDEADBEEFu, cellId);
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}
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[Fact]
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public void Build_IsAlignedTo4Bytes()
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{
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var body = MoveToState.Build(
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gameActionSequence: 5,
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forwardCommand: null,
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forwardSpeed: null,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: null,
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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Assert.Equal(0, body.Length % 4);
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}
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[Fact]
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public void Build_WithHoldKey_IncludesHoldKeyFlag()
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{
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var body = MoveToState.Build(
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gameActionSequence: 6,
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forwardCommand: null,
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forwardSpeed: null,
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sidestepCommand: null,
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sidestepSpeed: null,
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turnCommand: null,
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turnSpeed: null,
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holdKey: 2u, // Run
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cellId: 0xA9B40001u,
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position: Vector3.Zero,
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rotation: Quaternion.Identity,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
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Assert.True((flags & 0x1u) != 0, "CurrentHoldKey flag (0x1) should be set");
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// The hold key value (u32 = 2) should immediately follow the flags
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uint holdKeyValue = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
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Assert.Equal(2u, holdKeyValue);
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}
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}
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