feat(net): #18 holtburger inbound chat parity - EmoteText, SoulEmote, ServerMessage, PlayerKilled, WeenieError + Windows-1252 codec
Five sub-changes:
1. Windows-1252 codec switch (global). Every Encoding.ASCII call site
in src/AcDream.Core.Net/Messages/ -> Encoding.GetEncoding(1252).
Touched HearSpeech, ChatRequests, GameEvents, AppraiseInfoParser,
CharacterList, CreateObject, PlayerDescriptionParser, SocialActions.
New Encodings.cs module-init registers CodePagesEncodingProvider
(System.Text.Encoding.CodePages ships with .NET 10 SDK but isn't
auto-registered). Matches retail + holtburger; accented names
no longer round-trip-broken.
2. New parsers (opcodes confirmed against holtburger opcodes.rs):
- EmoteText (0x01E0) { u32 senderGuid, string16 senderName, string16 text }
- SoulEmote (0x01E2) same wire layout as EmoteText
- ServerMessage (0xF7E0) { string16 message, u32 chatType }
- PlayerKilled (0x019E) { string16 deathMessage, u32 victimGuid, u32 killerGuid }
Shared StringReader.cs has the CP1252 String16L primitive.
3. WorldSession dispatch. ProcessDatagram adds branches for the four
new top-level opcodes + fires session-level events (EmoteHeard,
SoulEmoteHeard, ServerMessageReceived, PlayerKilledReceived).
0x0295 SetTurbineChatChannels stubbed with TODO for parallel I.6.
4. GameEventWiring routes WeenieError + WeenieErrorWithString
(parsers existed but were unrouted) -> chat.OnWeenieError.
5. ChatLog adapters: Emote / SoulEmote ChatKind values, OnEmote,
OnSoulEmote, OnPlayerKilled, OnWeenieError. OnLocalSpeech now
substitutes empty sender -> "You" per holtburger client/messages.rs.
ChatVM.FormatEntry handles new kinds (asterisk + sender + text).
22 new tests covering parser round-trips + reject-bad-opcode +
ChatLog adapter coverage + Win-1252 round-trip with non-ASCII chars.
Solution total: 881 green (210->225 in Core.Net.Tests, 606->613 in Core.Tests).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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25 changed files with 899 additions and 10 deletions
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@ -66,6 +66,22 @@ public static class GameEventWiring
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if (s is not null) chat.OnPopup(s);
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});
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// ── Errors ───────────────────────────────────────────────
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// Phase I.5: WeenieError + WeenieErrorWithString parsers existed
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// (GameEvents.ParseWeenieError(WithString)) but were never registered.
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// The server fires these for game-logic failures: "not enough mana",
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// "can't pick that up", "your spell fizzled". Routed to chat.
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dispatcher.Register(GameEventType.WeenieError, e =>
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{
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var code = GameEvents.ParseWeenieError(e.Payload.Span);
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if (code is not null) chat.OnWeenieError(code.Value, param: null);
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});
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dispatcher.Register(GameEventType.WeenieErrorWithString, e =>
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{
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var p = GameEvents.ParseWeenieErrorWithString(e.Payload.Span);
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if (p is not null) chat.OnWeenieError(p.Value.ErrorCode, p.Value.Interpolation);
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});
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// ── Combat ────────────────────────────────────────────────
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dispatcher.Register(GameEventType.UpdateHealth, e =>
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{
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