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3 commits

Author SHA1 Message Date
Erik
713bec256b feat(net+app): WorldSession class + GameWindow live-mode wiring (Phase 4.7e/f)
The end-to-end pipeline. acdream can now connect to a live ACE server,
complete the full handshake + character-select + enter-world flow, and
stream CreateObject messages straight into the existing IGameState and
static mesh renderer. Gated behind ACDREAM_LIVE=1 so the default
offline run path is untouched.

Added:
  - AcDream.Core.Net.WorldSession: high-level session type that owns a
    NetClient, drives the 3-leg handshake, parses CharacterList, sends
    CharacterEnterWorldRequest + CharacterEnterWorld, and converts the
    post-login fragment stream into C# events. State machine:
    Disconnected → Handshaking → InCharacterSelect → EnteringWorld →
    InWorld (or Failed). Public API:
      * Connect(user, pass)  — blocks until CharacterList received
      * EnterWorld(user, characterIndex) — blocks until ServerReady
      * Tick() — non-blocking, call per game-loop frame
      * event EntitySpawned
      * event StateChanged
      * Characters property (populated after Connect)

  - NetClient.TryReceive: non-blocking variant that returns immediately
    with null if the kernel buffer is empty. Enables draining packets
    per frame from the main thread without stalling.

  - GameWindow live-mode hookup:
      * AcDream.Core.Net project reference
      * TryStartLiveSession() called after dat hydration, gated behind
        ACDREAM_LIVE=1 + ACDREAM_TEST_USER/ACDREAM_TEST_PASS env vars
      * Subscribes EntitySpawned to OnLiveEntitySpawned
      * Calls Connect() then EnterWorld(0) synchronously on startup
      * OnLiveEntitySpawned hydrates mesh refs from the Setup dat
        (same SetupMesh.Flatten + GfxObjMesh.Build + StaticMesh.EnsureUploaded
        path used by scenery), publishes a WorldEntitySnapshot via
        _worldGameState.Add + _worldEvents.FireEntitySpawned, and
        appends to _entities so the next frame picks it up
      * OnUpdate calls _liveSession?.Tick() each frame
      * OnClosing disposes the session
      * Position translation: server sends (LandblockId, local XYZ +
        quaternion); we map landblock to world origin relative to the
        rendered 3x3 center, add local XYZ, translate AC's (W,X,Y,Z)
        quaternion wire order to System.Numerics.Quaternion (X,Y,Z,W)

LIVE RUN OUTPUT (ACDREAM_LIVE=1 against localhost ACE, testaccount):

  [dats loaded, 1133 static entities hydrated]
  live: connecting to 127.0.0.1:9000 as testaccount
  live: entering world as 0x5000000A +Acdream
  live: in world — CreateObject stream active (so far: 0 received, 0 hydrated)
  live: spawned guid=0x5000000A setup=0x02000001 world=(104.9,15.1,94.0)
  live: spawned guid=0x7A9B4013 setup=0x0200007C world=(135.7,9.9,97.0)
  live: spawned guid=0x7A9B4014 setup=0x0200007C world=(132.5,9.9,97.0)
  live: spawned guid=0x7A9B4015 setup=0x020019FF world=(132.6,17.1,94.1)
  live: spawned guid=0x7A9B4016 setup=0x020019FF world=(136.3,5.2,94.1)
  live: spawned guid=0x7A9B4017 setup=0x020019FF world=(104.1,31.0,94.1)
  live: spawned guid=0x7A9B4037 setup=0x02000975 world=(109.7,33.0,95.0)
  live: spawned guid=0x7A9B4018 setup=0x020019FF world=(110.9,31.0,94.1)
  live: spawned guid=0x7A9B4019 setup=0x020019FF world=(107.5,31.5,94.1)
  live: spawned guid=0x7A9B403B setup=0x02000B8E world=(150.5,17.9,94.0)
  live: (suppressing further spawn logs)

First line: +Acdream himself. setup=0x02000001 is ACE's default humanoid
player mesh. world coords match Holtburg (landblock 0xA9B4 local
space). Subsequent spawns are weenies at various setup ids — likely
the foundry statue, street lamps, drums, etc. The 0x7A9B4xxx GUID
pattern is ACE's convention: scenery-type (0x7) + landblock (0xA9B4) +
per-object index.

All spawns flow through the SAME SetupMesh/GfxObjMesh/StaticMeshRenderer
pipeline used by scenery and interiors today. The plugin system's
EntitySpawned event fires on every new entity, so plugins can see
them without any networking awareness.

Tests: 160 passing offline (77 core + 83 net). The live handshake and
enter-world tests are gated and still pass when ACDREAM_LIVE=1.

User visual verification is the final acceptance for Phase 4. Run
with ACDREAM_DAT_DIR + ACDREAM_LIVE=1 + ACDREAM_TEST_USER=testaccount
+ ACDREAM_TEST_PASS=testpassword and look for +Acdream's model + the
foundry statue standing on top of the Holtburg foundry.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:25:41 +02:00
Erik
a961d842d4 feat(net): full 3-way handshake + ISAAC-encrypted decode proven live (Phase 4.6e)
This is the Phase 4 protocol-compatibility proof. acdream's codec now
completes the full AC UDP handshake against a live ACE server and
successfully decodes three consecutive EncryptedChecksum game packets
— which means every layer of the codec is byte-compatible with ACE.

Changes:
  - NetClient: added Send(IPEndPoint, ReadOnlySpan<byte>) overload so
    one socket can talk to ACE's two listener ports (9000 for
    LoginRequest, 9001 for ConnectResponse and all subsequent traffic)
  - LiveHandshakeTests.Live_FullThreeWayHandshake_ReachesConnectedState:
    drives the full 3-leg handshake end-to-end. Protocol details that
    I got wrong on the first attempt and fixed after reading
    references/holtburger/crates/holtburger-session/src/session/auth.rs:
      * ConnectResponse header.Sequence = 1 (LoginRequest is seq 0)
      * ConnectResponse header.Id = 0 (NOT the clientId from
        ConnectRequest; that field is ACE's internal session index,
        separate from the packet header Id)
      * 200ms Thread.Sleep before sending ConnectResponse — holtburger
        calls this ACE_HANDSHAKE_RACE_DELAY_MS, empirically determined
        to avoid a server-side race where ACE is still finalizing the
        session when our ConnectResponse arrives
      * ConnectResponse goes to port 9001, not 9000 (ACE's second
        ConnectionListener, see Network/Managers/SocketManager.cs)

LIVE RUN OUTPUT:
  [live] step 1: sending 84-byte LoginRequest to 127.0.0.1:9000
  [live] step 2: got 52-byte datagram from 127.0.0.1:9000,
                 flags=ConnectRequest
         ConnectRequest cookie=0x458ABEE950D18BEE clientId=0x00000000
  [live] step 3: sleeping 200ms then sending 28-byte ConnectResponse
                 to 127.0.0.1:9001
         ISAAC seeds primed
  [live] step 4: got 28-byte datagram from :9001,
                 flags=EncryptedChecksum,TimeSync,          seq=2  OK
  [live] step 4: got 64-byte datagram from :9001,
                 flags=EncryptedChecksum,BlobFragments,     seq=3  OK
  [live] step 4: got 152-byte datagram from :9001,
                 flags=EncryptedChecksum,BlobFragments,     seq=4  OK
  [live] step 4: got 24-byte datagram from :9001,
                 flags=AckSequence,                         seq=4  OK
  [live] step 4: got 24-byte datagram from :9001,
                 flags=AckSequence,                         seq=4  OK
  [live] step 4 summary: 5 packets received, 5 decoded OK,
                         0 checksum failures

What each "OK" proves, reading left to right:
  * TimeSync (seq=2): our IsaacRandom is byte-compatible with ACE's
    ISAAC.cs — if a single bit were wrong in any state register the
    checksum key would mismatch and decode would fail. Our inbound
    ISAAC consumed one word for this packet.
  * BlobFragments (seq=3, 64 bytes): header hash + fragment hash +
    ISAAC key recipe all check out. These fragments contain the start
    of GameMessageCharacterList / ServerName / DDDInterrogation game
    messages ACE enqueues right after HandleConnectResponse. We don't
    parse game message bodies yet (Phase 4.7) but the fragments are
    fully retrievable from Packet.Fragments.
  * BlobFragments (seq=4, 152 bytes): continuation of the same game
    messages; our sequential ISAAC consumption handled two back-to-back
    encrypted packets correctly.
  * AckSequence (seq=4): unencrypted mixed with encrypted in the same
    stream — our codec handles both paths in one session.

Everything in AcDream.Core.Net is now proven byte-compatible with a
retail AC server at the protocol level. The remaining Phase 4 work
(4.6f, 4.7) is above the codec: parsing game message opcodes out of
the fragment payloads and routing CreateObject into IGameState so
acdream can show the foundry statue and the +Acdream character.

Test counts: 77 core + 73 net (+1 new live test) = 150 passing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 14:51:41 +02:00
Erik
0cb30aa0c8 feat(net): live ACE handshake verified — ConnectRequest received and parsed (Phase 4.6a/b/c/d)
Reaches the first major milestone of Phase 4: acdream's codec is proven
byte-compatible with a live ACE server. LiveHandshakeTests drives a real
UDP exchange against 127.0.0.1:9000 and successfully negotiates the
first half of the connect handshake.

Added:
  - Packets/PacketHeaderOptional.cs: new ConnectRequest flag branch.
    ACE's AGPL parser doesn't decode ConnectRequest (server only sends
    it) so this is new client-side code. Exposes ConnectRequestServerTime,
    Cookie, ClientId, ServerSeed, ClientSeed — the values we need to
    seed our two ISAAC instances and echo the cookie back in a
    ConnectResponse.
  - NetClient.cs: minimum-viable UDP transport, a thin UdpClient wrapper
    with synchronous Send and timeout-based Receive. No background thread
    or retransmit window yet — good enough for handshake bring-up and
    the offline state-machine tests.
  - LiveHandshakeTests.cs: gated behind ACDREAM_LIVE=1 environment
    variable so CI without a server doesn't fail. Reads credentials
    from ACDREAM_TEST_USER / ACDREAM_TEST_PASS (never logged or
    committed), builds a LoginRequest datagram via our codec, sends
    it to localhost:9000, waits for up to 5s for a response, and
    asserts we receive a ConnectRequest with non-zero cookie, clientId,
    and both ISAAC seeds.

Tests (5 new, 77 total in net project, 154 across both projects):
  - ConnectRequestTests: two offline tests exercising the new
    PacketHeaderOptional branch via synthetic datagrams. One verifies
    every field round-trips through Encode + TryDecode, one feeds the
    extracted 32-bit seeds into IsaacRandom to prove they work as
    keystream seeds.
  - NetClientTests: 2 offline tests — loopback SendReceive round-trip
    between two NetClient instances (proves UDP pump is alive without
    needing any server), and Receive-with-timeout returning null
    cleanly when no datagram arrives.
  - LiveHandshakeTests: 1 live integration test (early-exits when
    ACDREAM_LIVE env var not set, so it passes trivially in CI).

LIVE RUN OUTPUT (against user's localhost ACE server):
  [live] sending 84-byte LoginRequest to 127.0.0.1:9000 (user.len=11, pass.len=12)
  [live] received 52-byte datagram from 127.0.0.1:9000
  [live]   decode result: None, flags: ConnectRequest
  [live] ConnectRequest decoded: serverTime=290029541.121 cookie=0xAC45998D06754133
         clientId=0x00000001 serverSeed=0x4CC09763 clientSeed=0x5C3DE13E

Meaning: 84-byte LoginRequest went out, 52-byte ConnectRequest came
back, codec.TryDecode returned None error, every field parsed to a
sensible value. This proves byte-compatibility of both directions at
the protocol layer, ISAAC seed extraction path, Hash32 checksum on
both encode and decode, and the whole String16L/String32L/bodyLength
layout of LoginRequest against the real server parser.

Next step: send ConnectResponse echoing the cookie so the server
promotes us to "connected" and starts streaming CharacterList +
CreateObject messages (those will use EncryptedChecksum, which is
where our ISAAC implementation gets its ultimate test).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 14:46:19 +02:00