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3 commits

Author SHA1 Message Date
Erik
41c1a59392 perf(net): frame recurring sends in place
Write normal game-message and ACK packet framing directly into bounded stack spans, hash fragments without materialization, and send the populated slice to the socket. Preserve exact wire bytes and ISAAC failure ordering with differential and zero-allocation tests.
2026-07-25 06:02:52 +02:00
Erik
aea957f845 fix(net): conform character entry and session shutdown 2026-07-21 10:33:03 +02:00
Erik
94da385ff4 feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7)
Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
  1. Reassembles CharacterList and parses out every character on the
     account (tested against testaccount which has two: +Acdream and
     +Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
     accountName, turbine chat, ToD flag.
  2. Picks the first character and builds a single-fragment
     CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
     on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
     consumes one outbound ISAAC keystream word, and sends.
  3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
     the server accepted our encrypted outbound packet.
  4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
     String16L accountName) and sends as a second fragment with
     fragment_sequence 2, packet sequence 3.
  5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
     68 of which are CreateObject (0xF745) — the entities around
     +Acdream spawning into our session. Also saw DeleteObject (0xF746),
     ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
     LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.

This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.

Added to AcDream.Core.Net:
  - Messages/CharacterList.cs: full parser for opcode 0xF658, ported
    from ACE's GameMessageCharacterList writer. Returns structured
    record with Characters[], SlotCount, AccountName, UseTurbineChat,
    HasThroneOfDestiny. Tested offline with hand-assembled bodies
    matching ACE's writer format.
  - Messages/CharacterEnterWorld.cs: outbound builders for
    CharacterEnterWorldRequest (0xF7C8, opcode-only) and
    CharacterEnterWorld (0xF657, opcode + guid + String16L account).
  - Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
    in a single MessageFragment with correct Id/Count/Index/Queue and
    Sequence. Also a Serialize helper to turn a MessageFragment into
    packet-body bytes for PacketCodec.Encode. Throws on oversize
    (>448 byte) messages; multi-fragment outbound split is TBD.
  - GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
    is the one we use for enter-world).

Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.

Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.

LIVE RUN OUTPUT:
  step 4: CharacterList received account=testaccount count=2
    character: id=0x5000000A name=+Acdream
    character: id=0x50000008 name=+Wdw
  choosing character: 0x5000000A +Acdream
  sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
  step 6: CharacterEnterWorldServerReady received
  sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
  step 8 summary: 101 GameMessages assembled, 68 CreateObject
  unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
                       0xF755, 0xF74C

Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:14:31 +02:00