Three changes folded into one commit:
1. New public StateUpdated event on WorldSession + dispatcher branch
for op == SetState.Opcode. Mirrors the VectorUpdated /
MotionUpdated event pattern. GameWindow will subscribe in the next
commit and feed the parsed (guid, newState) pair to
ShadowObjectRegistry.UpdatePhysicsState.
2. One-shot probe-gated hex-dump (ACDREAM_PROBE_BUILDING) emits the
first inbound SetState message's body bytes. Originally planned
as a separate slice 1.5 confidence-check on holtburger's claimed
12-byte payload vs ACE's GameMessageSetState.cs. Folded into the
dispatcher to avoid re-touching the same branch. The new
_setStateHexDumped guard keeps the log clean — auto-close every
30s would otherwise produce noise.
3. Doc-comment polish on SetState.cs requested by Task 1's code
review: remove false uncertainty about ACE's sequence-field width
(ACE's UShortSequence.CurrentBytes provably writes 2 bytes via
BitConverter), and align the 'total body size' phrasing with
VectorUpdate.cs's convention. Folded here to avoid churning the
file twice this slice.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
DTO + TryParse for the GameMessageSetState wire message. The server
broadcasts this when an already-spawned entity's PhysicsState changes
post-CreateObject — chiefly when a door's Ethereal bit toggles on Use.
Wire format per holtburger SetStateData (validated against retail-format
servers): u32 opcode + u32 guid + u32 state + u16 instanceSequence + u16
stateSequence = 16 bytes total. Mirrors the existing VectorUpdate.cs
template.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>