acdream/tests/AcDream.Core.Net.Tests/Messages/PositionPackTests.cs
Erik 78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00

63 lines
2.5 KiB
C#

using System.Buffers.Binary;
using System.Numerics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
/// <summary>
/// Pins the shared WorldPosition/Position block byte order used by
/// <see cref="MoveToState"/>, <see cref="AutonomousPosition"/>, and
/// <see cref="JumpAction"/>: <c>Position::Pack</c> (0x005a9640) wraps
/// <c>cellId(u32)</c> then <c>Frame::Pack</c> (0x00535130) =
/// <c>origin.x/y/z(f32)</c> then <c>qw/qx/qy/qz(f32)</c>. Confirmed verbatim
/// against the Ghidra decompile-by-address bridge during this slice
/// (2026-06-30):
///
/// <code>
/// Position::Pack: objcell_id(u32), Frame::Pack(...)
/// Frame::Pack: m_fOrigin.x/y/z(f32 x3), qw(f32), qx(f32), qy(f32), qz(f32)
/// </code>
///
/// 32 bytes total (4 + 12 + 16). This was already correct pre-slice — these
/// tests lock the byte order with a golden-value assertion rather than
/// changing behavior.
/// </summary>
public class PositionPackTests
{
[Fact]
public void MoveToState_PositionBlock_OrderIsCellIdThenOriginThenQuaternion()
{
var body = MoveToState.Build(
gameActionSequence: 1,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: new Vector3(1.5f, 2.5f, 3.5f),
rotation: new Quaternion(0.1f, 0.2f, 0.3f, 0.9f), // X,Y,Z,W ctor order
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0);
// No motion state -> flags(4) only before the Position block at offset 16.
int off = 12 + 4;
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(off));
float x = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 4));
float y = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 8));
float z = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 12));
float qw = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 16));
float qx = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 20));
float qy = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 24));
float qz = BinaryPrimitives.ReadSingleLittleEndian(body.AsSpan(off + 28));
Assert.Equal(0xA9B40001u, cellId);
Assert.Equal(1.5f, x);
Assert.Equal(2.5f, y);
Assert.Equal(3.5f, z);
Assert.Equal(0.9f, qw);
Assert.Equal(0.1f, qx);
Assert.Equal(0.2f, qy);
Assert.Equal(0.3f, qz);
}
}