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>
90 lines
3.5 KiB
C#
90 lines
3.5 KiB
C#
using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Tests.Messages;
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public class CharacterEnterWorldTests
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{
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[Fact]
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public void BuildEnterWorldRequestBody_IsJustTheOpcode()
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{
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var body = CharacterEnterWorld.BuildEnterWorldRequestBody();
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Assert.Equal(4, body.Length);
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Assert.Equal(CharacterEnterWorld.EnterWorldRequestOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(body));
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}
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[Fact]
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public void BuildEnterWorldBody_Layout_OpcodeThenGuidThenAccountName()
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{
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var body = CharacterEnterWorld.BuildEnterWorldBody(
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characterGuid: 0x50000001u,
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accountName: "testaccount");
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int pos = 0;
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Assert.Equal(CharacterEnterWorld.EnterWorldOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos))); pos += 4;
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Assert.Equal(0x50000001u,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos))); pos += 4;
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// String16L("testaccount") = u16(11), 11 ASCII bytes, pad to 4-byte
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// boundary from start of u16: 2 + 11 = 13, padded to 16 → 3 pad bytes.
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ushort len = BinaryPrimitives.ReadUInt16LittleEndian(body.AsSpan(pos));
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Assert.Equal(11, len); pos += 2;
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string name = System.Text.Encoding.ASCII.GetString(body.AsSpan(pos, 11));
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Assert.Equal("testaccount", name); pos += 11;
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// Verify padding bytes are zero and record size is aligned to 4.
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Assert.Equal(0, body[pos++]);
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Assert.Equal(0, body[pos++]);
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Assert.Equal(0, body[pos++]);
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Assert.Equal(4 + 4 + 16, body.Length); // opcode + guid + padded string
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}
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}
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public class GameMessageFragmentTests
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{
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[Fact]
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public void BuildSingleFragment_FragmentHeaderMatchesProtocol()
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{
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byte[] msg = { 0x58, 0xF6, 0x00, 0x00, 0x01, 0x00, 0x00, 0x50 }; // fake opcode + 4 body bytes
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var frag = GameMessageFragment.BuildSingleFragment(
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fragmentSequence: 42,
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queue: GameMessageGroup.UIQueue,
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gameMessageBytes: msg);
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Assert.Equal(42u, frag.Header.Sequence);
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Assert.Equal(GameMessageFragment.OutboundFragmentId, frag.Header.Id);
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Assert.Equal(1, frag.Header.Count);
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Assert.Equal(0, frag.Header.Index);
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Assert.Equal(24, frag.Header.TotalSize); // 16 header + 8 payload
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Assert.Equal((ushort)GameMessageGroup.UIQueue, frag.Header.Queue);
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Assert.Equal(msg, frag.Payload);
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}
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[Fact]
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public void BuildSingleFragment_OversizeBody_Throws()
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{
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var big = new byte[MessageFragmentHeader.MaxFragmentDataSize + 1];
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Assert.Throws<ArgumentException>(
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() => GameMessageFragment.BuildSingleFragment(0, GameMessageGroup.UIQueue, big));
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}
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[Fact]
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public void Serialize_Then_MessageFragment_TryParse_RoundTrips()
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{
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byte[] msg = { 0x01, 0x02, 0x03, 0x04, 0x05 };
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var original = GameMessageFragment.BuildSingleFragment(
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fragmentSequence: 7, queue: GameMessageGroup.UIQueue, gameMessageBytes: msg);
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byte[] serialized = GameMessageFragment.Serialize(original);
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var (reparsed, consumed) = MessageFragment.TryParse(serialized);
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Assert.NotNull(reparsed);
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Assert.Equal(serialized.Length, consumed);
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Assert.Equal(original.Header.Sequence, reparsed!.Value.Header.Sequence);
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Assert.Equal(original.Header.Count, reparsed.Value.Header.Count);
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Assert.Equal(original.Payload, reparsed.Value.Payload);
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}
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}
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