Implements the item-state mirror + appraise round-trip infrastructure on top of Phase F.1's GameEvent dispatcher. Core layer (AcDream.Core/Items): - ItemRepository: ConcurrentDictionary-backed live item state keyed by server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved, ItemPropertiesUpdated. MoveItem handles container / slot / equip location updates atomically and fires ItemMoved with old+new container ids. UpdateProperties merges a PropertyBundle patch (for appraise results) without clobbering existing untouched keys. Wire layer (AcDream.Core.Net/Messages): - AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope): Build(sequence, targetGuid) → 16-byte body ready for SendGameAction. - GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts (guid, appraiseFlags, success). Full PropertyBundle deserialization (the 10-flag bitfield-indexed tables) is a future pass; header alone is enough to route into the repository + surface "appraise complete" to UI. - GameEvents.ParseWieldObject (0x0023) — server-driven equip. - GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory move (item, container, placement). Tests (11 new): - ItemRepository: add/update fires correct event, move updates fields, missing-id returns false, remove, properties merge, clear. - Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header round-trip, WieldObject round-trip, PutObjInContainer round-trip. Build green, 532 tests pass (up from 521). Phase F.2 unblocks the Paperdoll + Inventory UI panels and the "appraise on right-click" UX. Next pieces: PropertyBundle full deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/ pickup actions. Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack depth rules). Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound <c>0x00C8 IdentifyObject / Appraise</c> GameAction.
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///
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/// <para>
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/// Wire shape (inside the <c>0xF7B1</c> envelope):
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/// <code>
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/// u32 0xF7B1 // GameMessage opcode (GameAction envelope)
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/// u32 gameActionSequence // client-tracked sequence
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/// u32 0x00C8 // GameAction sub-opcode
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/// u32 targetGuid // whose appraisal we're requesting
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/// </code>
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/// </para>
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///
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/// <para>
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/// Server replies with a <c>0xF7B0 / 0x00C9 IdentifyObjectResponse</c>
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/// containing the full <c>AppraiseInfo</c> property bundle. See
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/// <c>GameEvents.cs</c> for the matching parser (once wired).
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/// </para>
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/// </summary>
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public static class AppraiseRequest
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{
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public const uint GameActionEnvelope = 0xF7B1u;
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public const uint SubOpcode = 0x00C8u;
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/// <summary>
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/// Pack an AppraiseRequest body (with envelope) ready to be handed
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/// to <c>WorldSession.SendGameAction</c>.
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/// </summary>
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public static byte[] Build(uint gameActionSequence, uint targetGuid)
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{
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byte[] body = new byte[16];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), SubOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
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return body;
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}
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}
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