The end-to-end pipeline. acdream can now connect to a live ACE server,
complete the full handshake + character-select + enter-world flow, and
stream CreateObject messages straight into the existing IGameState and
static mesh renderer. Gated behind ACDREAM_LIVE=1 so the default
offline run path is untouched.
Added:
- AcDream.Core.Net.WorldSession: high-level session type that owns a
NetClient, drives the 3-leg handshake, parses CharacterList, sends
CharacterEnterWorldRequest + CharacterEnterWorld, and converts the
post-login fragment stream into C# events. State machine:
Disconnected → Handshaking → InCharacterSelect → EnteringWorld →
InWorld (or Failed). Public API:
* Connect(user, pass) — blocks until CharacterList received
* EnterWorld(user, characterIndex) — blocks until ServerReady
* Tick() — non-blocking, call per game-loop frame
* event EntitySpawned
* event StateChanged
* Characters property (populated after Connect)
- NetClient.TryReceive: non-blocking variant that returns immediately
with null if the kernel buffer is empty. Enables draining packets
per frame from the main thread without stalling.
- GameWindow live-mode hookup:
* AcDream.Core.Net project reference
* TryStartLiveSession() called after dat hydration, gated behind
ACDREAM_LIVE=1 + ACDREAM_TEST_USER/ACDREAM_TEST_PASS env vars
* Subscribes EntitySpawned to OnLiveEntitySpawned
* Calls Connect() then EnterWorld(0) synchronously on startup
* OnLiveEntitySpawned hydrates mesh refs from the Setup dat
(same SetupMesh.Flatten + GfxObjMesh.Build + StaticMesh.EnsureUploaded
path used by scenery), publishes a WorldEntitySnapshot via
_worldGameState.Add + _worldEvents.FireEntitySpawned, and
appends to _entities so the next frame picks it up
* OnUpdate calls _liveSession?.Tick() each frame
* OnClosing disposes the session
* Position translation: server sends (LandblockId, local XYZ +
quaternion); we map landblock to world origin relative to the
rendered 3x3 center, add local XYZ, translate AC's (W,X,Y,Z)
quaternion wire order to System.Numerics.Quaternion (X,Y,Z,W)
LIVE RUN OUTPUT (ACDREAM_LIVE=1 against localhost ACE, testaccount):
[dats loaded, 1133 static entities hydrated]
live: connecting to 127.0.0.1:9000 as testaccount
live: entering world as 0x5000000A +Acdream
live: in world — CreateObject stream active (so far: 0 received, 0 hydrated)
live: spawned guid=0x5000000A setup=0x02000001 world=(104.9,15.1,94.0)
live: spawned guid=0x7A9B4013 setup=0x0200007C world=(135.7,9.9,97.0)
live: spawned guid=0x7A9B4014 setup=0x0200007C world=(132.5,9.9,97.0)
live: spawned guid=0x7A9B4015 setup=0x020019FF world=(132.6,17.1,94.1)
live: spawned guid=0x7A9B4016 setup=0x020019FF world=(136.3,5.2,94.1)
live: spawned guid=0x7A9B4017 setup=0x020019FF world=(104.1,31.0,94.1)
live: spawned guid=0x7A9B4037 setup=0x02000975 world=(109.7,33.0,95.0)
live: spawned guid=0x7A9B4018 setup=0x020019FF world=(110.9,31.0,94.1)
live: spawned guid=0x7A9B4019 setup=0x020019FF world=(107.5,31.5,94.1)
live: spawned guid=0x7A9B403B setup=0x02000B8E world=(150.5,17.9,94.0)
live: (suppressing further spawn logs)
First line: +Acdream himself. setup=0x02000001 is ACE's default humanoid
player mesh. world coords match Holtburg (landblock 0xA9B4 local
space). Subsequent spawns are weenies at various setup ids — likely
the foundry statue, street lamps, drums, etc. The 0x7A9B4xxx GUID
pattern is ACE's convention: scenery-type (0x7) + landblock (0xA9B4) +
per-object index.
All spawns flow through the SAME SetupMesh/GfxObjMesh/StaticMeshRenderer
pipeline used by scenery and interiors today. The plugin system's
EntitySpawned event fires on every new entity, so plugins can see
them without any networking awareness.
Tests: 160 passing offline (77 core + 83 net). The live handshake and
enter-world tests are gated and still pass when ACDREAM_LIVE=1.
User visual verification is the final acceptance for Phase 4. Run
with ACDREAM_DAT_DIR + ACDREAM_LIVE=1 + ACDREAM_TEST_USER=testaccount
+ ACDREAM_TEST_PASS=testpassword and look for +Acdream's model + the
foundry statue standing on top of the Holtburg foundry.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
109 lines
3.6 KiB
C#
109 lines
3.6 KiB
C#
using System.Net;
|
|
using System.Net.Sockets;
|
|
|
|
namespace AcDream.Core.Net;
|
|
|
|
/// <summary>
|
|
/// Minimum-viable UDP transport for acdream. Wraps a <see cref="UdpClient"/>
|
|
/// with synchronous send + timeout-based receive — good enough for the
|
|
/// Phase 4.6 handshake smoke test and early state-machine bring-up.
|
|
///
|
|
/// <para>
|
|
/// <b>Not yet provided</b> (deferred to a later phase once the handshake
|
|
/// actually works): background receive thread, outbound queue, ack/retransmit
|
|
/// window, heartbeat timer, concurrent send/receive. The acdream game loop
|
|
/// will need a real async pump eventually but building that now would be
|
|
/// debugging two things at once when we hit the first protocol mismatch.
|
|
/// </para>
|
|
/// </summary>
|
|
public sealed class NetClient : IDisposable
|
|
{
|
|
private readonly UdpClient _udp;
|
|
private readonly IPEndPoint _remote;
|
|
|
|
public NetClient(IPEndPoint remote)
|
|
{
|
|
_remote = remote;
|
|
// Bind to an OS-assigned local port; server will reply to it.
|
|
_udp = new UdpClient(new IPEndPoint(IPAddress.Any, 0));
|
|
}
|
|
|
|
/// <summary>The local endpoint the OS assigned us.</summary>
|
|
public IPEndPoint LocalEndPoint => (IPEndPoint)_udp.Client.LocalEndPoint!;
|
|
|
|
/// <summary>The remote endpoint we're talking to.</summary>
|
|
public IPEndPoint RemoteEndPoint => _remote;
|
|
|
|
/// <summary>
|
|
/// Send a datagram to the configured default remote. Blocks until the
|
|
/// OS has accepted the bytes (fast — just a kernel buffer copy on loopback).
|
|
/// </summary>
|
|
public void Send(ReadOnlySpan<byte> datagram)
|
|
{
|
|
_udp.Send(datagram.ToArray(), datagram.Length, _remote);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a datagram to an arbitrary remote endpoint. Needed for the AC
|
|
/// handshake because the server binds separate listeners on port 9000
|
|
/// (LoginRequest) and port 9001 (ConnectResponse), so the second
|
|
/// handshake leg targets a different port than the first.
|
|
/// </summary>
|
|
public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram)
|
|
{
|
|
_udp.Send(datagram.ToArray(), datagram.Length, remote);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Block until a datagram arrives or <paramref name="timeout"/> elapses.
|
|
/// Returns the raw bytes, or <c>null</c> on timeout. The sender's
|
|
/// endpoint is recorded in <paramref name="from"/> so the caller can
|
|
/// verify it matches the expected remote.
|
|
/// </summary>
|
|
public byte[]? Receive(TimeSpan timeout, out IPEndPoint? from)
|
|
{
|
|
_udp.Client.ReceiveTimeout = (int)timeout.TotalMilliseconds;
|
|
try
|
|
{
|
|
IPEndPoint any = new(IPAddress.Any, 0);
|
|
var bytes = _udp.Receive(ref any);
|
|
from = any;
|
|
return bytes;
|
|
}
|
|
catch (SocketException ex) when (ex.SocketErrorCode == SocketError.TimedOut)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Non-blocking receive: returns the next pending datagram if one is
|
|
/// already in the kernel buffer, or <c>null</c> if not. Never blocks,
|
|
/// so it's safe to call once per game-loop frame. Uses
|
|
/// <see cref="UdpClient.Available"/> under the hood.
|
|
/// </summary>
|
|
public byte[]? TryReceive(out IPEndPoint? from)
|
|
{
|
|
if (_udp.Available == 0)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
|
|
try
|
|
{
|
|
IPEndPoint any = new(IPAddress.Any, 0);
|
|
var bytes = _udp.Receive(ref any);
|
|
from = any;
|
|
return bytes;
|
|
}
|
|
catch (SocketException)
|
|
{
|
|
from = null;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public void Dispose() => _udp.Dispose();
|
|
}
|