Outbound GameAction message builders for player movement: - MoveToState (0xF61C): sent on motion state changes (start/stop walking, turn, speed change). Carries RawMotionState (flag-driven variable fields) + WorldPosition + sequence numbers. - AutonomousPosition (0xF753): periodic position heartbeat sent every ~200ms while moving. No RawMotionState — just WorldPosition + sequences + contact byte. Both follow the GameAction envelope pattern (0xF7B1 + sequence + action type) established by GameActionLoginComplete. Wire format ported from references/holtburger movement protocol — field order and alignment match exactly (contact byte + pad_to_4). Also: - Adds WriteFloat to PacketWriter (needed by both builders) - Adds SendGameAction + NextGameActionSequence to WorldSession (public wrappers for PlayerMovementController in Task 2) 11 new tests, 265 total, all green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
172 lines
5.6 KiB
C#
172 lines
5.6 KiB
C#
using System;
|
|
using System.Buffers.Binary;
|
|
using System.Numerics;
|
|
using AcDream.Core.Net.Messages;
|
|
using Xunit;
|
|
|
|
namespace AcDream.Core.Net.Tests.Messages;
|
|
|
|
public class MoveToStateTests
|
|
{
|
|
[Fact]
|
|
public void Build_IdleState_ProducesValidGameAction()
|
|
{
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 1,
|
|
forwardCommand: null,
|
|
forwardSpeed: null,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: null,
|
|
cellId: 0xA9B40001u,
|
|
position: new Vector3(96f, 96f, 50f),
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
// First 4 bytes: GameAction opcode 0xF7B1
|
|
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(0));
|
|
Assert.Equal(0xF7B1u, opcode);
|
|
|
|
// Bytes 4-7: game action sequence
|
|
uint seq = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
|
|
Assert.Equal(1u, seq);
|
|
|
|
// Bytes 8-11: MoveToState action type 0xF61C
|
|
uint actionType = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
|
|
Assert.Equal(0xF61Cu, actionType);
|
|
}
|
|
|
|
[Fact]
|
|
public void Build_WalkForward_IncludesForwardCommandInFlags()
|
|
{
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 2,
|
|
forwardCommand: 0x45000005u, // WalkForward
|
|
forwardSpeed: 1.0f,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: null,
|
|
cellId: 0xA9B40001u,
|
|
position: new Vector3(96f, 96f, 50f),
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
// After the 12-byte GameAction header comes RawMotionState.
|
|
// First u32 is the packed flags word. ForwardCommand flag = 0x4.
|
|
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
|
Assert.True((flags & 0x4u) != 0, "ForwardCommand flag (0x4) should be set");
|
|
// ForwardSpeed flag = 0x10
|
|
Assert.True((flags & 0x10u) != 0, "ForwardSpeed flag (0x10) should be set");
|
|
}
|
|
|
|
[Fact]
|
|
public void Build_IdleState_RawMotionFlagsAreZero()
|
|
{
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 3,
|
|
forwardCommand: null,
|
|
forwardSpeed: null,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: null,
|
|
cellId: 0xA9B40001u,
|
|
position: Vector3.Zero,
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
|
Assert.Equal(0u, flags);
|
|
}
|
|
|
|
[Fact]
|
|
public void Build_IdleState_WorldPositionFollowsMotionState()
|
|
{
|
|
// With no motion state, flags = 0 and no conditional fields are written.
|
|
// So WorldPosition starts at offset 12 (envelope) + 4 (flags) = 16.
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 4,
|
|
forwardCommand: null,
|
|
forwardSpeed: null,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: null,
|
|
cellId: 0xDEADBEEFu,
|
|
position: Vector3.Zero,
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
uint cellId = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
|
|
Assert.Equal(0xDEADBEEFu, cellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void Build_IsAlignedTo4Bytes()
|
|
{
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 5,
|
|
forwardCommand: null,
|
|
forwardSpeed: null,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: null,
|
|
cellId: 0xA9B40001u,
|
|
position: Vector3.Zero,
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
Assert.Equal(0, body.Length % 4);
|
|
}
|
|
|
|
[Fact]
|
|
public void Build_WithHoldKey_IncludesHoldKeyFlag()
|
|
{
|
|
var body = MoveToState.Build(
|
|
gameActionSequence: 6,
|
|
forwardCommand: null,
|
|
forwardSpeed: null,
|
|
sidestepCommand: null,
|
|
sidestepSpeed: null,
|
|
turnCommand: null,
|
|
turnSpeed: null,
|
|
holdKey: 2u, // Run
|
|
cellId: 0xA9B40001u,
|
|
position: Vector3.Zero,
|
|
rotation: Quaternion.Identity,
|
|
instanceSequence: 0,
|
|
serverControlSequence: 0,
|
|
teleportSequence: 0,
|
|
forcePositionSequence: 0);
|
|
|
|
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
|
|
Assert.True((flags & 0x1u) != 0, "CurrentHoldKey flag (0x1) should be set");
|
|
|
|
// The hold key value (u32 = 2) should immediately follow the flags
|
|
uint holdKeyValue = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(16));
|
|
Assert.Equal(2u, holdKeyValue);
|
|
}
|
|
}
|