acdream/src/AcDream.Core.Net/Messages/UpdateMotion.cs
Erik cb74e64343 feat(L.2g-S1): retail movement-event staleness gate (DEV-6)
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:

- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
  wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
  pseudo-C setcc returns are garbled; ACE + branch structure are the
  oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
  before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
  BEFORE the server-control check, per CPhysics::SetObjectMovement
  0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
  ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
  order) — without seeding, entities whose movement sequence is past
  0x8000 at spawn would drop every UM against a zero stamp.
  Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
  retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
  sequences + isAutonomous (was parsed-past; isAutonomous feeds the
  S2 funnel's last_move_was_autonomous). Gate wired at the top of
  OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
  ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
  entity on DeleteObject.

Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.

19 new gate tests + parser coverage; full suite 3276 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:44:06 +02:00

357 lines
16 KiB
C#

using System.Buffers.Binary;
using System.Collections.Generic;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>UpdateMotion</c> GameMessage (opcode <c>0xF74C</c>). The server
/// sends this whenever an already-spawned entity changes its motion state —
/// NPCs starting a walk cycle, creatures switching to attack stance, doors
/// opening, a player waving, etc. acdream's animation system needs to
/// consume these so the motion tick can switch the entity's cycle to the
/// new (stance, forward-command) pair instead of sitting on whatever the
/// initial CreateObject said.
///
/// <para>
/// Wire layout (see
/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdateMotion.cs</c>
/// and <c>references/ACE/Source/ACE.Server/Network/Motion/MovementData.cs::Write</c>
/// with <c>header = true</c>):
/// </para>
/// <list type="bullet">
/// <item><b>u32 opcode</b> — 0xF74C</item>
/// <item><b>u32 objectGuid</b> — which entity this update is for</item>
/// <item><b>u16 instanceSequence</b> — Sequences.ObjectInstance, tracked but not used for pose</item>
/// <item><b>MovementData with header</b>:
/// <list type="bullet">
/// <item>u16 movementSequence</item>
/// <item>u16 serverControlSequence</item>
/// <item>u8 isAutonomous, then align to 4 bytes</item>
/// <item>u8 movementType</item>
/// <item>u8 motionFlags</item>
/// <item>u16 currentStyle (MotionStance)</item>
/// <item>InterpretedMotionState when movementType == Invalid (0):
/// u32 flagsAndCommandCount, then each present field in flag order
/// (CurrentStyle u16, ForwardCommand u16, SidestepCommand u16,
/// TurnCommand u16, forward speed f32, sidestep speed f32,
/// turn speed f32), commands list, align.</item>
/// </list>
/// </item>
/// </list>
///
/// <para>
/// We only extract the two fields the animation system actually consumes:
/// the current <c>Stance</c> and the <c>ForwardCommand</c>. Everything else
/// is skipped. The outer message doesn't carry a length for MovementData,
/// so our parser reads exactly as far as it needs and leaves subsequent
/// bytes untouched.
/// </para>
/// </summary>
public static class UpdateMotion
{
public const uint Opcode = 0xF74Cu;
/// <summary>
/// Extracted payload: the guid of the entity whose motion changed and
/// the (stance, forward-command) pair describing its new pose. The
/// command is nullable because the <c>ForwardCommand</c> flag may be
/// unset in the InterpretedMotionState; the stance is always present
/// (even if 0, meaning "no specific stance").
///
/// <para>L.2g S1 (DEV-6): the three staleness stamps + autonomy flag are
/// exposed for the retail gate (<see cref="AcDream.Core.Physics"/>
/// <c>MotionSequenceGate</c>) — retail compares them against
/// <c>update_times[INSTANCE_TS/MOVEMENT_TS/SERVER_CONTROLLED_MOVE_TS]</c>
/// and stores <c>last_move_was_autonomous</c>
/// (<c>CPhysics::SetObjectMovement</c> 0x00509690).</para>
/// </summary>
public readonly record struct Parsed(
uint Guid,
CreateObject.ServerMotionState MotionState,
ushort InstanceSequence,
ushort MovementSequence,
ushort ServerControlSequence,
bool IsAutonomous);
/// <summary>
/// Parse a reassembled UpdateMotion body. <paramref name="body"/> must
/// start with the 4-byte opcode. Returns null on malformed input
/// (truncated fields, wrong opcode, malformed InterpretedMotionState).
/// </summary>
public static Parsed? TryParse(ReadOnlySpan<byte> body)
{
try
{
int pos = 0;
if (body.Length - pos < 4) return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
if (opcode != Opcode) return null;
if (body.Length - pos < 4) return null;
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
// ObjectInstance sequence (u16) — retail's dispatch-level
// INSTANCE_TS staleness gate compares this against the object's
// known incarnation (DispatchSmartBoxEvent case 0xF74C).
if (body.Length - pos < 2) return null;
ushort instanceSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
// MovementData header: u16 movementSequence, u16 serverControlSequence,
// u8 isAutonomous, then Align().
//
// ACE's Align() (Network/Extensions.cs:55) uses
// CalculatePadMultiple(BaseStream.Length, 4) — i.e. it pads based on
// the ABSOLUTE stream length, not a relative offset within the
// MovementData block.
//
// At this point the absolute stream has: opcode (4) + guid (4) +
// objectInstance (2) + movSeq (2) + srvSeq (2) + isAut (1) = 15.
// Align(4) rounds 15 → 16, so ONE pad byte is written.
// MovementData header = 2+2+1+1 = 6 bytes.
//
// Previous version mistakenly reserved 8 bytes here, which shifted
// every subsequent field by 2 and made every remote-char UpdateMotion
// decode as garbage (stance read from the packed-flags dword).
//
// L.2g S1 (DEV-6): the header fields feed retail's
// CPhysics::SetObjectMovement staleness gates + the
// last_move_was_autonomous store, so parse them instead of
// skipping.
if (body.Length - pos < 6) return null;
ushort movementSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
ushort serverControlSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
bool isAutonomous = body[pos] != 0;
pos += 2; // u8 isAutonomous + Align(4) pad byte
// movementType u8, motionFlags u8, currentStyle u16
if (body.Length - pos < 4) return null;
byte movementType = body[pos]; pos += 1;
byte _motionFlags = body[pos]; pos += 1;
ushort currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
int preHex = Math.Min(body.Length, 32);
var hex = new System.Text.StringBuilder();
for (int i = 0; i < preHex; i++) hex.Append($"{body[i]:X2} ");
System.Console.WriteLine(
$" UM raw: mt=0x{movementType:X2} mf=0x{_motionFlags:X2} cs=0x{currentStyle:X4} | {hex}");
}
ushort? forwardCommand = null;
float? forwardSpeed = null;
ushort? sidestepCommand = null;
float? sidestepSpeed = null;
ushort? turnCommand = null;
float? turnSpeed = null;
uint? moveToParameters = null;
float? moveToSpeed = null;
float? moveToRunRate = null;
CreateObject.MoveToPathData? moveToPath = null;
List<CreateObject.MotionItem>? commands = null;
if (movementType == 0)
{
// InterpretedMotionState — same layout as in CreateObject's
// MovementInvalid branch, just reached via the header'd path.
// Includes the Commands list (MotionItem[]) that carries
// Actions, emotes, and other one-shots not in ForwardCommand.
if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
uint flags = packed & 0x7Fu;
uint numCommands = packed >> 7;
// Flag-bit layout + write order (ACE
// InterpretedMotionState.Write @ line 127 + MovementStateFlag
// enum — note the bit values are NOT in write order):
// CurrentStyle = 0x01 written first (ushort)
// ForwardCommand = 0x02 written second (ushort)
// SideStepCommand = 0x08 written third (ushort)
// TurnCommand = 0x20 written fourth (ushort)
// ForwardSpeed = 0x04 written fifth (float)
// SideStepSpeed = 0x10 written sixth (float)
// TurnSpeed = 0x40 written seventh (float)
// Our earlier version had the bit-to-field mapping wrong
// (treated Side/Turn commands as floats and ForwardSpeed as
// the wrong bit) — that's why every remote's ForwardSpeed
// was reading as "absent" (HasValue=False).
if ((flags & 0x1u) != 0)
{
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
if ((flags & 0x2u) != 0)
{
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
// SideStepCommand — ushort, bit 0x8
if ((flags & 0x8u) != 0)
{
if (body.Length - pos < 2) goto done;
sidestepCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
// TurnCommand — ushort, bit 0x20
if ((flags & 0x20u) != 0)
{
if (body.Length - pos < 2) goto done;
turnCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
// ForwardSpeed — float, bit 0x4
if ((flags & 0x4u) != 0)
{
if (body.Length - pos < 4) goto done;
forwardSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
}
// SideStepSpeed — float, bit 0x10
if ((flags & 0x10u) != 0)
{
if (body.Length - pos < 4) goto done;
sidestepSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
}
// TurnSpeed — float, bit 0x40
if ((flags & 0x40u) != 0)
{
if (body.Length - pos < 4) goto done;
turnSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
}
// Commands list: actions/emotes/attacks. Guard against a
// malformed numCommands by capping at a sane max.
if (numCommands > 0 && numCommands < 1024)
{
commands = new List<CreateObject.MotionItem>((int)numCommands);
for (int i = 0; i < numCommands; i++)
{
if (body.Length - pos < 8) break;
ushort cmd = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
ushort seq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos + 2));
float speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 4));
pos += 8;
commands.Add(new CreateObject.MotionItem(cmd, seq, speed));
}
}
done:;
}
else if (movementType is 6 or 7)
{
TryParseMoveToPayload(
body,
pos,
movementType,
out moveToParameters,
out moveToSpeed,
out moveToRunRate,
out moveToPath);
}
return new Parsed(guid, new CreateObject.ServerMotionState(
currentStyle, forwardCommand, forwardSpeed, commands,
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
movementType,
moveToParameters,
moveToSpeed,
moveToRunRate,
moveToPath),
instanceSequence, movementSequence, serverControlSequence, isAutonomous);
}
catch
{
return null;
}
}
private static bool TryParseMoveToPayload(
ReadOnlySpan<byte> body,
int pos,
byte movementType,
out uint? movementParameters,
out float? speed,
out float? runRate,
out CreateObject.MoveToPathData? path)
{
movementParameters = null;
speed = null;
runRate = null;
path = null;
// Retail MovementManager::PerformMovement (0x00524440) consumes
// MoveToObject/MoveToPosition as:
// [object guid, for MoveToObject only]
// Origin(cell + xyz)
// MovementParameters::UnPackNet (0x0052AC50): flags, distance,
// min, fail, speed, walk/run threshold, desired heading
// f32 runRate copied into CMotionInterp::my_run_rate.
//
// Phase L.1c (2026-04-28): the full path payload is now retained on
// <see cref="CreateObject.MoveToPathData"/> so the per-tick remote
// body driver can steer toward Origin instead of holding velocity at
// zero between sparse UpdatePosition snaps. The 882a07c stabilizer
// was deliberately conservative because we only had speed+runRate;
// with the rest of the packet captured, the body solver has full
// path data and can run faithfully.
uint? targetGuid = null;
if (movementType == 6)
{
if (body.Length - pos < 4) return false;
targetGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
}
if (body.Length - pos < 16 + 28 + 4) return false;
uint originCellId = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
float originX = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float originY = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float originZ = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
movementParameters = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
float distanceToObject = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float minDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float failDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float walkRunThreshold = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
float desiredHeading = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
pos += 4;
runRate = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
path = new CreateObject.MoveToPathData(
targetGuid,
originCellId,
originX,
originY,
originZ,
distanceToObject,
minDistance,
failDistance,
walkRunThreshold,
desiredHeading);
return true;
}
}