acdream/tests/AcDream.Core.Net.Tests/Messages/MoveToStateTests.cs
Erik 78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00

182 lines
6.4 KiB
C#

using System;
using System.Buffers.Binary;
using System.Numerics;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
/// <summary>
/// Envelope + structural tests for <see cref="MoveToState.Build"/>. Golden
/// byte-layout tests for the RawMotionState default-difference packing (D1)
/// and the trailing contact/longjump byte (D3) live in
/// <see cref="MoveToStateGoldenTests"/> and <see cref="RawMotionStatePackTests"/>.
///
/// D1/D3 refactor (2026-06-30): <c>Build</c> now takes a
/// <see cref="RawMotionState"/> snapshot (matching retail's
/// <c>CPhysicsObj::InqRawMotionState()</c>) instead of flat nullable
/// per-axis params, plus explicit <c>contact</c>/<c>standingLongjump</c>
/// booleans for the trailing byte — see <c>MoveToStatePack::Pack</c>
/// (0x005168f0).
/// </summary>
public class MoveToStateTests
{
private static readonly Vector3 Pos = new(96f, 96f, 50f);
[Fact]
public void Build_IdleState_ProducesValidGameAction()
{
var body = MoveToState.Build(
gameActionSequence: 1,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Pos,
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_DefaultSpeedOmitted_OnlyCommandAndHoldKeyFlagsSet()
{
// D1 fix: forward_speed == 1.0 (the retail default) is OMITTED from
// the flags, unlike the pre-slice presence-based packer which always
// set the ForwardSpeed bit whenever a caller supplied a value.
var state = new RawMotionState
{
ForwardCommand = 0x45000005u, // WalkForward
ForwardHoldKey = HoldKey.None, // differs from Invalid -> set
ForwardSpeed = 1.0f, // default -> omitted
};
var body = MoveToState.Build(
gameActionSequence: 2,
rawMotionState: state,
cellId: 0xA9B40001u,
position: Pos,
rotation: Quaternion.Identity,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0);
uint flags = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12));
Assert.True((flags & 0x4u) != 0, "ForwardCommand flag (0x4) should be set");
Assert.True((flags & 0x8u) != 0, "ForwardHoldKey flag (0x8) should be set");
Assert.False((flags & 0x10u) != 0, "ForwardSpeed flag (0x10) must be OMITTED at the retail default 1.0");
}
[Fact]
public void Build_IdleState_RawMotionFlagsAreZero()
{
var body = MoveToState.Build(
gameActionSequence: 3,
rawMotionState: RawMotionState.Default,
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_WorldPositionFollowsZeroFlagMotionState()
{
// With the default raw 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,
rawMotionState: RawMotionState.Default,
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,
rawMotionState: RawMotionState.Default,
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_UsesExplicitAirborneContact()
{
var body = MoveToState.Build(
gameActionSequence: 7,
rawMotionState: RawMotionState.Default,
cellId: 0xA9B40001u,
position: Vector3.Zero,
rotation: Quaternion.Identity,
instanceSequence: 0,
serverControlSequence: 0,
teleportSequence: 0,
forcePositionSequence: 0,
contact: false);
// flags(4) + Position(32) + timestamps(8) = 44; trailing byte at 12+44=56.
Assert.Equal(0, body[56]);
}
[Fact]
public void Build_WithHoldKey_IncludesHoldKeyFlag()
{
var state = new RawMotionState { CurrentHoldKey = HoldKey.Run };
var body = MoveToState.Build(
gameActionSequence: 6,
rawMotionState: state,
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);
}
}