Server sends UpdateMotion whenever an entity's motion state changes: NPCs starting a walk cycle, creatures switching to a combat stance, doors opening, a player waving, etc. Phase 6.1-6.4 already handles rendering different (stance, forward-command) pairs for the INITIAL CreateObject, but without this message NPCs freeze in whatever pose they spawned with and never transition to walking/fighting. Added UpdateMotion.TryParse with the same ServerMotionState the CreateObject path uses, reached via a slightly different outer layout (guid + instance seq + header'd MovementData; the MovementData starts with the 8-byte sequence/autonomous header this time rather than being preceded by a length field). Only the (stance, forward- command) pair is extracted — same subset CreateObject grabs. WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C body parses successfully. The App-side wiring (guid→entity lookup and AnimatedEntity cycle swap) is intentionally deferred to a separate commit because it touches GameWindow which is currently being edited by the Phase 9.1 translucent-pass work. 89 Core.Net tests (was 83, +6 for UpdateMotion coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
134 lines
5.9 KiB
C#
134 lines
5.9 KiB
C#
using System;
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using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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/// <summary>
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/// Covers <see cref="UpdateMotion.TryParse"/> — the 0xF74C GameMessage the
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/// server sends when an entity's motion state changes (NPC starts walking,
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/// creature enters combat, door opens, etc). The parser shares the inner
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/// MovementData decoder with CreateObject but reaches it through a
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/// different outer layout, so we need standalone coverage.
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/// </summary>
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public class UpdateMotionTests
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{
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[Fact]
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public void RejectsWrongOpcode()
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{
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var body = new byte[32];
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BinaryPrimitives.WriteUInt32LittleEndian(body, 0xDEADBEEFu);
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Assert.Null(UpdateMotion.TryParse(body));
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}
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[Fact]
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public void RejectsTruncated()
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{
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Assert.Null(UpdateMotion.TryParse(new byte[3]));
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Assert.Null(UpdateMotion.TryParse(Array.Empty<byte>()));
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}
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[Fact]
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public void ParsesStanceOnly_WhenForwardCommandFlagUnset()
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{
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// Layout:
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// u32 opcode = 0xF74C
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// u32 guid
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// u16 instanceSeq
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// u16 movementSeq + u16 serverControlSeq + u8 isAutonomous + 3 pad (= 8 bytes total header)
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// u8 movementType = 0 (Invalid)
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// u8 motionFlags = 0
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// u16 currentStyle (outer MovementData field) = 0x0042
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// u32 packed = CurrentStyle flag (0x1) only
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// u16 inner currentStyle = 0x0005 (overrides outer per InterpretedMotionState semantics)
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var body = new byte[4 + 4 + 2 + 8 + 4 + 4 + 2];
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int p = 0;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x12345678u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0001); p += 2;
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// 8-byte header slot — leave zero
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p += 8;
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body[p++] = 0; // movementType = Invalid
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body[p++] = 0; // motionFlags
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0042); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x1u); p += 4; // flags = CurrentStyle only
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0005); p += 2;
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal(0x12345678u, result!.Value.Guid);
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Assert.Equal((ushort)0x0005, result.Value.MotionState.Stance);
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Assert.Null(result.Value.MotionState.ForwardCommand);
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}
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[Fact]
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public void ParsesStanceAndForwardCommand()
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{
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// Flags = CurrentStyle (0x1) | ForwardCommand (0x2)
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var body = new byte[4 + 4 + 2 + 8 + 4 + 4 + 2 + 2];
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int p = 0;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xABCDEF01u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0010); p += 2;
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p += 8; // MovementData header slot
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body[p++] = 0;
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0000); p += 2; // outer style = 0
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x3u); p += 4; // CurrentStyle + ForwardCommand
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x000D); p += 2; // stance = 0xD
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0007); p += 2; // forward command = 0x7 (Run)
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal(0xABCDEF01u, result!.Value.Guid);
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Assert.Equal((ushort)0x000D, result.Value.MotionState.Stance);
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Assert.Equal((ushort)0x0007, result.Value.MotionState.ForwardCommand);
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}
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[Fact]
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public void ParsesNoFlagsSet_KeepsOuterStance()
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{
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// When the InterpretedMotionState flags are zero, neither the inner
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// currentStyle nor the forward command are present in the payload,
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// so the parser should fall back to the MovementData outer stance
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// field and leave ForwardCommand null.
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var body = new byte[4 + 4 + 2 + 8 + 4 + 4];
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int p = 0;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x55555555u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 8;
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body[p++] = 0;
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x00AA); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0u); p += 4; // no flags
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((ushort)0x00AA, result!.Value.MotionState.Stance);
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Assert.Null(result.Value.MotionState.ForwardCommand);
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}
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[Fact]
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public void HandlesNonInvalidMovementType_GracefullyReturnsOuterStance()
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{
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// movementType != 0 means one of the Move* variants we don't parse.
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// The parser must still return a valid Parsed with the outer stance
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// and a null ForwardCommand rather than failing the whole message.
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var body = new byte[4 + 4 + 2 + 8 + 4];
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int p = 0;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xF74Cu); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x99999999u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 8;
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body[p++] = 1; // movementType = MoveToObject (non-Invalid)
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x00CC); p += 2;
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((ushort)0x00CC, result!.Value.MotionState.Stance);
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Assert.Null(result.Value.MotionState.ForwardCommand);
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}
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}
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