Plumbing-only foundation for the upcoming live-entity (NPC / monster / player) collision port. No behavior change — the new fields default to zero/None so the 5 existing static-entity Register call sites in GameWindow.cs are untouched. Wire layer: - CreateObject parser now surfaces PhysicsState (acclient.h:2815 — ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000, ...) which the parser previously dropped at line ~337 with a bare `pos += 4`. - CreateObject parser now surfaces ObjectDescriptionFlags (the retail PWD._bitfield trailer per acclient.h:6431-6463), where acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK / IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously read-and-discarded. - WorldSession.EntitySpawn carries both new fields through to subscribers. Physics layer: - New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK / IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit positions verified against retail's SetPlayerKillerStatus ( acclient_2013_pseudo_c.txt:441868-441890) which maps PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25, Free=0x20→bit21. - `ShadowEntry` extended with `State` (raw PhysicsState bits) + `Flags` (decoded EntityCollisionFlags). Backward-compatible — all five existing landblock-entity Register call sites omit them. - `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` — fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server emits per visible entity. Reuses the entry's existing shape + state + flags. Mirrors retail's CPhysicsObj::SetPosition (acclient_2013_pseudo_c.txt:284276) which keeps the same shape and re-registers cell membership. - `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000` matching retail's OBJECTINFO::state bits (acclient.h:6190-6194). Used by Commit C's PvP exemption gate. Tests: - `EntityCollisionFlagsTests` — 7 tests covering empty / each bit alone / PK+player combo / unrelated-bit ignore. - `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves entry to new cell, preserves State/Flags, unregistered no-op, Register stores State/Flags, defaults are zero/None. - `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD bitfield (with PK / PKLite bit cases) parse and surface. 1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test green. Foundation for Commit B (live-entity registration) and Commit C (PvP exemption block in FindObjCollisions). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
152 lines
4.8 KiB
C#
152 lines
4.8 KiB
C#
using System.Buffers.Binary;
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using System.Text;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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namespace AcDream.Core.Net.Tests.Messages;
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public sealed class CreateObjectTests
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{
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[Fact]
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public void TryParse_WeenieHeaderPrefix_ReturnsNameAndItemType()
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{
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byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
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guid: 0x50000002u,
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name: "Drudge",
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itemType: (uint)ItemType.Creature);
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var parsed = CreateObject.TryParse(body);
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Assert.NotNull(parsed);
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Assert.Equal(0x50000002u, parsed.Value.Guid);
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Assert.Equal("Drudge", parsed.Value.Name);
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Assert.Equal((uint)ItemType.Creature, parsed.Value.ItemType);
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}
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// -----------------------------------------------------------------------
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// Commit A of 2026-04-29 live-entity collision port:
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// PhysicsState (post-flags u32) + ObjectDescriptionFlags (PWD bitfield)
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// must be surfaced for downstream collision registration.
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// -----------------------------------------------------------------------
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[Fact]
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public void TryParse_PhysicsState_Parsed()
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{
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// ETHEREAL_PS = 0x4 + IGNORE_COLLISIONS_PS = 0x10 → 0x14
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byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
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guid: 0x50000003u, name: "GhostNpc",
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itemType: (uint)ItemType.Creature,
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physicsState: 0x14u);
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var parsed = CreateObject.TryParse(body);
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Assert.NotNull(parsed);
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Assert.Equal(0x14u, parsed!.Value.PhysicsState);
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}
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[Fact]
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public void TryParse_ObjectDescriptionFlags_PlayerKillerBitsSurface()
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{
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// BF_PLAYER (0x8) | BF_PLAYER_KILLER (0x20) → a PK player.
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byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
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guid: 0x50000004u, name: "+PkPlayer",
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itemType: (uint)ItemType.Creature,
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objectDescriptionFlags: 0x8u | 0x20u);
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var parsed = CreateObject.TryParse(body);
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Assert.NotNull(parsed);
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Assert.Equal(0x28u, parsed!.Value.ObjectDescriptionFlags);
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}
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[Fact]
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public void TryParse_ObjectDescriptionFlags_PkLiteBit()
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{
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// BF_PLAYER (0x8) | BF_PKLITE_PKSTATUS (0x2000000) → a PK-lite player.
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byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
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guid: 0x50000005u, name: "+PklPlayer",
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itemType: (uint)ItemType.Creature,
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objectDescriptionFlags: 0x8u | 0x2000000u);
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var parsed = CreateObject.TryParse(body);
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Assert.NotNull(parsed);
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Assert.Equal(0x2000008u, parsed!.Value.ObjectDescriptionFlags);
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}
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private static byte[] BuildMinimalCreateObjectWithWeenieHeader(
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uint guid,
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string name,
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uint itemType,
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uint physicsState = 0,
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uint objectDescriptionFlags = 0)
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{
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var bytes = new List<byte>();
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WriteU32(bytes, CreateObject.Opcode);
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WriteU32(bytes, guid);
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// ModelData header: marker, subpalette count, texture count, animpart count.
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bytes.Add(0x11);
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bytes.Add(0);
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bytes.Add(0);
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bytes.Add(0);
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// PhysicsData: physics flags = 0, then PhysicsState u32, then 9 seq stamps.
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WriteU32(bytes, 0);
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WriteU32(bytes, physicsState);
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for (int i = 0; i < 9; i++)
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WriteU16(bytes, 0);
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Align4(bytes);
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// Fixed WeenieHeader prefix per ACE SerializeCreateObject.
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WriteU32(bytes, 0); // weenieFlags
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WriteString16L(bytes, name);
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WritePackedDword(bytes, 0x1234); // WeenieClassId
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WritePackedDword(bytes, 0); // IconId via known-type writer
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WriteU32(bytes, itemType);
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WriteU32(bytes, objectDescriptionFlags);
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Align4(bytes);
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return bytes.ToArray();
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}
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private static void WriteU32(List<byte> bytes, uint value)
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{
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Span<byte> tmp = stackalloc byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(tmp, value);
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bytes.AddRange(tmp.ToArray());
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}
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private static void WriteU16(List<byte> bytes, ushort value)
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{
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Span<byte> tmp = stackalloc byte[2];
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BinaryPrimitives.WriteUInt16LittleEndian(tmp, value);
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bytes.AddRange(tmp.ToArray());
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}
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private static void WritePackedDword(List<byte> bytes, uint value)
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{
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if (value <= 0x7FFF)
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{
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WriteU16(bytes, (ushort)value);
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return;
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}
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WriteU16(bytes, (ushort)(((value >> 16) & 0x7FFF) | 0x8000));
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WriteU16(bytes, (ushort)(value & 0xFFFF));
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}
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private static void WriteString16L(List<byte> bytes, string value)
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{
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byte[] encoded = Encoding.GetEncoding(1252).GetBytes(value);
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WriteU16(bytes, checked((ushort)encoded.Length));
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bytes.AddRange(encoded);
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Align4(bytes);
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}
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private static void Align4(List<byte> bytes)
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{
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while ((bytes.Count & 3) != 0)
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bytes.Add(0);
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}
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}
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