Three changes folded into one commit: 1. New public StateUpdated event on WorldSession + dispatcher branch for op == SetState.Opcode. Mirrors the VectorUpdated / MotionUpdated event pattern. GameWindow will subscribe in the next commit and feed the parsed (guid, newState) pair to ShadowObjectRegistry.UpdatePhysicsState. 2. One-shot probe-gated hex-dump (ACDREAM_PROBE_BUILDING) emits the first inbound SetState message's body bytes. Originally planned as a separate slice 1.5 confidence-check on holtburger's claimed 12-byte payload vs ACE's GameMessageSetState.cs. Folded into the dispatcher to avoid re-touching the same branch. The new _setStateHexDumped guard keeps the log clean — auto-close every 30s would otherwise produce noise. 3. Doc-comment polish on SetState.cs requested by Task 1's code review: remove false uncertainty about ACE's sequence-field width (ACE's UShortSequence.CurrentBytes provably writes 2 bytes via BitConverter), and align the 'total body size' phrasing with VectorUpdate.cs's convention. Folded here to avoid churning the file twice this slice. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Cryptography | ||
| Messages | ||
| Packets | ||
| AcDream.Core.Net.csproj | ||
| GameEventWiring.cs | ||
| NetClient.cs | ||
| NOTICE.md | ||
| WorldSession.cs | ||