acdream/src/AcDream.Core.Net/Messages/JumpAction.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

82 lines
2.7 KiB
C#

using System.Numerics;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Outbound <c>GameAction(Jump)</c> message — opcode <c>0xF61B</c>.
/// Sent when the player releases the spacebar to jump. The server uses
/// the extent + velocity to validate the jump and replicate it to nearby
/// clients.
///
/// <para>
/// Wire layout — ports retail's <c>JumpPack::Pack</c> verbatim
/// (<c>0x00516d10</c>, decomp lines ~284934-284963). Confirmed against the
/// Ghidra decompile-by-address bridge during this slice (2026-06-30):
/// </para>
/// <list type="bullet">
/// <item><b>GameAction envelope</b>: u32 0xF7B1, u32 sequence, u32 0xF61B</item>
/// <item><b>f32 extent</b> (0.0-1.0 charge power)</item>
/// <item><b>f32 velocity.x, velocity.y, velocity.z</b></item>
/// <item><b>Position::Pack</b>: u32 cellId, f32 x, f32 y, f32 z,
/// f32 qw, f32 qx, f32 qy, f32 qz (32 bytes)</item>
/// <item><b>Sequences</b>: u16 instance, u16 serverControl,
/// u16 teleport, u16 forcePosition</item>
/// <item><b>Align to 4 bytes</b></item>
/// </list>
///
/// <para>
/// <b>D4 fix.</b> Retail's <c>JumpPack</c> does NOT pack an objectGuid or a
/// spellId, and DOES pack the full <c>Position</c> — the pre-slice code had
/// it backwards (two spurious trailing zero u32s, no Position at all).
/// </para>
/// </summary>
public static class JumpAction
{
public const uint GameActionOpcode = 0xF7B1u;
public const uint JumpOpcode = 0xF61Bu;
public static byte[] Build(
uint gameActionSequence,
float extent,
Vector3 velocity,
uint cellId,
Vector3 position,
Quaternion rotation,
ushort instanceSequence,
ushort serverControlSequence,
ushort teleportSequence,
ushort forcePositionSequence)
{
var w = new PacketWriter(80);
w.WriteUInt32(GameActionOpcode);
w.WriteUInt32(gameActionSequence);
w.WriteUInt32(JumpOpcode);
w.WriteFloat(extent);
w.WriteFloat(velocity.X);
w.WriteFloat(velocity.Y);
w.WriteFloat(velocity.Z);
// --- Position::Pack (0x005a9640): cellId + Frame::Pack (32 bytes) ---
w.WriteUInt32(cellId);
w.WriteFloat(position.X);
w.WriteFloat(position.Y);
w.WriteFloat(position.Z);
// Quaternion wire order: W, X, Y, Z
w.WriteFloat(rotation.W);
w.WriteFloat(rotation.X);
w.WriteFloat(rotation.Y);
w.WriteFloat(rotation.Z);
w.WriteUInt16(instanceSequence);
w.WriteUInt16(serverControlSequence);
w.WriteUInt16(teleportSequence);
w.WriteUInt16(forcePositionSequence);
w.AlignTo4();
return w.ToArray();
}
}