Port retail's three-stamp inbound gate for 0xF74C UpdateMotion: - MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0) wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN pseudo-C setcc returns are garbled; ACE + branch structure are the oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops before any stamp is touched), MOVEMENT_TS strictly-newer (stamped BEFORE the server-control check, per CPhysics::SetObjectMovement 0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer. - Seed from CreateObject's PhysicsDesc timestamp block (index 1 = ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420 order) — without seeding, entities whose movement sequence is past 0x8000 at spawn would drop every UM against a zero stamp. Adopt-on-first / advance-only-after, so the #138 rehydrate replay of retained spawns cannot regress live stamps. - UpdateMotion + EntitySpawn now carry instance/movement/serverControl sequences + isAutonomous (was parsed-past; isAutonomous feeds the S2 funnel's last_move_was_autonomous). Gate wired at the top of OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the entity on DeleteObject. Register: AD-32 added (adopt-newer-incarnation instead of retail's QueueBlobForObject); TS-26 updated (UM side closed, UP side open). Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md. 19 new gate tests + parser coverage; full suite 3276 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
357 lines
16 KiB
C#
357 lines
16 KiB
C#
using System.Buffers.Binary;
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using System.Collections.Generic;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound <c>UpdateMotion</c> GameMessage (opcode <c>0xF74C</c>). The server
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/// sends this whenever an already-spawned entity changes its motion state —
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/// NPCs starting a walk cycle, creatures switching to attack stance, doors
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/// opening, a player waving, etc. acdream's animation system needs to
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/// consume these so the motion tick can switch the entity's cycle to the
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/// new (stance, forward-command) pair instead of sitting on whatever the
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/// initial CreateObject said.
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///
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/// <para>
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/// Wire layout (see
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/// <c>references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdateMotion.cs</c>
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/// and <c>references/ACE/Source/ACE.Server/Network/Motion/MovementData.cs::Write</c>
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/// with <c>header = true</c>):
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/// </para>
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/// <list type="bullet">
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/// <item><b>u32 opcode</b> — 0xF74C</item>
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/// <item><b>u32 objectGuid</b> — which entity this update is for</item>
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/// <item><b>u16 instanceSequence</b> — Sequences.ObjectInstance, tracked but not used for pose</item>
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/// <item><b>MovementData with header</b>:
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/// <list type="bullet">
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/// <item>u16 movementSequence</item>
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/// <item>u16 serverControlSequence</item>
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/// <item>u8 isAutonomous, then align to 4 bytes</item>
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/// <item>u8 movementType</item>
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/// <item>u8 motionFlags</item>
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/// <item>u16 currentStyle (MotionStance)</item>
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/// <item>InterpretedMotionState when movementType == Invalid (0):
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/// u32 flagsAndCommandCount, then each present field in flag order
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/// (CurrentStyle u16, ForwardCommand u16, SidestepCommand u16,
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/// TurnCommand u16, forward speed f32, sidestep speed f32,
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/// turn speed f32), commands list, align.</item>
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/// </list>
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/// </item>
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/// </list>
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///
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/// <para>
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/// We only extract the two fields the animation system actually consumes:
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/// the current <c>Stance</c> and the <c>ForwardCommand</c>. Everything else
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/// is skipped. The outer message doesn't carry a length for MovementData,
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/// so our parser reads exactly as far as it needs and leaves subsequent
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/// bytes untouched.
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/// </para>
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/// </summary>
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public static class UpdateMotion
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{
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public const uint Opcode = 0xF74Cu;
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/// <summary>
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/// Extracted payload: the guid of the entity whose motion changed and
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/// the (stance, forward-command) pair describing its new pose. The
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/// command is nullable because the <c>ForwardCommand</c> flag may be
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/// unset in the InterpretedMotionState; the stance is always present
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/// (even if 0, meaning "no specific stance").
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///
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/// <para>L.2g S1 (DEV-6): the three staleness stamps + autonomy flag are
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/// exposed for the retail gate (<see cref="AcDream.Core.Physics"/>
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/// <c>MotionSequenceGate</c>) — retail compares them against
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/// <c>update_times[INSTANCE_TS/MOVEMENT_TS/SERVER_CONTROLLED_MOVE_TS]</c>
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/// and stores <c>last_move_was_autonomous</c>
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/// (<c>CPhysics::SetObjectMovement</c> 0x00509690).</para>
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/// </summary>
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public readonly record struct Parsed(
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uint Guid,
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CreateObject.ServerMotionState MotionState,
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ushort InstanceSequence,
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ushort MovementSequence,
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ushort ServerControlSequence,
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bool IsAutonomous);
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/// <summary>
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/// Parse a reassembled UpdateMotion body. <paramref name="body"/> must
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/// start with the 4-byte opcode. Returns null on malformed input
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/// (truncated fields, wrong opcode, malformed InterpretedMotionState).
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/// </summary>
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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try
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{
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int pos = 0;
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if (body.Length - pos < 4) return null;
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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if (opcode != Opcode) return null;
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if (body.Length - pos < 4) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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// ObjectInstance sequence (u16) — retail's dispatch-level
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// INSTANCE_TS staleness gate compares this against the object's
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// known incarnation (DispatchSmartBoxEvent case 0xF74C).
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if (body.Length - pos < 2) return null;
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ushort instanceSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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// MovementData header: u16 movementSequence, u16 serverControlSequence,
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// u8 isAutonomous, then Align().
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//
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// ACE's Align() (Network/Extensions.cs:55) uses
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// CalculatePadMultiple(BaseStream.Length, 4) — i.e. it pads based on
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// the ABSOLUTE stream length, not a relative offset within the
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// MovementData block.
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//
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// At this point the absolute stream has: opcode (4) + guid (4) +
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// objectInstance (2) + movSeq (2) + srvSeq (2) + isAut (1) = 15.
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// Align(4) rounds 15 → 16, so ONE pad byte is written.
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// MovementData header = 2+2+1+1 = 6 bytes.
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//
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// Previous version mistakenly reserved 8 bytes here, which shifted
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// every subsequent field by 2 and made every remote-char UpdateMotion
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// decode as garbage (stance read from the packed-flags dword).
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//
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// L.2g S1 (DEV-6): the header fields feed retail's
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// CPhysics::SetObjectMovement staleness gates + the
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// last_move_was_autonomous store, so parse them instead of
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// skipping.
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if (body.Length - pos < 6) return null;
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ushort movementSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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ushort serverControlSequence = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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bool isAutonomous = body[pos] != 0;
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pos += 2; // u8 isAutonomous + Align(4) pad byte
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// movementType u8, motionFlags u8, currentStyle u16
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if (body.Length - pos < 4) return null;
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byte movementType = body[pos]; pos += 1;
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byte _motionFlags = body[pos]; pos += 1;
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ushort currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
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{
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int preHex = Math.Min(body.Length, 32);
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var hex = new System.Text.StringBuilder();
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for (int i = 0; i < preHex; i++) hex.Append($"{body[i]:X2} ");
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System.Console.WriteLine(
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$" UM raw: mt=0x{movementType:X2} mf=0x{_motionFlags:X2} cs=0x{currentStyle:X4} | {hex}");
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}
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ushort? forwardCommand = null;
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float? forwardSpeed = null;
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ushort? sidestepCommand = null;
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float? sidestepSpeed = null;
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ushort? turnCommand = null;
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float? turnSpeed = null;
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uint? moveToParameters = null;
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float? moveToSpeed = null;
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float? moveToRunRate = null;
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CreateObject.MoveToPathData? moveToPath = null;
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List<CreateObject.MotionItem>? commands = null;
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if (movementType == 0)
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{
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// InterpretedMotionState — same layout as in CreateObject's
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// MovementInvalid branch, just reached via the header'd path.
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// Includes the Commands list (MotionItem[]) that carries
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// Actions, emotes, and other one-shots not in ForwardCommand.
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if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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uint flags = packed & 0x7Fu;
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uint numCommands = packed >> 7;
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// Flag-bit layout + write order (ACE
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// InterpretedMotionState.Write @ line 127 + MovementStateFlag
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// enum — note the bit values are NOT in write order):
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// CurrentStyle = 0x01 written first (ushort)
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// ForwardCommand = 0x02 written second (ushort)
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// SideStepCommand = 0x08 written third (ushort)
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// TurnCommand = 0x20 written fourth (ushort)
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// ForwardSpeed = 0x04 written fifth (float)
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// SideStepSpeed = 0x10 written sixth (float)
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// TurnSpeed = 0x40 written seventh (float)
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// Our earlier version had the bit-to-field mapping wrong
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// (treated Side/Turn commands as floats and ForwardSpeed as
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// the wrong bit) — that's why every remote's ForwardSpeed
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// was reading as "absent" (HasValue=False).
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if ((flags & 0x1u) != 0)
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{
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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if ((flags & 0x2u) != 0)
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{
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if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType), instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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// SideStepCommand — ushort, bit 0x8
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if ((flags & 0x8u) != 0)
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{
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if (body.Length - pos < 2) goto done;
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sidestepCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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// TurnCommand — ushort, bit 0x20
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if ((flags & 0x20u) != 0)
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{
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if (body.Length - pos < 2) goto done;
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turnCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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}
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// ForwardSpeed — float, bit 0x4
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if ((flags & 0x4u) != 0)
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{
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if (body.Length - pos < 4) goto done;
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forwardSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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// SideStepSpeed — float, bit 0x10
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if ((flags & 0x10u) != 0)
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{
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if (body.Length - pos < 4) goto done;
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sidestepSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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// TurnSpeed — float, bit 0x40
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if ((flags & 0x40u) != 0)
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{
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if (body.Length - pos < 4) goto done;
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turnSpeed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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}
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// Commands list: actions/emotes/attacks. Guard against a
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// malformed numCommands by capping at a sane max.
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if (numCommands > 0 && numCommands < 1024)
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{
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commands = new List<CreateObject.MotionItem>((int)numCommands);
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for (int i = 0; i < numCommands; i++)
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{
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if (body.Length - pos < 8) break;
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ushort cmd = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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ushort seq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos + 2));
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float speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos + 4));
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pos += 8;
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commands.Add(new CreateObject.MotionItem(cmd, seq, speed));
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}
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}
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done:;
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}
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else if (movementType is 6 or 7)
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{
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TryParseMoveToPayload(
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body,
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pos,
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movementType,
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out moveToParameters,
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out moveToSpeed,
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out moveToRunRate,
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out moveToPath);
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}
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return new Parsed(guid, new CreateObject.ServerMotionState(
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currentStyle, forwardCommand, forwardSpeed, commands,
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sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
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movementType,
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moveToParameters,
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moveToSpeed,
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moveToRunRate,
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moveToPath),
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instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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}
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catch
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{
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return null;
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}
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}
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private static bool TryParseMoveToPayload(
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ReadOnlySpan<byte> body,
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int pos,
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byte movementType,
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out uint? movementParameters,
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out float? speed,
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out float? runRate,
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out CreateObject.MoveToPathData? path)
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{
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movementParameters = null;
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speed = null;
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runRate = null;
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path = null;
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// Retail MovementManager::PerformMovement (0x00524440) consumes
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// MoveToObject/MoveToPosition as:
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// [object guid, for MoveToObject only]
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// Origin(cell + xyz)
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// MovementParameters::UnPackNet (0x0052AC50): flags, distance,
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// min, fail, speed, walk/run threshold, desired heading
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// f32 runRate copied into CMotionInterp::my_run_rate.
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//
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// Phase L.1c (2026-04-28): the full path payload is now retained on
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// <see cref="CreateObject.MoveToPathData"/> so the per-tick remote
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// body driver can steer toward Origin instead of holding velocity at
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// zero between sparse UpdatePosition snaps. The 882a07c stabilizer
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// was deliberately conservative because we only had speed+runRate;
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// with the rest of the packet captured, the body solver has full
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// path data and can run faithfully.
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uint? targetGuid = null;
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if (movementType == 6)
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{
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if (body.Length - pos < 4) return false;
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targetGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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}
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if (body.Length - pos < 16 + 28 + 4) return false;
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uint originCellId = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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float originX = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float originY = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float originZ = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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movementParameters = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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float distanceToObject = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float minDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float failDistance = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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speed = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float walkRunThreshold = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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float desiredHeading = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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pos += 4;
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runRate = BinaryPrimitives.ReadSingleLittleEndian(body.Slice(pos));
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path = new CreateObject.MoveToPathData(
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targetGuid,
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originCellId,
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originX,
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originY,
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originZ,
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distanceToObject,
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minDistance,
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failDistance,
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walkRunThreshold,
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desiredHeading);
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return true;
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}
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}
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