User-observed regression on commit d247aef: creature reaches melee
range and "just runs" instead of stopping to attack. Two independent
research subagents converged on the same root cause.
When ACE broadcasts a melee swing, it sends an mt=0 UpdateMotion with
ForwardCommand=AttackHigh1 (Action class, 0x10000062), motion_flags
=StickToObject, and a trailing 4-byte sticky-target guid — there is
NO preceding cmd=Ready. The swing UM IS the stop signal.
Retail's CMotionInterp::move_to_interpreted_state
(acclient_2013_pseudo_c.txt:305936-305992) bulk-copies forward_command
from the wire into InterpretedState UNCONDITIONALLY, regardless of
motion class. With forward_command=AttackHigh1, get_state_velocity
(:305172-305180) returns velocity.Y=0 because its gate is
RunForward||WalkForward — body stops moving forward. The animation
overlay (the swing) is appended on top of whatever cyclic tail is
active.
Acdream's overlay branch in GameWindow.OnLiveMotionUpdated routed
Action-class commands through PlayAction (animation overlay only) and
SKIPPED:
- ServerMoveToActive flag update — stale RunForward MoveTo state
persisted, the per-tick driver kept steering toward the prior
Origin and calling apply_current_movement.
- InterpretedState.ForwardCommand bulk-copy — even if the flag had
been cleared, the body's InterpretedState.ForwardCommand stayed
at RunForward from the prior MoveTo cycle, so
apply_current_movement kept producing forward velocity.
- MoveToPath capture — staleness-timeout band-aid masked this.
Fix: lift the _remoteDeadReckon state-update block out of the
substate-only `else` branch so it runs for both overlay and substate
paths. For non-MoveTo packets, write fullMotion + speedMod directly to
InterpretedState.ForwardCommand/ForwardSpeed (bypassing
ApplyMotionToInterpretedState, which is a heuristic helper that
silently no-ops for Action class — see MotionInterpreter.cs:941-970).
This matches retail's copy_movement_from
(acclient_2013_pseudo_c.txt:293301-293311) bulk-copy semantics.
Also corrected RemoteMoveToDriver arrival predicate to retail-faithful:
chase = dist <= DistanceToObject; flee = dist >= MinDistance. The
prior max(MinDistance, DistanceToObject) defensive port happened to
compute the right value for ACE's wire defaults but had wrong
semantics (would have failed for any retail config with MinDistance >
DistanceToObject).
Tests: 1414 → 1416. New parser test for the AttackHigh1 wire layout;
new driver tests for retail-faithful chase/flee arrival.
Defers: target-guid live resolution for type 6 packets (chase-lag
mitigation, symptom #3), StickToObject sticky-target guid trailing
field, full MoveToManager port (CheckProgressMade, pending_actions
queue, Sticky/StickTo, use_final_heading).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
354 lines
17 KiB
C#
354 lines
17 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 + 1 pad (= 6 bytes total header, per ACE Align())
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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 + 6 + 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 += 6;
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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 + 6 + 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 += 6; // 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 + 6 + 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 += 6;
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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 ParsesForwardSpeed_WhenSpeedFlagSet()
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{
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// Flags = CurrentStyle | ForwardCommand | ForwardSpeed
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// = 0x1 | 0x2 | 0x4 = 0x7
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// (Per ACE MovementStateFlag enum — ForwardSpeed is bit 0x4,
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// NOT 0x10. The earlier test had the wrong mapping; see
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// references/ACE/Source/ACE.Entity/Enum/MovementStateFlag.cs)
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// Test value: 1.5× speed — matches a typical RunRate broadcast.
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var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 2 + 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), 0x1A2B3C4Du); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 6; // MovementData header
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body[p++] = 0;
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x7u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2; // NonCombat
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0007); p += 2; // RunForward
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.5f); p += 4; // speed
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((ushort)0x003D, result!.Value.MotionState.Stance);
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Assert.Equal((ushort)0x0007, result.Value.MotionState.ForwardCommand);
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Assert.Equal(1.5f, result.Value.MotionState.ForwardSpeed);
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}
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[Fact]
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public void ParsesCommandsList_Wave()
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{
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// A typical NPC wave broadcast:
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// - stance NonCombat (0x003D)
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// - ForwardCommand flag set, command = 0x0003 (Ready)
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// - numCommands = 1, with a single MotionItem{ cmd=0x0087 Wave, seq=0, speed=1.0 }
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//
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// Packed u32 = (flags | numCommands << 7)
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// flags = 0x01 (CurrentStyle) | 0x02 (ForwardCommand) = 0x03
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// numCommands << 7 = 1 << 7 = 0x80
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// total = 0x83
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var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 2 + 8];
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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), 0xDEADBEEFu); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 6;
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body[p++] = 0;
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x83u); p += 4; // flags=0x3 + numCommands=1
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2; // stance
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0003); p += 2; // fwd cmd = Ready
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// MotionItem: u16 command + u16 packedSeq + f32 speed
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0087); p += 2; // Wave
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0001); p += 2;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.0f); p += 4;
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((ushort)0x003D, result!.Value.MotionState.Stance);
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Assert.Equal((ushort)0x0003, result.Value.MotionState.ForwardCommand);
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Assert.NotNull(result.Value.MotionState.Commands);
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Assert.Single(result.Value.MotionState.Commands!);
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var wave = result.Value.MotionState.Commands![0];
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Assert.Equal((ushort)0x0087, wave.Command);
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Assert.Equal(1.0f, wave.Speed);
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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; a truncated
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// non-Invalid payload still returns the outer state.
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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 + 6 + 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 += 6;
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body[p++] = 7; // movementType = MoveToPosition (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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Assert.Equal((byte)7, result.Value.MotionState.MovementType);
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Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
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}
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[Fact]
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public void ParsesMoveToPositionSpeedAndRunRate()
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{
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// Layout after MovementData's movementType/motionFlags/currentStyle:
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// Origin: cell + xyz (16 bytes)
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// MoveToParameters: flags, distance, min, fail, speed,
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// walk/run threshold, desired heading (28 bytes)
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// runRate: f32
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var body = new byte[4 + 4 + 2 + 6 + 4 + 16 + 28 + 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), 0x80001234u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 6;
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body[p++] = 7; // MoveToPosition
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xA8B4000Eu); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 10f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 20f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 30f); p += 4;
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const uint canWalkCanRunMoveTowards = 0x1u | 0x2u | 0x200u;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), canWalkCanRunMoveTowards); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.6f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), float.MaxValue); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 15.0f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 90.0f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.5f); p += 4;
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((byte)7, result!.Value.MotionState.MovementType);
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Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
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Assert.Equal((ushort)0x003D, result.Value.MotionState.Stance);
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Assert.Null(result.Value.MotionState.ForwardCommand);
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Assert.Equal(canWalkCanRunMoveTowards, result.Value.MotionState.MoveToParameters);
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Assert.Equal(1.25f, result.Value.MotionState.MoveToSpeed);
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Assert.Equal(1.5f, result.Value.MotionState.MoveToRunRate);
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Assert.True(result.Value.MotionState.MoveToCanRun);
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Assert.True(result.Value.MotionState.MoveTowards);
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// Phase L.1c (2026-04-28): full path payload retained.
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Assert.NotNull(result.Value.MotionState.MoveToPath);
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var path = result.Value.MotionState.MoveToPath!.Value;
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Assert.Null(path.TargetGuid);
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Assert.Equal(0xA8B4000Eu, path.OriginCellId);
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Assert.Equal(10f, path.OriginX);
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Assert.Equal(20f, path.OriginY);
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Assert.Equal(30f, path.OriginZ);
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Assert.Equal(0.6f, path.DistanceToObject);
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Assert.Equal(0.0f, path.MinDistance);
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Assert.Equal(float.MaxValue, path.FailDistance);
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Assert.Equal(15.0f, path.WalkRunThreshold);
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Assert.Equal(90.0f, path.DesiredHeading);
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}
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[Fact]
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public void ParsesAttackHigh1_AsActionForwardCommand()
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{
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// Phase L.1c followup (2026-04-28): regression that verifies the
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// wire-format ACE uses for melee swings — mt=0 with
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// ForwardCommand=AttackHigh1 (0x0062 in low 16 bits) and
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// ForwardSpeed (typically the animSpeed). The receiver in
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// GameWindow.OnLiveMotionUpdated relies on this layout to bulk-copy
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// ForwardCommand into the body's InterpretedState so that
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// get_state_velocity returns 0 (gate is RunForward||WalkForward).
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var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 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), 0x800003B5u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 6; // header padding
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body[p++] = 0; // mt = Invalid (interpreted)
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body[p++] = 0; // motion_flags
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003C); p += 2; // stance: HandCombat
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// InterpretedMotionState: flags = ForwardCommand (0x02) | ForwardSpeed (0x04)
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x06u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0062); p += 2; // AttackHigh1 low bits
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4; // animSpeed
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var result = UpdateMotion.TryParse(body);
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Assert.NotNull(result);
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Assert.Equal((byte)0, result!.Value.MotionState.MovementType);
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Assert.False(result.Value.MotionState.IsServerControlledMoveTo);
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Assert.Equal((ushort)0x0062, result.Value.MotionState.ForwardCommand);
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Assert.Equal(1.25f, result.Value.MotionState.ForwardSpeed);
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}
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[Fact]
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public void ParsesMoveToObjectTargetGuidAndOrigin()
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{
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// Type 6 (MoveToObject) prepends a u32 target guid before the
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// standard Origin + MovementParameters + runRate payload.
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// Body size: 20 (header) + 4 (guid) + 16 (origin) + 28 (params) + 4 (runRate) = 72.
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var body = new byte[20 + 4 + 16 + 28 + 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), 0x80004321u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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p += 6; // MovementData header padding
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body[p++] = 6; // MoveToObject
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x80001234u); p += 4; // target guid
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0xA8B4000Eu); p += 4; // cell
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 5f); p += 4; // origin x
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 6f); p += 4; // origin y
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 7f); p += 4; // origin z
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const uint flags = 0x1u | 0x2u | 0x200u; // can_walk | can_run | move_towards
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), flags); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.6f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 0.0f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), float.MaxValue); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.0f); p += 4;
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 15.0f); p += 4;
|
||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.57f); p += 4;
|
||
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.25f); p += 4; // runRate
|
||
|
||
var result = UpdateMotion.TryParse(body);
|
||
|
||
Assert.NotNull(result);
|
||
Assert.Equal((byte)6, result!.Value.MotionState.MovementType);
|
||
Assert.True(result.Value.MotionState.IsServerControlledMoveTo);
|
||
Assert.NotNull(result.Value.MotionState.MoveToPath);
|
||
var path = result.Value.MotionState.MoveToPath!.Value;
|
||
Assert.Equal(0x80001234u, path.TargetGuid);
|
||
Assert.Equal(0xA8B4000Eu, path.OriginCellId);
|
||
Assert.Equal(5f, path.OriginX);
|
||
Assert.Equal(6f, path.OriginY);
|
||
Assert.Equal(7f, path.OriginZ);
|
||
Assert.Equal(1.25f, result.Value.MotionState.MoveToRunRate);
|
||
}
|
||
}
|