acdream/src/AcDream.Core.Net/Messages/SoulEmote.cs
Erik ff5ed9ec0b feat(net): #18 holtburger inbound chat parity - EmoteText, SoulEmote, ServerMessage, PlayerKilled, WeenieError + Windows-1252 codec
Five sub-changes:

1. Windows-1252 codec switch (global). Every Encoding.ASCII call site
   in src/AcDream.Core.Net/Messages/ -> Encoding.GetEncoding(1252).
   Touched HearSpeech, ChatRequests, GameEvents, AppraiseInfoParser,
   CharacterList, CreateObject, PlayerDescriptionParser, SocialActions.
   New Encodings.cs module-init registers CodePagesEncodingProvider
   (System.Text.Encoding.CodePages ships with .NET 10 SDK but isn't
   auto-registered). Matches retail + holtburger; accented names
   no longer round-trip-broken.

2. New parsers (opcodes confirmed against holtburger opcodes.rs):
   - EmoteText (0x01E0)     { u32 senderGuid, string16 senderName, string16 text }
   - SoulEmote (0x01E2)     same wire layout as EmoteText
   - ServerMessage (0xF7E0) { string16 message, u32 chatType }
   - PlayerKilled (0x019E)  { string16 deathMessage, u32 victimGuid, u32 killerGuid }
   Shared StringReader.cs has the CP1252 String16L primitive.

3. WorldSession dispatch. ProcessDatagram adds branches for the four
   new top-level opcodes + fires session-level events (EmoteHeard,
   SoulEmoteHeard, ServerMessageReceived, PlayerKilledReceived).
   0x0295 SetTurbineChatChannels stubbed with TODO for parallel I.6.

4. GameEventWiring routes WeenieError + WeenieErrorWithString
   (parsers existed but were unrouted) -> chat.OnWeenieError.

5. ChatLog adapters: Emote / SoulEmote ChatKind values, OnEmote,
   OnSoulEmote, OnPlayerKilled, OnWeenieError. OnLocalSpeech now
   substitutes empty sender -> "You" per holtburger client/messages.rs.
   ChatVM.FormatEntry handles new kinds (asterisk + sender + text).

22 new tests covering parser round-trips + reject-bad-opcode +
ChatLog adapter coverage + Win-1252 round-trip with non-ASCII chars.
Solution total: 881 green (210->225 in Core.Net.Tests, 606->613 in Core.Tests).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 19:06:01 +02:00

51 lines
1.5 KiB
C#

using System;
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>0x01E2 SoulEmote</c> top-level GameMessage.
/// Server-driven complex emote with optional animation pairing.
/// Wire layout is identical to <see cref="EmoteText"/>; the difference
/// is only how the client renders it (chat-only vs paired with a
/// <c>PlayScript</c> on the same target).
///
/// <para>
/// Wire layout (port from holtburger
/// <c>references/holtburger/.../messages/chat/types.rs::SoulEmoteData</c>,
/// see also opcodes.rs:158):
/// <code>
/// u32 opcode // 0x01E2
/// u32 senderGuid
/// string16L senderName
/// string16L text
/// </code>
/// </para>
/// </summary>
public static class SoulEmote
{
public const uint Opcode = 0x01E2u;
public readonly record struct Parsed(
uint SenderGuid,
string SenderName,
string Text);
public static Parsed? TryParse(byte[] body)
{
if (body is null || body.Length < 8) return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
if (opcode != Opcode) return null;
try
{
int pos = 4;
uint senderGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(pos));
pos += 4;
string senderName = StringReader.ReadString16L(body, ref pos);
string text = StringReader.ReadString16L(body, ref pos);
return new Parsed(senderGuid, senderName, text);
}
catch { return null; }
}
}