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