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Ananta-ps/Ananta.Server/Ananta.Core/Protocol/Client4229938/WorldCodec.cs
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using Ananta.Server.RpcTypes.Client4229938;
using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
namespace Ananta.Server.Protocol.Client4229938;
/// <summary>
/// Typed factories for world/game-scene messages. The wire layout itself lives in Ananta.RpcTypes.
/// Large world/profile packets are built as RpcTypes DTOs by RuntimePayloadFactory and serialized on the fly.
/// </summary>
internal static class WorldCodec
{
internal static SceneMethods.SyncLogicAgentEnter LogicAgentEnter(ulong agentId)
=> new() { agentId = agentId };
internal static SceneMethods.SyncLogicAgentLeave LogicAgentLeave(ulong agentId)
=> new() { agentId = agentId };
internal static SceneMethods.SyncManagedLogicAgent ManagedLogicAgent(ulong agentId, ulong pid, byte moveId = 0)
=> new() { agentId = agentId, pid = pid, moveId = moveId };
internal static SceneMethods.SyncPlayerCurrentSpirit CurrentSpirit()
=> CurrentSpirit(Profile.PlayerPid, Profile.InitialSpiritTemplateId, Profile.InitialUnitId);
internal static SceneMethods.SyncPlayerCurrentSpirit CurrentSpirit(ulong playerPid, uint templateId, ulong spiritId, bool isAgentSwitch = false)
=> new()
{
playerPid = playerPid,
templateId = templateId,
spiritId = spiritId,
isAgentSwitch = isAgentSwitch
};
internal static SceneMethods.SyncSwitchSpiritConfigId SwitchSpiritConfigId(
uint configId, Vec3 position, IReadOnlyCollection<ulong>? spawnedAgentIds = null)
=> new()
{
configId = configId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
spawnedAgentIds = spawnedAgentIds?.ToList() ?? []
};
internal static SceneMethods.SyncPreSwitchSpirit PreSwitchSpirit(uint configId, uint newTemplateId, Vec3 position)
=> new()
{
configId = configId,
newTemplateId = newTemplateId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z)
};
internal static SceneMethods.SyncPlayerLoadRate PlayerLoadRate(double rate = 1.0)
=> new() { playerPid = Profile.PlayerPid, rate = rate };
internal static SceneMethods.SyncSceneLoadCompleted SceneLoadCompleted(ulong sceneId)
=> new() { sceneId = sceneId };
internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(
ulong unitId, Vec3 position, float facing, byte setPositionType, bool continueMove, byte moveId)
=> new()
{
unitId = unitId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
facing = facing,
moveId = moveId,
continueMove = continueMove,
setPositionType = setPositionType,
moveGroundInfo = null,
loadingInfo = null,
};
internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(
ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
=> PositionAndFacing(unitId, position, facing, setPositionType, continueMove: false, moveId: MoveAction.Unknown);
internal static SceneMethods.SyncUnitPositionAndFacing Walking(
ulong unitId, Vec3 position, float facing, byte moveId = MoveAction.WalkFront,
byte setPositionType = SetPositionType.Gm, bool continueMove = true)
=> PositionAndFacing(unitId, position, facing, setPositionType, continueMove, moveId);
internal static SceneMethods.SyncUnitPositionAndFacing PositionAndFacing(Vec3 position, float facing, byte setPositionType = 3)
=> PositionAndFacing(Profile.InitialUnitId, position, facing, setPositionType);
internal static SceneMethods.SyncUnitPositionP PositionP(ulong unitId, Vec3 position, float facing, byte setPositionType = 3)
=> new()
{
unitId = unitId,
position = new SceneMethods.UxVector3(position.X, position.Y, position.Z),
facing = facing,
moveId = 0,
setPositionType = setPositionType
};
internal static SceneMethods.SyncUnitPositionP PositionP(Vec3 position, float facing, byte setPositionType = 3)
=> PositionP(Profile.InitialUnitId, position, facing, setPositionType);
internal static SceneMethods.SyncGamePause GamePause(bool pause)
=> new() { pause = pause };
internal static SceneMethods.SyncEntityActionGroup EntityActionGroup(ulong unitId, uint actionGroupId = 1u)
=> new() { unitId = unitId, actionGroupId = actionGroupId };
internal static SceneMethods.SyncAllSpiritCombatPower AllSpiritCombatPower(uint templateId, float combatPower = 1000f)
=> new() { combatPower = new Dictionary<uint, float> { [templateId] = combatPower } };
internal static SceneMethods.SyncAllSpiritCombatPower AllSpiritCombatPower(params uint[] templateIds)
{
var body = new SceneMethods.SyncAllSpiritCombatPower();
foreach (var templateId in templateIds)
body.combatPower[templateId] = 1000f;
return body;
}
internal static SceneMethods.SyncChangeSkill SkillBinding(ulong spiritId, uint skillId)
=> new()
{
spiritId = spiritId,
skillId = skillId,
duration = skillId == 0 ? 0f : 99999f
};
internal static SceneMethods.SyncUnitBuffList UnitBuffList(ulong unitId, IReadOnlyList<uint> buffIds, uint firstInstanceId)
{
var body = new SceneMethods.SyncUnitBuffList { entityId = unitId };
// 4229938 still evaluates ExpireTime inside several client-side BuffActions even when
// Permanent=true. ExpireTime=0 becomes a huge negative remaining time and can execute
// teardown paths immediately. Use a real far-future unix timestamp for persistent state.
var persistentExpiry = DateTimeOffset.UtcNow.ToUnixTimeSeconds() + 315_360_000d;
var instanceId = firstInstanceId;
foreach (var buffId in buffIds)
{
body.buffs.Add(new SceneMethods.BuffViewData
{
InstanceId = instanceId++,
Id = buffId,
ReleaserId = unitId,
ExpireTime = persistentExpiry,
Tier = 1,
Permanent = true,
DestructibleId = 0
});
}
return body;
}
internal static SceneMethods.SyncUnitAddBuff UnitAddBuff(ulong unitId, uint buffId, uint instanceId)
=> new()
{
entityId = unitId,
buff = new SceneMethods.BuffViewData
{
InstanceId = instanceId,
Id = buffId,
ReleaserId = unitId,
ExpireTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds() + 315_360_000d,
Tier = 1,
Permanent = true,
DestructibleId = 0
}
};
internal static SceneMethods.SyncUnitRemoveBuff UnitRemoveBuff(ulong unitId, uint buffInstanceId)
=> new() { entityId = unitId, buffInstanceId = buffInstanceId };
internal static SceneMethods.SyncUnitStates UnitStates(ulong unitId, params uint[] states)
=> new() { unitId = unitId, states = states?.ToList(), effectFreezeState = 0 };
internal static SceneMethods.SyncUnitStates UnitStates(params uint[] states)
=> UnitStates(Profile.InitialUnitId, states);
internal static SceneMethods.SyncRemoveUnitState RemoveUnitState(ulong unitId, uint state)
=> new() { unitId = unitId, state = state, reason = 1, sourceId = 0 };
internal static SceneMethods.SyncRemoveUnitState RemoveUnitState(uint state)
=> RemoveUnitState(Profile.InitialUnitId, state);
internal static class MoveAction
{
internal const byte Unknown = 0;
internal const byte Idle = 1;
internal const byte WalkFront = 2;
internal const byte WalkBack = 3;
internal const byte WalkLeft = 4;
internal const byte WalkRight = 5;
internal const byte Run = 6;
}
internal static class SetPositionType
{
internal const byte Force = 0;
internal const byte RejectSync = 1;
internal const byte Revive = 2;
internal const byte SwitchSpirit = 3;
internal const byte SpoonNoLoading = 4;
internal const byte FallGround = 5;
internal const byte Teleport = 6;
internal const byte Gm = 7;
internal const byte Portal = 8;
internal const byte OutOfStuck = 9;
}
}