imported PlayerStateMessage packet from volatile branch

This commit is contained in:
FateJH 2017-01-07 20:39:32 -05:00
parent c873d4240e
commit 4862b1b544

View file

@ -8,47 +8,73 @@ import scodec.Codec
import scodec.codecs._
import shapeless.{::, HNil}
import scala.collection.mutable
/**
* na
* The server instructs clients to render a certain avatar not operated by its player to move in a certain way.<br>
* <br>
* The avatar model normally moves from where it currently is to `pos`.
* When `vel` is defined, `pos` is treated as where the avatar model starts its animation;
* and, from there, it moves a certain distance as according to the values.
* The repositioning always takes the same amount of time and the player model is left in running animation (in place).
* The coordinates evaluate between -256.0 and 256.0.<br>
* <br>
* facingYaw:<br>
* `0x00` -- E<br>
* `0x10` -- NE<br>
* `0x20` -- N<br>
* `0x30` -- NW<br>
* `0x40` -- W<br>
* `0x50` -- SW<br>
* `0x60` -- S<br>
* `0x70` -- SE<br>
* `0x80` -- E<br>
* <br>
* facingPitch:<br>
* `0x00`-`0x20` -- downwards-facing angles, with `0x00` as forwards-facing<br>
* `0x21`-`0x40` -- downwards-facing<br>
* `0x41`-`0x59` -- upwards-facing<br>
* `0x60`-`0x80` -- upwards-facing angles, with `0x80` as forwards-facing<br>
* <br>
* facingYawUpper:<br>
* `0x00`-`0x20` -- turning to left, with `0x00` being forward-facing<br>
* `0x21`-`0x40` -- facing leftwards<br>
* `0x41`-`0x59` -- facing rightwards<br>
* `0x60`-`0x80` -- turning to right, with `0x80` being forward-facing
*
* @param guid the avatar's guid
* @param pos the position of the avatar in the world environment (in three coordinates)
* @param vel an optional velocity
* @param facingYaw the angle with respect to the horizon towards which the avatar is looking;
* every `0x01` is 5.625 degrees counter clockwise from North;
* every `0x10` is 90-degrees;
* it wraps to North every `0x40`
* every `0x1` is about 2.8125 degrees;
* measurements are counter-clockwise from East
* @param facingPitch the angle with respect to the sky and the ground towards which the avatar is looking;
* every '0x01' is about 5.625 degrees;
* `0x00` to `0x10` are downwards-facing angles, with `0x00` as forwards-facing;
* nothing from `0x11` to `0x29`;
* `0x30` to `0x40` are upwards-facing angles, with `0x30` starting at full-up;
* starting at `0x40` == `0x00` this system repeats
* every `0x1` is about 2.8125 degrees
* @param facingYawUpper the angle of the avatar's upper body with respect to its forward-facing direction;
* `0x00` to `0x10` are the avatar turning to its left, with `0x00` being forward-facing;
* nothing from `0x11` to `0x29`;
* `0x30` to `0x40` are the avatar turning to its right, with `0x40` being forward-facing;
* starting at `0x40` == `0x00` this system repeats
* @param unk4 na
* @param more activate parsing for the following four fields
* @param unk5 na
* every `0x1` is about 2.8125 degrees
* @param unk1 na
* @param fourBools set to `false` to parse the following four fields, otherwise those values will be ignored
* @param isCrouching avatar is crouching;
* must remain flagged for crouch to maintain animation;
* turn off to stand up
* must remain flagged for crouch to maintain animation;
* turn off to stand up
* @param isJumping avatar is jumping;
* must remain flagged for jump to maintain animation;
* turn off when landed
* @param unk8 na
* turn off to land(?)
* @param unk2 na
* @param unk3 na
*/
final case class PlayerStateMessage(guid : PlanetSideGUID,
pos : Vector3,
vel : Option[Vector3],
facingYaw : Int,
facingPitch : Int,
facingYawUpper : Int,
unk4 : Int,
more : Boolean,
unk5 : Boolean = false,
unk1 : Int,
fourBools : Boolean,
isCrouching : Boolean = false,
isJumping : Boolean = false,
unk8 : Boolean = false)
unk2 : Boolean = false,
unk3 : Boolean = false)
extends PlanetSideGamePacket {
type Packet = PlayerStateMessage
def opcode = GamePacketOpcode.PlayerStateMessage
@ -58,13 +84,19 @@ final case class PlayerStateMessage(guid : PlanetSideGUID,
object PlayerStateMessage extends Marshallable[PlayerStateMessage] {
type fourBoolPattern = Boolean :: Boolean :: Boolean :: Boolean :: HNil
/**
* A `Codec` for reading out the four `Boolean` values near the end of the formal packet.
*/
val booleanCodec : Codec[fourBoolPattern] = (
bool ::
bool ::
bool ::
bool
("isCrouching" | bool) ::
("isJumping" | bool) ::
("unk2" | bool) ::
("unk3" | bool)
).as[fourBoolPattern]
/**
* A `Codec` for ignoring the four values at the end of the formal packet (all set to `false`).
*/
val defaultCodec : Codec[fourBoolPattern] = ignore(0).xmap[fourBoolPattern] (
{
case _ =>
@ -79,13 +111,199 @@ object PlayerStateMessage extends Marshallable[PlayerStateMessage] {
implicit val codec : Codec[PlayerStateMessage] = (
("guid" | PlanetSideGUID.codec) ::
("pos" | Vector3.codec_pos) ::
("facingYaw" | uint8L) ::
("facingPitch" | uint8L) ::
("facingYawUpper" | uint8L) ::
("unk4" | uintL(10)) ::
("more" | bool >>:~ { test =>
ignore(0) ::
newcodecs.binary_choice(test, booleanCodec, defaultCodec)
(bool >>:~ { b1 =>
conditional(b1, "unk1" | Vector3.codec_vel) ::
("facingYaw" | uint8L) ::
("facingPitch" | uint8L) ::
("facingYawUpper" | uint8L) ::
("unk1" | uintL(10)) ::
("fourBools" | bool >>:~ { b2 =>
ignore(0) ::
newcodecs.binary_choice(!b2, booleanCodec, defaultCodec)
})
})
).as[PlayerStateMessage]
).xmap[PlayerStateMessage] (
{
case uid :: p :: true :: Some(extra) :: f1 :: f2 :: f3 :: u :: b :: _ :: b1 :: b2 :: b3 :: b4 :: HNil =>
PlayerStateMessage(uid, p, Some(extra), f1, f2, f3, u, b, b1, b2, b3, b4)
case uid :: p :: false :: None :: f1 :: f2 :: f3 :: u :: b :: _ :: b1 :: b2 :: b3 :: b4 :: HNil =>
PlayerStateMessage(uid, p, None, f1, f2, f3, u, b, b1, b2, b3, b4)
},
{
case PlayerStateMessage(uid, p, Some(extra), f1, f2, f3, u, b, b1, b2, b3, b4) =>
uid :: p :: true :: Some(extra) :: f1 :: f2 :: f3 :: u :: b :: () :: b1 :: b2 :: b3 :: b4 :: HNil
case PlayerStateMessage(uid, p, None, f1, f2, f3, u, b, b1, b2, b3, b4) =>
uid :: p :: false :: None :: f1 :: f2 :: f3 :: u :: b :: () :: b1 :: b2 :: b3 :: b4 :: HNil
}
)
}
//TODO the following logic is unimplemented
/*
There is a bool that is currently unhandled that determines if the packet is aware that this code would run.
If it passes, the first 8-bit value is the number of times the data will be iterated over.
On each pass, a 4-bit value is extracted from the packet and compared against 15.
When 15 is read, an 8-bit value is read on that same turn.
On each subsequent turn, 8-bit values will be read until the number of iterations or there is an exception.
I have no clue what any of this is supposed to do.
*/
/**
* na
* @param size a length to be applied to the next list, but not necessarily the length of that list
* @param data a list of data that comes in either a single 8-bit value, or a 4-bit value and, maybe, an 8-bit value
*/
final case class Extra1(size : Int,
data : List[Extra2])
/**
* na
* @param unk1 na;
* the first 8-bit value in one-value form or the first 4-bit value in two-value form;
* in two-value form, when equal to 15, the second value is read
* @param unk2 na;
* the potential second 8-bit value in two-value form
* @param more the next data in the sequence
*/
final case class Extra2(unk1 : Int,
unk2 : Option[Int],
more : Option[Extra2] = None)
object Extra1 {
/**
* Take a chain of `Extra2` objects produced from decoding and compress it into a `List`.
* @param lst the list in which the `Extra2` data will be stored
* @param nesting the current link in the chain of `Extra2` objects
*/
private def packExtraList(lst : mutable.ListBuffer[Extra2], nesting : Option[Extra2]) : Unit = {
if(nesting.isEmpty) { //escape case
return
}
val elem : Extra2 = nesting.get
lst += Extra2(elem.unk1, elem.unk2)
packExtraList(lst, elem.more) //tail recursion
}
/**
* Take a `List` of `Extra2` objects for encoding and expand it into a chain.
* @param iter the iterator for a `List` of `Extra2` data
* @return the head of a chain of `Extra2` objects
*/
private def unpackExtraList(iter : Iterator[Extra2]) : Option[Extra2] = {
//TODO as I don't think I can use tail recursion, how do I do this iteratively?
if(!iter.hasNext)
return None
val elem : Extra2 = iter.next
Some(Extra2(elem.unk1, elem.unk2, unpackExtraList(iter)))
}
implicit val codec : Codec[Extra1] = (
("size" | uint8L) >>:~ { sz =>
ignore(0) ::
//external logic: the client checks sz < dword_D33D38 before decoding beyond this point
conditional(sz != 0, "data" | Extra2.processData(sz))
}
).xmap[Extra1] (
{
case a :: _ :: None :: HNil =>
Extra1(a, List.empty) //it's okay if a != 0
case a :: _ :: b :: HNil =>
val list = mutable.ListBuffer[Extra2]()
packExtraList(list, b)
Extra1(a, list.toList)
},
{
case Extra1(a, b) =>
if(b.isEmpty)
a :: () :: None :: HNil
else
a :: () :: unpackExtraList(b.iterator) :: HNil
}
)
}
object Extra2 {
/**
* An abbreviated constructor for the one-value form.
* @param a na
* @return an `Extra2` object
*/
def apply(a : Int) : Extra2 = {
Extra2(a, None)
}
/**
* An abbreviated constructor for the two-value form.
* @param a na
* @param b na
* @return an `Extra2` object
*/
def apply(a : Int, b : Int) : Extra2 = {
Extra2(a, Some(b))
}
/**
* A `Codec` for reading a single value.
*/
private val oneValueCodec : Codec[Extra2] = (
ignore(0) ::
("unk2" | uint8L)
).xmap[Extra2] (
{
case _ :: a :: HNil =>
Extra2(a, None, None)
},
{
case Extra2(a, None, _) =>
() :: a :: HNil
}
)
/**
* A `Codec` for reading potentially two values.
*/
private val twoValueCodec : Codec[Extra2] = (
("unk1" | uint4L) >>:~ { unk =>
ignore(0) ::
conditional(unk == 15, "unk2" | uint8L)
}
).xmap[Extra2] (
{
case a :: _ :: b :: HNil =>
Extra2(a, b, None)
},
{
case Extra2(a, b, _) =>
a :: () :: b :: HNil
}
)
/**
* A recursive `Codec` that allows for swapping between different `Codec`s to account for two ways to parse the next element.
* The function calls itself to process each element in the sequence of data in the same manner until complete.
* The `Extra2` object that is recovered from the first choice of `Codec`s is merely an intermediary object.
* Due to immutability, the initial object is repackaged to append the chain of `Extra2` in an `Extra2` object.
* @param size the number of iterations of the looping process left to perform, including this one
* @param form determine whether we use `oneValueCodec` or `twoValueCodec`;
* should be set to `false` at first and set to `true` when two values are read in one pass;
* it will stay as `false` until set to `true`, whereupon it will always be `true`
* @return a `Codec` the translates a chain of `Extra2` data
*/
def processData(size : Int, form : Boolean = false) : Codec[Extra2] = (
newcodecs.binary_choice(form, Extra2.oneValueCodec, Extra2.twoValueCodec) >>:~ { elem =>
ignore(0) ::
conditional(size > 0, newcodecs.binary_choice(form || elem.unk2.isDefined,
Extra2.processData(size - 1, true),
Extra2.processData(size - 1))
)
}
).xmap[Extra2] (
{
case a :: _ :: b :: HNil =>
Extra2(a.unk1, a.unk2, b)
},
{
case Extra2(a, b, c) =>
Extra2(a, b) :: () :: c :: HNil
}
)
}