Merge branch 'player-state'

This commit is contained in:
FateJH 2017-01-12 08:06:20 -05:00
commit 5001556dfe
3 changed files with 438 additions and 1 deletions

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@ -328,7 +328,7 @@ object GamePacketOpcode extends Enumeration {
case 0x06 => noDecoder(UnknownMessage6)
case 0x07 => noDecoder(UnknownMessage7)
// 0x08
case 0x08 => noDecoder(PlayerStateMessage)
case 0x08 => game.PlayerStateMessage.decode
case 0x09 => game.HitMessage.decode
case 0x0a => noDecoder(HitHint)
case 0x0b => noDecoder(DamageMessage)

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@ -0,0 +1,329 @@
// Copyright (c) 2016 PSForever.net to present
package net.psforever.packet.game
import net.psforever.newcodecs.newcodecs
import net.psforever.packet.{GamePacketOpcode, Marshallable, PlanetSideGamePacket}
import net.psforever.types.Vector3
import scodec.Codec
import scodec.codecs._
import shapeless.{::, HNil}
import scala.collection.mutable
/**
* The server instructs some clients to render a player (usually not that client's avatar) to move in a certain way.<br>
* <br>
* This packet instructs the basic aspects of how the player character is positioned and how the player character moves.
* Each client keeps track of where a character "currently" is according to that client.
* `pos` reflects an update in regards to where the character should be moved.
* Data between this "currently" and "new" are interpolated over a fixed time interval.
* Position and velocity data is standard to normal PlanetSide ranges.
* All angles follow the convention that every `0x1` is about 2.8125 degrees; so, `0x10` is 45.0 degrees.<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.
* In that case, it sppears to teleport to `pos` to carry out the interpolated movement according to `vel`.
* After the move, it remains at essentially `pos + vel * t`.
* The repositioning always takes the same amount of time.
* The player model is left in a walking/running animation (in place) until directed otherwise.<br>
* <br>
* If the model must interact with the environment during a velocity-driven move, it copes with local physics.
* A demonstration of this is what happens when one player "runs past"/"into" another player running up stairs.
* The climbing player is frequently reported by the other to appear to bounce over that player's head.
* If the other player is off the ground, passing too near to the observer can cause a rubber band effect on trajectory.
* This effect is entirely client-side to the observer and affects the moving player in no way.<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;
* the model's whole body is facing this direction;
* measurements are counter-clockwise from East
* @param facingPitch the angle with respect to the sky and the ground towards which the avatar is looking
* @param facingYawUpper the angle of the avatar's upper body with respect to its forward-facing direction
* @param unk1 na
* @param is_crouching avatar is crouching
* @param is_jumping avatar is jumping;
* must remain flagged for jump to maintain animation
* @param unk2 na
* @param is_cloaked avatar is cloaked by virtue of an Infiltration Suit
*/
final case class PlayerStateMessage(guid : PlanetSideGUID,
pos : Vector3,
vel : Option[Vector3],
facingYaw : Int,
facingPitch : Int,
facingYawUpper : Int,
unk1 : Int,
is_crouching : Boolean = false,
is_jumping : Boolean = false,
unk2 : Boolean = false,
is_cloaked : Boolean = false)
extends PlanetSideGamePacket {
type Packet = PlayerStateMessage
def opcode = GamePacketOpcode.PlayerStateMessage
def encode = PlayerStateMessage.encode(this)
}
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] = (
("is_crouching" | bool) ::
("is_jumping" | bool) ::
("unk2" | bool) ::
("is_cloaked" | 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).hlist.xmap[fourBoolPattern] (
{
case _ :: HNil =>
false :: false :: false :: false :: HNil
},
{
case _ :: _ :: _ :: _ :: HNil =>
() :: HNil
}
).as[fourBoolPattern]
implicit val codec : Codec[PlayerStateMessage] = (
("guid" | PlanetSideGUID.codec) ::
("pos" | Vector3.codec_pos) ::
optional(bool, "unk1" | Vector3.codec_vel) ::
("facingYaw" | uint8L) ::
("facingPitch" | uint8L) ::
("facingYawUpper" | uint8L) ::
("unk1" | uintL(10)) ::
(bool >>:~ { fourBools =>
newcodecs.binary_choice(!fourBools, booleanCodec, defaultCodec)
})
).xmap[PlayerStateMessage] (
{
case uid :: pos :: vel :: f1 :: f2 :: f3 :: u :: _ :: b1 :: b2 :: b3 :: b4 :: HNil =>
PlayerStateMessage(uid, pos, vel, f1, f2, f3, u, b1, b2, b3, b4)
},
{
case PlayerStateMessage(uid, pos, vel, f1, f2, f3, u, b1, b2, b3, b4) =>
val b : Boolean = !(b1 || b2 || b3 || b4)
uid :: pos :: vel :: f1 :: f2 :: f3 :: u :: b :: b1 :: b2 :: b3 :: b4 :: HNil
}
)
}
//TODO the following logic is unimplemented
/*
There is a boolean 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 until there is an exception.
Until I find a packet that responds somehow, 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
* (if I could prove that size == list.size always then I could eliminate superfluous logic from `Extra1`)
* @param data a list of data that comes as either an 8-bit value, or as 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 =>
//external logic: the client checks sz < dword_D33D38 before decoding beyond this point
conditional(sz != 0, "data" | Extra2.processData(sz)).hlist
}
).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, Nil) =>
a :: None :: HNil
case Extra1(a, b) =>
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] = ("unk2" | uint8L).hlist.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 =>
conditional(unk == 15, "unk2" | uint8L).hlist
}
).xmap[Extra2] (
{
case a :: b :: HNil =>
Extra2(a, b, None)
},
{
case Extra2(a, b, _) =>
a :: b :: HNil
}
)
/**
* Half of a recursive `Codec` that allows for swapping between different `Codec`s in between `List` elements.<br>
* <br>
* 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.
* Eventually, `processData` will parse a 4-bit value of 15 and will pass control over to `processDataSingle`.
* @param size the number of iterations of the looping process left to perform, including this one
* @return a `Codec` translating a chain of `Extra2` data
* @see Extra2.processDataSingle
*/
def processData(size : Int) : Codec[Extra2] = (
//TODO: without tail recursion, this might cause a stack overflow
twoValueCodec >>:~ { elem =>
conditional(size > 0, newcodecs.binary_choice(elem.unk2.isDefined,
processDataSingle(size - 1),
processData(size - 1))
).hlist
}
).xmap[Extra2] (
{
case a :: b :: HNil =>
Extra2(a.unk1, a.unk2, b)
},
{
case Extra2(a, b, c) =>
Extra2(a, b) :: c :: HNil
}
)
/**
* Latter half of a recursive `Codec` that allows for swapping between different `Codec`s in between `List` elements.
* This `Codec` no longer performs swapping and merely runs out the data.<br>
* <br>
* @param size the number of iterations of the looping process left to perform, including this one
* @return a `Codec` translating a chain of `Extra2` data
* @see Extra2.processData
*/
private def processDataSingle(size : Int) : Codec[Extra2] = (
//TODO: without tail recursion, this might cause a stack overflow
oneValueCodec >>:~ { elem =>
conditional(size > 0, processDataSingle(size - 1)).hlist
}
).xmap[Extra2] (
{
case a :: b :: HNil =>
Extra2(a.unk1, a.unk2, b)
},
{
case Extra2(a, b, c) =>
Extra2(a, b) :: c :: HNil
}
)
}

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@ -119,6 +119,114 @@ class GamePacketTest extends Specification {
}
}
"PlayerStateMessage" should {
val string_short = hex"08 A006 DFD17 B5AEB 380B 0F80002990"
val string_mod = hex"08 A006 DFD17 B5AEB 380B 0F80002985" //slightly modified from above to demonstrate active booleans
val string_vel = hex"08 A006 4DD47 CDB1B 0C0B A8C1A5000403008014A4"
"decode (short)" in {
PacketCoding.DecodePacket(string_short).require match {
case PlayerStateMessage(guid, pos, vel, facingYaw, facingPitch, facingUpper, unk1, crouching, jumping, unk2, unk3) =>
guid mustEqual PlanetSideGUID(1696)
pos.x mustEqual 4003.7422f
pos.y mustEqual 5981.414f
pos.z mustEqual 44.875f
vel.isDefined mustEqual false
facingYaw mustEqual 31
facingPitch mustEqual 0
facingUpper mustEqual 0
unk1 mustEqual 83
crouching mustEqual false
jumping mustEqual false
unk2 mustEqual false
unk3 mustEqual false
case default =>
ko
}
}
"decode (mod)" in {
PacketCoding.DecodePacket(string_mod).require match {
case PlayerStateMessage(guid, pos, vel, facingYaw, facingPitch, facingUpper, unk1, crouching, jumping, unk2, unk3) =>
guid mustEqual PlanetSideGUID(1696)
pos.x mustEqual 4003.7422f
pos.y mustEqual 5981.414f
pos.z mustEqual 44.875f
vel.isDefined mustEqual false
facingYaw mustEqual 31
facingPitch mustEqual 0
facingUpper mustEqual 0
unk1 mustEqual 83
crouching mustEqual false
jumping mustEqual true
unk2 mustEqual false
unk3 mustEqual true
case default =>
ko
}
}
"decode (vel)" in {
PacketCoding.DecodePacket(string_vel).require match {
case PlayerStateMessage(guid, pos, vel, facingYaw, facingPitch, facingUpper, unk1, crouching, jumping, unk2, unk3) =>
guid mustEqual PlanetSideGUID(1696)
pos.x mustEqual 4008.6016f
pos.y mustEqual 5987.6016f
pos.z mustEqual 44.1875f
vel.isDefined mustEqual true
vel.get.x mustEqual 2.53125f
vel.get.y mustEqual 6.5625f
vel.get.z mustEqual 0.0f
facingYaw mustEqual 24
facingPitch mustEqual 4
facingUpper mustEqual 0
unk1 mustEqual 165
crouching mustEqual false
jumping mustEqual false
unk2 mustEqual false
unk3 mustEqual false
case default =>
ko
}
}
"encode (short)" in {
val msg = PlayerStateMessage(
PlanetSideGUID(1696),
Vector3(4003.7422f, 5981.414f, 44.875f),
None,
31, 0, 0, 83,
false, false, false, false)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string_short
}
"encode (mod)" in {
val msg = PlayerStateMessage(
PlanetSideGUID(1696),
Vector3(4003.7422f, 5981.414f, 44.875f),
None,
31, 0, 0, 83,
false, true, false, true)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string_mod
}
"encode (vel)" in {
val msg = PlayerStateMessage(
PlanetSideGUID(1696),
Vector3(4008.6016f, 5987.6016f, 44.1875f),
Some(Vector3(2.53125f, 6.5625f, 0f)),
24, 4, 0, 165,
false, false, false, false)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string_vel
}
}
"ActionResultMessage" should {
"decode" in {
PacketCoding.DecodePacket(hex"1f 80").require match {