diff --git a/common/src/main/scala/net/psforever/packet/GamePacketOpcode.scala b/common/src/main/scala/net/psforever/packet/GamePacketOpcode.scala
index 2dab10d6..7955e49e 100644
--- a/common/src/main/scala/net/psforever/packet/GamePacketOpcode.scala
+++ b/common/src/main/scala/net/psforever/packet/GamePacketOpcode.scala
@@ -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)
diff --git a/common/src/main/scala/net/psforever/packet/game/PlayerStateMessage.scala b/common/src/main/scala/net/psforever/packet/game/PlayerStateMessage.scala
new file mode 100644
index 00000000..d5053bba
--- /dev/null
+++ b/common/src/main/scala/net/psforever/packet/game/PlayerStateMessage.scala
@@ -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.
+ *
+ * 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.
+ *
+ * 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.
+ *
+ * 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.
+ *
+ * facingYaw:
+ * `0x00` -- E
+ * `0x10` -- NE
+ * `0x20` -- N
+ * `0x30` -- NW
+ * `0x40` -- W
+ * `0x50` -- SW
+ * `0x60` -- S
+ * `0x70` -- SE
+ * `0x80` -- E
+ *
+ * facingPitch:
+ * `0x00`-`0x20` -- downwards-facing angles, with `0x00` as forwards-facing
+ * `0x21`-`0x40` -- downwards-facing
+ * `0x41`-`0x59` -- upwards-facing
+ * `0x60`-`0x80` -- upwards-facing angles, with `0x80` as forwards-facing
+ *
+ * facingYawUpper:
+ * `0x00`-`0x20` -- turning to left, with `0x00` being forward-facing
+ * `0x21`-`0x40` -- facing leftwards
+ * `0x41`-`0x59` -- facing rightwards
+ * `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.
+ *
+ * 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.
+ *
+ * @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
+ }
+ )
+}
diff --git a/common/src/test/scala/GamePacketTest.scala b/common/src/test/scala/GamePacketTest.scala
index 18f32d92..e9cda565 100644
--- a/common/src/test/scala/GamePacketTest.scala
+++ b/common/src/test/scala/GamePacketTest.scala
@@ -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 {