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Packet: Rename unk3 to seq_time in PlayerStateUpstream (#38)
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@ -6,20 +6,25 @@ import net.psforever.types.Vector3
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import scodec.Codec
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import scodec.codecs._
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/** PlayerStateMessageUpstream is constantly sent from the client to the server to update avatar properties.
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*
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* Note: seq_time appears to be used in other message definitions as well. It
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* seems to represent a timestamp for ordering of e.g. player and weapon events.
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*/
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final case class PlayerStateMessageUpstream(avatar_guid : PlanetSideGUID,
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pos : Vector3,
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vel : Option[Vector3],
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unk1 : Int,
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aim_pitch : Int,
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unk2 : Int,
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seq_time : Int,
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unk3 : Int,
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unk4 : Int,
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is_crouching : Boolean,
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unk4 : Boolean,
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unk5 : Boolean,
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unk6 : Boolean,
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unk7 : Boolean,
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unk8 : Int,
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unk9 : Int)
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unk7 : Int,
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unk8 : Int)
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extends PlanetSideGamePacket {
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type Packet = PlayerStateMessageUpstream
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def opcode = GamePacketOpcode.PlayerStateMessageUpstream
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@ -34,13 +39,13 @@ object PlayerStateMessageUpstream extends Marshallable[PlayerStateMessageUpstrea
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("unk1" | uint8L) ::
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("aim_pitch" | uint8L) ::
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("unk2" | uint8L) ::
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("unk3" | uintL(10)) ::
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("unk4" | uintL(3)) ::
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("seq_time" | uintL(10)) ::
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("unk3" | uintL(3)) ::
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("is_crouching" | bool) ::
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("unk4" | bool) ::
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("unk5" | bool) ::
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("unk6" | bool) ::
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("unk7" | bool) ::
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("unk8" | uint8L) ::
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("unk9" | uint16L)
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("unk7" | uint8L) ::
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("unk8" | uint16L)
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).as[PlayerStateMessageUpstream]
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}
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@ -441,21 +441,21 @@ class GamePacketTest extends Specification {
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"decode" in {
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PacketCoding.DecodePacket(string).require match {
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case PlayerStateMessageUpstream(avatar_guid, pos, vel, unk1, aim_pitch, unk2, unk3, unk4, is_crouching, unk5, unk6, unk7, unk8, unk9) =>
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case PlayerStateMessageUpstream(avatar_guid, pos, vel, unk1, aim_pitch, unk2, seq_time, unk3, is_crouching, unk4, unk5, unk6, unk7, unk8) =>
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avatar_guid mustEqual PlanetSideGUID(75)
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pos mustEqual Vector3(3694.1094f, 2735.4531f, 90.84375f)
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vel mustEqual Some(Vector3(4.375f, 2.59375f, 0.0f))
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unk1 mustEqual 10
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aim_pitch mustEqual 3
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unk2 mustEqual 0
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unk3 mustEqual 136
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unk4 mustEqual 0
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seq_time mustEqual 136
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unk3 mustEqual 0
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is_crouching mustEqual false
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unk4 mustEqual false
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unk5 mustEqual false
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unk6 mustEqual false
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unk7 mustEqual false
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unk8 mustEqual 112
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unk9 mustEqual 0
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unk7 mustEqual 112
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unk8 mustEqual 0
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case default =>
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ko
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}
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@ -145,7 +145,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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case KeepAliveMessage(code) =>
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sendResponse(PacketCoding.CreateGamePacket(0, KeepAliveMessage(0)))
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case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, unk1, aim_pitch, unk2, unk3, unk4, is_crouching, unk5, unk6, unk7, unk8, unk9) =>
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case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, unk1, aim_pitch, unk2, seq_time, unk3, is_crouching, unk4, unk5, unk6, unk7, unk8) =>
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//log.info("PlayerState: " + msg)
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case msg @ ChatMsg(messagetype, unk1, recipient, contents) =>
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