Files
benilla-octo/crates/benilla-app/src/net/apply/objects.rs
T
SamandClaude Fable 5 bdef9cd790 benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:13:44 +07:00

585 lines
25 KiB
Rust

//! Object-stream arm bodies for [`super::apply_net_updates`]'s dispatch match — the streamed
//! world's lifecycle (create / values-merge / destroy / stream-out), the relayed player movement,
//! and the creature path packet. Each `pub(super)` fn here is exactly one arm's body; the match at
//! the call site stays the dispatcher, one call per arm.
use std::collections::HashMap;
use benilla_assets::coords::bevy_to_wow;
use benilla_protocol::{guid, EntityKind, MonsterMoveFacing, MoveSpeeds, ObjectFields, SpeedKind};
use bevy::prelude::*;
use crate::go_templates::GameObjectTemplates;
use crate::items::Items;
use crate::names::NameCache;
use benilla_world::model_fade::DespawnFade;
use super::super::motion::{
create_spline, monster_move_spline, pose_transform, resolve_facing, trace_create_spline,
trace_move_snap, write_pose,
};
use super::super::{
Guid, GuidIndex, NetCommands, NetEntity, ObjectStore, RemoteMotion, SelfGuid,
SpeedChangeMessage, Spline, UnitSpeeds,
};
/// A GameObject plays its one-shot **Custom** animation (`SMSG_GAMEOBJECT_CUSTOM_ANIM`, decision
/// 1086) — bridged to the GO animation machine ([`crate::go_anim`]), which owns the reject
/// (`anim_id >= 4`), the id mapping (153..156) and the model-ownership gate. The load-bearing
/// sender: the fishing bobber's bite splash (`anim_id 0`).
pub(super) fn gameobject_custom_anim(
guid: u64,
anim_id: u32,
plays: &mut MessageWriter<crate::go_anim::GoCustomAnim>,
) {
debug!("net: gameobject {guid:#x} custom anim {anim_id}");
plays.write(crate::go_anim::GoCustomAnim {
go_guid: guid,
anim_id,
});
}
/// An object entered range / was created (`SMSG_UPDATE_OBJECT` create block): spawn or refresh the
/// entity, warm the ask-once caches, and seed its descriptor store via the per-drain `pending` map.
#[allow(clippy::too_many_arguments)]
pub(super) fn object_create(
guid: u64,
kind: EntityKind,
display_id: Option<u32>,
position: [f32; 3],
orientation: f32,
scale: f32,
speeds: Option<MoveSpeeds>,
transport_progress: Option<u32>,
transport: Option<benilla_protocol::TransportPose>,
spline: Option<benilla_protocol::CreateSpline>,
fields: ObjectFields,
commands: &mut Commands,
index: &mut GuidIndex,
transforms: &mut Query<&mut Transform>,
stores: &mut Query<&mut ObjectStore>,
pending: &mut HashMap<u64, ObjectFields>,
names: &mut NameCache,
go_templates: &mut GameObjectTemplates,
net_commands: &NetCommands,
) {
let net = NetEntity {
kind,
display_id,
scale,
};
// A transport's cycle anchor (decision 0438): the create block's `UPDATE_FLAG_TRANSPORT`
// u32 + the local instant it landed. Re-creates re-anchor (the server re-sends the create at
// map transitions and mid-course update frames precisely so clients can correct drift). The
// transport tick owns it from here (`crate::transport`). Both ticking GO types (the client's
// RF-0051 pair): 15 (boats — vmangos sends its path-progress clock) and 11 (elevators/lifts
// — the same flag, `GameObject.cpp:246`, a `time-since-create % period` clock).
let go_type = (kind == EntityKind::GameObject).then(|| fields.gameobject_type_id());
let transport_anchor = matches!(go_type, Some(11 | 15))
.then_some(transport_progress)
.flatten()
.map(|progress_ms| crate::transport::TransportAnchor {
progress_ms,
at: std::time::Instant::now(),
});
// A type-11 lift's arm seed (decision 0438 phase 3's second consumer): the keyframe path is
// keyed by the template **entry**, the offsets rotate through the spawn's `GAMEOBJECT_ROTATION`
// quat, and the base is the stationary spot the movement block carried — all already in this
// create block, so the lift arm needs no template round-trip. Anchor-gated: a type-11 whose
// create carried no progress u32 has no clock to tick and stays frozen.
let elevator_seed = (matches!(go_type, Some(11)) && transport_anchor.is_some())
.then(|| fields.object_entry())
.flatten()
.map(|entry| crate::transport::ElevatorSeed {
entry,
base_pos: position,
yaw: orientation,
quat: fields.gameobject_rotation(),
});
// A unit/player created already ON a transport (deck NPCs stream in this way): its LIVING
// block's rider tail is its local pose — `compose_riders` re-anchors it through the boat's
// live matrix each frame (decision 0438 phase 2). The block's world `position` is the
// spawn-time compose, kept as the pre-arm fallback pose.
let rider = matches!(kind, EntityKind::Unit | EntityKind::Player)
.then_some(transport)
.flatten()
.map(|t| crate::transport::TransportRider {
transport_guid: t.guid,
local_pos: [t.pos.x, t.pos.y, t.pos.z],
local_orientation: t.orientation,
});
// Warm the name cache the moment a unit streams in — the real client's cache is
// demand-driven too, but persisted (`CreatureCache.wdb`, wow-re dbcache node), so in
// practice it always answers instantly; asking at first *sight* rather than first
// *target* gives our session-lifetime cache the same instant feel (the ask-once
// discipline makes re-creates and shared templates free).
if matches!(kind, EntityKind::Unit | EntityKind::Player) {
let _ = names.resolve(guid, net_commands);
}
// Warm the lock cache the moment a GameObject streams in (decision 0239), so a
// right-click resolves use-vs-cast instantly — the same ask-once, ask-at-sight
// discipline as the name cache. The lockId isn't in the create packet; only the query
// carries it.
if matches!(kind, EntityKind::GameObject) {
go_templates.request(guid, net_commands);
// Where and how big, the moment it streams in — the readout that answers "is this prop in
// the wrong place, or the wrong size, or just drawn wrong" without a guess (decision 0637:
// the duel flag read as huge and mislocated, and nothing in the client could say which).
// `RUST_LOG=benilla_app::net::apply::objects=debug`.
debug!(
"gameobject spawn: entry {:?} display {display_id:?} type {go_type:?} \
pos [{:.2}, {:.2}, {:.2}] scale {scale}",
fields.object_entry(),
position[0],
position[1],
position[2],
);
}
// The walk this unit is ALREADY on (decision 0708): its create block's live spline, joined at the
// server's own progress along it. Traced before it is interpreted, so the `WOW_CREATE_SPLINE=off`
// leg of the A/B still records what the wire offered.
trace_create_spline(guid, spline.as_ref());
let walk = spline.and_then(create_spline);
if let Some(&e) = index.0.get(&guid) {
// Re-create of a tracked guid: refresh identity + pose. A create is a fresh server snapshot, so
// any in-flight extrapolation is stale too — clear it.
commands.entity(e).insert(net).remove::<RemoteMotion>();
if let Some(s) = speeds {
commands.entity(e).insert(UnitSpeeds(s));
}
if let Some(anchor) = transport_anchor {
commands.entity(e).insert(anchor);
}
if let Some(seed) = elevator_seed {
commands.entity(e).insert(seed);
}
match rider {
Some(r) => {
commands.entity(e).insert(r);
}
None => {
commands
.entity(e)
.remove::<crate::transport::TransportRider>();
}
}
// The snapshot's own path outranks whatever we were riding; a create *without* one says the
// unit is standing still, so a stale path goes.
match walk {
Some(s) => {
commands.entity(e).insert(s);
}
None => {
commands.entity(e).remove::<Spline>();
}
}
write_pose(transforms, e, position, orientation);
// Overlay the fresh snapshot's descriptor fields onto the existing store.
merge_fields(stores, pending, e, guid, fields);
} else {
// A transport spawns hidden: its create pose is the *stationary* spawn point (or worse,
// the origin), not where the boat is in its cycle — the transport tick unhides it at the
// first sampled pose (decision 0438).
let visibility = if transport_anchor.is_some() {
Visibility::Hidden
} else {
Visibility::default()
};
let mut entity = commands.spawn((
Guid(guid),
net,
pose_transform(position, orientation),
visibility,
));
if let Some(s) = speeds {
entity.insert(UnitSpeeds(s));
}
if let Some(anchor) = transport_anchor {
entity.insert(anchor);
}
if let Some(seed) = elevator_seed {
entity.insert(seed);
}
if let Some(r) = rider {
entity.insert(r);
}
if let Some(s) = walk {
entity.insert(s);
}
index.0.insert(guid, entity.id());
// Seed the store via the pending flush — the entity isn't spawned until the sync point.
pending.insert(guid, fields);
}
}
/// An item or container entered our view (`SMSG_UPDATE_OBJECT` descriptor-only create) — no scene
/// entity; the item store owns it.
pub(super) fn item_create(guid: u64, container: bool, fields: ObjectFields, items: &mut Items) {
debug!("net: item create {guid:#x} (container: {container})");
items.insert_object(guid, fields);
}
/// An existing object moved to a new authoritative pose (an `SMSG_UPDATE_OBJECT` movement block) —
/// a one-off correction/relocation that supersedes any active path.
pub(super) fn object_move(
guid: u64,
position: [f32; 3],
orientation: f32,
commands: &mut Commands,
index: &GuidIndex,
transforms: &mut Query<&mut Transform>,
) {
if let Some(&e) = index.0.get(&guid) {
commands.entity(e).remove::<Spline>();
write_pose(transforms, e, position, orientation);
}
}
/// A relayed player movement packet (`MSG_MOVE_*`): the mover's authoritative pose + live move
/// flags. The reference SCHEDULES a remote's apply (decision 0601, wow-re
/// `remote-apply-timing.md`): the mover's own replay chain gives the packet a client fire-time
/// (decision 0615, [`crate::net::motion::RelayMove`] → `RelayChain::schedule`); an already-due move
/// applies now, a future one queues on the unit and fires in `drain_pending_moves` — the dead-reckon
/// covering the mover's own timeline in between, which is what kills the arrival-jitter snap.
/// `WOW_REMOTE_SNAP=1` restores raw apply-at-arrival for an A/B.
#[allow(clippy::too_many_arguments)] // the wire fields + the apply context, one per concern
pub(super) fn unit_move(
guid: u64,
mv: crate::net::motion::RelayMove,
now_ms: f64,
commands: &mut Commands,
index: &GuidIndex,
self_guid: &SelfGuid,
remote_motion: &mut Query<&mut RemoteMotion>,
transforms: &mut Query<&mut Transform>,
landings: &mut MessageWriter<crate::creature_anim::HardLanding>,
self_moves: &mut MessageWriter<crate::net::SelfMoveMessage>,
) {
use crate::net::motion::{apply_move, arrival_snap, trace_relay, PendingMove, RelayOutcome};
// Addressed to US: the server writing our own pose, never an echo of ours (every one is
// `SetAsServerSide`, `ctime = 0`). The reference APPLIES it — there is no mover-guid gate
// anywhere on its inbound move path, and the local player resolves through the same object
// lookup as anyone else (decision 0725; wow-re `self-addressed-move.md`). What is ours is only
// *where it goes*: our avatar's motion source is the controller, not [`RemoteMotion`], so the
// pose crosses to `player::wire_in` instead of down this lane.
if self_guid.0 == Some(guid) {
trace_relay(
guid,
&mv,
&Default::default(),
now_ms,
0,
RelayOutcome::SelfMover,
);
self_moves.write(crate::net::SelfMoveMessage {
position: mv.position,
orientation: mv.orientation,
flags: mv.flags,
pitch: mv.pitch,
fall_time: mv.fall_time,
jump: mv.jump,
});
return;
}
let Some(&e) = index.0.get(&guid) else {
// No entity for this guid — the packet changes nothing. Traced rather than dropped in
// silence: a mover that keeps running while these pile up is a streaming bug, not a replay
// one, and the two look identical from the outside (decision 0619).
trace_relay(
guid,
&mv,
&Default::default(),
now_ms,
0,
RelayOutcome::Unknown,
);
return;
};
{
// The server is authoritative now, not any creature path — drop a stale spline.
commands.entity(e).remove::<Spline>();
if let Ok(mut rm) = remote_motion.get_mut(e) {
// The chain reads the mover's state as it stands BEFORE this move applies — the
// reference times the packet off the live `[esi+0x40]`/`[esi+0x150]`.
let (flags, queue_empty) = (rm.flags, rm.pending.is_empty());
let fire_ms = rm.relay.schedule(mv.wire_ms, now_ms, flags, queue_empty);
let at_arrival = arrival_snap() || rm.fires_at_arrival(fire_ms, now_ms);
trace_relay(
guid,
&mv,
&rm.relay,
now_ms,
rm.pending.len(),
if at_arrival {
RelayOutcome::Now
} else {
RelayOutcome::Queued
},
);
if at_arrival {
apply_move(e, &mv, &mut rm, now_ms, commands, landings);
} else {
// Fire-times are monotone per unit by construction (a chained fire never lands
// before its predecessor — decision 0615), so the queue stays ordered.
rm.pending.push_back(PendingMove { fire_ms, mv });
}
} else {
// First move for this unit: apply immediately (the chain seeds on it — its own fire
// is arrival — and paces from the next packet on) and place it this frame; the
// component insert is deferred, so the extrapolator won't see it until next frame.
let mut rm = RemoteMotion {
wow_pos: mv.position,
orientation: mv.orientation,
flags: 0,
pitch: 0.0,
speed: 0.0,
vertical_velocity: 0.0,
jump_xy_vel: [0.0; 2],
fall_start_z: None,
pending: std::collections::VecDeque::new(),
relay: Default::default(),
last_apply_ms: now_ms,
last_apply_pos: mv.position,
};
let fire_ms = rm.relay.schedule(mv.wire_ms, now_ms, 0, true);
debug_assert_eq!(fire_ms, now_ms, "a seeding packet fires at arrival");
trace_relay(guid, &mv, &rm.relay, now_ms, 0, RelayOutcome::Seed);
apply_move(e, &mv, &mut rm, now_ms, commands, landings);
write_pose(transforms, e, mv.position, mv.orientation);
commands.entity(e).insert(rm);
}
}
}
/// A descriptor delta (`SMSG_UPDATE_OBJECT` values block): merge into the object's store — a scene
/// object's in place (or into the pending seed), an item's into the item store. An unknown guid —
/// a `Values` with no create seen — is dropped, as before.
pub(super) fn object_values(
guid: u64,
fields: ObjectFields,
index: &GuidIndex,
stores: &mut Query<&mut ObjectStore>,
pending: &mut HashMap<u64, ObjectFields>,
items: &mut Items,
) {
if let Some(&e) = index.0.get(&guid) {
merge_fields(stores, pending, e, guid, fields);
} else if guid::is_item(guid) {
items.merge_object(guid, fields);
}
}
/// The object ceased to exist (`SMSG_DESTROY_OBJECT` — corpse decay ahead of respawn, a despawn).
pub(super) fn object_destroyed(
guid: u64,
commands: &mut Commands,
index: &mut GuidIndex,
items: &mut Items,
) {
// The reference frees it on the spot, an **instant pop** with no fade-out
// (byte-verified, wow-re selection-death-clear RE — the only lifecycle fade is the
// appear-fade on create). A respawn then streams in as a fresh entity. If it was the
// target, the ring's gone-entity branch clears the selection next frame — the
// reference's teardown does the same (and sends the same `CMSG_SET_SELECTION 0`).
if let Some(e) = index.0.remove(&guid) {
commands.entity(e).try_despawn();
}
// An item destroy (consumed, sold) never had a scene entity — clear the item store.
items.remove_object(guid);
}
/// Stream-out (out-of-range, the update-object `OutOfRange` block): the unit still exists, we just
/// left its range.
pub(super) fn objects_removed(guids: Vec<u64>, commands: &mut Commands, index: &mut GuidIndex) {
// Don't pop the entity, fade it out, then despawn (`apply_despawn_fade` drives the ramp; an
// entity with no fadeable geometry pops straight out there). Director-verified look:
// on the reference, distant mobs fade out, never blink out (destroy, above, is the
// byte-verified instant pop; 0067's open question, settled by the director's eyes —
// which reference mechanism produces the fade is unpinned and doesn't matter here).
for g in guids {
if let Some(e) = index.0.remove(&g) {
commands.entity(e).insert(DespawnFade::default());
}
}
}
/// A creature path packet (`SMSG_MONSTER_MOVE`): apply the dictated facing snap, then attach or
/// clear the travel spline.
#[allow(clippy::too_many_arguments)]
pub(super) fn monster_move(
guid: u64,
start: [f32; 3],
spline_id: u32,
path: Vec<[f32; 3]>,
facing: MonsterMoveFacing,
stop: bool,
duration_ms: u32,
flying: bool,
commands: &mut Commands,
index: &GuidIndex,
transforms: &mut Query<&mut Transform>,
) {
if let Some(&e) = index.0.get(&guid) {
// The DESYNC readout (decision 0708): how far this packet is about to teleport the unit — the
// gap between where we have been drawing it and where the server says the path begins. A
// correctly-followed creature reads ~0; a frozen one reads the whole walk it slept through.
trace_move_snap(
guid,
transforms.get(e).ok().map(|t| bevy_to_wow(t.translation)),
start,
stop,
duration_ms,
);
// Apply the dictated final facing (moveType 2/3/4) as a **snap** — faithful to the
// client, which stores it straight into the unit's movement facing (`0x7c6f30`).
// This is the *packet*-driven re-face — a scripted/emote/aggro `SetFacingTo` the
// server actually sends. (The stationary combat re-face carries no packet — vmangos
// `SetInFront` is server-only — and is handled client-side by `face_target`.) When a
// real path follows, `sample_splines` overwrites the rotation with the travel
// direction each frame (faithful — the client's spline-follow snaps the mesh yaw to
// the path tangent; wow-re body-facing §4). The receipt snap thus only sticks for a
// path-less move (a `Stop`/in-place re-face); a moving unit ends on its last tangent.
if !matches!(facing, MonsterMoveFacing::None) {
let target_pos = |g: u64| {
index
.0
.get(&g)
.and_then(|&te| transforms.get(te).ok())
.map(|t| bevy_to_wow(t.translation))
};
if let Some(orientation) = resolve_facing(facing, start, target_pos) {
if let Ok(mut t) = transforms.get_mut(e) {
t.rotation = Quat::from_rotation_y(orientation);
}
}
}
// The spline is authoritative now, not the relay stream — the mirror of `unit_move`'s
// "drop a stale spline". A splined PLAYER (charge, taxi) otherwise keeps a stale
// `RemoteMotion` whose old flags outrank the spline in the anim selector's `unify`
// precedence (Stand frozen mid-flight); the relay re-seeds it on its next packet.
//
// A spline move also **un-nocks and drops the weapon-visual hold**, unconditionally:
// `0x6018f0` (this packet's handler, via `0x603f00` registered on opcodes 0xDD/0x2AE) has
// exactly one `ret`, and its shared tail runs `0x6020e8 call 0x60d040` (clear `0x400`) →
// `0x6020ef call 0x60f530` (un-nock) → `RecomputeBaseAnim(-1)` on every path through it
// (wow-re `shooter-stop-law.md` §J1.2/§J1.3, byte-verified over the whole extent). So an
// archer NPC yanked along a path, or a player charged/knocked back, loses the arrow —
// the ranged sheath is untouched, exactly like the locomotion un-nock.
commands.entity(e).remove::<(
RemoteMotion,
crate::creature_anim::NockLatch,
crate::creature_anim::RangedHold,
)>();
match monster_move_spline(path, spline_id, stop, duration_ms, flying) {
// A moving path: sample_splines drives the transform along every waypoint.
Some(spline) => {
commands.entity(e).insert(spline);
}
// Stop/clear: freeze where the last sample left it (≈ the endpoint).
None => {
commands.entity(e).remove::<Spline>();
}
}
}
}
/// The ask-once GameObject template (`SMSG_GAMEOBJECT_QUERY_RESPONSE`, decision 0239): cache it and
/// resolve the lockId from the type-specific `data[]` slot — the interact routing reads it to choose
/// use-vs-cast; the hover tooltip reads the name (decision 0276's GO law).
pub(super) fn gameobject_info(
entry: u32,
type_id: u32,
display_id: u32,
name: String,
data: &[i32; 24],
go_templates: &mut GameObjectTemplates,
) {
debug!("net: gameobject template {entry} type {type_id} display {display_id} {name:?}");
go_templates.insert(entry, type_id, name, data);
}
/// Merge a descriptor delta into an object's store: into the per-drain `pending` seed when the entity was
/// created earlier this same drain (its spawn `Command` hasn't run, so it isn't queryable yet), else in
/// place on the live component. The final `else` — in the index but neither live nor pending — should not
/// happen (a create always seeds `pending` first), but seeds defensively rather than drop the delta.
fn merge_fields(
stores: &mut Query<&mut ObjectStore>,
pending: &mut HashMap<u64, ObjectFields>,
entity: Entity,
guid: u64,
delta: ObjectFields,
) {
if let Some(f) = pending.get_mut(&guid) {
f.merge(delta);
} else if let Ok(mut s) = stores.get_mut(entity) {
s.0.merge(delta);
} else {
pending.insert(guid, delta);
}
}
/// Write one speed-kind slot on a mover's speed set — the two speed arms' shared body (the
/// extrapolator + the anim selector read the set).
fn set_speed(
index: &GuidIndex,
speeds: &mut Query<&mut UnitSpeeds>,
guid: u64,
kind: SpeedKind,
speed: f32,
) {
if let Some(s) = index.0.get(&guid).and_then(|&e| speeds.get_mut(e).ok()) {
let s = &mut s.into_inner().0;
match kind {
SpeedKind::Walk => s.walk = speed,
SpeedKind::Run => s.run = speed,
SpeedKind::RunBack => s.run_back = speed,
SpeedKind::Swim => s.swim = speed,
SpeedKind::SwimBack => s.swim_back = speed,
SpeedKind::TurnRate => s.turn_rate = speed,
}
}
}
/// A forced speed change on a mover (aura/mount/GM `.modify speed`): apply the new value to the
/// entity's speed set, and — when the mover is our own player — forward to the controller, which
/// answers the mandatory ack with its live pose (the TeleportMessage pattern). An unknown guid
/// still acks if it's ours-by-guid; a foreign mover (we never control others) is only applied,
/// never acked — acking a unit we don't control is the server's error path.
#[allow(clippy::too_many_arguments)]
pub(super) fn force_speed_change(
guid: u64,
kind: SpeedKind,
counter: u32,
speed: f32,
index: &GuidIndex,
speeds: &mut Query<&mut UnitSpeeds>,
self_guid: &SelfGuid,
speed_changes: &mut MessageWriter<SpeedChangeMessage>,
) {
set_speed(index, speeds, guid, kind, speed);
if self_guid.0 == Some(guid) {
info!("net: force {kind:?} speed change -> {speed} yd/s (counter {counter})");
speed_changes.write(SpeedChangeMessage {
guid,
kind,
counter,
speed,
});
} else {
debug!("net: force speed change for foreign mover {guid:#x} — applied, no ack");
}
}
/// An observed unit's speed changed (the SPLINE_SET / MOVE_SET families — another player
/// mounting up, a hastened creature): apply to its speed set, nothing to ack (decision 0441).
/// The MOVE_SET flavour's pose already arrived as its own UnitMove.
pub(super) fn speed_changed(
guid: u64,
kind: SpeedKind,
speed: f32,
index: &GuidIndex,
speeds: &mut Query<&mut UnitSpeeds>,
) {
set_speed(index, speeds, guid, kind, speed);
}