trampler: hash lifecycle RE'd via live round-trip (client recomputes all 5 on save)
- All 5 walker hashes are recomputed client-side on save from the local CompartmentsDatabase + CompartmentDefinitionDto (same build => byte-identical hashes; no per-walker secret). Wiping any/all hashes loads/opens/edits fine; one in-editor save regenerates everything (+ new file UUID & UniqueId). - VERSION flag (WalkerBlueprintContainer.ValidateVersion) depends only on the structural Compartments/Connections hashes, not the Definition hashes; ERRORS is a separate structural check. Hashes = integrity/version-staleness markers, not security. Server upsert validation still untested. - Document the 5-hash table (3 top-level + 2 per-part) and offline-computability in docs/TRAMPLER.md + CLAUDE.md; include experiment artifacts + baseline.
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@@ -37,14 +37,68 @@ and `ConnectionDto={Id, Blueprint}`.
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`ConnectionsCount` FULL0/PARTIAL1/ERROR2.
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- Verified by a **storage→WS→storage round-trip** on the sample (byte-identical, hashes reproduce).
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## The 3 hashes (`reverse/trampler_hashes.py`)
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## The 5 hashes (`reverse/trampler_hashes.py`, `walker/walker_hashes.py`)
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`MD5Utility.ComputeHash(obj) = MD5( UTF8( JsonConvert.SerializeObject(obj) ) )` → **uppercase hex,
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no separators** (`X2`). Newtonsoft compact: no whitespace, PascalCase, declaration-order keys, nulls
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included, enums as **name strings**.
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- **`CompartmentsHash = MD5(compact-JSON(Compartments))`** — VERIFIED.
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- **`ConnectionsHash = MD5(compact-JSON(Connections))`** — VERIFIED (this was the previously-hard #3).
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- `DefinitionsHash` = MD5 of the actual `CompartmentDefinitionDto`s — PROVISIONAL (hashes the
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definitions, not blueprint fields; verify live vs a current `GetTrampler` + `GetCompartmentDefinitions`).
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included, enums as **name strings**. A `WalkerBlueprintDto` carries **3 top-level** hashes; each
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`CompartmentBlueprintDto` (chassis + every part) carries **2 more**.
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| Hash | Scope | What it hashes | Offline-computable? |
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|------|-------|----------------|---------------------|
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| `CompartmentsHash` | top-level | `MD5(compact-JSON(Compartments list))` | **YES** — VERIFIED |
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| `ConnectionsHash` | top-level | `MD5(compact-JSON(Connections list))` | **YES** — VERIFIED |
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| `DefinitionsHash` | top-level | `MD5(JSON(Compartments→CompartmentDefinitionDto))` | **NO** — server-sourced |
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| `CompartmentHash` | per-part | placement fingerprint (constant per EpbId+placement) | **NO from scratch** — harvest |
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| `DefinitionHash` | per-part | `MD5(JSON(that part's CompartmentDefinitionDto))` | **NO** — server-sourced |
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- The two **Definition** hashes (`DefinitionsHash` + per-part `DefinitionHash`) hash the rich
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server-side `CompartmentDefinitionDto` — which is **NOT** in the blueprint and **NOT** equal to the
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server's `GetCompartmentDefinitions` *pricing* DTO (brute-forcing every field subset of that DTO
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reproduced neither). They can only be **harvested** (every part placed in the in-game editor writes
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them into the `.wbt` save) → `extracted/definition_hashes_known.json`, `walker/harvest_hashes.py`.
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- `CompartmentsHash` is a hash **over the Compartments list including each part's `CompartmentHash` +
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`DefinitionHash` fields** — so wiping per-part Definition hashes also changes `CompartmentsHash`.
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- Per-part `CompartmentHash` is **constant per EpbId** across placements (verified across 30 harvested
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EpbIds); per-part `DefinitionHash` is constant per EpbId **except** it varies with `DecorationsInfo`
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content (only `walker_compDeck_Square_Open_1x1_epb` seen to differ so far).
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## Hash lifecycle & purpose — round-trip experiment (2026-06-16, live client)
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Test: built copies of a known walker offline with hashes wiped, loaded them in the game, watched
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`Player.log` (`CheckValidBlueprint: ERRORS {0}, VERSION:{1}, {2}` = `haveBuildingErrors`,
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`isVersionValid`, `UniqueId`), then opened/saved in the in-game editor and re-decoded.
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| Variant | Comp/Conn hashes | Definition hashes | `ERRORS` | `VERSION` |
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|---------|------------------|-------------------|----------|-----------|
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| Definition hashes only wiped | valid | wiped | False | **True** |
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| **all 5 wiped** | wiped | wiped | False | **False** |
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| untouched original (current build) | valid | valid | False | True |
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| genuinely old-version walker | valid | valid | False | False |
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Findings (data-derived):
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- **The client recomputes ALL FIVE hashes locally on save** from its own `CompartmentsDatabase` +
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`CompartmentDefinitionDto` container. Saving an all-wiped walker produced hashes **byte-identical** to
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the original source (same build ⇒ same hashes). So the hashes carry **no per-walker secret** and are a
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pure function of the build.
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- **Open/edit tolerates blank hashes**: an all-wiped walker loads, lists, and opens in the editor with
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no error; opening + closing **without saving rewrites nothing** (file stayed byte-identical). Hashes
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are (re)written **only on save**.
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- **Every save mints a new file UUID *and* a new `UniqueId`** (observed 3×).
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- **`isVersionValid` (the `VERSION` flag) depends only on the structural hashes** (`CompartmentsHash`/
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`ConnectionsHash`), **not** on the Definition hashes (def-only-wiped was still `VERSION:True`).
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`haveBuildingErrors` (`ERRORS`) is a separate structural check, independent of every hash.
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Purpose (mechanism from `dump.cs`, not inferred): `WalkerBlueprintContainer.ValidateVersion(
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ICompartmentsDatabase, ICompartmentDefinitionDtoContainer)` sets `isVersionValid`/`haveBuildingErrors`.
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It takes the **current** database + definitions as input ⇒ the stored hashes are a **cached fingerprint
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re-checked against a fresh recompute**: when the game's part data changes across a patch, the recompute
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won't match the stored hash and the walker is flagged stale (`VERSION:False`, → migrate/re-save). They
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are **integrity / version-staleness markers, not security** — plain unsalted MD5 we reproduce offline;
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the client just regenerates them. From the *client editor's* view the **Definition** hashes appear inert
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(no effect on `ERRORS` or `VERSION`); whether the **server** validates them on upsert is still untested
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(blocked by master-server `/connect` NREs during this playtest).
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Practical upshot for offline editing: edit the `.wbt`, then either recompute the two structural hashes
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yourself (`walker/walker_hashes.py`, exact) or just let **one in-editor save** regenerate all five.
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## Footprints (`extracted/CompartmentsDatabase.json` → `compartments[].cells[]`)
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Each compartment def has `cells[] = {position{x,y,z}, sockets{dir:{slotType:…}}, volumeOccupied,
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