# Trampler / walker blueprints — structure, hashes, footprints, rendering All findings from this session. Data-derived unless marked otherwise. Tooling in `reverse/`. ## Where blueprints come from - **Your own trampler**: master-server `GetTrampler` (Action 16, `Message`=characterId) or PlayFab `TitleData` (`TramplerBlueprint3`, a default). Shape = `WalkerBlueprintDto`. - **Another crew member's / the host's**: `GetExpedition` (Action 7) → `ExpeditionDto.Trampler` (a `WalkerDto`), or `GetExpeditionWalker(characterId)`. `WalkerDto` is the same build in a slightly different wrapper (see conversion below). - **Local saved walkers**: `.wbt` files in `…/Hologryph/Sand/Data/Walkers/*.wbt` (slightly different serialization — parsed separately; not covered here). ## `WalkerBlueprintDto` (the blueprint) ``` Id, UniqueId, Version, Chassis: CompartmentBlueprintDto, Compartments: [CompartmentBlueprintDto], # ORDER IS MEANINGFUL = the game's order (matches Id field) Connections: [ConnectionBlueprintDto], CompartmentsHash, DefinitionsHash, ConnectionsHash # 3 MD5 hashes ``` - `CompartmentBlueprintDto = {Id, EpbId, CellCoordinate{x,y,z}, DecorationsInfo, Rotation, CompartmentHash, DefinitionHash}` — `CellCoordinate` is the **origin/anchor cell**; `y` = floor. - `ConnectionBlueprintDto = {Id, EpbId(null), ActualDirection{x,y,z}, GridCoordinate{x,y,z}, SlotType, State}`. - Compartment **order = the game's order** (verified: cargo C1–C8 matched in-game). Same as the `Id` field; arrays preserve it. ## `WalkerDto` → `WalkerBlueprintDto` conversion (`reverse/walkerdto_to_blueprint.py`) `WalkerDto = {Id, FirstNameIndex, SecondNameIndex, BlueprintId, BlueprintUniqueId, Chassis, Compartments:[CompartmentDto], Connections:[ConnectionDto]}` where `CompartmentDto={Id, Blueprint}` and `ConnectionDto={Id, Blueprint}`. - The WS form serializes **enums as ints and omits null EpbId**; the blueprint/hash ("storage") form uses **enum NAME strings** and includes `EpbId:null`. Convert: unwrap `.Blueprint`, map enums int→name, add `EpbId:null`. Enum maps (from dump.cs): `ConnectionSlotType` DOOR0/HATCH1/STRUCTURE2/BALCONY3/DECK4; `ConnectionState` DEFAULT0/DOOR1/OPEN2; `ConnectionsCount` FULL0/PARTIAL1/ERROR2. - Verified by a **storage→WS→storage round-trip** on the sample (byte-identical, hashes reproduce). ## The 5 hashes (`reverse/trampler_hashes.py`, `walker/walker_hashes.py`) `MD5Utility.ComputeHash(obj) = MD5( UTF8( JsonConvert.SerializeObject(obj) ) )` → **uppercase hex, no separators** (`X2`). Newtonsoft compact: no whitespace, PascalCase, declaration-order keys, nulls included, enums as **name strings**. A `WalkerBlueprintDto` carries **3 top-level** hashes; each `CompartmentBlueprintDto` (chassis + every part) carries **2 more**. | Hash | Scope | What it hashes | Offline-computable? | |------|-------|----------------|---------------------| | `CompartmentsHash` | top-level | `MD5(compact-JSON(Compartments list))` | **YES** — VERIFIED | | `ConnectionsHash` | top-level | `MD5(compact-JSON(Connections list))` | **YES** — VERIFIED | | `DefinitionsHash` | top-level | `MD5(JSON(Compartments→CompartmentDefinitionDto))` | **NO** — server-sourced | | `CompartmentHash` | per-part | placement fingerprint (constant per EpbId+placement) | **NO from scratch** — harvest | | `DefinitionHash` | per-part | `MD5(JSON(that part's CompartmentDefinitionDto))` | **NO** — server-sourced | - The two **Definition** hashes (`DefinitionsHash` + per-part `DefinitionHash`) hash the rich server-side `CompartmentDefinitionDto` — which is **NOT** in the blueprint and **NOT** equal to the server's `GetCompartmentDefinitions` *pricing* DTO (brute-forcing every field subset of that DTO reproduced neither). They can only be **harvested** (every part placed in the in-game editor writes them into the `.wbt` save) → `extracted/definition_hashes_known.json`, `walker/harvest_hashes.py`. - `CompartmentsHash` is a hash **over the Compartments list including each part's `CompartmentHash` + `DefinitionHash` fields** — so wiping per-part Definition hashes also changes `CompartmentsHash`. - Per-part `CompartmentHash` is **constant per EpbId** across placements (verified across 30 harvested EpbIds); per-part `DefinitionHash` is constant per EpbId **except** it varies with `DecorationsInfo` content (only `walker_compDeck_Square_Open_1x1_epb` seen to differ so far). ## Hash lifecycle & purpose — round-trip experiment (2026-06-16, live client) Test: built copies of a known walker offline with hashes wiped, loaded them in the game, watched `Player.log` (`CheckValidBlueprint: ERRORS {0}, VERSION:{1}, {2}` = `haveBuildingErrors`, `isVersionValid`, `UniqueId`), then opened/saved in the in-game editor and re-decoded. | Variant | Comp/Conn hashes | Definition hashes | `ERRORS` | `VERSION` | |---------|------------------|-------------------|----------|-----------| | Definition hashes only wiped | valid | wiped | False | **True** | | **all 5 wiped** | wiped | wiped | False | **False** | | untouched original (current build) | valid | valid | False | True | | genuinely old-version walker | valid | valid | False | False | Findings (data-derived): - **The client recomputes ALL FIVE hashes locally on save** from its own `CompartmentsDatabase` + `CompartmentDefinitionDto` container. Saving an all-wiped walker produced hashes **byte-identical** to the original source (same build ⇒ same hashes). So the hashes carry **no per-walker secret** and are a pure function of the build. - **Open/edit tolerates blank hashes**: an all-wiped walker loads, lists, and opens in the editor with no error; opening + closing **without saving rewrites nothing** (file stayed byte-identical). Hashes are (re)written **only on save**. - **Every save mints a new file UUID *and* a new `UniqueId`** (observed 3×). - **`isVersionValid` (the `VERSION` flag) depends only on the structural hashes** (`CompartmentsHash`/ `ConnectionsHash`), **not** on the Definition hashes (def-only-wiped was still `VERSION:True`). `haveBuildingErrors` (`ERRORS`) is a separate structural check, independent of every hash. Purpose (mechanism from `dump.cs`, not inferred): `WalkerBlueprintContainer.ValidateVersion( ICompartmentsDatabase, ICompartmentDefinitionDtoContainer)` sets `isVersionValid`/`haveBuildingErrors`. It takes the **current** database + definitions as input ⇒ the stored hashes are a **cached fingerprint re-checked against a fresh recompute**: when the game's part data changes across a patch, the recompute won't match the stored hash and the walker is flagged stale (`VERSION:False`, → migrate/re-save). They are **integrity / version-staleness markers, not security** — plain unsalted MD5 we reproduce offline; the client just regenerates them. From the *client editor's* view the **Definition** hashes appear inert (no effect on `ERRORS` or `VERSION`); whether the **server** validates them on upsert is still untested (the master-server `/connect` blocker is cleared as of 2026-06-16 — server back up — but the live re-test has not been run yet). Practical upshot for offline editing: edit the `.wbt`, then either recompute the two structural hashes yourself (`walker/walker_hashes.py`, exact) or just let **one in-editor save** regenerate all five. ## Footprints (`extracted/CompartmentsDatabase.json` → `compartments[].cells[]`) Each compartment def has `cells[] = {position{x,y,z}, sockets{dir:{slotType:…}}, volumeOccupied, requireSupport}` in the compartment's **local frame**. World cells = rotate local `(x,z)` by the blueprint `Rotation`, add origin; `y` world = origin.y + local.y. - **Rotation convention (verified by 0-overlap check across 56 solid cells):** `90→(z,-x), 180→(-x,-z), 270→(-z,x)`. - `volumeOccupied=true` = solid cell; `false` = non-solid (e.g. the reactor's north half-circle dome). - Reactor `Round_Metal_2x1` is actually a 2-wide tower **rising y0→y5** with a 2×2 solid base + a 1-row dome to the north — the EpbId "2x1" is not the real footprint. ## Connections (doors / hatches) — blueprint `Connections[]` Per slot: `GridCoordinate` (world cell), `ActualDirection` (face), `SlotType`, `State`. - **DOOR** (horizontal, `dir.y==0`): `State` DOOR/OPEN = real door, DEFAULT = wall. - **HATCH** (vertical, `dir.y==±1`): `State` DOOR = hatch between floors. - STRUCTURE / DECK / BALCONY = structural/walkable connections. ## Weapons - `BattleRam_2x2` = **rams** (no firing arc — battering rams). `TurretSlot_*` = turret mounts; `…OpenCorner…`/`…MetalCorner…` = **45° corner** mounts, others = straight/cardinal. - **Firing facing is NOT in the data** (weapon `Properties` empty; `CompartmentsDatabase` has no aim/forward/angle field). The renderer derives facing from the **`Rotation` field** + a user-supplied calibration (CALIBRATION, not pure data): straight rot0 = South, corner rot0 = SW, +90° = clockwise → `face = base − rotation` (base: straight 90°, corner 135°), arc = ±90°. ## Renderer (`reverse/render_trampler.py`) Per-floor (y −1…3) PNG: real footprints (solid vs faded non-solid), doors/hatches, single-tile guns with ±90° firing wedges, rams, cargo numbered **C1–C8** in JSON order. Outputs `extracted/host_trampler_*.png`. Reactor column above deck 3 and legs below the base are clipped. ## Other scrape tooling (this session) - `reverse/master_scrape.py` — master-server replay (two-socket `/login` + `/connect`; see [MASTER_SERVER.md](MASTER_SERVER.md)). - `reverse/{capture_hosts,ws_scrape,playfab_scrape,noise_filter,resolve_decomp}.py`. - Ghidra: `analyzeHeadless … -postScript decomp_targets.py|disasm_targets.py` (offset bug fixed: rva = il2cppdumper `Address` directly, **no −0x1000**). ## Open questions - **Server-side upsert validation — UNTESTED.** We've only confirmed the *client* tolerates wiped/blank hashes (loads, opens, edits, and regenerates all 5 on save). Whether the **master server** validates the hashes (esp. the server-sourced `DefinitionsHash` / per-part `DefinitionHash`) when a blueprint is `UpsertTrampler`'d — i.e. whether it recomputes, rejects, or stores blanks — is not yet known. It was previously blocked by the master server throwing `System.NullReferenceException` and closing the socket on `/connect` (no successful login); **that blocker is cleared as of 2026-06-16 — the master server is back up**, so the re-test is now unblocked but **has not been run** (awaiting explicit go-ahead for the live op). Re-test: upsert a walker with Definition hashes blank, then `GetTrampler` it back and diff. See [MASTER_SERVER.md](MASTER_SERVER.md).