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chore: foundations for struct based packets and game messages
First step of moving hand written bitstream code to struct based messages (see docs/PacketArchitecture.md). No wire changes. - GameMsg is now only a server-internal event (delivered to handlers registered with RegisterMsg); NetGameMsg is a wire message with Send(sysAddr) (UNASSIGNED broadcasts), SendToClient(sysAddr) (one client, never broadcasts), WritePacket, Serialize, Deserialize and Handle. Mixing them up is now a compile error. NetGameMsgEvent<T> / DeliverLocally carry a wire message to local handlers; loot drops, pickup, the object debugger, GM invisibility and model RequestUse use them. The GM invisibility message keeps its target, so its bytes are unchanged. - Behaviour change: GameMessageHandler logs and drops messages whose Deserialize fails instead of handling them with default fields (the 4 messages already registered: RequestUse, RequestServerObjectInfo, ShootingGalleryFire, PickupItem). - LUBitStream (kept as on main) gets a virtual destructor (Mail deleted derived packets through the base) and WritePacket, also used by ChatPackets::SendRoutedMsg with identical bytes. - BitStreamUtils::WriteOptional/ReadOptional for default-flag fields and WriteLengthPrefixed/ReadLengthPrefixed for length prefixed strings. - Every message ID enumerator (MessageType::*, ServiceType, Mail's wire enums) is pinned with static_asserts, so renumbering or removing one fails to compile. - Tests: dServerMock copies each sent packet (it kept a pointer to the caller's destroyed BitStream); PacketTestUtils.h compares packets bit for bit; helper tests use hand computed golden bytes and equality with the hand written patterns they replace; compile-time checks keep the wire/internal split in place. - docs/PacketArchitecture.md: survey, target architecture, conventions, verification method and migration plan. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -16,6 +16,7 @@
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namespace GameMessages {
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struct GameMsg;
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template<typename Msg> struct NetGameMsgEvent;
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struct ActivityNotify;
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struct ShootingGalleryFire;
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struct ChildLoaded;
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@@ -182,11 +183,11 @@ public:
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void AddComponent(eReplicaComponentType componentId, Component* component);
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bool MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfo& msg);
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bool MsgDropClientLoot(GameMessages::DropClientLoot& msg);
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bool MsgRequestServerObjectInfo(GameMessages::NetGameMsgEvent<GameMessages::RequestServerObjectInfo>& event);
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bool MsgDropClientLoot(GameMessages::NetGameMsgEvent<GameMessages::DropClientLoot>& event);
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bool MsgGetFlag(GameMessages::GetFlag& msg);
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bool MsgGetFactionTokenType(GameMessages::GetFactionTokenType& msg);
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bool MsgPickupItem(GameMessages::PickupItem& msg);
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bool MsgPickupItem(GameMessages::NetGameMsgEvent<GameMessages::PickupItem>& event);
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bool MsgChildRemoved(GameMessages::ChildRemoved& msg);
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// This is expceted to never return nullptr, an assert checks this.
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