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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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@@ -783,7 +783,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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lootMsg.spawnPos = m_Parent->GetPosition();
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lootMsg.sourceID = source;
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lootMsg.item = LOT_NULL;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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character->SetCoins(coinsTotal, eLootSourceType::DELETION);
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}
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}
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@@ -1022,17 +1022,17 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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lootMsg.spawnPos = m_Parent->GetPosition();
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lootMsg.sourceID = source;
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lootMsg.item = LOT_NULL;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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lootMsg.Send(m_Parent->GetSystemAddress());
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while (coinsToDrop > MAX_TO_DROP_PER_GM) {
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LOG("Dropping 100,000, %llu left", coinsToDrop);
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lootMsg.currency = 100'000;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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lootMsg.Send(m_Parent->GetSystemAddress());
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coinsToDrop -= 100'000;
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}
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lootMsg.currency = coinsToDrop;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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lootMsg.Send(m_Parent->GetSystemAddress());
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}
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return;
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