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>
This commit is contained in:
Aaron Kimbrell
2026-09-26 10:25:27 -05:00
parent 66e2790193
commit 350d35dab5
27 changed files with 2796 additions and 81 deletions

View File

@@ -21,9 +21,13 @@ bool LUBitStream::ReadHeader(RakNet::BitStream& bitStream) {
return true;
}
void LUBitStream::Send(const SystemAddress& sysAddr) const {
RakNet::BitStream bitStream;
void LUBitStream::WritePacket(RakNet::BitStream& bitStream) const {
this->WriteHeader(bitStream);
this->Serialize(bitStream);
}
void LUBitStream::Send(const SystemAddress& sysAddr) const {
RakNet::BitStream bitStream;
this->WritePacket(bitStream);
Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
}

View File

@@ -7,6 +7,7 @@
#include "ServiceType.h"
#include <string>
#include <algorithm>
#include <type_traits>
#define VALIDATE_READ(x) do { if (!x) return false; } while (0)
@@ -51,6 +52,7 @@ struct LUBitStream {
uint32_t internalPacketID = 0xFFFFFFFF;
LUBitStream() = default;
virtual ~LUBitStream() = default;
template <typename T>
LUBitStream(ServiceType connectionType, T internalPacketID) {
@@ -63,6 +65,10 @@ struct LUBitStream {
void Send(const SystemAddress& sysAddr) const;
void Broadcast() const { Send(UNASSIGNED_SYSTEM_ADDRESS); };
// Writes the complete packet (WriteHeader() then Serialize()) into bitStream.
// This is exactly what Send puts on the wire; tests use it to compare bytes without a server.
void WritePacket(RakNet::BitStream& bitStream) const;
virtual void Serialize(RakNet::BitStream& bitStream) const {}
virtual bool Deserialize(RakNet::BitStream& bitStream) { return true; }
virtual void Handle() {};
@@ -77,6 +83,59 @@ namespace BitStreamUtils {
bitStream.Write(static_cast<uint32_t>(internalPacketID));
bitStream.Write<uint8_t>(0);
}
/**
* Writes an optional ("default flag") field: one bit saying whether value differs from defaultValue, then
* the value itself only if it does. This is how the client encodes game message parameters that have a default.
*/
template<typename T>
void WriteOptional(RakNet::BitStream& bitStream, const T& value, const T& defaultValue) {
const bool isNotDefault = value != defaultValue;
bitStream.Write(isNotDefault);
if (isNotDefault) bitStream.Write(value);
}
/**
* Reads a field written by WriteOptional. If the flag bit is not set, value is set to defaultValue.
*/
template<typename T>
bool ReadOptional(RakNet::BitStream& bitStream, T& value, const T& defaultValue) {
bool isNotDefault = false;
if (!bitStream.Read(isNotDefault)) return false;
if (!isNotDefault) {
value = defaultValue;
return true;
}
return bitStream.Read(value);
}
/**
* Writes a length prefixed string: a LenT holding the number of characters, followed by the raw
* characters (1 byte each for std::string, 2 bytes each for std::u16string) with no null terminator.
* This is the layout the client uses for std::string / std::wstring game message fields.
*/
template<typename LenT = uint32_t, typename StringT>
void WriteLengthPrefixed(RakNet::BitStream& bitStream, const StringT& value) {
bitStream.Write<LenT>(static_cast<LenT>(value.size()));
bitStream.WriteBits(reinterpret_cast<const unsigned char*>(value.data()), BYTES_TO_BITS(value.size() * sizeof(typename StringT::value_type)));
}
/**
* Reads a string written by WriteLengthPrefixed. Fails (returns false) if the stream runs out of data or
* if the length is negative or larger than maxLength characters.
*/
template<typename LenT = uint32_t, typename StringT>
bool ReadLengthPrefixed(RakNet::BitStream& bitStream, StringT& value, const uint32_t maxLength = 0x500000 /* MAX_MESSAGE_LENGTH */) {
LenT length{};
if (!bitStream.Read(length)) return false;
if constexpr (std::is_signed_v<LenT>) {
if (length < 0) return false;
}
if (static_cast<uint64_t>(length) > maxLength) return false;
value.resize(length);
if (length == 0) return true;
return bitStream.ReadBits(reinterpret_cast<unsigned char*>(value.data()), BYTES_TO_BITS(value.size() * sizeof(typename StringT::value_type)), true);
}
}
namespace RakNet {

View File

@@ -147,7 +147,6 @@ void ChatPackets::SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID,
bitStream.Write(targetID);
// Now write the actual packet
msg.WriteHeader(bitStream);
msg.Serialize(bitStream);
msg.WritePacket(bitStream);
Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
}