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feat(rails): answer RequestRailActivatorState
The client's rail activator sends RequestRailActivatorState (1479, no payload) when it is added to the world (LWORailActivatorComponent:: SendMessage 0x00c00da0) and live answered with NotifyRailActivatorStateChange (1478, bActive) to that client; the client stores rail_activator_active and updates the rail's pick type (usable or not). Live: 152 requests, 413 answers, every one bActive = true. DLU dropped the request and never answered. RailActivatorComponent keeps the level key rail_activator_active (default true; every rail in the live levels sets it to 1) and the request is answered with it. Check in game: in Ninjago Monastery and Nimbus Station, rails (spinjitzu posts, the Nexus Tower rails) show as usable and work as before when first loading the world and after zone changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -215,6 +215,7 @@ namespace {
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{ CLIENT_RAIL_MOVEMENT_READY, []() { return std::make_unique<ClientRailMovementReady>(); } },
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{ CANCEL_RAIL_MOVEMENT, []() { return std::make_unique<CancelRailMovement>(); } },
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{ PLAYER_RAIL_ARRIVED_NOTIFICATION, []() { return std::make_unique<PlayerRailArrivedNotification>(); } },
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{ REQUEST_RAIL_ACTIVATOR_STATE, []() { return std::make_unique<RequestRailActivatorState>(); } },
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{ DISMOUNT_COMPLETE, []() { return std::make_unique<DismountComplete>(); } },
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{ ACKNOWLEDGE_POSSESSION, []() { return std::make_unique<AcknowledgePossession>(); } },
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{ TOGGLE_GHOST_REFERENCE_OVERRIDE, []() { return std::make_unique<ToggleGhostReferenceOverride>(); } },
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@@ -295,6 +295,24 @@ namespace GameMessages {
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}
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}
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void RequestRailActivatorState::Handle(Entity& entity, const SystemAddress& sysAddr) {
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const auto* const rail = entity.GetComponent<RailActivatorComponent>();
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if (!rail) return;
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NotifyRailActivatorStateChange notify;
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notify.target = entity.GetObjectID();
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notify.bActive = rail->GetActive();
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notify.SendToClient(sysAddr);
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}
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void NotifyRailActivatorStateChange::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bActive);
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}
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bool NotifyRailActivatorStateChange::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(bActive));
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return true;
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}
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void PlayerRailArrivedNotification::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, pathName);
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bitStream.Write(waypointNumber);
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@@ -197,6 +197,22 @@ namespace GameMessages {
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bool bImmediate{};
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};
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// Client -> server, no payload. The client's rail activator asks for its state when it is added to the world
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// (LWORailActivatorComponent::SendMessage 0x00c00da0); live answered NotifyRailActivatorStateChange to that client.
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struct RequestRailActivatorState : public NetGameMsg {
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RequestRailActivatorState() : NetGameMsg(MessageType::Game::REQUEST_RAIL_ACTIVATOR_STATE) {}
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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};
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// Server -> client. The client sets rail_activator_active and updates the rail's pick type (usable or not).
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struct NotifyRailActivatorStateChange : public NetGameMsg {
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NotifyRailActivatorStateChange() : NetGameMsg(MessageType::Game::NOTIFY_RAIL_ACTOVATOR_STATE_CHANGE) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bActive{ true };
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};
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// Client -> server.
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struct PlayerRailArrivedNotification : public NetGameMsg {
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PlayerRailArrivedNotification() : NetGameMsg(MessageType::Game::PLAYER_RAIL_ARRIVED_NOTIFICATION) {}
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