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refactor: remove the packet macros, WriteHeader and PacketUtils
Nothing in the server writes or reads a packet by hand any more, so the helpers for doing so go: - CBITSTREAM, CMSGHEADER, CINSTREAM, CINSTREAM_SKIP_HEADER, SEND_PACKET, SEND_PACKET_BROADCAST and HEADER_SIZE leave dCommonVars.h; - the free BitStreamUtils::WriteHeader (LUBitStream::WriteHeader writes the same bytes) and the unused PacketUtils::SavePacket are deleted. The last raw reads are replaced: WorldServer builds its input stream directly, the master packet logs read the header with LUBitStream::ReadHeader instead of peeking at packet->data[1] and [3], and MessageInspector reads a sent game message's header with the new NetGameMsg::ReadPacketHeader (the counterpart of WritePacket) instead of memcmp/memcpy. packet->data[0] is still compared with RakNet's own connection IDs. The frozen oracles keep using the macros verbatim through the test-only tests/dGameTests/LegacyPacketMacros.h; the HeaderSkip tests, which only tested CINSTREAM_SKIP_HEADER, are removed. docs/PacketArchitecture.md: "where we are" now describes the final state and what still touches raw bytes (RakNet IDs, replica headers, behavior bit streams), and a new section collects the known wire discrepancies found during the conversion, with client addresses. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -27,6 +27,15 @@ namespace GameMessages {
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Serialize(bitStream); // write the message data
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}
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bool NetGameMsg::ReadPacketHeader(RakNet::BitStream& bitStream, LWOOBJID& target, MessageType::Game& msgId) {
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LUBitStream header;
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if (!header.ReadHeader(bitStream)) return false;
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if (header.connectionType != ServiceType::CLIENT || header.internalPacketID != static_cast<uint32_t>(MessageType::Client::GAME_MSG)) return false;
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VALIDATE_READ(bitStream.Read(target));
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VALIDATE_READ(bitStream.Read(msgId));
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return true;
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}
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void NetGameMsg::SendToClient(const SystemAddress& sysAddr) const {
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RakNet::BitStream bitStream;
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WritePacket(bitStream);
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