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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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@@ -6285,14 +6285,24 @@ namespace GameMessages {
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return Send();
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}
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void GameMsg::Send(const SystemAddress& sysAddr) const {
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CBITSTREAM;
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void NetGameMsg::WritePacket(RakNet::BitStream& bitStream) const {
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CMSGHEADER;
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bitStream.Write(target); // Who this message will be sent to on the (a) client
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bitStream.Write(msgId); // the ID of this message
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Serialize(bitStream); // write the message data
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}
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void NetGameMsg::SendToClient(const SystemAddress& sysAddr) const {
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CBITSTREAM;
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WritePacket(bitStream);
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SEND_PACKET;
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}
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void NetGameMsg::Send(const SystemAddress& sysAddr) const {
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CBITSTREAM;
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WritePacket(bitStream);
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// Send to everyone if someone sent unassigned system address, or to one specific client.
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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@@ -6378,8 +6388,10 @@ namespace GameMessages {
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void RequestServerObjectInfo::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
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if (handlingEntity) handlingEntity->HandleMsg(*this);
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else LOG("Failed to find target %llu", targetForReport);
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if (handlingEntity) {
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RequestServerObjectInfoEvent event(*this);
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handlingEntity->HandleMsg(event);
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} else LOG("Failed to find target %llu", targetForReport);
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}
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bool RequestUse::Deserialize(RakNet::BitStream& stream) {
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@@ -6418,7 +6430,8 @@ namespace GameMessages {
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interactedObject->OnUse(&entity);
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}
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interactedObject->HandleMsg(*this);
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RequestUseEvent event(*this);
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interactedObject->HandleMsg(event);
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//Perform use task if possible:
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auto missionComponent = entity.GetComponent<MissionComponent>();
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@@ -6480,7 +6493,8 @@ namespace GameMessages {
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LOG("Has team %i picking up %llu:%llu", team != nullptr, lootID, lootOwnerID);
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if (team) {
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for (const auto memberId : team->members) {
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this->Send(memberId);
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PickupItemEvent event(*this);
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event.Send(memberId);
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TeamPickupItem teamPickupMsg{};
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teamPickupMsg.target = lootID;
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teamPickupMsg.lootID = lootID;
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