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https://github.com/DarkflameUniverse/DarkflameServer.git
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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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@@ -136,7 +136,7 @@ void DropFactionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop on the player
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// Visually drop it for the player
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lootMsg.Send(player.GetSystemAddress());
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}
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@@ -165,7 +165,7 @@ void DropFactionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, co
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop on this team member
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// Show the rewards on all connected members of the team. Only the loot owner will be able to pick the tokens up.
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DistrbuteMsgToTeam(lootMsg, team);
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}
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@@ -184,7 +184,7 @@ void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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lootMsg.target = playerID;
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// Register the drop on the player
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// Visually drop it for the player
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lootMsg.Send(player.GetSystemAddress());
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}
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@@ -210,7 +210,7 @@ void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, co
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lootMsg.target = member;
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// By sending this message with the same ID to all players on the team, all players on the team are allowed to pick it up.
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// No need to send to all members in a loop since that will happen by using the outer loop above and also since there is no owner
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// sending to all will do nothing.
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const auto* const memberEntity = Game::entityManager->GetEntity(member);
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@@ -232,7 +232,7 @@ void DropMissionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop with the player
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// Visually drop the loot to be picked up
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lootMsg.Send(player.GetSystemAddress());
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}
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@@ -261,7 +261,7 @@ void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, co
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop with the player
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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DistrbuteMsgToTeam(lootMsg, team);
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}
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}
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@@ -279,7 +279,7 @@ void DropRegularLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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lootMsg.target = playerID;
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lootMsg.ownerID = playerID;
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// Register the drop with the player
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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// Visually drop the loot to be picked up
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lootMsg.Send(player.GetSystemAddress());
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@@ -309,14 +309,14 @@ void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg, const bo
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if (team.lootOption == 0 /* Shared loot */) {
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lootMsg.target = earningPlayer;
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lootMsg.ownerID = earningPlayer;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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} else /* Free for all loot */ {
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lootMsg.ownerID = LWOOBJID_EMPTY;
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// By sending the loot with NO owner and to ALL members of the team,
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// its a first come, first serve with who picks the item up.
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for (const auto ffaMember : team.members) {
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lootMsg.target = ffaMember;
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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}
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}
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@@ -405,7 +405,7 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
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lootMsg.sourceID = source;
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lootMsg.item = LOT_NULL;
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CalcFinalDropPos(lootMsg);
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lootMsg.Send();
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GameMessages::DeliverLocally(lootMsg);
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const auto* const memberEntity = Game::entityManager->GetEntity(member);
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if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
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}
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