feat(missions): keep and save the mission journal type states

The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.

- SetMissionTypeState message struct and handler: the state is stored on
  the player's MissionComponent (byte-sized as the client keeps it,
  LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
  <ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
  empty. Read back per <type>; old saves without <ts> load with none.
  The client's reader (0x00d171c0) reads v from <ts> rather than from
  each <type>, so it files every state under one type; the server keeps
  the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
  type instead of doing nothing.

Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 03:02:47 -05:00
parent cba2a36dc4
commit 70df41ae8d
10 changed files with 232 additions and 1 deletions

View File

@@ -97,6 +97,30 @@ namespace GameMessageTestUtils {
return msg;
}
// Reads a whole client -> server game message packet copied from a live capture (hex; header 53 04 00 05, then the
// object ID and the message ID), requires the message ID to be T's and the payload to be consumed up to the byte
// padding, and requires the struct to write the same payload back.
template<typename T>
T FromLiveClientCapture(const std::string& hex) {
auto live = FromHex(hex);
EXPECT_GE(live.bytes.size(), 18u);
EXPECT_EQ(std::vector<uint8_t>(live.bytes.begin(), live.bytes.begin() + 4), (std::vector<uint8_t>{ 0x53, 0x04, 0x00, 0x05 }));
RakNet::BitStream bitStream(live.bytes.data(), live.bytes.size(), false);
bitStream.IgnoreBytes(8);
T msg;
MessageType::Game msgId{};
EXPECT_TRUE(bitStream.Read(msg.target));
EXPECT_TRUE(bitStream.Read(msgId));
EXPECT_EQ(msgId, msg.msgId);
EXPECT_TRUE(msg.Deserialize(bitStream));
EXPECT_LT(bitStream.GetNumberOfUnreadBits(), 8u);
RakNet::BitStream again;
again.WriteBits(live.bytes.data(), 18 * 8);
msg.Serialize(again);
EXPECT_EQ(FromBitStream(again).bytes, live.bytes);
return msg;
}
// Checks that every strict prefix of msg's serialized payload fails to deserialize.
template<typename T>
void ExpectTruncatedFails(const T& msg) {

View File

@@ -3,7 +3,10 @@
#include "GameMessageTestUtils.h"
#include "Legacy/MissionMessagesLegacy.h"
#include "eMissionLockState.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include "CDClientDatabase.h"
#include <functional>
#include <limits>
@@ -278,3 +281,47 @@ TEST_F(MissionMessagesTests, MissionDialogueOKWithUnknownResponderDoesNotCrash)
ok.Handle(missionGiver, UNASSIGNED_SYSTEM_ADDRESS);
SUCCEED();
}
// Packets from 2011/2012 live captures (object ID replaced): the client's SetMissionTypeState (851). Every live
// sample left the optional state at its default (NEW) and wrote the subtype before the type.
TEST_F(MissionMessagesTests, SetMissionTypeStateMatchesLiveCapture) {
const auto location = FromLiveClientCapture<GameMessages::SetMissionTypeState>(
"53040005000000000100000000000010" "5303" "0680000020bb30b73a1023b0b93232b739840000002637b1b0ba34b7b700");
EXPECT_EQ(location.target, 0x1000000000000001LL);
EXPECT_EQ(location.state, eMissionLockState::NEW);
EXPECT_EQ(location.type, "Location");
EXPECT_EQ(location.subtype, "Avant Gardens");
const auto build = FromLiveClientCapture<GameMessages::SetMissionTypeState>(
"53040005000000000100000000000010" "5303" "0000000002800000213ab4b63200");
EXPECT_EQ(build.type, "Build");
EXPECT_EQ(build.subtype, "");
GameMessages::SetMissionTypeState unlocked;
unlocked.state = eMissionLockState::UNLOCKED;
unlocked.type = "Battle";
unlocked.subtype = "General";
const auto copy = RoundTrip(unlocked);
EXPECT_EQ(copy.state, eMissionLockState::UNLOCKED);
EXPECT_EQ(copy.type, "Battle");
EXPECT_EQ(copy.subtype, "General");
ExpectTruncatedFails(unlocked);
ExpectTruncatedFails(location);
}
// The handler records the state on the player's mission component (saved in <mis><ts>).
TEST_F(MissionMessagesTests, SetMissionTypeStateIsRecorded) {
CDClientDatabase::Connect(":memory:"); // MissionComponent counts the achievements
CDClientDatabase::ExecuteDML("CREATE TABLE Missions (id INTEGER, isMission INTEGER);");
Entity player(16, info);
auto* const missionComponent = player.AddComponent<MissionComponent>(-1);
GameMessages::SetMissionTypeState msg;
msg.type = "Location";
msg.subtype = "Nimbus Station";
msg.Handle(player, UNASSIGNED_SYSTEM_ADDRESS);
ASSERT_EQ(missionComponent->GetMissionTypeStates().at("Location").at("Nimbus Station"), eMissionLockState::NEW);
msg.state = eMissionLockState::UNLOCKED;
msg.Handle(player, UNASSIGNED_SYSTEM_ADDRESS);
EXPECT_EQ(missionComponent->GetMissionTypeStates().at("Location").at("Nimbus Station"), eMissionLockState::UNLOCKED);
}