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refactor: activity game messages as structs
Converts ActivityEnter, ActivityExit, ActivityStart, ActivityStop,
ActivityPause, StartActivityTime, RequestActivityEnter,
RequestActivityExit and ShowActivityCountdown to NetGameMsgs in
ActivityMessages.{h,cpp}, switches their callers (racing, shooting
gallery, survival, waves, AG course, NT combat challenge) and deletes
the old GameMessages::Send* / HandleRequestActivityExit functions.
REQUEST_ACTIVITY_EXIT is registered in GameMessageHandler's map.
No wire change. Verified by comparing every struct byte for byte with a
frozen verbatim copy of the old functions (tests/.../Legacy) over a
grid of inputs, both to one client and as a broadcast (a temporary test
proved the copy matched production before it was deleted), plus hand
computed golden bytes, round trips and a deliberate field mutation that
made the tests fail. Layouts confirmed against the 1.10.64 client in
Ghidra. Only difference: a broadcast no longer makes
the extra Send(UNASSIGNED, false) that RakNet already rejected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -8,6 +8,7 @@
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "ActivityMessages.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "MissionComponent.h"
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@@ -700,8 +701,9 @@ void RacingControlComponent::Update(float deltaTime) {
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}
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// Start the race
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GameMessages::SendActivityStart(m_Parent->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::ActivityStart activityStart;
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activityStart.target = m_Parent->GetObjectID();
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activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
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m_Started = true;
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