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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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@@ -2,6 +2,7 @@
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#include "EntityManager.h"
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#include "ScriptedActivityComponent.h"
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#include "GameMessages.h"
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#include "ActivityMessages.h"
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#include "LeaderboardManager.h"
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#include "dServer.h"
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#include "eMissionTaskType.h"
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@@ -43,7 +44,9 @@ void NpcAgCourseStarter::OnMessageBoxResponse(Entity* self, Entity* sender, int3
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Game::entityManager->SerializeEntity(self);
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} else if (identifier == u"player_dialog_start_course" && button == 1) {
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GameMessages::SendNotifyClientObject(selfId, u"start_timer", 0, 0, LWOOBJID_EMPTY, "", senderSysAddr);
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GameMessages::SendActivityStart(selfId, senderSysAddr);
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GameMessages::ActivityStart activityStart;
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activityStart.target = selfId;
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activityStart.Send(senderSysAddr);
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const auto score = scriptedActivityComponent->GetActivityValue(senderId, 1);
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if (score != 0 && score != -1.0f) return;
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