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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>
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "NtCombatChallengeServer.h"
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#include "GameMessages.h"
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#include "ActivityMessages.h"
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#include "EntityManager.h"
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#include "EntityInfo.h"
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#include "InventoryComponent.h"
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@@ -58,7 +59,9 @@ void NtCombatChallengeServer::OnMessageBoxResponse(Entity* self, Entity* sender,
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self->AddTimer("start_delay", 2.0f);
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GameMessages::SendShowActivityCountdown(self->GetObjectID(), false, false, u"", 0, sender->GetSystemAddress());
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GameMessages::ShowActivityCountdown countdown;
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countdown.target = self->GetObjectID();
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countdown.Send(sender->GetSystemAddress());
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self->SetNetworkVar(u"toggle", true);
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} else if (identifier == u"CloseButton") {
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