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:
Aaron Kimbrell
2026-09-26 10:32:32 -05:00
parent ac858dd1e2
commit 7fb75f0484
15 changed files with 589 additions and 145 deletions

View File

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