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 "BaseSurvivalServer.h"
#include "GameMessages.h"
#include "ActivityMessages.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "dZoneManager.h"
@@ -278,7 +279,9 @@ void BaseSurvivalServer::PlayerAccepted(Entity* self, LWOOBJID playerID) {
}
void BaseSurvivalServer::StartWaves(Entity* self) {
GameMessages::SendActivityStart(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::ActivityStart activityStart;
activityStart.target = self->GetObjectID();
activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
self->SetVar<bool>(PlayersReadyVariable, true);
self->SetVar<uint32_t>(BaseMobSetIndexVariable, 0);