consolidate the messagetype enums into a single namespace (#1647)

This commit is contained in:
jadebenn
2024-11-17 18:39:44 -06:00
committed by GitHub
parent adc9cd2876
commit 84d7c65717
56 changed files with 2800 additions and 2813 deletions

View File

@@ -24,7 +24,7 @@
#include "eTriggerEventType.h"
#include "eObjectBits.h"
#include "PositionUpdate.h"
#include "eChatMessageType.h"
#include "MessageType/Chat.h"
#include "PlayerManager.h"
//Component includes:
@@ -881,7 +881,7 @@ void Entity::SetGMLevel(eGameMasterLevel value) {
// Update the chat server of our GM Level
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::GMLEVEL_UPDATE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::GMLEVEL_UPDATE);
bitStream.Write(m_ObjectID);
bitStream.Write(m_GMLevel);

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@@ -26,7 +26,7 @@
#include "eCharacterCreationResponse.h"
#include "eRenameResponse.h"
#include "eConnectionType.h"
#include "eChatMessageType.h"
#include "MessageType/Chat.h"
#include "BitStreamUtils.h"
#include "CheatDetection.h"
@@ -216,7 +216,7 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
}
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_LIST_RESPONSE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::CHARACTER_LIST_RESPONSE);
std::vector<Character*> characters = u->GetCharacters();
bitStream.Write<uint8_t>(characters.size());
@@ -266,7 +266,7 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet) {
User* u = GetUser(sysAddr);
if (!u) return;
LUWString LUWStringName;
uint32_t firstNameIndex;
uint32_t middleNameIndex;
@@ -422,7 +422,7 @@ void UserManager::DeleteCharacter(const SystemAddress& sysAddr, Packet* packet)
Database::Get()->DeleteCharacter(charID);
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::UNEXPECTED_DISCONNECT);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::UNEXPECTED_DISCONNECT);
bitStream.Write(objectID);
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
@@ -439,7 +439,7 @@ void UserManager::RenameCharacter(const SystemAddress& sysAddr, Packet* packet)
CINSTREAM_SKIP_HEADER;
LWOOBJID objectID;
inStream.Read(objectID);
inStream.Read(objectID);
GeneralUtils::ClearBit(objectID, eObjectBits::CHARACTER);
GeneralUtils::ClearBit(objectID, eObjectBits::PERSISTENT);

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@@ -212,7 +212,7 @@ void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
RakNet::BitStream message;
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
message.Write(this->originator);
echo.Serialize(message);
@@ -285,7 +285,7 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime) {
// Write message
RakNet::BitStream message;
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
message.Write(this->originator);
echo.Serialize(message);

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@@ -1,7 +1,7 @@
#pragma once
#include "Behavior.h"
#include "eAninmationFlags.h"
#include "eAnimationFlags.h"
class ChangeIdleFlagsBehavior final : public Behavior {
public:

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@@ -21,7 +21,7 @@
#include "eMissionTaskType.h"
#include "eMatchUpdate.h"
#include "eConnectionType.h"
#include "eChatMessageType.h"
#include "MessageType/Chat.h"
#include "CDCurrencyTableTable.h"
#include "CDActivityRewardsTable.h"
@@ -501,7 +501,7 @@ void ActivityInstance::StartZone() {
// only make a team if we have more than one participant
if (participants.size() > 1) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::CREATE_TEAM);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::CREATE_TEAM);
bitStream.Write(leader->GetObjectID());
bitStream.Write(m_Participants.size());

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@@ -5,7 +5,7 @@
#include "Component.h"
#include "Item.h"
#include "PossessorComponent.h"
#include "eAninmationFlags.h"
#include "eAnimationFlags.h"
#include "eReplicaComponentType.h"
/**

View File

@@ -18,7 +18,7 @@
#include "BitStreamUtils.h"
#include "eObjectWorldState.h"
#include "eConnectionType.h"
#include "eMasterMessageType.h"
#include "MessageType/Master.h"
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
auto query = CDClientDatabase::CreatePreppedStmt(
@@ -137,7 +137,7 @@ LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player)
void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PREP_ZONE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, MessageType::Master::PREP_ZONE);
bitStream.Write(zoneID);
Game::server->SendToMaster(bitStream);
}

View File

@@ -24,7 +24,7 @@
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "eConnectionType.h"
#include "eClientMessageType.h"
#include "MessageType/Client.h"
ProjectileSyncEntry::ProjectileSyncEntry() {
}
@@ -320,7 +320,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(
// Write message
RakNet::BitStream message;
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
message.Write(this->m_Parent->GetObjectID());
start.Serialize(message);
@@ -451,7 +451,7 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
RakNet::BitStream message;
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
message.Write(this->m_Parent->GetObjectID());
projectileImpact.Serialize(message);

View File

@@ -27,7 +27,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::DO_CLIENT_PROJECTILE_IMPACT);
stream.Write(MessageType::Game::DO_CLIENT_PROJECTILE_IMPACT);
stream.Write(i64OrgID != LWOOBJID_EMPTY);
if (i64OrgID != LWOOBJID_EMPTY) stream.Write(i64OrgID);

View File

@@ -4,7 +4,7 @@
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
/* Same as start skill but with different network options. An echo down to other clients that need to play the skill. */
class EchoStartSkill {
@@ -40,7 +40,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::ECHO_START_SKILL);
stream.Write(MessageType::Game::ECHO_START_SKILL);
stream.Write(bUsedMouse);

View File

@@ -4,7 +4,7 @@
#include <string>
#include "BitStream.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
/* Message to synchronize a skill cast */
@@ -29,7 +29,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::ECHO_SYNC_SKILL);
stream.Write(MessageType::Game::ECHO_SYNC_SKILL);
stream.Write(bDone);
uint32_t sBitStreamLength = sBitStream.length();

View File

@@ -33,13 +33,13 @@
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "eConnectionType.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
#include "ePlayerFlag.h"
#include "dConfig.h"
#include "GhostComponent.h"
#include "StringifiedEnum.h"
void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID) {
void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
CBITSTREAM;
@@ -53,58 +53,58 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
return;
}
if (messageID != eGameMessageType::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
switch (messageID) {
case eGameMessageType::UN_USE_BBB_MODEL: {
case MessageType::Game::UN_USE_BBB_MODEL: {
GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
break;
}
case eGameMessageType::PLAY_EMOTE: {
case MessageType::Game::PLAY_EMOTE: {
GameMessages::HandlePlayEmote(inStream, entity);
break;
}
case eGameMessageType::MOVE_ITEM_IN_INVENTORY: {
case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case eGameMessageType::REMOVE_ITEM_FROM_INVENTORY: {
case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case eGameMessageType::EQUIP_INVENTORY:
case MessageType::Game::EQUIP_INVENTORY:
GameMessages::HandleEquipItem(inStream, entity);
break;
case eGameMessageType::UN_EQUIP_INVENTORY:
case MessageType::Game::UN_EQUIP_INVENTORY:
GameMessages::HandleUnequipItem(inStream, entity);
break;
case eGameMessageType::RESPOND_TO_MISSION: {
case MessageType::Game::RESPOND_TO_MISSION: {
GameMessages::HandleRespondToMission(inStream, entity);
break;
}
case eGameMessageType::REQUEST_USE: {
case MessageType::Game::REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case eGameMessageType::SET_FLAG: {
case MessageType::Game::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity);
break;
}
case eGameMessageType::HAS_BEEN_COLLECTED: {
case MessageType::Game::HAS_BEEN_COLLECTED: {
GameMessages::HandleHasBeenCollected(inStream, entity);
break;
}
case eGameMessageType::PLAYER_LOADED: {
case MessageType::Game::PLAYER_LOADED: {
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
entity->SetPlayerReadyForUpdates();
@@ -183,82 +183,82 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break;
}
case eGameMessageType::REQUEST_LINKED_MISSION: {
case MessageType::Game::REQUEST_LINKED_MISSION: {
GameMessages::HandleRequestLinkedMission(inStream, entity);
break;
}
case eGameMessageType::MISSION_DIALOGUE_OK: {
case MessageType::Game::MISSION_DIALOGUE_OK: {
GameMessages::HandleMissionDialogOK(inStream, entity);
break;
}
case eGameMessageType::MISSION_DIALOGUE_CANCELLED: {
case MessageType::Game::MISSION_DIALOGUE_CANCELLED: {
// This message is pointless for our implementation, as the client just carries on after
// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
break;
}
case eGameMessageType::REQUEST_PLATFORM_RESYNC: {
case MessageType::Game::REQUEST_PLATFORM_RESYNC: {
GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
break;
}
case eGameMessageType::FIRE_EVENT_SERVER_SIDE: {
case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
break;
}
case eGameMessageType::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::ACTIVITY_STATE_CHANGE_REQUEST: {
case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
GameMessages::HandleActivityStateChangeRequest(inStream, entity);
break;
}
case eGameMessageType::PARSE_CHAT_MESSAGE: {
case MessageType::Game::PARSE_CHAT_MESSAGE: {
GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
break;
}
case eGameMessageType::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
break;
}
case eGameMessageType::PICKUP_CURRENCY: {
case MessageType::Game::PICKUP_CURRENCY: {
GameMessages::HandlePickupCurrency(inStream, entity);
break;
}
case eGameMessageType::PICKUP_ITEM: {
case MessageType::Game::PICKUP_ITEM: {
GameMessages::HandlePickupItem(inStream, entity);
break;
}
case eGameMessageType::RESURRECT: {
case MessageType::Game::RESURRECT: {
GameMessages::HandleResurrect(inStream, entity);
break;
}
case eGameMessageType::REQUEST_RESURRECT: {
case MessageType::Game::REQUEST_RESURRECT: {
GameMessages::SendResurrect(entity);
break;
}
case eGameMessageType::GET_HOT_PROPERTY_DATA: {
case MessageType::Game::GET_HOT_PROPERTY_DATA: {
GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT:
case MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT:
{
auto message = RequestServerProjectileImpact();
@@ -275,7 +275,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break;
}
case eGameMessageType::START_SKILL: {
case MessageType::Game::START_SKILL: {
StartSkill startSkill = StartSkill();
startSkill.Deserialize(inStream); // inStream replaces &bitStream
@@ -311,7 +311,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
if (success) {
//Broadcast our startSkill:
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
EchoStartSkill echoStartSkill;
@@ -331,9 +331,9 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
}
} break;
case eGameMessageType::SYNC_SKILL: {
case MessageType::Game::SYNC_SKILL: {
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
@@ -365,330 +365,330 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
Game::server->Send(bitStreamLocal, sysAddr, true);
} break;
case eGameMessageType::REQUEST_SMASH_PLAYER:
case MessageType::Game::REQUEST_SMASH_PLAYER:
entity->Smash(entity->GetObjectID());
break;
case eGameMessageType::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_FINISH:
case MessageType::Game::MODULAR_BUILD_FINISH:
GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
break;
case eGameMessageType::PUSH_EQUIPPED_ITEMS_STATE:
case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case eGameMessageType::POP_EQUIPPED_ITEMS_STATE:
case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case eGameMessageType::BUY_FROM_VENDOR:
case MessageType::Game::BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::SELL_TO_VENDOR:
case MessageType::Game::SELL_TO_VENDOR:
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::BUYBACK_FROM_VENDOR:
case MessageType::Game::BUYBACK_FROM_VENDOR:
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_MOVE_AND_EQUIP:
case MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP:
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
break;
case eGameMessageType::DONE_ARRANGING_WITH_ITEM:
case MessageType::Game::DONE_ARRANGING_WITH_ITEM:
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_CONVERT_MODEL:
case MessageType::Game::MODULAR_BUILD_CONVERT_MODEL:
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
break;
case eGameMessageType::BUILD_MODE_SET:
case MessageType::Game::BUILD_MODE_SET:
GameMessages::HandleBuildModeSet(inStream, entity);
break;
case eGameMessageType::REBUILD_CANCEL:
case MessageType::Game::REBUILD_CANCEL:
GameMessages::HandleQuickBuildCancel(inStream, entity);
break;
case eGameMessageType::MATCH_REQUEST:
case MessageType::Game::MATCH_REQUEST:
GameMessages::HandleMatchRequest(inStream, entity);
break;
case eGameMessageType::USE_NON_EQUIPMENT_ITEM:
case MessageType::Game::USE_NON_EQUIPMENT_ITEM:
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
break;
case eGameMessageType::CLIENT_ITEM_CONSUMED:
case MessageType::Game::CLIENT_ITEM_CONSUMED:
GameMessages::HandleClientItemConsumed(inStream, entity);
break;
case eGameMessageType::SET_CONSUMABLE_ITEM:
case MessageType::Game::SET_CONSUMABLE_ITEM:
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
break;
case eGameMessageType::VERIFY_ACK:
case MessageType::Game::VERIFY_ACK:
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
break;
// Trading
case eGameMessageType::CLIENT_TRADE_REQUEST:
case MessageType::Game::CLIENT_TRADE_REQUEST:
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_CANCEL:
case MessageType::Game::CLIENT_TRADE_CANCEL:
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_ACCEPT:
case MessageType::Game::CLIENT_TRADE_ACCEPT:
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_UPDATE:
case MessageType::Game::CLIENT_TRADE_UPDATE:
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
break;
// Pets
case eGameMessageType::PET_TAMING_TRY_BUILD:
case MessageType::Game::PET_TAMING_TRY_BUILD:
GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_TAMING_BUILD_SUCCESS:
case MessageType::Game::NOTIFY_TAMING_BUILD_SUCCESS:
GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
break;
case eGameMessageType::REQUEST_SET_PET_NAME:
case MessageType::Game::REQUEST_SET_PET_NAME:
GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
break;
case eGameMessageType::START_SERVER_PET_MINIGAME_TIMER:
case MessageType::Game::START_SERVER_PET_MINIGAME_TIMER:
GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_EXIT_TAMING_MINIGAME:
case MessageType::Game::CLIENT_EXIT_TAMING_MINIGAME:
GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
break;
case eGameMessageType::COMMAND_PET:
case MessageType::Game::COMMAND_PET:
GameMessages::HandleCommandPet(inStream, entity, sysAddr);
break;
case eGameMessageType::DESPAWN_PET:
case MessageType::Game::DESPAWN_PET:
GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
break;
case eGameMessageType::MESSAGE_BOX_RESPOND:
case MessageType::Game::MESSAGE_BOX_RESPOND:
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
break;
case eGameMessageType::CHOICE_BOX_RESPOND:
case MessageType::Game::CHOICE_BOX_RESPOND:
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
break;
// Property
case eGameMessageType::QUERY_PROPERTY_DATA:
case MessageType::Game::QUERY_PROPERTY_DATA:
GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
break;
case eGameMessageType::START_BUILDING_WITH_ITEM:
case MessageType::Game::START_BUILDING_WITH_ITEM:
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_BUILD_MODE:
case MessageType::Game::SET_BUILD_MODE:
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_EDITOR_BEGIN:
case MessageType::Game::PROPERTY_EDITOR_BEGIN:
GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_EDITOR_END:
case MessageType::Game::PROPERTY_EDITOR_END:
GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_CONTENTS_FROM_CLIENT:
case MessageType::Game::PROPERTY_CONTENTS_FROM_CLIENT:
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
break;
case eGameMessageType::ZONE_PROPERTY_MODEL_EQUIPPED:
case MessageType::Game::ZONE_PROPERTY_MODEL_EQUIPPED:
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
break;
case eGameMessageType::PLACE_PROPERTY_MODEL:
case MessageType::Game::PLACE_PROPERTY_MODEL:
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::UPDATE_MODEL_FROM_CLIENT:
case MessageType::Game::UPDATE_MODEL_FROM_CLIENT:
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::DELETE_MODEL_FROM_CLIENT:
case MessageType::Game::DELETE_MODEL_FROM_CLIENT:
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::BBB_LOAD_ITEM_REQUEST:
case MessageType::Game::BBB_LOAD_ITEM_REQUEST:
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::BBB_SAVE_REQUEST:
case MessageType::Game::BBB_SAVE_REQUEST:
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::CONTROL_BEHAVIORS:
case MessageType::Game::CONTROL_BEHAVIORS:
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_ENTRANCE_SYNC:
case MessageType::Game::PROPERTY_ENTRANCE_SYNC:
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
break;
case eGameMessageType::ENTER_PROPERTY1:
case MessageType::Game::ENTER_PROPERTY1:
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
break;
case eGameMessageType::ZONE_PROPERTY_MODEL_ROTATED:
case MessageType::Game::ZONE_PROPERTY_MODEL_ROTATED:
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
break;
case eGameMessageType::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
case MessageType::Game::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_PROPERTY_ACCESS:
case MessageType::Game::SET_PROPERTY_ACCESS:
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
break;
// Racing
case eGameMessageType::MODULE_ASSEMBLY_QUERY_DATA:
case MessageType::Game::MODULE_ASSEMBLY_QUERY_DATA:
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
break;
case eGameMessageType::ACKNOWLEDGE_POSSESSION:
case MessageType::Game::ACKNOWLEDGE_POSSESSION:
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
break;
case eGameMessageType::VEHICLE_SET_WHEEL_LOCK_STATE:
case MessageType::Game::VEHICLE_SET_WHEEL_LOCK_STATE:
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_ASSEMBLY_NIF_COMPLETED:
case MessageType::Game::MODULAR_ASSEMBLY_NIF_COMPLETED:
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
break;
case eGameMessageType::RACING_CLIENT_READY:
case MessageType::Game::RACING_CLIENT_READY:
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
break;
case eGameMessageType::REQUEST_DIE:
case MessageType::Game::REQUEST_DIE:
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
case MessageType::Game::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
case MessageType::Game::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
break;
case eGameMessageType::RACING_PLAYER_INFO_RESET_FINISHED:
case MessageType::Game::RACING_PLAYER_INFO_RESET_FINISHED:
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
break;
case eGameMessageType::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
case MessageType::Game::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
break;
case eGameMessageType::UPDATE_PROPERTY_PERFORMANCE_COST:
case MessageType::Game::UPDATE_PROPERTY_PERFORMANCE_COST:
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
break;
// SG
case eGameMessageType::UPDATE_SHOOTING_GALLERY_ROTATION:
case MessageType::Game::UPDATE_SHOOTING_GALLERY_ROTATION:
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
break;
// NT
case eGameMessageType::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
case MessageType::Game::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case eGameMessageType::TOGGLE_GHOST_REFERENCE_OVERRIDE:
case MessageType::Game::TOGGLE_GHOST_REFERENCE_OVERRIDE:
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_GHOST_REFERENCE_POSITION:
case MessageType::Game::SET_GHOST_REFERENCE_POSITION:
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
break;
case eGameMessageType::READY_FOR_UPDATES:
case MessageType::Game::READY_FOR_UPDATES:
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
break;
case eGameMessageType::REPORT_BUG:
case MessageType::Game::REPORT_BUG:
GameMessages::HandleReportBug(inStream, entity);
break;
case eGameMessageType::CLIENT_RAIL_MOVEMENT_READY:
case MessageType::Game::CLIENT_RAIL_MOVEMENT_READY:
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
break;
case eGameMessageType::CANCEL_RAIL_MOVEMENT:
case MessageType::Game::CANCEL_RAIL_MOVEMENT:
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
break;
case eGameMessageType::PLAYER_RAIL_ARRIVED_NOTIFICATION:
case MessageType::Game::PLAYER_RAIL_ARRIVED_NOTIFICATION:
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
break;
case eGameMessageType::CINEMATIC_UPDATE:
case MessageType::Game::CINEMATIC_UPDATE:
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
break;
case eGameMessageType::MODIFY_PLAYER_ZONE_STATISTIC:
case MessageType::Game::MODIFY_PLAYER_ZONE_STATISTIC:
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
break;
case eGameMessageType::UPDATE_PLAYER_STATISTIC:
case MessageType::Game::UPDATE_PLAYER_STATISTIC:
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
break;
case eGameMessageType::DISMOUNT_COMPLETE:
case MessageType::Game::DISMOUNT_COMPLETE:
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
break;
case eGameMessageType::DECTIVATE_BUBBLE_BUFF:
case MessageType::Game::DECTIVATE_BUBBLE_BUFF:
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
break;
case eGameMessageType::ACTIVATE_BUBBLE_BUFF:
case MessageType::Game::ACTIVATE_BUBBLE_BUFF:
GameMessages::HandleActivateBubbleBuff(inStream, entity);
break;
case eGameMessageType::ZONE_SUMMARY_DISMISSED:
case MessageType::Game::ZONE_SUMMARY_DISMISSED:
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
break;
case eGameMessageType::REQUEST_ACTIVITY_EXIT:
case MessageType::Game::REQUEST_ACTIVITY_EXIT:
GameMessages::HandleRequestActivityExit(inStream, entity);
break;
case eGameMessageType::ADD_DONATION_ITEM:
case MessageType::Game::ADD_DONATION_ITEM:
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
break;
case eGameMessageType::REMOVE_DONATION_ITEM:
case MessageType::Game::REMOVE_DONATION_ITEM:
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
break;
case eGameMessageType::CONFIRM_DONATION_ON_PLAYER:
case MessageType::Game::CONFIRM_DONATION_ON_PLAYER:
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
break;
case eGameMessageType::CANCEL_DONATION_ON_PLAYER:
case MessageType::Game::CANCEL_DONATION_ON_PLAYER:
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
break;
case eGameMessageType::REQUEST_VENDOR_STATUS_UPDATE:
case MessageType::Game::REQUEST_VENDOR_STATUS_UPDATE:
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
break;
case eGameMessageType::UPDATE_INVENTORY_GROUP:
case MessageType::Game::UPDATE_INVENTORY_GROUP:
GameMessages::HandleUpdateInventoryGroup(inStream, entity, sysAddr);
break;
case eGameMessageType::UPDATE_INVENTORY_GROUP_CONTENTS:
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
break;

View File

@@ -19,10 +19,10 @@
#include "Logger.h"
#include "GameMessages.h"
#include "CDClientDatabase.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
namespace GameMessageHandler {
void HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID);
void HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID);
};
#endif // GAMEMESSAGEHANDLER_H

File diff suppressed because it is too large Load Diff

View File

@@ -2,7 +2,7 @@
#define __REQUESTSERVERPROJECTILEIMPACT__H__
#include "dCommonVars.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
/* Notifying the server that a locally owned projectile impacted. Sent to the caster of the projectile
should always be the local char. */
@@ -27,7 +27,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT);
stream.Write(MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT);
stream.Write(i64LocalID != LWOOBJID_EMPTY);
if (i64LocalID != LWOOBJID_EMPTY) stream.Write(i64LocalID);

View File

@@ -4,7 +4,7 @@
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
/**
* Same as sync skill but with different network options. An echo down to other clients that need to play the skill.
@@ -44,7 +44,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::START_SKILL);
stream.Write(MessageType::Game::START_SKILL);
stream.Write(bUsedMouse);

View File

@@ -5,7 +5,7 @@
#include <string>
#include "BitStream.h"
#include "eGameMessageType.h"
#include "MessageType/Game.h"
/* Message to synchronize a skill cast */
class SyncSkill {
@@ -29,7 +29,7 @@ public:
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::SYNC_SKILL);
stream.Write(MessageType::Game::SYNC_SKILL);
stream.Write(bDone);
uint32_t sBitStreamLength = sBitStream.length();

View File

@@ -152,7 +152,7 @@ void Mail::HandleSendMail(RakNet::BitStream& packet, const SystemAddress& sysAdd
LUWString bodyRead(400);
packet.Read(bodyRead);
LUWString recipientRead(32);
packet.Read(recipientRead);
@@ -245,7 +245,7 @@ void Mail::HandleDataRequest(RakNet::BitStream& packet, const SystemAddress& sys
auto playerMail = Database::Get()->GetMailForPlayer(player->GetCharacter()->GetID(), 20);
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
bitStream.Write(int(MailMessageID::MailData));
bitStream.Write(int(0)); // throttled
@@ -348,7 +348,7 @@ void Mail::HandleNotificationRequest(const SystemAddress& sysAddr, uint32_t obje
void Mail::SendSendResponse(const SystemAddress& sysAddr, MailSendResponse response) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
bitStream.Write(int(MailMessageID::SendResponse));
bitStream.Write(int(response));
Game::server->Send(bitStream, sysAddr, false);
@@ -356,7 +356,7 @@ void Mail::SendSendResponse(const SystemAddress& sysAddr, MailSendResponse respo
void Mail::SendNotification(const SystemAddress& sysAddr, int mailCount) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
uint64_t messageType = 2;
uint64_t s1 = 0;
uint64_t s2 = 0;
@@ -375,7 +375,7 @@ void Mail::SendNotification(const SystemAddress& sysAddr, int mailCount) {
void Mail::SendAttachmentRemoveConfirm(const SystemAddress& sysAddr, uint64_t mailID) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
bitStream.Write(int(MailMessageID::AttachmentCollectConfirm));
bitStream.Write(int(0)); //unknown
bitStream.Write(mailID);
@@ -384,7 +384,7 @@ void Mail::SendAttachmentRemoveConfirm(const SystemAddress& sysAddr, uint64_t ma
void Mail::SendDeleteConfirm(const SystemAddress& sysAddr, uint64_t mailID, LWOOBJID playerID) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
bitStream.Write(int(MailMessageID::MailDeleteConfirm));
bitStream.Write(int(0)); //unknown
bitStream.Write(mailID);
@@ -395,7 +395,7 @@ void Mail::SendDeleteConfirm(const SystemAddress& sysAddr, uint64_t mailID, LWOO
void Mail::SendReadConfirm(const SystemAddress& sysAddr, uint64_t mailID) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAIL);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::MAIL);
bitStream.Write(int(MailMessageID::MailReadConfirm));
bitStream.Write(int(0)); //unknown
bitStream.Write(mailID);

View File

@@ -16,7 +16,7 @@
#include "Amf3.h"
#include "Database.h"
#include "eChatMessageType.h"
#include "MessageType/Chat.h"
#include "dServer.h"
namespace {
@@ -153,7 +153,7 @@ void SlashCommandHandler::SendAnnouncement(const std::string& title, const std::
//Notify chat about it
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::GM_ANNOUNCE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::GM_ANNOUNCE);
bitStream.Write<uint32_t>(title.size());
for (auto character : title) {

View File

@@ -45,7 +45,7 @@
// Enums
#include "eGameMasterLevel.h"
#include "eMasterMessageType.h"
#include "MessageType/Master.h"
#include "eInventoryType.h"
#include "ePlayerFlag.h"
@@ -503,7 +503,7 @@ namespace DEVGMCommands {
void ShutdownUniverse(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
//Tell the master server that we're going to be shutting down whole "universe":
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SHUTDOWN_UNIVERSE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, MessageType::Master::SHUTDOWN_UNIVERSE);
Game::server->SendToMaster(bitStream);
ChatPackets::SendSystemMessage(sysAddr, u"Sent universe shutdown notification to master.");

View File

@@ -15,7 +15,7 @@
#include "PropertyManagementComponent.h"
// Enums
#include "eChatMessageType.h"
#include "MessageType/Chat.h"
#include "eServerDisconnectIdentifiers.h"
#include "eObjectBits.h"
@@ -197,7 +197,7 @@ namespace GMGreaterThanZeroCommands {
//Notify chat about it
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::GM_MUTE);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::GM_MUTE);
bitStream.Write(characterId);
bitStream.Write(expire);
@@ -292,7 +292,7 @@ namespace GMGreaterThanZeroCommands {
bool displayZoneData = true;
bool displayIndividualPlayers = true;
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
if (!splitArgs.empty() && !splitArgs.at(0).empty()) displayZoneData = splitArgs.at(0) == "1";
if (splitArgs.size() > 1) displayIndividualPlayers = splitArgs.at(1) == "1";