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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
fix(load): the respawn checkpoint follows ServerDoneLoadingAllObjects on every load
Live sent PlayerReachedRespawnCheckpoint right after ServerDoneLoadingAllObjects on 143 of 157 captured loads, with a rotation: the spawn point the player arrived at, or a checkpoint they had reached before. DLU sent it before constructing the zone's objects, only when a checkpoint was saved for the zone, and always unrotated. It now goes right after ServerDoneLoadingAllObjects on every load: the saved checkpoint when there is one (DLU saves no rotation for it, so that one stays unrotated), otherwise the position and facing the player loaded in at. Inferred: that the loaded-in spot matches live's spawn point choice (live's is the spawn point object, a few tenths of a unit from the player's start). Check: log in fresh to a zone, die before touching any checkpoint and respawn: you come back where you arrived, facing the same way; reach a checkpoint, change zones and come back, die: you respawn at that checkpoint. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "ZoneMessages.h"
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#include "MovementMessages.h"
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#include "BitStreamUtils.h"
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#include "CDClientManager.h"
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@@ -35,6 +36,19 @@ namespace GameMessages {
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return bitStream.Read(playerID);
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}
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void SendDoneLoading(const LWOOBJID player, const NiPoint3& savedCheckpoint, const NiPoint3& spawnPosition, const NiQuaternion& spawnRotation, const SystemAddress& sysAddr) {
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ServerDoneLoadingAllObjects doneLoading;
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doneLoading.target = player;
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doneLoading.SendToClient(sysAddr);
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PlayerReachedRespawnCheckpoint checkpoint;
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checkpoint.target = player;
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const bool hasSavedCheckpoint = savedCheckpoint != NiPoint3Constant::ZERO;
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checkpoint.pos = hasSavedCheckpoint ? savedCheckpoint : spawnPosition;
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checkpoint.rot = hasSavedCheckpoint ? QuatUtils::IDENTITY : spawnRotation;
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checkpoint.SendToClient(sysAddr);
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}
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void SendPlayerReady(const LWOOBJID player, const LWOOBJID zoneControl, const SystemAddress& sysAddr) {
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PlayerReady playerReady;
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playerReady.target = player;
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@@ -47,6 +47,14 @@ namespace GameMessages {
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ServerDoneLoadingAllObjects() : NetGameMsg(MessageType::Game::SERVER_DONE_LOADING_ALL_OBJECTS) {}
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};
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/**
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* Ends a player's load the way live did: ServerDoneLoadingAllObjects, then PlayerReachedRespawnCheckpoint with where
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* the player respawns in this zone (143 of 157 captured loads send the pair back to back, with a rotation).
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* That is their saved checkpoint for the zone when they have one (DLU saves no rotation for it, so it goes
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* unrotated), otherwise the spot and facing they loaded in at.
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*/
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void SendDoneLoading(LWOOBJID player, const NiPoint3& savedCheckpoint, const NiPoint3& spawnPosition, const NiQuaternion& spawnRotation, const SystemAddress& sysAddr);
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// Server -> client, to one client.
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struct InvalidZoneTransferList : public NetGameMsg {
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InvalidZoneTransferList() : NetGameMsg(MessageType::Game::INVALID_ZONE_TRANSFER_LIST) {}
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@@ -1051,17 +1051,11 @@ void LoadPlayer(const SystemAddress& sysAddr) {
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serverStates.Send(sysAddr);
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const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID());
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const auto spawnPosition = player->GetPosition();
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const auto spawnRotation = player->GetRotation();
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Game::entityManager->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS);
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if (respawnPoint != NiPoint3Constant::ZERO) {
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GameMessages::PlayerReachedRespawnCheckpoint respawnCheckpoint;
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respawnCheckpoint.target = player->GetObjectID();
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respawnCheckpoint.pos = respawnPoint;
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respawnCheckpoint.rot = QuatUtils::IDENTITY;
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respawnCheckpoint.SendToClient(player->GetSystemAddress());
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}
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// Before the models are constructed: the served meshes' checksums, so a client whose cached checksum is its own
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// build's downloads the served mesh again (UgcManifest, docs/UgcServer.md)
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if (g_CloneID != 0 && UgcManifest::ServesModels()) {
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@@ -1141,9 +1135,7 @@ void LoadPlayer(const SystemAddress& sysAddr) {
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invalidTransferList.bCustomerFeedbackOnExit = false;
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invalidTransferList.bCustomerFeedbackOnInvalidMapTransfer = false;
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invalidTransferList.SendToClient(sysAddr);
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GameMessages::ServerDoneLoadingAllObjects doneLoading;
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doneLoading.target = player->GetObjectID();
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doneLoading.SendToClient(sysAddr);
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GameMessages::SendDoneLoading(player->GetObjectID(), respawnPoint, spawnPosition, spawnRotation, sysAddr);
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//Send the player it's mail count:
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//update: this might not be needed so im going to try disabling this here.
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@@ -1,6 +1,7 @@
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#include "GameDependencies.h"
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#include "GameMessageTestUtils.h"
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#include "MovementMessages.h"
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#include "ZoneMessages.h"
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#include <gtest/gtest.h>
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@@ -35,3 +36,30 @@ TEST_F(LoadSequenceTests, PlayerReadyWithoutZoneControlGoesToThePlayerOnly) {
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ASSERT_EQ(sent.size(), 1u);
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EXPECT_PACKET_EQ(FromHex("53 05 00 0c 00 00 00 00 01 00 00 00 00 00 00 10 fd 01"), FromCapture(sent[0]));
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}
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// Live: ServerDoneLoadingAllObjects, then right after it the respawn checkpoint with a rotation. Bytes: a live pair
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// from Avant Gardens Survival (a first load, so the spawn point) with the player ID replaced.
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TEST_F(LoadSequenceTests, RespawnCheckpointFollowsDoneLoading) {
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const NiPoint3 spawn(35.218f, 365.7804f, -201.3283f);
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const NiQuaternion facing(0.7015f, 0.0f, -0.7126f, 0.0f);
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const auto sent = Capture([&] { GameMessages::SendDoneLoading(PLAYER, NiPoint3Constant::ZERO, spawn, facing, ClientAddress()); });
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ASSERT_EQ(sent.size(), 2u);
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EXPECT_PACKET_EQ(FromHex("53 05 00 0c 00 00 00 00 01 00 00 00 00 00 00 10 6a 06"), FromCapture(sent[0]));
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EXPECT_PACKET_EQ(FromHex(
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"53 05 00 0c 00 00 00 00 01 00 00 00 00 00 00 10 10 05 3b df 0c 42 e4 e3 b6 43 0b 54 49 c3 c0 ca 99 9f 80 00 00 00 "
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"7a 36 1b 5f 80 00 00 00 00", 369), FromCapture(sent[1]));
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for (const auto& packet : sent) {
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EXPECT_EQ(packet.sysAddr, ClientAddress());
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EXPECT_FALSE(packet.broadcast);
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}
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}
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// A saved checkpoint wins over where the player loaded in; DLU keeps no rotation for it.
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TEST_F(LoadSequenceTests, SavedCheckpointIsSentUnrotated) {
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const NiPoint3 saved(100.0f, 200.0f, 300.0f);
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const auto sent = Capture([&] { GameMessages::SendDoneLoading(PLAYER, saved, NiPoint3(1.0f, 2.0f, 3.0f), NiQuaternion(0.7015f, 0.0f, -0.7126f, 0.0f), ClientAddress()); });
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const auto checkpoints = SentGameMessages<GameMessages::PlayerReachedRespawnCheckpoint>(sent);
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ASSERT_EQ(checkpoints.size(), 1u);
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EXPECT_EQ(checkpoints[0].pos, saved);
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EXPECT_EQ(checkpoints[0].rot, QuatUtils::IDENTITY);
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}
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