Merge remote-tracking branch 'upstream/main' into first-draft-leaderboard-re-write

This commit is contained in:
EmosewaMC
2023-05-30 04:11:53 -07:00
177 changed files with 3066 additions and 3101 deletions

View File

@@ -1,13 +1,10 @@
#ifndef __DOCLIENTPROJECTILEIMPACT__H__
#define __DOCLIENTPROJECTILEIMPACT__H__
#include "dMessageIdentifiers.h"
#include "dCommonVars.h"
/* Tell a client local projectile to impact */
class DoClientProjectileImpact {
static const GAME_MSG MsgID = GAME_MSG_DO_CLIENT_PROJECTILE_IMPACT;
public:
DoClientProjectileImpact() {
i64OrgID = LWOOBJID_EMPTY;
@@ -30,7 +27,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::DO_CLIENT_PROJECTILE_IMPACT);
stream->Write(i64OrgID != LWOOBJID_EMPTY);
if (i64OrgID != LWOOBJID_EMPTY) stream->Write(i64OrgID);

View File

@@ -2,14 +2,12 @@
#define __ECHOSTARTSKILL__H__
#include "dCommonVars.h"
#include "dMessageIdentifiers.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "eGameMessageType.h"
/* Same as start skill but with different network options. An echo down to other clients that need to play the skill. */
class EchoStartSkill {
static const GAME_MSG MsgID = GAME_MSG_ECHO_START_SKILL;
public:
EchoStartSkill() {
bUsedMouse = false;
@@ -42,7 +40,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::ECHO_START_SKILL);
stream->Write(bUsedMouse);

View File

@@ -4,13 +4,11 @@
#include <string>
#include "BitStream.h"
#include "eGameMessageType.h"
#include "dMessageIdentifiers.h"
/* Message to synchronize a skill cast */
class EchoSyncSkill {
static const GAME_MSG MsgID = GAME_MSG_ECHO_SYNC_SKILL;
public:
EchoSyncSkill() {
bDone = false;
@@ -31,7 +29,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::ECHO_SYNC_SKILL);
stream->Write(bDone);
uint32_t sBitStreamLength = sBitStream.length();

View File

@@ -33,10 +33,11 @@
#include "EchoSyncSkill.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "eConnectionType.h"
using namespace std;
void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID) {
void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID) {
CBITSTREAM;
@@ -53,54 +54,54 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
switch (messageID) {
case GAME_MSG_UN_USE_BBB_MODEL: {
case eGameMessageType::UN_USE_BBB_MODEL: {
GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
break;
}
case GAME_MSG_PLAY_EMOTE: {
case eGameMessageType::PLAY_EMOTE: {
GameMessages::HandlePlayEmote(inStream, entity);
break;
}
case GAME_MSG_MOVE_ITEM_IN_INVENTORY: {
case eGameMessageType::MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case GAME_MSG_REMOVE_ITEM_FROM_INVENTORY: {
case eGameMessageType::REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case GAME_MSG_EQUIP_ITEM:
case eGameMessageType::EQUIP_ITEM:
GameMessages::HandleEquipItem(inStream, entity);
break;
case GAME_MSG_UN_EQUIP_ITEM:
case eGameMessageType::UN_EQUIP_ITEM:
GameMessages::HandleUnequipItem(inStream, entity);
break;
case GAME_MSG_RESPOND_TO_MISSION: {
case eGameMessageType::RESPOND_TO_MISSION: {
GameMessages::HandleRespondToMission(inStream, entity);
break;
}
case GAME_MSG_REQUEST_USE: {
case eGameMessageType::REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case GAME_MSG_SET_FLAG: {
case eGameMessageType::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity);
break;
}
case GAME_MSG_HAS_BEEN_COLLECTED: {
case eGameMessageType::HAS_BEEN_COLLECTED: {
GameMessages::HandleHasBeenCollected(inStream, entity);
break;
}
case GAME_MSG_PLAYER_LOADED: {
case eGameMessageType::PLAYER_LOADED: {
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
entity->SetPlayerReadyForUpdates();
@@ -174,73 +175,73 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
break;
}
case GAME_MSG_REQUEST_LINKED_MISSION: {
case eGameMessageType::REQUEST_LINKED_MISSION: {
GameMessages::HandleRequestLinkedMission(inStream, entity);
break;
}
case GAME_MSG_MISSION_DIALOGUE_OK: {
case eGameMessageType::MISSION_DIALOGUE_OK: {
GameMessages::HandleMissionDialogOK(inStream, entity);
break;
}
case GAME_MSG_MISSION_DIALOGUE_CANCELLED: {
case eGameMessageType::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 GAME_MSG_REQUEST_PLATFORM_RESYNC: {
case eGameMessageType::REQUEST_PLATFORM_RESYNC: {
GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
break;
}
case GAME_MSG_FIRE_EVENT_SERVER_SIDE: {
case eGameMessageType::FIRE_EVENT_SERVER_SIDE: {
GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
break;
}
case GAME_MSG_SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
case eGameMessageType::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
case eGameMessageType::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_ACTIVITY_STATE_CHANGE_REQUEST: {
case eGameMessageType::ACTIVITY_STATE_CHANGE_REQUEST: {
GameMessages::HandleActivityStateChangeRequest(inStream, entity);
break;
}
case GAME_MSG_PARSE_CHAT_MESSAGE: {
case eGameMessageType::PARSE_CHAT_MESSAGE: {
GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
break;
}
case GAME_MSG_NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
case eGameMessageType::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
break;
}
case GAME_MSG_PICKUP_CURRENCY: {
case eGameMessageType::PICKUP_CURRENCY: {
GameMessages::HandlePickupCurrency(inStream, entity);
break;
}
case GAME_MSG_PICKUP_ITEM: {
case eGameMessageType::PICKUP_ITEM: {
GameMessages::HandlePickupItem(inStream, entity);
break;
}
case GAME_MSG_RESURRECT: {
case eGameMessageType::RESURRECT: {
GameMessages::HandleResurrect(inStream, entity);
break;
}
case GAME_MSG_REQUEST_RESURRECT: {
case eGameMessageType::REQUEST_RESURRECT: {
GameMessages::SendResurrect(entity);
/*auto* dest = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
if (dest) {
@@ -251,12 +252,12 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
}*/
break;
}
case GAME_MSG_HANDLE_HOT_PROPERTY_DATA: {
case eGameMessageType::HANDLE_HOT_PROPERTY_DATA: {
GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT:
case eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT:
{
auto message = RequestServerProjectileImpact();
@@ -275,7 +276,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
break;
}
case GAME_MSG_START_SKILL: {
case eGameMessageType::START_SKILL: {
StartSkill startSkill = StartSkill();
startSkill.Deserialize(inStream); // inStream replaces &bitStream
@@ -313,7 +314,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
if (success) {
//Broadcast our startSkill:
RakNet::BitStream bitStreamLocal;
PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
PacketUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
EchoStartSkill echoStartSkill;
@@ -333,11 +334,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
}
} break;
case GAME_MSG_SYNC_SKILL: {
case eGameMessageType::SYNC_SKILL: {
RakNet::BitStream bitStreamLocal;
PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
PacketUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
//bitStreamLocal.Write((unsigned short)GAME_MSG_ECHO_SYNC_SKILL);
//bitStreamLocal.Write((unsigned short)eGameMessageType::ECHO_SYNC_SKILL);
//bitStreamLocal.Write(inStream);
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
@@ -374,308 +375,311 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
Game::server->Send(&bitStreamLocal, sysAddr, true);
} break;
case GAME_MSG_REQUEST_SMASH_PLAYER:
case eGameMessageType::REQUEST_SMASH_PLAYER:
entity->Smash(entity->GetObjectID());
break;
case GAME_MSG_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
case eGameMessageType::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_FINISH:
case eGameMessageType::MODULAR_BUILD_FINISH:
GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
break;
case GAME_MSG_PUSH_EQUIPPED_ITEMS_STATE:
case eGameMessageType::PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case GAME_MSG_POP_EQUIPPED_ITEMS_STATE:
case eGameMessageType::POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case GAME_MSG_BUY_FROM_VENDOR:
case eGameMessageType::BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_SELL_TO_VENDOR:
case eGameMessageType::SELL_TO_VENDOR:
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_BUYBACK_FROM_VENDOR:
case eGameMessageType::BUYBACK_FROM_VENDOR:
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_MOVE_AND_EQUIP:
case eGameMessageType::MODULAR_BUILD_MOVE_AND_EQUIP:
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
break;
case GAME_MSG_DONE_ARRANGING_WITH_ITEM:
case eGameMessageType::DONE_ARRANGING_WITH_ITEM:
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_CONVERT_MODEL:
case eGameMessageType::MODULAR_BUILD_CONVERT_MODEL:
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
break;
case GAME_MSG_BUILD_MODE_SET:
case eGameMessageType::BUILD_MODE_SET:
GameMessages::HandleBuildModeSet(inStream, entity);
break;
case GAME_MSG_REBUILD_CANCEL:
case eGameMessageType::REBUILD_CANCEL:
GameMessages::HandleRebuildCancel(inStream, entity);
break;
case GAME_MSG_MATCH_REQUEST:
case eGameMessageType::MATCH_REQUEST:
GameMessages::HandleMatchRequest(inStream, entity);
break;
case GAME_MSG_USE_NON_EQUIPMENT_ITEM:
case eGameMessageType::USE_NON_EQUIPMENT_ITEM:
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
break;
case GAME_MSG_CLIENT_ITEM_CONSUMED:
case eGameMessageType::CLIENT_ITEM_CONSUMED:
GameMessages::HandleClientItemConsumed(inStream, entity);
break;
case GAME_MSG_SET_CONSUMABLE_ITEM:
case eGameMessageType::SET_CONSUMABLE_ITEM:
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
break;
case GAME_MSG_VERIFY_ACK:
case eGameMessageType::VERIFY_ACK:
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
break;
// Trading
case GAME_MSG_CLIENT_TRADE_REQUEST:
case eGameMessageType::CLIENT_TRADE_REQUEST:
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_CANCEL:
case eGameMessageType::CLIENT_TRADE_CANCEL:
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_ACCEPT:
case eGameMessageType::CLIENT_TRADE_ACCEPT:
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_UPDATE:
case eGameMessageType::CLIENT_TRADE_UPDATE:
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
break;
// Pets
case GAME_MSG_PET_TAMING_TRY_BUILD:
case eGameMessageType::PET_TAMING_TRY_BUILD:
GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
break;
case GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS:
case eGameMessageType::NOTIFY_TAMING_BUILD_SUCCESS:
GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
break;
case GAME_MSG_REQUEST_SET_PET_NAME:
case eGameMessageType::REQUEST_SET_PET_NAME:
GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
break;
case GAME_MSG_START_SERVER_PET_MINIGAME_TIMER:
case eGameMessageType::START_SERVER_PET_MINIGAME_TIMER:
GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_EXIT_TAMING_MINIGAME:
case eGameMessageType::CLIENT_EXIT_TAMING_MINIGAME:
GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
break;
case GAME_MSG_COMMAND_PET:
case eGameMessageType::COMMAND_PET:
GameMessages::HandleCommandPet(inStream, entity, sysAddr);
break;
case GAME_MSG_DESPAWN_PET:
case eGameMessageType::DESPAWN_PET:
GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
break;
case GAME_MSG_MESSAGE_BOX_RESPOND:
case eGameMessageType::MESSAGE_BOX_RESPOND:
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
break;
case GAME_MSG_CHOICE_BOX_RESPOND:
case eGameMessageType::CHOICE_BOX_RESPOND:
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
break;
// Property
case GAME_MSG_QUERY_PROPERTY_DATA:
case eGameMessageType::QUERY_PROPERTY_DATA:
GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
break;
case GAME_MSG_START_BUILDING_WITH_ITEM:
case eGameMessageType::START_BUILDING_WITH_ITEM:
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_BUILD_MODE:
case eGameMessageType::SET_BUILD_MODE:
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_EDITOR_BEGIN:
case eGameMessageType::PROPERTY_EDITOR_BEGIN:
GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_EDITOR_END:
case eGameMessageType::PROPERTY_EDITOR_END:
GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_CONTENTS_FROM_CLIENT:
case eGameMessageType::PROPERTY_CONTENTS_FROM_CLIENT:
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
break;
case GAME_MSG_ZONE_PROPERTY_MODEL_EQUIPPED:
case eGameMessageType::ZONE_PROPERTY_MODEL_EQUIPPED:
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
break;
case GAME_MSG_PLACE_PROPERTY_MODEL:
case eGameMessageType::PLACE_PROPERTY_MODEL:
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_UPDATE_MODEL_FROM_CLIENT:
case eGameMessageType::UPDATE_MODEL_FROM_CLIENT:
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_DELETE_MODEL_FROM_CLIENT:
case eGameMessageType::DELETE_MODEL_FROM_CLIENT:
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_BBB_LOAD_ITEM_REQUEST:
case eGameMessageType::BBB_LOAD_ITEM_REQUEST:
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_BBB_SAVE_REQUEST:
case eGameMessageType::BBB_SAVE_REQUEST:
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_CONTROL_BEHAVIOR:
case eGameMessageType::CONTROL_BEHAVIOR:
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
case eGameMessageType::PROPERTY_ENTRANCE_SYNC:
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
break;
case GAME_MSG_ENTER_PROPERTY1:
case eGameMessageType::ENTER_PROPERTY1:
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
break;
case GAME_MSG_ZONE_PROPERTY_MODEL_ROTATED:
case eGameMessageType::ZONE_PROPERTY_MODEL_ROTATED:
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
break;
case GAME_MSG_UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
case eGameMessageType::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_PROPERTY_ACCESS:
case eGameMessageType::SET_PROPERTY_ACCESS:
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
break;
// Racing
case GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA:
case eGameMessageType::MODULE_ASSEMBLY_QUERY_DATA:
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
break;
case GAME_MSG_ACKNOWLEDGE_POSSESSION:
case eGameMessageType::ACKNOWLEDGE_POSSESSION:
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_SET_WHEEL_LOCK_STATE:
case eGameMessageType::VEHICLE_SET_WHEEL_LOCK_STATE:
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_ASSEMBLY_NIF_COMPLETED:
case eGameMessageType::MODULAR_ASSEMBLY_NIF_COMPLETED:
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
break;
case GAME_MSG_RACING_CLIENT_READY:
case eGameMessageType::RACING_CLIENT_READY:
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
break;
case GAME_MSG_REQUEST_DIE:
case eGameMessageType::REQUEST_DIE:
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
case eGameMessageType::VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
case eGameMessageType::VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
break;
case GAME_MSG_RACING_PLAYER_INFO_RESET_FINISHED:
case eGameMessageType::RACING_PLAYER_INFO_RESET_FINISHED:
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
case eGameMessageType::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
break;
case GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST:
case eGameMessageType::UPDATE_PROPERTY_PERFORMANCE_COST:
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
break;
// SG
case GAME_MSG_UPDATE_SHOOTING_GALLERY_ROTATION:
case eGameMessageType::UPDATE_SHOOTING_GALLERY_ROTATION:
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
break;
// NT
case GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
case eGameMessageType::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case GAME_MSG_TOGGLE_GHOST_REFERENCE_OVERRIDE:
case eGameMessageType::TOGGLE_GHOST_REFERENCE_OVERRIDE:
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_GHOST_REFERENCE_POSITION:
case eGameMessageType::SET_GHOST_REFERENCE_POSITION:
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
break;
case GAME_MSG_READY_FOR_UPDATES:
case eGameMessageType::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 GAME_MSG_REPORT_BUG:
case eGameMessageType::REPORT_BUG:
GameMessages::HandleReportBug(inStream, entity);
break;
case GAME_MSG_CLIENT_RAIL_MOVEMENT_READY:
case eGameMessageType::CLIENT_RAIL_MOVEMENT_READY:
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
break;
case GAME_MSG_CANCEL_RAIL_MOVEMENT:
case eGameMessageType::CANCEL_RAIL_MOVEMENT:
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
break;
case GAME_MSG_PLAYER_RAIL_ARRIVED_NOTIFICATION:
case eGameMessageType::PLAYER_RAIL_ARRIVED_NOTIFICATION:
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
break;
case GAME_MSG_CINEMATIC_UPDATE:
case eGameMessageType::CINEMATIC_UPDATE:
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
break;
case GAME_MSG_MODIFY_PLAYER_ZONE_STATISTIC:
case eGameMessageType::MODIFY_PLAYER_ZONE_STATISTIC:
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
break;
case GAME_MSG_UPDATE_PLAYER_STATISTIC:
case eGameMessageType::UPDATE_PLAYER_STATISTIC:
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
break;
case GAME_MSG_DISMOUNT_COMPLETE:
case eGameMessageType::DISMOUNT_COMPLETE:
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
break;
case GAME_MSG_DEACTIVATE_BUBBLE_BUFF:
case eGameMessageType::DEACTIVATE_BUBBLE_BUFF:
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
break;
case GAME_MSG_ACTIVATE_BUBBLE_BUFF:
case eGameMessageType::ACTIVATE_BUBBLE_BUFF:
GameMessages::HandleActivateBubbleBuff(inStream, entity);
break;
case GAME_MSG_ZONE_SUMMARY_DISMISSED:
case eGameMessageType::ZONE_SUMMARY_DISMISSED:
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
break;
case eGameMessageType::REQUEST_ACTIVITY_EXIT:
GameMessages::HandleRequestActivityExit(inStream, entity);
break;
default:
// Game::logger->Log("GameMessageHandler", "Unknown game message ID: %i", messageID);
break;

View File

@@ -7,7 +7,6 @@
#define GAMEMESSAGEHANDLER_H
#include "RakNetTypes.h"
#include "dMessageIdentifiers.h"
#include "dCommonVars.h"
#include <iostream>
#include <sstream>
@@ -21,8 +20,10 @@
#include "GameMessages.h"
#include "../dDatabase/CDClientDatabase.h"
enum class eGameMessageType : uint16_t;
namespace GameMessageHandler {
void HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID);
void HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID);
};
#endif // GAMEMESSAGEHANDLER_H

File diff suppressed because it is too large Load Diff

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@@ -12,7 +12,7 @@
#include "eLootSourceType.h"
#include "Brick.h"
class AMFValue;
class AMFBaseValue;
class Entity;
class Item;
class NiQuaternion;
@@ -88,8 +88,8 @@ namespace GameMessages {
void NotifyLevelRewards(LWOOBJID objectID, const SystemAddress& sysAddr, int level, bool sending_rewards);
void SendModifyLEGOScore(Entity* entity, const SystemAddress& sysAddr, int64_t score, eLootSourceType sourceType);
void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFValue* args);
void SendUIMessageServerToAllClients(const std::string& message, AMFValue* args);
void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args);
void SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args);
void SendPlayEmbeddedEffectOnAllClientsNearObject(Entity* entity, std::u16string effectName, const LWOOBJID& fromObjectID, float radius);
void SendPlayFXEffect(Entity* entity, int32_t effectID, const std::u16string& effectType, const std::string& name, LWOOBJID secondary, float priority = 1, float scale = 1, bool serialize = true);
@@ -648,6 +648,7 @@ namespace GameMessages {
void SendDeactivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr);
void HandleZoneSummaryDismissed(RakNet::BitStream* inStream, Entity* entity);
void HandleRequestActivityExit(RakNet::BitStream* inStream, Entity* entity);
};
#endif // GAMEMESSAGES_H

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@@ -2,13 +2,11 @@
#define __REQUESTSERVERPROJECTILEIMPACT__H__
#include "dCommonVars.h"
#include "dMessageIdentifiers.h"
#include "eGameMessageType.h"
/* Notifying the server that a locally owned projectile impacted. Sent to the caster of the projectile
should always be the local char. */
class RequestServerProjectileImpact {
static const GAME_MSG MsgID = GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT;
public:
RequestServerProjectileImpact() {
i64LocalID = LWOOBJID_EMPTY;
@@ -29,7 +27,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT);
stream->Write(i64LocalID != LWOOBJID_EMPTY);
if (i64LocalID != LWOOBJID_EMPTY) stream->Write(i64LocalID);

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@@ -2,16 +2,14 @@
#define __STARTSKILL__H__
#include "dCommonVars.h"
#include "dMessageIdentifiers.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "eGameMessageType.h"
/**
* Same as sync skill but with different network options. An echo down to other clients that need to play the skill.
*/
class StartSkill {
static const GAME_MSG MsgID = GAME_MSG_START_SKILL;
public:
StartSkill() {
bUsedMouse = false;
@@ -46,7 +44,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::START_SKILL);
stream->Write(bUsedMouse);

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@@ -5,11 +5,10 @@
#include <string>
#include "BitStream.h"
#include "eGameMessageType.h"
/* Message to synchronize a skill cast */
class SyncSkill {
static const GAME_MSG MsgID = GAME_MSG_SYNC_SKILL;
public:
SyncSkill() {
bDone = false;
@@ -30,7 +29,7 @@ public:
}
void Serialize(RakNet::BitStream* stream) {
stream->Write(MsgID);
stream->Write(eGameMessageType::SYNC_SKILL);
stream->Write(bDone);
uint32_t sBitStreamLength = sBitStream.length();