fix(skill): a start with a skill handle still in progress is dropped, as the client

LWOSkillComponent::msgStartSkill (0x00d45cb0) logs and ignores a StartSkill
whose skill handle is still waiting on behavior syncs. The server ran it a
second time: the hits, the imagination cost and the mission progress twice.
Live captures hold 22 byte-identical StartSkill resends with the same
handle a few packets apart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-02 09:56:05 -05:00
parent 4fbebf7135
commit c9929f1c1e
5 changed files with 84 additions and 0 deletions

View File

@@ -7,6 +7,7 @@
#include "GeneralUtils.h"
#include "tinyxml2.h"
#include <algorithm>
#include <sstream>
#include <vector>
@@ -34,7 +35,18 @@ ProjectileSyncEntry::ProjectileSyncEntry() {
std::unordered_map<uint32_t, uint32_t> SkillComponent::m_skillBehaviorCache = {};
bool SkillComponent::IsSkillPending(const uint32_t skillUid) const {
const auto [begin, end] = m_managedBehaviors.equal_range(skillUid);
return std::any_of(begin, end, [](const auto& pair) { return pair.second && !pair.second->syncEntries.empty(); });
}
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream& bitStream, const LWOOBJID target, uint32_t skillID) {
// A skill handle still waiting on syncs is taken: the client logs and drops a second start with it
if (IsSkillPending(skillUid)) {
LOG("StartSkill with existing skill handle %u for %llu", skillUid, m_Parent->GetObjectID());
return false;
}
auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
context->caster = m_Parent->GetObjectID();