refactor: inventory and item game messages as structs

Converts AddItemToInventoryClientSync, SetInventorySize,
RemoveItemFromInventory, ConsumeClientItem, UseItemResult,
UseItemRequirementsResponse, ResponseMoveItemBetweenInventoryTypes,
NotifyNotEnoughInvSpace, UpdateInventoryUi, MarkInventoryItemAsActive and
MoveInventoryBatch (11 old Send functions) and the received EquipInventory,
UnEquipInventory, RemoveItemFromInventory, MoveItemInInventory,
MoveItemBetweenInventoryTypes, RequestMoveItemBetweenInventoryTypes,
PushEquippedItemsState, PopEquippedItemsState, ClientItemConsumed,
UseNonEquipmentItem, SetConsumableItem, UpdateInventoryGroup and
UpdateInventoryGroupContents (13 handlers) to NetGameMsgs in
InventoryMessages.{h,cpp}. The received messages are registered in
GameMessageHandler's map and handled by InventoryComponent (new On* methods
holding the old handler logic verbatim); the old functions and switch cases
are deleted. AddItemToInventoryClientSync::SetItem fills the fields that
come from the Item.

No wire change and no change in recipients. Kept as DLU has always sent them
and documented: NotifyNotEnoughInvSpace goes out with the message ID of
VehicleNotifyFinishedRace, and RemoveItemFromInventory always sets the flag
of the fields DLU fills. The old SendMoveInventoryBatch was never called
and wrote one flag bit fewer than the client reads (it had no moveSubkey);
the struct follows the client's layout (1.10.64,
LWOInventoryComponent_Common::msgMoveInventoryBatch at 00ce1310) and has no
oracle. UnEquipInventory still ignores the trailing replacementObjectID the
client sends, as before.

Verified byte for byte against a frozen verbatim copy of the old functions
over an input grid (AddItemToInventoryClientSync with real Items, extra info
and bind flags), to one client and broadcast; received messages compared
with the old handlers' read sequences and every truncated payload rejected;
hand computed golden bytes; round trips; a deliberate width mutation made
the tests fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 23:36:21 -05:00
parent 2e42225c75
commit da7d4e398b
15 changed files with 2092 additions and 783 deletions

View File

@@ -36,6 +36,7 @@
#include "RacingMessages.h"
#include "MissionMessages.h"
#include "EffectsMessages.h"
#include "InventoryMessages.h"
#include "PetMessages.h"
#include "PropertyMessages.h"
#include "eMissionTaskType.h"
@@ -83,6 +84,21 @@ namespace {
{ CHOICE_BOX_RESPOND, []() { return std::make_unique<ChoiceBoxRespond>(); } },
{ CINEMATIC_UPDATE, []() { return std::make_unique<CinematicUpdate>(); } },
// Inventory and items
{ EQUIP_INVENTORY, []() { return std::make_unique<EquipInventory>(); } },
{ UN_EQUIP_INVENTORY, []() { return std::make_unique<UnEquipInventory>(); } },
{ REMOVE_ITEM_FROM_INVENTORY, []() { return std::make_unique<RemoveItemFromInventory>(); } },
{ MOVE_ITEM_IN_INVENTORY, []() { return std::make_unique<MoveItemInInventory>(); } },
{ MOVE_ITEM_BETWEEN_INVENTORY_TYPES, []() { return std::make_unique<MoveItemBetweenInventoryTypes>(); } },
{ REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES, []() { return std::make_unique<RequestMoveItemBetweenInventoryTypes>(); } },
{ PUSH_EQUIPPED_ITEMS_STATE, []() { return std::make_unique<PushEquippedItemsState>(); } },
{ POP_EQUIPPED_ITEMS_STATE, []() { return std::make_unique<PopEquippedItemsState>(); } },
{ CLIENT_ITEM_CONSUMED, []() { return std::make_unique<ClientItemConsumed>(); } },
{ USE_NON_EQUIPMENT_ITEM, []() { return std::make_unique<UseNonEquipmentItem>(); } },
{ SET_CONSUMABLE_ITEM, []() { return std::make_unique<SetConsumableItem>(); } },
{ UPDATE_INVENTORY_GROUP, []() { return std::make_unique<UpdateInventoryGroup>(); } },
{ UPDATE_INVENTORY_GROUP_CONTENTS, []() { return std::make_unique<UpdateInventoryGroupContents>(); } },
// Pets
{ PET_TAMING_TRY_BUILD, []() { return std::make_unique<PetTamingTryBuild>(); } },
{ NOTIFY_TAMING_BUILD_SUCCESS, []() { return std::make_unique<NotifyTamingBuildSuccess>(); } },
@@ -173,24 +189,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
switch (messageID) {
case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case MessageType::Game::EQUIP_INVENTORY:
GameMessages::HandleEquipItem(inStream, entity);
break;
case MessageType::Game::UN_EQUIP_INVENTORY:
GameMessages::HandleUnequipItem(inStream, entity);
break;
// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
case MessageType::Game::SELECT_SKILL: {
auto var = entity->GetVar<bool>(u"dlu_first_time_load");
@@ -227,7 +225,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
// Fixes a bug where testmapping too fast causes large item inventories to become invisible.
// Only affects item inventory
GameMessages::SendSetInventorySize(entity, eInventoryType::ITEMS, inv->GetInventory(eInventoryType::ITEMS)->GetSize());
GameMessages::SetInventorySize setSize;
setSize.target = entity->GetObjectID();
setSize.inventoryType = eInventoryType::ITEMS;
setSize.size = inv->GetInventory(eInventoryType::ITEMS)->GetSize();
setSize.SendToClient(entity->GetSystemAddress());
}
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
@@ -462,18 +464,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
entity->Smash(entity->GetObjectID());
break;
case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case MessageType::Game::BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
@@ -494,18 +484,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
GameMessages::HandleMatchRequest(inStream, entity);
break;
case MessageType::Game::USE_NON_EQUIPMENT_ITEM:
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
break;
case MessageType::Game::CLIENT_ITEM_CONSUMED:
GameMessages::HandleClientItemConsumed(inStream, entity);
break;
case MessageType::Game::SET_CONSUMABLE_ITEM:
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
break;
case MessageType::Game::VERIFY_ACK:
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
break;
@@ -538,10 +516,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break;
// NT
case MessageType::Game::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case MessageType::Game::TOGGLE_GHOST_REFERENCE_OVERRIDE:
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
break;
@@ -606,13 +580,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
case MessageType::Game::REQUEST_VENDOR_STATUS_UPDATE:
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
break;
case MessageType::Game::UPDATE_INVENTORY_GROUP:
GameMessages::HandleUpdateInventoryGroup(inStream, entity, sysAddr);
break;
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
break;
default:
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
break;