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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat(skills): end a dead caster's skill when a client reports it (CasterDead)
When a client gets EchoStartSkill (or SyncSkill) from a caster it sees as dead, aimed at another object, it logs "msgEchoStartSkill msgCasterDead" and sends CasterDead (120: optional i64Caster, optional uiSkillHandle) through that target (LWOSkillComponent::msgEchoStartSkill 0x00d5dc90). 303 live packets, the target nearly always the attacked player, the caster a spawned enemy; the next messages were mostly Die and SetStunned for the player. DLU dropped it. The server now ends that skill on the caster: its behaviors with that handle are dropped (end entries run, pending timers and syncs discarded, its projectiles removed), so a hit an enemy scheduled before dying does not land later. It only does so when the server also sees the caster as dead, so a client can't cancel a living enemy's attack. What live did with the message is inferred from the name and when it was sent. Check in game: kill an enemy in the middle of a slow or charged attack (e.g. a Maelstrom horseman or a spider queen add): its attack does not hit after it has died, and other enemies' attacks still hit normally. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -202,6 +202,23 @@ void SkillComponent::Reset() {
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this->m_managedBehaviors.clear();
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}
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void SkillComponent::EndSkill(const uint32_t skillUid) {
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const auto [begin, end] = m_managedBehaviors.equal_range(skillUid);
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for (auto it = begin; it != end; ++it) {
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auto* const context = it->second;
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if (!context) continue;
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std::erase_if(m_managedProjectiles, [context](const ProjectileSyncEntry& projectile) { return projectile.context == context; });
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// End what the skill started, but drop its pending timers (Reset would run them now: a late hit)
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for (const auto& entry : context->endEntries) entry.behavior->End(context, entry.branchContext, entry.second);
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context->endEntries.clear();
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context->timerEntries.clear();
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context->syncEntries.clear();
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context->scheduledUpdates.clear();
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delete context;
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}
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m_managedBehaviors.erase(begin, end);
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}
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void SkillComponent::Interrupt() {
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// TODO: need to check immunities on the destroyable component, but they aren't implemented
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auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
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@@ -88,6 +88,18 @@ public:
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*/
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void Interrupt();
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/**
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* Ends a skill this entity is running: drops its behaviors (and their pending hits and projectiles) with that
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* skill handle
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* @param skillUid the skill handle
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*/
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void EndSkill(uint32_t skillUid);
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/**
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* @return whether this entity runs a skill with that handle
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*/
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bool HasSkill(uint32_t skillUid) const { return m_managedBehaviors.contains(skillUid); }
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/**
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* Starts a player skill. Should only be called when the server receives a start skill message from the client.
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* @param behaviorId the root behavior ID of the skill
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@@ -169,6 +169,7 @@ namespace {
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{ SELECT_SKILL, []() { return std::make_unique<SelectSkill>(); } },
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{ START_SKILL, []() { return std::make_unique<StartSkill>(); } },
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{ SYNC_SKILL, []() { return std::make_unique<SyncSkill>(); } },
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{ CASTER_DEAD, []() { return std::make_unique<CasterDead>(); } },
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{ REQUEST_SERVER_PROJECTILE_IMPACT, []() { return std::make_unique<RequestServerProjectileImpact>(); } },
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// Combat
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@@ -8,6 +8,7 @@
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#include "dServer.h"
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#include "eMissionTaskType.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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@@ -57,6 +58,27 @@ namespace GameMessages {
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return true;
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}
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void CasterDead::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteOptional(bitStream, i64Caster, LWOOBJID_EMPTY);
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BitStreamUtils::WriteOptional(bitStream, uiSkillHandle, 0u);
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}
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bool CasterDead::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, i64Caster, LWOOBJID_EMPTY));
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, uiSkillHandle, 0u));
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return true;
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}
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void CasterDead::Handle(Entity& entity, const SystemAddress& sysAddr) {
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// Only for a caster the server also sees as dead: a client can't cancel a living enemy's attack
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auto* const caster = Game::entityManager->GetEntity(i64Caster);
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if (!caster) return;
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const auto* const destroyable = caster->GetComponent<DestroyableComponent>();
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if (!destroyable || !destroyable->GetIsDead()) return;
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auto* const skillComponent = caster->GetComponent<SkillComponent>();
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if (skillComponent) skillComponent->EndSkill(uiSkillHandle);
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}
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void SelectSkill::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bFromSkillSet);
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bitStream.Write(skillID);
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@@ -49,6 +49,19 @@ namespace GameMessages {
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int32_t skillID{};
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};
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// Client -> server. A client got EchoStartSkill (or SyncSkill) from a caster it sees as dead, aimed at another
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// object (LWOSkillComponent::msgEchoStartSkill 0x00d5dc90), and tells the server through that target object.
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// The server ends the caster's skill with that handle if the caster is dead there too.
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struct CasterDead : public NetGameMsg {
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CasterDead() : NetGameMsg(MessageType::Game::CASTER_DEAD) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID i64Caster{ LWOOBJID_EMPTY }; // optional
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uint32_t uiSkillHandle{}; // optional
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};
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// Client -> server. The player picked a skill; DLU only uses it to fix invisible items on first load.
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struct SelectSkill : public NetGameMsg {
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SelectSkill() : NetGameMsg(MessageType::Game::SELECT_SKILL) {}
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@@ -3,7 +3,12 @@
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#include "GameDependencies.h"
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#include "GameMessageTestUtils.h"
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#include "CDClientDatabase.h"
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#include "CharacterComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "SkillMessages.h"
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#include "Entity.h"
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#include "PlayerMessages.h"
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@@ -82,3 +87,37 @@ TEST_F(ClientMessagesTests, SetLastCustomBuildMatchesLiveCapture) {
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EXPECT_EQ(characterComponent->GetLastRocketConfig(), u"1:14454;1:4714;1:4715;");
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EXPECT_FALSE(characterComponent->GetIsLanding());
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}
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// CasterDead (120): an optional caster, then an optional skill handle. 303 live packets, sent through the targeted
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// player when an enemy's skill arrived after the enemy died.
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TEST_F(ClientMessagesTests, CasterDeadMatchesLiveCapture) {
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auto msg = FromLiveClientCapture<GameMessages::CasterDead>(std::string(PLAYER_HEADER) + "7800" + "dade8000002000024040000000");
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EXPECT_EQ(msg.i64Caster, 0x40040000000bdb5LL);
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EXPECT_EQ(msg.uiSkillHandle, 1u);
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EXPECT_EQ(RoundTrip(msg).i64Caster, msg.i64Caster);
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ExpectTruncatedFails(msg);
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}
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// The caster's skill with that handle ends only when the server also sees the caster as dead.
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TEST_F(ClientMessagesTests, CasterDeadEndsTheDeadCastersSkill) {
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CDClientDatabase::Connect(":memory:"); // the entity manager looks the new entity up
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CDClientDatabase::ExecuteDML("CREATE TABLE ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER);");
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auto* const caster = Game::entityManager->CreateEntity(info, nullptr, nullptr, false, 0x40040000000bdb5LL);
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ASSERT_NE(caster, nullptr);
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auto* const destroyable = caster->AddComponent<DestroyableComponent>(-1);
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auto* const skills = caster->AddComponent<SkillComponent>(-1);
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RakNet::BitStream empty;
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skills->CastPlayerSkill(0, 1, empty, player->GetObjectID());
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skills->CastPlayerSkill(0, 2, empty, player->GetObjectID());
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GameMessages::CasterDead msg;
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msg.i64Caster = caster->GetObjectID();
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msg.uiSkillHandle = 1;
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msg.Handle(*player, UNASSIGNED_SYSTEM_ADDRESS);
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EXPECT_TRUE(skills->HasSkill(1)); // alive: a client can't cancel it
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destroyable->SetIsDead(true);
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msg.Handle(*player, UNASSIGNED_SYSTEM_ADDRESS);
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EXPECT_FALSE(skills->HasSkill(1));
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EXPECT_TRUE(skills->HasSkill(2));
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}
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