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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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@@ -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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