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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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@@ -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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