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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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@@ -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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