Commit Graph

3 Commits

Author SHA1 Message Date
Aaron Kimbrell
b845faee72 fix(messages): ChangeObjectWorldState and UnEquipInventory as the client reads them; add UncastSkill
ChangeObjectWorldState's state is optional on the wire (a flag, then the
state when it isn't INWORLD): live sent 80 80 00 00 00 for ATTACHED. DLU
wrote the bare u32, so the client read the rocket's ATTACHED as INWORLD.

UnEquipInventory gets its optional replacementObjectID (the client always
sends the flag; the server-sent copies in the captures have it too), so it
can be sent server -> client.

New UncastSkill (1206, server -> client: the client ends its running
instance of the skill, LWOSkillComponent::msgUncastSkill 0x00bd86d0).

Tests: all three against live capture bytes.

Check in game: launch a rocket; the rocket is shown in the player's hands
during the launch animation (for the launcher and players nearby).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:42:02 -05:00
Aaron Kimbrell
e3a75a689e fix(wire): send NotifyNotEnoughInvSpace with its own message ID
WIRE FIX. DLU sent NotifyNotEnoughInvSpace with the ID of
VehicleNotifyFinishedRace (1396). The 1.10.64 client registers it as
NOTIFY_NOT_ENOUGH_INV_SPACE (1516, 0x00545c90) and reads freeSlotsNeeded
followed by the optional inventoryType (0x00d8b850), which is what the
payload already was. Only the message ID changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:04 -05:00
Aaron Kimbrell
20f70ac0de 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>
2026-09-28 22:30:51 -05:00