Commit Graph

41 Commits

Author SHA1 Message Date
Aaron Kimbrell
0ff5d2bf87 fix: property model and brick by brick fixes (#2041)
* test: the server mock keeps a copy of the last bitstream sent

The bitstreams sent are usually on the sender's stack, so the pointer it kept was dangling once Send returned.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: PlaceModelResponse writes the model's rotation

The client's PlaceModelResponse::Deserialize (0x00dc0170) reads the rotation as an optional w, x, y, z quaternion, but the server wrote the 4-byte response after the rotation flag, so with any rotation other than identity the client ran out of data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: naming a model no longer renames the property

The model info window sends UpdatePropertyOrModelForFilterCheck with isProperty false (client 0x00cc42e0); only the property editor sends it true (0x00c2e710). A model's name and description aren't stored yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: keep a model item's blueprint across saves

A brick built model item's config has blueprintid (lowercase), which the saved item XML didn't keep (only blueprintID), so a picked up model lost its blueprint on the next load and could not be placed again. It is now saved as bp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: write model behaviors only for property and inventory models

The client makes the mutable model component, which reads the behaviors and editing info, only when the object's config has propertyObjectID or inInventory (ObjectLoader2::LoadModelBehaviorsComponent); every other model gets the plain one, which reads only the model block. Writing the behaviors for every model made the client read them as the next component's data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: the model vault uses the models' inventory groups, as the client

LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) and msgUpdateInventoryGroupContents (0x00ce1f50) look the inventory type up in m_VaultToPlayerInventory first, which maps VAULT_MODELS to MODELS. The server refused group updates for the model vault.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 09:34:31 -05:00
Aaron Kimbrell
9bf2ff4d44 feat: Raw reading on zone load and scene tools (#1910)
* feat: raw terrain parsing for scene data

Replace old dNavigation/dTerrain raw parser with new Raw module in
dZoneManager. Parse heightmaps, color maps, and scene maps from .raw
files to determine which scene a position belongs to. Build scene
adjacency graph from terrain data and scene transitions.

Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain
mesh generation with OBJ export, and debug slash commands for scene
visualization.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* refactor: deduplicate terrain grid lookup logic, remove unnecessary cast

Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos()
to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition,
SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline
math. Remove unnecessary static_cast in LoadSceneTransitionInfo.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: add version < 32 support to raw terrain parser

The parser was only correct for v32 files. For v<32:
- colorMapResolution is width-1, not width
- Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4
- No DDS lightmap
- No texture settings byte or blend DDS
- Scene map: v31 reads (colorMapRes+1)^2 cells with border skip,
  v<31 skips 1 byte
- No mesh data

Verified against all 309 .raw files across multiple client versions.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: log and reject legacy raw terrain format, clean up ReadRaw API

Log a clear message and throw if the zone uses a legacy raw format
(LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw
and the mapVersion parameter from ReadRaw.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: revert v33 scene field renames to unknown1/unknown2

These fields are skipped by the client in every known build (ptr += 12
and ptr += 4). No client ever reads them into a struct. Keep the
original unknown1/unknown2 names from main.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: load the zone without scene lookups when its raw terrain is missing or unreadable

Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: look up the scene at a position as the client does, in constant time

Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* feat: scene point commands take a step and use brick LOTs from the BrickIDTable

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* chore: rename NiColor::ToXYZ to Luminance

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* test: raw terrain reading, scene lookup, scene graph and scene commands

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* test: close the OBJ file before removing it so the test passes on Windows

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: keep the zone boundary lines and read the luz scene count as the client does

Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: name the fourth flair colour byte padding

The client never sets or reads it, so it holds leftover memory.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix: keep the scene map of version 31 and older raws

These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* refactor: simplify the raw heightmap size check

The dimensions are capped at kMaxResolution, so the product can't overflow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* chore: remove the scene point spawn commands and send /getadjacentscenes as one message

The spawn commands were only for testing. /getscene and /getadjacentscenes stay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-10-27 09:22:28 -05:00
David Markowitz
e8c0b3e6da feat: Add component ID to root component object (#1893) 2025-10-03 20:57:42 -05:00
David Markowitz
f6c13d9ee6 Replace Quaternion with glm math (#1868) 2025-09-06 19:18:03 -07:00
jadebenn
50e6cf9059 revert ServiceType test change 2025-08-21 08:00:20 -05:00
jadebenn
3364884126 Consolidate serviceID enums into one enum (#1855)
* merge ServerType and ServiceID enums

* rename eConnectionType to ServiceType in preparation for enum unification

* unify ServiceID and ServiceType enums

* shrink ServiceType to an 8-bit integer

* fix linux compilation error and update gamemsg test

* return to uint16_t

* Update dNet/AuthPackets.cpp

Use cast instead of padding

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>

* Add default case to MasterServer.cpp

* move ref back to type

* Another formatting fix

* Fix comment to be more accurate

---------

Co-authored-by: jadebenn <9892985+jadebenn@users.noreply.github.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2025-08-20 20:26:48 -07:00
David Markowitz
8ba35be64d feat: add saving behaviors to the inventory (#1822)
* change behavior id to LWOOBJID

Convert behavior ID to LWOOBJID length

missed header

fix sqlite field names

sqlite brother

* feat: add saving behaviors to the inventory

consolidate copied code

consolidate copied code

Update ModelComponent.cpp

remove ability to save loot behaviors
2025-06-22 20:45:49 -05:00
David Markowitz
b31f9670d1 feat: shutdown command (#1780) 2025-04-24 15:41:26 -05:00
David Markowitz
8b56b0b7ba fix: use current binary directory mariadb shared object and dont override env variable (#1669)
* mac stuff

grab correct mariadb file and dont override env variable

fix for unix

Update CMakeLists.txt

unix only

* get that dylib
2024-12-08 00:36:49 -06:00
jadebenn
53877a0bc3 refactor: Rewrite AMF and property behavior logic to use smart pointers, references, and string_views over raw pointers and std::string& (#1452)
* Rewrite AMF and behavior logic to use smart pointers, references, and string_views over raw pointers and std::string&

* fix m_BehaviorID initialization

* Fix BlockDefinition member naming

* remove redundant reset()s

* Replace UB forward template declarations with header include

* remove unneeded comment

* remove non-const ref getters

* simplify default behavior id initialization

* Fix invalidated use of Getter to set a value

* Update AddStripMessage.cpp - change push_back to emplace_back

* fix pointer to ref conversion mistake (should not have directly grabbed from the other branch commit)

* deref

* VERY experimental testing of forward declaration of templates - probably will revert

* Revert changes (as expected)

* Update BlockDefinition.h - remove extraneous semicolons

* Update BlockDefinition.h - remove linebreak

* Update Amf3.h member naming scheme

* fix duplicated code

* const iterators

* const pointers

* reviving this branch

* update read switch cases
2024-11-18 20:45:24 -06:00
jadebenn
84d7c65717 consolidate the messagetype enums into a single namespace (#1647) 2024-11-17 18:39:44 -06:00
David Markowitz
adc9cd2876 feat: Add some save data tests (#1623)
* saving from a test works

* testing works

* Update SavingTests.cpp

* test dServer stuff

* tests

* use dummy database and add missing pure fns

* add more tests

* add more tests

* add rocket tests

* Update BuffComponent.h

* Update test_xml_data.xml

* Update SavingTests.cpp

* update
2024-11-17 16:27:33 -08:00
jadebenn
35ce8771e5 chore: supress warnings on external library headers and actually get rid of the last old-style casts (#1502)
* chore: supress warnings on external library headers and actually get rid of the last old-style casts

* remove commented out section I forgot

* update cmake required version to 3.25 unless we can find another way to do this

* update readme

* Update CMakeLists.txt
2024-03-17 20:48:09 -05:00
Daniel Seiler
554a9a6806 fix: Dissolve more CMake dependencies (#1387)
* fix: more include changes

* fix: remove dZoneManager from global include

* fix: dDatabase

* fix: dCommon

* fix: object libs

* fix: rebase

* fix: bcrypt

* wip: try simplified connector build

* fix: update dockerfile

* fix: mariadb C/C++ on apple

* feat: Move scripts to CMAKE_MODULE_PATH

* fix: dPropertyBehaviors

* fix: macos?

* fix: Dockerfile

* fix: macos?

* fix: macos?

* fix: macos?

* fix: macos?

* fix: macos?

* try: install_name_tool

* fix not building on unix

* fix include paths

* Remove code changes

Will fix in another PR.

* format pass

remove 2 more included directories.
remove commented out code
add status to messages

* comments and format

surround include directories with quotes
remove commented out code
remove debug messages

* Update CMakeLists.txt

---------

Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2024-03-05 20:13:24 -06:00
jadebenn
424d54b98c squash commits (#1479) 2024-02-27 01:29:51 -06:00
jadebenn
b261e63233 chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
75544e3eec chore: Change dServer and related code to use BitStream references (#1476) 2024-02-26 23:43:33 -06:00
jadebenn
7235423c7b Convert game message bit stream raw pointers to references (#1465) 2024-02-26 08:17:22 -06:00
David Markowitz
dc29f5962d Move CDClientManager to be a namespace (#1431)
Tested that worlds still load data as expected.  Had no use being a singleton anyways.
2024-02-08 23:40:43 -06:00
jadebenn
a0d51e21ca refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context

* removed .cpp files entirely

* moving circular dependency circumvention stuff to an .inl file

* real world usage!!!!!

* reverting weird branch cross-pollination

* removing more weird branch cross-pollination

* remove comment

* added inverse header guard to inl file

* Update NiPoint3.inl

* trying different constructor syntax

* reorganize into .inl files for readability

* uncomment include

* moved non-constexpr definitions to cpp file

* moved static definitions back to inl files

* testing fix

* moved constants into seperate namespace

* Undo change in build-and-test.yml

* nodiscard
2024-01-29 01:53:12 -06:00
jadebenn
4a50c60559 chore: Assorted pet improvements (#1402)
* Assorted pet improvements

* remove unecessary include

* updates to address some feedback

* fixed database code for testing

* Removed reference member (for now)

* Removed cmake flag
2024-01-08 15:32:09 -08:00
David Markowitz
e54faa3820 chore: organize build flags (#1371)
* chore: organize build flags

* Remove ambiguous include path

Don't be default incluyde bcrypt so you need to specify the folder.  Allows pre-processor to find the correct file.

* Revert settings

* working

f
2023-12-31 00:26:49 -06:00
jadebenn
411dce7457 Adding damage cooldown/"invincibility frames" as in Live (#1276)
* Added cooldown handling

* Made most of the logs hidden outside of debug mode

* removed weird submodule

* kill this phantom submodule

* updated to reflect reviewed feedback

* Added IsCooldownImmune() method to DestroyableComponent

* friggin typo

* Implemented non-pending changes and added cooldown immunity functions to DestroyableComponentTests

* add trailing linebreak

* another typo :(

* flipped cooldown test order (not leaving immune)

* Clean up comment and add DestroyableComponent test
2023-11-12 05:53:03 -06:00
David Markowitz
ae349d6b15 feat: Add isolated and simplified path to add components (#1204)
* Components: Make ComponentType inline

Prevents the next commits ODR violation

* Components: Add new components

* Entity: Add headers

inline script component ComponentType

* Components: Flip constructor argument order

Entity comes first always

* Entity: Add generic AddComponent

Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.

* Entity: Migrate all component constructors

Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions.  Component is assumed to not exist and is checked for with operator[].  This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist.  No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.

* Entity: Add placement new

For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.

* Entity: Add comments on likely new code

* Tests: Fix tests

* Update Entity.cpp

* Update SGCannon.cpp

* Entity: call destructor when re-constructing

* Update Entity.cpp

Update Entity.cpp

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-10-22 20:08:49 -05:00
David Markowitz
5942182486 feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00
David Markowitz
ad003634f4 chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual

yep

* Abstract to PhysicsComponent

Move shared functionality of all physics related classes to a base class.

Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.

Tested that 2 players were able to see each other in the above scenarios just fine as well.

* Update PhantomPhysicsComponent.cpp

* Add SimplePhysicsTest

* Add construction test

* Update SimplePhysicsComponentTests.cpp

* remove flags and fix override

* Update VendorComponent.h
2023-10-09 15:19:38 -05:00
David Markowitz
2cc13c6499 chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00
Aaron Kimbrell
a22ecf385f feature: add full known GM list (#1171)
* feature: add full GM list

* Fix compiling

* add tests
Fix more issues
2023-08-03 21:27:40 -05:00
David Markowitz
455f9470a5 Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00
David Markowitz
4fe335cc66 Refactor: Amf3 implementation (#998)
* Update AMFDeserializeTests.cpp

Redo Amf3 functionality

Overhaul the whole thing due to it being outdated and clunky to use

Sometimes you want to keep the value

Update AMFDeserializeTests.cpp

* Fix enum and constructors

Correct enum to a class and simplify names.
Add a proper default constructor

* Update MasterServer.cpp

* Fix bugs and add more tests

* Refactor: AMF with templates in mind

- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability

Refactor: Convert AMF implementation to templates

- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase

* Fix compiler errors

* Check for null first

* Add specialization for const char*

* Update tests for new template specialization

* Switch BitStream to use references

* Rename files

* Check enum bounds on deserialize

I did this on a phone
2023-05-13 17:22:00 -05:00
Aaron Kimbrell
6aa90ad5b2 Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity

* address feedback

* make player flag types consistent

* fix typo
2023-05-02 17:39:21 -05:00
Aaron Kimbrell
e524b86e12 breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00
David Markowitz
d138b7b878 Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00
David Markowitz
72c93c8913 Further implement Property Behavior parsing (#936)
Further implements the ControlBehavior processing and adds preparations for cheat detection
2023-02-13 18:55:44 -08:00
David Markowitz
7bca43ffc1 Fix tests (#953) 2023-01-11 22:36:03 -08:00
Aaron Kimbrell
80f8dd8003 Imminuty updates (#925)
* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
2023-01-06 23:59:19 -06:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00
David Markowitz
b7341c8106 Resolve warnings, change config init order and remove unused Game variables for all servers (#877)
* Resolve warnings and change init order

Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.

Tested that the server still compiles, runs and allows me to load into the game.

* Only start Master of config files exist

Also default the logging to console to on on the off chance the files exist but are wrong / corrupted.
2022-12-15 08:13:49 -06:00
David Markowitz
56da3f8543 Remove Locale (#808)
* Remove Locale (finally)
2022-11-27 16:56:55 -08:00
David Markowitz
3222e78815 Implement undo action for pre-built models (#830)
Brick building as of right now does not implement the undo action properly.  This commit addresses the issue with undoing button being non-functional server side and implements the GM needed for addressing further issues.

Implement GameMessage UnUseModel which is called when a model in BrickBuilding is UnUsed.  Important for UGC content down the line.  Final code has been tested as follows:
1. Placed a model in brick build
2. saved placed a brick
3. repeat 2 and 3 twice more for 6 total models
4. Place a new model in brick mode and then edit all 7 models into one brick model instance
5. Pressing undo returns the converted model to the inventory and properly discards the other 6 without crashing.  Intended live behavior is to store this in the inventory instead however behind the scenes work is needed to implement UGC models properly.

Implement enum

Implement the BlueprintSaveResponseType enum so there are less magic numbers sent via packets.
Correct int sizes from unsigned int to uint32_t

Add deserialize test

Add a test for de-serializing a GM that is sent to the client.  Assertions verify the data is in the correct order and has no extra information.
2022-11-27 16:48:46 -08:00
David Markowitz
1464762bcd Implement GTest and change windows output path
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent
2022-11-07 00:12:35 -08:00