Converts the property messages to NetGameMsgs in PropertyMessages.{h,cpp}.
Sent: OpenPropertyVendor, OpenPropertyManagement, DownloadPropertyData
(replaces PropertyDataMessage, now with the client's PropertyData field
names), PropertyRentalResponse, PropertyEntranceBegin,
PropertySelectQuery (replaces PropertySelectQueryProperty with the
client's PropertyInfo), GetModelsOnProperty, PlaceModelResponse and
HandleUGCEquipPre/PostDeleteBasedOnEditMode. Received, registered in
GameMessageHandler's map: SetPropertyAccess,
UpdatePropertyOrModelForFilterCheck, QueryPropertyData,
PropertyEditorBegin/End, PropertyContentsFromClient,
ZonePropertyModelEquipped/Rotated, PlacePropertyModel,
UpdateModelFromClient, DeleteModelFromClient, ControlBehaviors,
PropertyEntranceSync, EnterProperty1, UpdatePropertyPerformanceCost,
ReportOffensiveModel/Property and GetHotPropertyData. The news screen's
NewsSendHotPropertiesInfoToClient moves here with the top properties
lookup; the dashboard's player reports now take the decoded text.
Handlers keep their logic and hand the work to PropertyManagementComponent,
PropertyVendorComponent, PropertyEntranceComponent and
MultiZoneEntranceComponent as before. Messages whose payload DLU ignored
(PropertyEditorBegin, PropertyContentsFromClient, ZonePropertyModel*)
now read it with the client's layout. The never-called
SendZonePropertyModelEquipped (which wrote no default flags) is gone.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions, PropertyDataMessage
and PropertySelectQueryProperty over an input grid (to one client and
broadcast), received messages compared with the old handlers' read
sequences with every truncated payload rejected, hand computed golden
bytes, round trips and a mutation check. Layouts confirmed against the
1.10.64 client in Ghidra. Known wire bug kept as is: PlaceModelResponse
writes response where the client reads a rotation quaternion
(PlaceModelResponse::Deserialize 0x00dc0170).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts the pet taming minigame, naming, command and bouncer messages to
NetGameMsgs in PetMessages.{h,cpp}: NotifyPetTamingMinigame,
NotifyTamingModelLoadedOnServer, NotifyPetTamingPuzzleSelected,
PetTamingTryBuildResult, PetResponse, AddPetToPlayer, RegisterPetID,
RegisterPetDBID, ShowPetActionButton, BouncerActiveStatus, SetPetName,
SetPetNameModerated and PetNameChanged (sent), and PetTamingTryBuild,
NotifyTamingBuildSuccess, RequestSetPetName, StartServerPetMinigameTimer,
ClientExitTamingMinigame, CommandPet and DespawnPet (received, registered
in GameMessageHandler's map; each Handle hands the message to the
player's taming or active PetComponent exactly as the old handler did).
PetComponent, BouncerComponent and the hydrant/catapult scripts build
the structs; the old Send*/Handle* functions and switch cases are gone.
The never-called SendClientExitTamingMinigame is folded into the
ClientExitTamingMinigame struct. MarkInventoryItemAsActive stays with
the inventory messages.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(to one client and broadcast), received messages compared with the old
handlers' read sequences with every truncated payload rejected, hand
computed golden bytes, round trips, and a mutation check. Layouts
confirmed against the 1.10.64 client's Serialize/Deserialize in Ghidra.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts OfferMission, NotifyMission, NotifyMissionTask, ResetMissions,
NotifyClientFlagChange and NotifyLevelRewards (sent with SendToClient:
the old functions never broadcast) and the received RespondToMission,
MissionDialogueOK, RequestLinkedMission, SetFlag and HasBeenCollected
to NetGameMsgs in MissionMessages.{h,cpp}. Callers are switched,
OfferMission's send-it-twice behaviour moves to MissionOfferComponent,
the received messages are registered in GameMessageHandler's map and
the old functions are deleted. Handlers are copied verbatim. The
byte-equality helper can now compare SendToClient messages.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(including OfferMission's two packets), received messages compared with
the old handlers' read sequences and every truncated payload rejected,
hand computed golden bytes and round trips. Layouts confirmed against
the 1.10.64 client in Ghidra.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts the 12 racing / vehicle / modular assembly messages DLU sends
and the 8 it receives to NetGameMsgs in RacingMessages.{h,cpp}, adds
eRacingClientNotificationType for NotifyRacingClient's event type,
switches the callers (RacingControlComponent, CarBoostBehavior,
PossessorComponent, slash commands), registers the received messages
in GameMessageHandler's map and deletes the old functions. Handlers are
copied verbatim. Also moves the byte-equality test helpers into a
shared GameMessageTestUtils.h.
No wire change. Verified byte for byte against a frozen verbatim copy
of the old functions over an input grid, to one client and broadcast;
received messages compared with the old handlers' read sequences
(including all 16 optional-field combinations of
VehicleNotifyHitImaginationServer) and every truncated payload
rejected; hand computed golden bytes; round trips; a deliberate field
mutation made the tests fail. Layouts confirmed against the 1.10.64
client in Ghidra. Malformed received messages are
dropped (see the foundations commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts ActivityEnter, ActivityExit, ActivityStart, ActivityStop,
ActivityPause, StartActivityTime, RequestActivityEnter,
RequestActivityExit and ShowActivityCountdown to NetGameMsgs in
ActivityMessages.{h,cpp}, switches their callers (racing, shooting
gallery, survival, waves, AG course, NT combat challenge) and deletes
the old GameMessages::Send* / HandleRequestActivityExit functions.
REQUEST_ACTIVITY_EXIT is registered in GameMessageHandler's map.
No wire change. Verified by comparing every struct byte for byte with a
frozen verbatim copy of the old functions (tests/.../Legacy) over a
grid of inputs, both to one client and as a broadcast (a temporary test
proved the copy matched production before it was deleted), plus hand
computed golden bytes, round trips and a deliberate field mutation that
made the tests fail. Layouts confirmed against the 1.10.64 client in
Ghidra. Only difference: a broadcast no longer makes
the extra Send(UNASSIGNED, false) that RakNet already rejected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
THIS CHANGES THE BYTES SENT TO THE CLIENT (intentionally).
UnSmash::Serialize wrote the "duration != 3.0f" flag but guarded the
value with "builderID != 3.0f" (a typo), so the 32-bit duration was
always written, even after a 0 flag. The LEGO Universe 1.10.64 client
(GameMessage::UnSmash::Serialize/Deserialize @ 00dc0e80/00dc0f50,
default 3.0f @ 017e66b4) writes it only when
duration != 3.0f. The client read the flag and ignored the trailing 32
bits, so this removes 4 junk bytes from default UnSmash messages;
messages with a non-default duration are unchanged.
Uses WriteOptional/ReadOptional and adds Deserialize. Verified with
hand computed golden bits for every flag combination and round trips.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
First step of moving hand written bitstream code to struct based
messages (see docs/PacketArchitecture.md). No wire changes.
- GameMsg is now only a server-internal event (delivered to handlers
registered with RegisterMsg); NetGameMsg is a wire message with
Send(sysAddr) (UNASSIGNED broadcasts), SendToClient(sysAddr) (one
client, never broadcasts), WritePacket, Serialize, Deserialize and
Handle. Mixing them up is now a compile error. NetGameMsgEvent<T> /
DeliverLocally carry a wire message to local handlers; loot drops,
pickup, the object debugger, GM invisibility and model RequestUse
use them. The GM invisibility message keeps its target, so its bytes
are unchanged.
- Behaviour change: GameMessageHandler logs and drops messages whose
Deserialize fails instead of handling them with default fields (the
4 messages already registered: RequestUse, RequestServerObjectInfo,
ShootingGalleryFire, PickupItem).
- LUBitStream (kept as on main) gets a virtual destructor (Mail deleted
derived packets through the base) and WritePacket, also used by
ChatPackets::SendRoutedMsg with identical bytes.
- BitStreamUtils::WriteOptional/ReadOptional for default-flag fields
and WriteLengthPrefixed/ReadLengthPrefixed for length prefixed
strings.
- Every message ID enumerator (MessageType::*, ServiceType, Mail's
wire enums) is pinned with static_asserts, so renumbering or removing
one fails to compile.
- Tests: dServerMock copies each sent packet (it kept a pointer to the
caller's destroyed BitStream); PacketTestUtils.h compares packets bit
for bit; helper tests use hand computed golden bytes and equality
with the hand written patterns they replace; compile-time checks
keep the wire/internal split in place.
- docs/PacketArchitecture.md: survey, target architecture,
conventions, verification method and migration plan.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* feat: enhance possession mechanics with skill set integration and improved message handling
* fix: restore SetPossessor in Mount() and scope IsRacing to vehicles
SetPossessor was missing from Mount(), breaking direct possessions via
PossessableComponent::OnUse which bypasses HandlePossession. IsRacing
now only set/cleared when the mount has HavokVehiclePhysicsComponent,
preventing non-vehicle possessions from incorrectly affecting the
distance-driven statistic.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
* change network settings from vector to LwoNameValue
* move settings on Entity to managed memory
* Migrate more members
* chore: remove pointer leakage from raw ldf pointers
* feedback
* fix ci
tested the following are now functional
ag buff station
tiki torch
ve rocket part boxes
ns statue
property behavior
extra items from full inventory
hardcore drops (items and coins)
* Fix emote broadcast failure with adding new GameMsg
* Remove PlayAnimation ()function in place of EmotePlayed()
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* Change int casting methodology to explicit int32_t for consistency
* Set default behavior for EmotePlayed struct
This is to avoid undefined behavior when using method
---------
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* most of gameplay tab works
* smash unsmash and wait working
* Add pausing of models and behaviors
* working basic behaviors
* play sound functioning
* add resetting
* Fix asynchronous actions executing other strips actions
* Add comments, remove dead code etc.
* Skip Smashes if they coincide with a UnSmash
Remove debug logs
Comment on return
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* add drag to start race feature
* ignore 3 more scripts
* add Ns race server script
* remove logs
* unique
* Update RaceImaginationServer.cpp
* Update CppScripts.cpp
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* add drag to start race feature
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* Added feature grouping logic
* Add saving of brick buckets
* Add edge case check for max group count
* Use vector for storing groups
* Update InventoryComponent.cpp
* Update InventoryComponent.h
* Update InventoryComponent.h
* fix string log format
* Update GameMessages.cpp
* WIP, but working
* Scaffolding
* testing and making it compile again
* move all commands to functions
* renaming to compile
* fix failing tests
idk how these werent failing before. Seems to have been magic.
* move commandss into their namespace
make help command useful
fix mac error
TODO: remove the multiple not founds/ rework the structure to split into help and handling
* Just need to fill out the fields, but it's all there templated
* Add all aliases, register missing commands
* All help text
* remove test logs
* improvements
pass through added code for optimizations and cleanup as well as reduce the amount of scoping for readability and maintainability
* Update SlashCommandHandler.cpp
* only save command if it is a GM command
* simplify if checks
* remove broken delimiter
* Update SlashCommandHandler.cpp
* Update SlashCommandHandler.cpp
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
* Groundwork
* movie buying logic out of gm handler
make transaction result more useful
* Full implementation
Cleanup and fix some calls in gamemessages
* Load the component in the entity
Patch Auth
* new line at eof
* cache lookups
* remove sort
* fix includes
* 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
adds an announcement sent to the system address which had the mismatched FDB to let the developer know they have a mis-matched one.
Tested that if a civilian tries to login without a gm level > developer, they are kicked.
Tested that if a GM is found to have a mismatched FDB, they are let in but have an announcement sent to them.
Use auth packets for msg
added comment as to why
ff
remove default
add comment
Remove broadcast
* Assorted pet improvements
* remove unecessary include
* updates to address some feedback
* fixed database code for testing
* Removed reference member (for now)
* Removed cmake flag
add final missing scripts for nt
also fix the turnin for the breadcrumb missions not showing the completion window.
Fix another missing script
Add another script
fix include guards
Fix dirt clouds not appearing on mission accept
* fix: Buff FX not playing
Fixes an issue where buff effects would not play at all.
Tested that frakjaw and maelstrom dagger now play their respective effects when you are effected by them
fix: buffs general improvements
add new arguments
* Remove duplicated code
* fix times and remove buff