Commit Graph

22 Commits

Author SHA1 Message Date
Aaron Kimbrell
1e4df609b0 refactor: property game messages as structs
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>
2026-09-27 09:33:11 -05:00
Aaron Kimbrell
795c937bbb refactor: pet game messages as structs
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>
2026-09-27 09:33:11 -05:00
Aaron Kimbrell
2d1ef0e370 feat: web dashboard and playground work
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>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
fc49e70c81 fix(behaviour): don't crash on MissionDialogueOK from an unknown responder
THIS CHANGES SERVER BEHAVIOUR (intentionally); no wire change.

The MissionDialogueOK handler (carried over verbatim from
GameMessages::HandleMissionDialogOK) dereferenced the responder without
a null check, so a client naming an object that doesn't exist crashed
the world server. It now logs and ignores the message; the script
callback is no longer called with a null player (that path always
ended in the crash).

Test: handling a MissionDialogueOK with an unknown responder crashes
without this change and passes with it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
55fd5aa8c3 refactor: mission, flag and collectible game messages as structs
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>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
9f142c9cc7 refactor: racing and vehicle game messages as structs
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>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
060a5e4c5b refactor: activity game messages as structs
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>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
b653a290a7 fix(wire): UnSmash only writes duration when it is not the default
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>
2026-09-27 09:33:10 -05:00
Aaron Kimbrell
5f60900934 chore: foundations for struct based packets and game messages
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>
2026-09-27 09:33:10 -05:00
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
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
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
jadebenn
424d54b98c squash commits (#1479) 2024-02-27 01:29:51 -06:00
jadebenn
7235423c7b Convert game message bit stream raw pointers to references (#1465) 2024-02-26 08:17:22 -06:00
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
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
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
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