The empty and one-entry mail list, the notification layout and the mailbox's
pushGameState/ToggleMail/OpenMail/CloseMail messages, checked against the
client's layout and live captures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CDClientSnapshot converts a copy of the client's fdb into its own
CDServer-<hash>.sqlite with the cdserver migrations applied, on its own
connection. CDClientDatabase::Reconnect opens the new file before letting go
of the old one; CDClientManager::Reload empties every table (old entries kept
alive so references from spawned objects stay valid), retires the old fdb view
and loads again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Staff arm a packet capture on the dashboard; master passes MESSAGE_CAPTURE_CONTROL ARM to
every world, auth and chat and arms its own. Each server's PacketCapture tap (dServer receive,
and a send hook in RakPeer::Send so replica constructions are seen too) records into one
preallocated chunk per server and ships sealed chunks through master on the main loop when
capture_flush_bytes or capture_flush_interval_ms is reached; past capture_buffer_max_mb the
oldest chunks are dropped and the dashboard records a gap. Nothing is armed: one flag check.
- targets: an account (from its login; packets before the login are kept per connection
and added once auth or the world knows whose they are), a character (from when it is
picked), or everything; up to 8 at once (a bit each in the record mask)
- worlds and auth record their clients' packets and the master link messages of a captured
player (session keys by name, zone transfers by request, player added/removed, migration);
chat finds the player in each packet; master records server traffic for everything
- secrets are never recorded: structs that carry them (login request, login response user
key, world validation session key, session key messages between servers) are read,
blanked and written again before recording; auth keeps only the handshake and login
- PacketDecoder: a registry by service and message id names every packet and decodes the
registered structs; CaptureBundle is the file format (DLUBNDL1, metadata, records);
CaptureTools orders records on one timeline, pulls movement out, makes bundles portable
or anonymous and diffs replays
- the dashboard keeps packet captures in message_capture_sessions (capture_kind 1) and
their packets in a file under capture_dir, one write per batch; arming is audited
- MESSAGE_CAPTURE_CONTROL/DATA only gain appended enum values and trailing fields
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Skipped unless DLU_FDB_BENCH_XML names a character save; prints startup
time, inventory load time and resident memory (private and file-backed,
on Linux) for DLU_FDB_BENCH_MODE=fdb or sqlite.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The world and master servers pass the client's res/cdclient.fdb to
CDClientManager. When it opens, these three tables, all looked up by
their first column, find rows through the fdb's buckets instead of each
process caching the whole table: ComponentsRegistry keeps nothing,
ItemComponent and Objects keep only the entries asked for (their API
returns references). Ids whose rows CDServer.sqlite changes are loaded
from SQLite at startup and win. Without an fdb (or with one whose
columns don't match) the tables load from CDServer.sqlite as before.
ItemComponent and Objects now fill entries from one template for both
sources instead of copies of the same field list.
Tests cover the SQLite changes on top of the fdb, the no-fdb and
unmapped paths, and, when DLU_CLIENT_RES points at a client, every id of
the three tables through the fdb against CDServer.sqlite.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enemies are moved along navmesh paths without collision, so a wall only stops
them if their path stops at it. dpWorld now keeps a list of such walls, each
with the collision filter it blocks with, and cuts a path where it first walks
into one (a little short of the wall; a mover inside one can walk out).
Which objects block comes from data (dpMovementBlockers::BlockingFilter):
- navmesh carvers (navmesh_carver in the level config, which the client reads
with add_to_navmesh and carver_only) block every mover;
- solid objects whose collision group touches enemies and not players (group 18,
e.g. "FV - Enemy Blocking Volume", "PR - Pet Blocker") block what that group
touches.
dpShapeBox gains SegmentEntry, a segment test against the rotated box.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A quickbuild's HasItem preconditions took their items only when the build
completed and never gave them back. Live took them when the build started
and gave them back when it was cancelled: the FV Stone Warrior pedestal
(LOT 8551, precondition 99: 5 of LOT 6194) took the items at Building 5
times and added them back with the loot source Quickbuild on each of the 3
cancels in the live captures.
Preconditions now report their item costs instead of removing items while
checking. A quickbuild takes them at the start, gives them back on cancel
or a reset during the build, keeps them on completion, and gives them back
when the builder leaves the world mid-build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivityRewards coins were always read from CurrencyTable npcminlevel 1.
Live used the reward row's ChallengeRating as the npcminlevel, and level 1
when the currency index has no row for that level:
- FV foot races (ChallengeRating 4, index 1) gave 36 and 48 coins, which
only level 4 (30-50) fits; level 1 is 3-5.
- Frakjaw's chest (activity 58, ChallengeRating 6) gave 250 each to a team
of 2: its currency indices 123-126 only have a level 6 row (500), so DLU
gave nothing.
- Quickbuilds, wishing wells and chests have ChallengeRating 1; survival
and the shooting galleries have ratings with no row and keep level 1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's TacArcBehavior::DoHit (0x00fb10c0) writes the closest max-targets ids from a set, so ascending and
each once, then the action data per id in that same order; DoUnserializeBS (0x00fb26a0) reads them the same way and
skips empty ids. The server handled the targets in list order and skipped ids whose object it could not find
without reading their action data, so every later target read the wrong bits (several pirates under a Doom Slicer).
Handle now reads the action for every listed id in ascending order, and the server's own casts write ids and actions
in ascending order after picking the closest targets.
TacArcBehavior::Cast (0x00fb2d10): a picked target that passes the filter gets the action with no TacArc data (the
server's own cast now calculates that action instead of handling it); otherwise the target is dropped, and an arc
measured from the target's position writes nothing.
Check in game: Doom Slicer and multi-target katanas on groups of pirates/admirals damage each of them; apes still
take damage during their stun; enemies with arc attacks (apes, Maelstrom horsemen) still hit players.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone script never handed the boss her landing target and scream emitter: ZoneAgProperty::ProcessGroupObjects
was empty and nothing answered the boss client script's "QueryZoneScript" event. As the live scripts: the boss asks
the zone ("RetrieveZoneData"), the zone stores the first object of Land_Target and Spider_Scream on her as
LandingTarget and ScreamEmitter (looking again every 0.3 s until they are spawned), and each spiderling death sends
NotifyClientObject "EmitScream" with the emitter, which the boss's client script plays as the scream. The landing
skill and camera shake now come from the landing target, not the boss.
Check in game: AG Spider Queen (property or instance): kill a spiderling: the scream plays from the mountain; when
she comes back down, the landing blast hits around the landing spot and the camera shakes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The chat server is the guild authority (docs/Guilds.md). GuildManager keeps guilds in the database (IGuilds) and tells
clients through their worlds, with every outside dependency behind hooks so the rules are tested without a server:
- Create: name rules (3-30 of letters, digits, space ' - ., no space at either end or twice), the chat filter's deny
list refuses a name (BAD_NAME), names not on the allow list make the guild but wait for moderation (other players see
no guild name until then), a taken name (case ignored) is EXISTS, someone in a guild can't make one.
- Invite / answer: leaders and officers invite; the client's answers for not online, already in a guild, invite pending
and could not invite; one invite per player, answerable for 10 minutes and gone when the player logs off; a full guild
(guild_max_members) takes nobody. The new member is a recruit; the inviter hears the answer and gets the list again,
the other members get GUILD_ADD_PLAYER.
- Leave, and DLU's kick, rank and disband (the client has no controls for them): the leader kicks anyone, officers kick
veterans and recruits; a leader who leaves hands the guild to the highest-ranked, longest-serving member, and the last
one out ends it. Rank changes send everyone the list again (the client's GuildSetPlayerRank does nothing).
- GUILD_DATA for GUILD_GET_ALL, login/logout/world-change updates to guildmates, a guild that lost its leader (character
deleted) gets one again, and GuildChanged catches online players up with what the dashboard did.
- Every change is a guild_events row. Each character's world gets GUILD_GET_STATUS with the guild and the name others
may see.
Not connected to the chat server's packets yet.
Check: GuildManagerTests (18 tests) run every rule against an in-memory IGuilds. Nothing to check in game yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cars and rockets built before builds were recorded were saved with
subkey 0 and have no ugc_modular_build row, so the client has no
blueprint id to ask for their icon with. The runtime fix only reaches
characters that load again.
Migrations mysql 98 and sqlite 81 (98/81 because the guilds work takes
97/80) run ModularBuildIdMigration after the SQL: every saved item with
modules (x@ma) and no subkey gets what a new build gets, as the
character-load fix does: a persistent id from object_id_tracker (with
the character bit) as its subkey and a ugc_modular_build row with its
modules and the character as owner. The XML is written with
UpdateCharacterXml. Tried on a copy of a server's database with a
couple of thousand such items: every one got an id and a build row, in
seconds.
Check: after the migration, old cars and rockets show their icons in the
backpack (the UGC server makes them like any build) and still work
(equip, race, launch).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live DropClientLoot (12,501 decoded): use_position is set only when a
player is the source (1,432, all activity rewards such as the dragon,
Frakjaw and BONS chests); drops from enemies, smashables and chests
leave it clear, so the client spawns the loot at the source object as
it sees it and falls back to spawn_position only if that object is
gone (LWODestroyableComponent::GetLootSpawnPos). Coins land where they
spawn (final = spawn in all 3,158 coin drops); items land 10 units
away (median 9.998, uniform direction) at spawn height. DLU always set
use_position and scattered everything 4.2 units away.
Inferred: the 10-unit rule for player-sourced items (live spread there
ranges 0-58 units, source unknown).
Check: kill enemies and smash crates: coins pop out of the object,
items fly about 10 units away; open an activity chest (e.g. after a
dragon or Frakjaw) and the loot still appears around you.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.
The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.
Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EventGating (eventName, date_start, date_end; 8 rows) is only in the
CDClient for the server: the 1.10.64 client has no string for it. The
dates are Unix times (UTC), inclusive: pirateDay 2011-09-19 00:00 to
2011-09-20 23:59:59 (Talk Like a Pirate Day), buildNexusTower 2010-03-09
to 2011-03-14, buildNexusTowerEnd, frostburgh2010_notused and test rows.
The live Lua asked for an event with GetHolidayEvent{eventToCheck =
name}.isValid; the only callers are the Crux Prime random spawners
(L_BASE_RANDOM_SPAWNER.lua, L_AM_ZONE_SERVER.lua), whose only event is
pirateDay. DLU's BaseRandomServer::CheckEvents was a TODO.
- CDEventGatingTable loads the table; HolidayEvents::IsActive(name) is
true while the dates include now, or when event_1..event_8 names the
event (every live date is in 2010/2011, so this is how a server turns
one on; the same settings already switch gatingOnFeature objects).
- BaseRandomServer::CheckEvents: during pirateDay the str and zip areas
use the event loads from the Lua (80%: 5 pirates on each of type1-3,
20%: 5 admirals each; multipliers secA 1, secB 1, secC 1.2 for str).
Inferred: every spawner's Lua put the whole {str, zip} table in its
zones, which its getRandomLoad walks with ipairs and so finds no load;
DLU uses each table for the area it names, as L_AM_ZONE_SERVER.lua's
layout intends.
- sharedconfig.ini says event_N also takes EventGating names.
Check in game: with event_2=pirateDay in sharedconfig.ini, the Crux Prime
areas filled by the str and zip random spawners (spawner networks
em_str_* and em_zip_*) spawn only Maelstrom pirates and admirals; the
other two areas and a server without the setting spawn the usual mix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent UpdatePlayerStatistic (1481) server -> client for every statistic
the server counted (59,933 messages in the captures, none client -> server);
DLU only counted them, so the passport stayed stale until the next login.
CharacterComponent::UpdatePlayerStatistic now tells the player's client what
it counts (not what a client reported), with the amount left out when it is
1, byte for byte as the live samples.
MetersTraveled: whole meters now count (each position update's distance was
cut to a whole number before, so short steps never counted) and go to the
client once 25 have gathered (live's values were nearly all 25-33 while
moving) and the rest, 0 included, when the player is taken down on leaving
the world (live sent one more after TRANSFER_TO_WORLD). DistanceDriven goes
out every 10 seconds of racing (inferred: live sent it every few hundred
packets, about 1300 units at race speed).
Check in game: open the passport's statistics page, walk around, collect a
power-up, complete a mission; the numbers go up without relogging. Walk
25+ meters; Meters Traveled matches what the passport shows after
relogging. Change worlds and relog: the meters were kept.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.
The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.
A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client keeps the scene under the player loaded, the scenes the zone
file's transitions connect to it, and the global scene
(Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos
0x01069010, the connected scenes at 0x01066500; transitions naming a
missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does).
- ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph,
shared by the world server and the dashboard.
- Objects remember the scene they were placed in (spawners pass theirs on).
- ghosting_scenes=1 (world config, off by default): players get the objects
of their loaded scenes instead of the ones within the ghosting distances;
objects from no scene go by the scene under them. Zones without a scene
map keep distance ghosting.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A placed model's client (1.10.64, UGCUSE3DSERVICES=7:0) always loads its
blueprint's NIF and HKX (its BlueprintComponent sets renderUserGen and
physicsUserGen itself) and its LXFML, asks the world for each file's
manifest first and waits for the answer with no timeout.
With ugc_manifest=1 and the new ugc_manifest_models=1 (default 0) the world:
- leaves the models whose mesh the UGC server made out of the LXFML it
sends when a property loads,
- answers their NIF with the UGC server's checksum, their LXFML with the
stored LXFML's (worked out once and kept) and their HKX as not known,
- sends a model that isn't made its LXFML (once for the three requests),
so the client builds it itself and no model is left waiting.
When the UGC server writes a model's mesh with a new checksum it sends
UGC_MODELS_MADE (a new master message, appended) to the master, which
passes it to every world; a world with that model placed sends its
players the new NIF checksum and NotifyClientUGCModelReady (game message
909, the blueprint id), so clients switch to the served mesh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ModularBuildFinish hardcoded the item a finished build becomes (6416 for 3
parts, 8092 for 7) and the car chassis part (8129) that the every-part-
swapped check skips. They now come from ModularBuildComponent: createdLOT,
<numberOfParts> and the <ExamplePartLOT> of the <rootPart> module (new
CDModularBuildComponentTable). Same results with the 1.10.64 cdclient;
tests cover the xml parsing and the lookup.
Refs #691
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mapped from the 1.10.64 client and live captures (docs/BuildWorkflow.md).
Model placement (PropertyManagementComponent):
- A brick built model placed from the inventory spawned at the world origin
with no rotation and without PlaceModelResponse/PreCreate, and was saved
to properties_contents with ugc_id 0; it is now placed where the client
put it, keeps its UGID and blueprint and is saved with them.
- Picking up, putting away and taking apart a brick built model gave it to
MODELS_IN_BBB and then deleted it; every way off the property now puts it
in MODELS (carried when picked up), as live, with its blueprint config.
Taking a premade model apart no longer deletes it either.
- Placing and removing a model saves the property at once, so a crash or a
disconnect before PropertyEditorEnd does not lose it.
- DoneArrangingWithItem only answers when something new is picked (not when
leaving), with the subject as build area; SetBuildModeConfirmed's
warnVisitors matches live.
Brick by brick (BrickByBrick):
- BBBLoadItemRequest moves the model to MODELS_IN_BBB keeping its id and
fails cleanly when the player has no such model.
- MoveInventoryBatch moves bricks between BRICKS and BRICKS_IN_BBB (it was
not handled, so the client and server disagreed until a relog).
- BBBSaveRequest uses up the opened models, places the new ones through the
property, returns the bricks (or uses them with bbb_consume_bricks=1),
clears the autosave and sends RequeryPropertyModels. Every save makes new
ugc rows (is_optimized 0, so the UGC server processes them).
- Quick save: SetBBBAutosave is stored per character (bbb_autosave).
- UnUseBBBModel puts a model back on the property where it was when it came
from there, otherwise back in MODELS.
- Leaving brick mode without a save, a disconnect or a crash: the autosave
is rebuilt into models (RebuildBBBAutosaveMsg) or the opened models go
back to MODELS. MODELS_IN_BBB is saved with the character now and loads
into MODELS, BRICKS_IN_BBB into BRICKS.
Fixes#1632Fixes#159Fixes#1565
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TrackLOTCollection hardcoded the 15 life/armor/imagination power-up LOTs. A power-up
(Objects.type "Powerup") now counts towards the statistic of what its pickup skill
restores: a Heal, RepairArmor or Imagination behavior in the skill's behavior tree.
Gives the same result for the 15 LOTs; "HoT Powerup" (8208, heal over time) now also
counts as a life power-up.
Refs #691
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server hardcoded each item set's passives by set ID. They now come from data:
- On-kill bonuses (Paradox imagination, Sentinel armor repair, Bat Lord heal) are the
set's DarkInspiration skills in ItemSetSkills. The client turns those into a status
effect that casts the behavior's action when the wearer kills something of a faction
in faction_list; the server now runs the same behavior on the smashed enemy, so the
amounts, faction check and extra effects (e.g. rank 3 Sorcerer team imagination) follow
the data. A behavior repeated in a higher tier does not stack.
- Low imagination / low armor skills are what the live equipmenttriggers item scripts
do. Items link to those scripts through their ScriptComponent; the script vars (skill,
items required, set, cooldown) only exist in the scripts, so they are mirrored in a
small table keyed by script name. The Sentinel scripts have no cooldown (was 11s).
- Knockback immunity while quickbuilding comes from the Immunity behavior's
immune_quickbuild_interrupts (the 5 item Assembly rank 2/3 set skill) instead of a
set ID list; ImmunityBehavior now pops its immunities when an equip skill is uncast.
Removes eItemSetPassiveAbilityID and InventoryComponent::HasAnyPassive (unused now).
Refs #691
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
eReplicaComponentType had the destroyable component's registry type (7) named
BUFF, the real buff component (98) as BUFF_REAL, and a made-up DESTROYABLE =
1000 that DestroyableComponent was stored under. Now DESTROYABLE = 7 and
BUFF = 98, as in ComponentsRegistry and the client.
Undone with it:
- Destructible stats came from whichever of the "buff" (7), quick build and
collectible registry ids was set, so the few objects without a type 7 entry
read a DestructibleComponent row with an unrelated id (the NJ dragon relics
16482-16485 via their collectible id, 125 quick build LOTs when placed with
is_smashable). The type 7 entry is used now; objects without one keep the
defaults (is_smashable objects: 1 health, smashable, factions -1 and 6;
collectibles: an empty destroyable). The client does the same
(LWODestroyableComponent::AllocateComponents / DoObjectComponentLoad).
- DestroyableComponent::Reinitialize, an unused copy of that pick order.
- WriteComponents' destroyableSerialized flags: the components are written from
a list in the client's order, and where the destroyable goes (its own place
after the buff, right before a quick build that has no registry entry for it,
or after the render component) is one function.
- The dashboard's registry 7 -> DESTROYABLE mapping; the destroyable type also
has a name there now (1000 was outside magic_enum's range).
Component types are not stored or sent as enum numbers anywhere besides the
CDClient's own values, which now match. migrations/cdserver/4 is unrelated (it
restores LOT 12916's registry rows that migration 0 overwrote) and stays.
Verified: dGameTests ReplicaComponentOrderTests serialize players, enemies,
smashables, quick builds and collectibles with and without a registry entry,
NPCs, pets, vehicles, models and an entity with every listed component with
the new code and a frozen copy of the old WriteComponents, and expect the same
bits for construction and serialization (a deliberately wrong destroyable place
fails them). Full ctest passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Volumes on the server touched far more than in the client:
- An enemy's body in the physics world was a sphere the size of its aggro
radius, so trigger and damage volumes caught enemies from far away
(Cavalry Hill enemies taking damage on spawn). It is now the enemy's
own radius and collision group from its physics component.
- Trigger volumes ignored their collision group and caught everything.
dpEntity now filters with the client's collision filter
(PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0):
POI walls ignore enemies, threat clearing walls ignore players, and
so on. The aggro sensor keeps seeing only players.
- Rotated boxes were tested as the axis aligned box around them, which
for a turned wall covers a big square (the AG survival boundary).
Sphere and point tests now use the box's own axes.
Proximity monitors take an optional collision group like live's
SetProximityRadius; the AM shield generators use live's (10 finds
enemies, 1 finds players).
Fixes#1127
Refs #1971
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client only simulates knockbacks on the character it controls
(LWOControllablePhysComponent::msgKnockback); enemies and NPCs are drawn
where the server puts them, so a knockback on them did nothing and
scripts stunned them instead.
MovementAIComponent::Knockback now flies the object the way the client
flies its character: a vector longer than 5 lifts it 0.5, throws it with
that velocity under WorldConfig gravity (times its gravity scale) until
it lands on the navmesh, no sooner than 250ms later; a shorter one moves
it by the vector. Walls taller than a step stop sideways motion, the
landing is put back onto the navmesh, and pathing and the combat AI wait
until it lands (destinations set mid air are walked to afterwards).
Position and velocity go out in the normal serialization every tick.
KnockbackBehavior builds the vector like the client's Cast (strength
capped at 300, angle as elevation, relative, caster and ignore_self) and
knocks back server moved targets that aren't immune, both when the
server casts and when a client's skill hits. The blocked bit it writes
now also answers for the target's knockback immunity, so a player whose
client hasn't caught up with a Personal Fortress isn't knocked out of it.
The AM shield generators knock enemies back like live instead of
stunning them.
Fixes#257
Refs #185
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).
Fixes#1563
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every character gets a save generation in charxml. A world bumps it when it loads the character for
play, and every save from that world only goes through while the stored generation is still the
one it loaded or last saved (and moves it on). Dashboard edits, restores and maintenance writes bump
it too. A world that lost the character to another world (a disconnect noticed late, a zone
transfer, an instance migration) or to a dashboard edit can no longer overwrite the newer data: the
save is refused, logged and audited as stale_save_refused, the world stops saving that character
and a player still connected to it is disconnected with the save failure reason so they reload.
Fixes#639
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.
- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
The 77 bytes the handlers skipped are named fields now (the sender block the client
fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
(replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
since it carries packets of other services): the target and the inner packet.
ChatPacketHandler::SendRouted replaces the per-function route headers and
SendRoutedMsg.
Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.
Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds CommonPackets (ServiceType::COMMON): ClientVersionConfirm (the
client's handshake, with the handler that logs it and answers),
ServerVersionConfirm, DisconnectNotify and GeneralNotify (layout from the
1.10.64 client's PacketHandler_MSG_SERVER_GENERAL_NOTIFY; DLU does not send
it yet). AuthPackets::LoginRequest reads the login and keeps the old login
logic in its Handle; ClientPackets::LoginResponse (with the Stamp list)
replaces the hand written response, and AuthPackets::SendLoginResponse
fills it from the settings as before. dServer::Disconnect writes a
DisconnectNotify. AuthServer's if-chain and WorldServer's COMMON case
become CommonPackets::Handle / AuthPackets::Handle, dispatch maps that
read the struct, drop and log it if it does not deserialize, then Handle.
HandleHandshake and SendHandshake are gone.
No wire change. Verified against a frozen verbatim copy of the old
functions (tests/dGameTests/dNetTests/Legacy): the old handshake and login
handlers and the new dispatchers are fed the same packets and must send
identical bytes to the same address (same RNG seed for the session key),
over grids of versions, service types, ports, response codes, error
messages, IPs and stamp lists; plus hand computed golden bytes, round
trips, truncation checks, and a deliberate field width mutation that made
the tests fail. The only behaviour difference: truncated handshake and
login packets are now dropped instead of handled with whatever was read.
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>
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>
* 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
* 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>
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.
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