The live boss script tracks which arena zone volume (Zone1Vol..Zone8Vol, TeleVol for the default Zone3Vol) each
player last entered, and its rapid fire picks a random player, takes the three RFS target groups around that zone,
sorts each by the targets' CWOrder (CWOrder2 when the sweep crosses between zones 8 and 1), clockwise or
counter-clockwise at random, drops the first and last target of the middle group (shared with its neighbours),
turns with skill 1480 at the fourth target and fires 1394 at every target in turn, playing attack-shoot-right or
attack-shoot-left. The server shot a single random target with the single-shot animation, and the AG property zone
never subscribed the boss to the zone volumes. The zone now registers the volumes (retrying until they are spawned)
and the boss builds the sweep like the live script.
Check in game: AG Spider Queen stage 2; the rapid fire is an arc of many shots sweeping across the arena near the
player, left or right, and follows the player to other parts of the arena; after teleporting it starts from the
default side.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every hit started both the rapid fire shooter and the rain of fire timers, from stage 1 on, so the two specials
ran in every stage and on top of each other, each turning the boss's AI off and on again under the other's
animations. They also wrote the "stoppedFlag" that the no-players-around attack stop uses, which could leave her
stopped for good. As the live script: after she comes back down, a skill manager fires the rapid fire shooter in
stage 2 and the rain of fire in stage 3 only, again 10 to 15 s after each ends; for 3.1 s after her melee smash
(skill 322) a due special waits and fires when the smash ends. The rain of fire keeps her from attacking until
its last impact.
Check in game: Spider Queen fight: no specials before the first spiderling wave; stage 2 only rapid fire, stage 3
only rain of fire; she never freezes in the smash animation and keeps attacking after each special.
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>
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
angle, node rotation lock, gravity scale, jetpack mode, control scheme,
respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
inventory ID, dismount complete, possession ack, ghost reference override
and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
updates, player ready, restore to post load stats, server done loading,
invalid zone transfer list, zone summary display/dismissed, level
processing complete, object world state, and the localized announcement
WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
GM invis, pickup currency, zone and player statistics, chat commands, bug
reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
(zone) object, notify object, script network vars, failed preconditions,
terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.
Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).
Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
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 and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The faction and immunity change, spawning the spider wave, knockbacks
and reading the animation time are all implemented right below their
TODOs, so the comments were stale. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: add range checks to npc combat skill behavior
tested that all enemies now cast skills smartly based on range to targets, and do not cast skills if they are out of range.
fixes an issue where the spider queen could attack you outside the normal range
fixes an issue where entering happy flower caused you to need to restart the client
fixes#965
* feedback
* 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
unsure how to reproduce the actual bug, however we can see that with the following crash dump
```
Entity::GetComponent(eReplicaComponentType) const(+0x4) [0x56095665e634]
BossSpiderQueenEnemyServer::OnDie(Entity*, Entity*)(+0x28d) [0x560956795d0d]
Entity::Kill(Entity*)(+0xf8) [0x5609566637a8]
ZoneAgProperty::BaseTimerDone(Entity*, std::string const&)(+0x89b) [0x56095683736b]
Entity::Update(float)(+0x2b6) [0x560956662676]
EntityManager::UpdateEntities(float)(+0x2e) [0x56095667305e]
```
that the actual crash issue starts at
```
Entity::Kill(Entity*)(+0xf8) [0x5609566637a8]
ZoneAgProperty::BaseTimerDone(Entity*, std::string const&)
```
BaseTimerDone calls Kill, and there is only 1 call to Kill in the function which calls Kill no arguments, meaning the killer is a nullptr. This propogates its way to the BossSpiderQueenEnemyServer::OnDie wherein we blindly check the killer pointer without verifying that the pointer is actually valid.
This patch simply checks that killer is valid before access to address the hole.
* 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
* 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
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* 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