The client reads an object's factions only from the DestructibleComponent
factionList (LWODestroyableComponent::LoadDataFromTemplate 0x00c9f900: one
atol per comma-separated token, -1 kept; the faction column is not read),
and live replicated that list: [-1] on 12,829 constructions (vendors,
quickbuilds, bouncers). DLU added the faction column and dropped -1,
so those objects were sent with no factions, and the four rows with faction 6
but factionList "-1" were sent as [6].
-1 has no Factions row, so it adds no friends or enemies.
Test: ReplicaConstructionTest.TemplateFactionMinusOneIsReplicated.
Check in game: vendors, quickbuilds, bouncers and NPCs still can't be
attacked; enemies still fight players and pets; smashables still smash.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent SetStunned to every dead object with a combat AI in the
packet right after its Die: 7,098 of 7,105 such deaths (7,424 decoded
stuns, all the same: no originator, push, can't attack, move or turn,
ignore immunity). Objects without combat AI (smashables, 9,393 deaths)
never got one. DLU sent none, so a dying enemy could keep turning or
start an attack while its death plays.
Check: kill enemies mid-attack and while they chase you; they stop
moving, turning and attacking the moment they die, and the death and
loot still play normally.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live filled Die's direction_relative_angle_xz, _angle_y and _force on
11,606 of 19,428 deaths. The values are the dir_angle_xz, dir_angle_y
(degrees, sent as radians) and dir_force parameters of the BasicAttack
that dealt the killing blow: per killing skill the triple is constant
(skill 1210: -25 degrees, force 12 on 540 of 549 kills; skill 10:
force 7 on 1,830 of 1,835), and deaths with no killer (5,948) never
have one. BasicAttack is the only behavior with these parameters apart
from one Grab. The client passes them to PerformSmashableDeath, which
throws the smashable's pieces that way; DLU sent 0.
The radians are rounded the way live did (-25 is 0xbedf66f3, 20 is
0x3eb2b8c3). Not covered: use_caster_velocity (one behavior, racing).
Check: smash crates and enemies with different weapons; the pieces fly
off to the side/up per weapon instead of straight out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent client_death=false on every Die, players included (19,428 in
the live captures, 452 of them player deaths); DLU sent true for
players. The client only uses the flag to match a death it already
predicted locally (LWODestroyableComponent::msgDie): with it set, a
Die that arrives while a post-death respawn is pending is dropped.
Check: die to an enemy, to falling and to a quickbuild trap; the death
animation, coin loss and respawn prompt all still appear, and other
players see you die.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent TotalArmorRepaired / TotalImaginationRestored with what a repair
or restore applied, 0 included (1,050 and 2,148 zeros in the captures: a
power-up picked up at full), and never a TotalDamageHealed or
TotalDamageTaken of 0. DLU counted every change of the value instead, so
setting stats up (loading, respawning, level changes) counted as healing
and a heal at full health counted as 0 damage taken.
Now Heal, Repair and Imagine count what they applied; health lost and
imagination spent still count wherever they change.
Check in game: pick up an armor or imagination power-up when full; the
passport's Armor Repaired / Imagination Restored stay the same. Take damage
and heal; Damage Taken and Damage Healed go up by what the bar shows.
Respawn: Damage Healed doesn't jump.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The passport totals for coins, bricks and enemies came from the client's
ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts;
live's server counted the totals itself and told the client
(UpdatePlayerStatistic). Now:
- CurrencyCollected (the amount gained) right after every SetCurrency that
raised the coins (pickups, missions, achievements, selling, activities);
none for losses. Captures: 15,815 pickups + mission/achievement/vendor/
activity gains, all with the stat; no loss had one.
- BricksCollected (the count) after every add to the bricks inventory the
client is told about (captures: 999 of 1,010, pickups and relocations).
- The kill counts go to the killer right after Die, before the loot:
EnemiesSmashed when the DestructibleComponent's isnpc is set, else
SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538
smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI
and counted as a smashable). Neither while racing. Before, every kill was
a SmashablesSmashed.
- ModifyPlayerZoneStatistic from the client only updates the zone counts,
so nothing is counted twice.
Check in game: pick up coins, sell an item, finish a mission, pick up
bricks, smash a stromling and a crate; each passport number goes up by the
right amount at once and stays the same after relogging (no double counts).
The per-zone statistics still go up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A level object's smashable_loot_matrix replaces the DestructibleComponent
LootMatrixIndex when smashable_loot_matrix_set is true or absent and the
matrix is not -1, as the client resolves it
(LWODestroyableComponent::LoadConfigData 0x00c44cb0). DLU only read the
key in BaseInteractDropLootServer, so tagged smashables dropped their
template's loot. Resolution in DestroyableComponent::GetLevelLootMatrix,
with tests. No wire change.
In game: smash level smashables that carry smashable_loot_matrix_set=1
(11 level objects in the 1.10.64 levels) and ones with a matrix but no _set key; they drop the
level's loot instead of the template's. Ordinary smashables
(smashable_loot_matrix_set=0) drop what they did before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client (LWODestroyableComponent::LoadConfigData 0x00c44cb0) uses a
level object's set_faction only when override_faction is absent or true;
with override_faction=0 LoadDataFromTemplate (0x00c9f900) puts the
DestructibleComponent factionList back. 2948 level objects have
override_faction=0, and DLU applied their set_faction anyway. The
resolution is now DestroyableComponent::GetLevelFactions, with tests.
No wire change.
In game: enemies and smashables placed in levels with a set_faction but
override_faction=0 (most smashables, many enemies) are targeted and
aggro as before for the common case; check a few enemies in AG/GF/FV
still fight you and friendly objects are not attacked, and that
smashables still smash and give credit.
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>
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>
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>
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.
The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.
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
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.
Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).
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 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>
* feat: debugger additions
Add type field for links in flash
Add warning level for dangerous buttons
fix uninitialzied memory with jetpack variable
remove a bunch of duplicated position push code
tested that the ui is still functional and components with multiple physics components have all their details visible.
tested that jetpack is initialized now
* remove amf3 header
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* fixes
---------
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.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
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple
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)
* use string to access field name
* Update DEVGMCommands.cpp
* corrected column name
* constexpr array
include <array>
Revert "constexpr array"
This reverts commit 1492e8b1773ed5fbbe767c74466ca263178ecdd4.
Revert "include <array>"
This reverts commit 2b7a67e89ad673d420f496be97f9bc51fd2d5e59.
include <array>
constexpr array
---------
Co-authored-by: jadebenn <jonahbenn@yahoo.com>
resolves a memory leak in BrickDatabase, adds stability to character save doc.
Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
* SystemAddress and destructor
* move respawn logic to character comp
Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.
* Move loot cheat checking
* Remove GetParentUser overload
Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)
* Move player constructor logic
Its now at the bottom of Entity constructor. Time to remove Player
* Remove Player class
Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies
* store ptr
* Update SlashCommandHandler.cpp
* 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
* 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