Converts OfferMission, NotifyMission, NotifyMissionTask, ResetMissions,
NotifyClientFlagChange and NotifyLevelRewards (sent with SendToClient:
the old functions never broadcast) and the received RespondToMission,
MissionDialogueOK, RequestLinkedMission, SetFlag and HasBeenCollected
to NetGameMsgs in MissionMessages.{h,cpp}. Callers are switched,
OfferMission's send-it-twice behaviour moves to MissionOfferComponent,
the received messages are registered in GameMessageHandler's map and
the old functions are deleted. Handlers are copied verbatim. The
byte-equality helper can now compare SendToClient messages.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(including OfferMission's two packets), received messages compared with
the old handlers' read sequences and every truncated payload rejected,
hand computed golden bytes and round trips. Layouts confirmed against
the 1.10.64 client in Ghidra.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts the 12 racing / vehicle / modular assembly messages DLU sends
and the 8 it receives to NetGameMsgs in RacingMessages.{h,cpp}, adds
eRacingClientNotificationType for NotifyRacingClient's event type,
switches the callers (RacingControlComponent, CarBoostBehavior,
PossessorComponent, slash commands), registers the received messages
in GameMessageHandler's map and deletes the old functions. Handlers are
copied verbatim. Also moves the byte-equality test helpers into a
shared GameMessageTestUtils.h.
No wire change. Verified byte for byte against a frozen verbatim copy
of the old functions over an input grid, to one client and broadcast;
received messages compared with the old handlers' read sequences
(including all 16 optional-field combinations of
VehicleNotifyHitImaginationServer) and every truncated payload
rejected; hand computed golden bytes; round trips; a deliberate field
mutation made the tests fail. Layouts confirmed against the 1.10.64
client in Ghidra. Malformed received messages are
dropped (see the foundations commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts ActivityEnter, ActivityExit, ActivityStart, ActivityStop,
ActivityPause, StartActivityTime, RequestActivityEnter,
RequestActivityExit and ShowActivityCountdown to NetGameMsgs in
ActivityMessages.{h,cpp}, switches their callers (racing, shooting
gallery, survival, waves, AG course, NT combat challenge) and deletes
the old GameMessages::Send* / HandleRequestActivityExit functions.
REQUEST_ACTIVITY_EXIT is registered in GameMessageHandler's map.
No wire change. Verified by comparing every struct byte for byte with a
frozen verbatim copy of the old functions (tests/.../Legacy) over a
grid of inputs, both to one client and as a broadcast (a temporary test
proved the copy matched production before it was deleted), plus hand
computed golden bytes, round trips and a deliberate field mutation that
made the tests fail. Layouts confirmed against the 1.10.64 client in
Ghidra. Only difference: a broadcast no longer makes
the extra Send(UNASSIGNED, false) that RakNet already rejected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
* refactor: update behavior slot determination to use equipLocation instead of itemType
* fix: improve skill management in InventoryComponent to ensure correct client updates
* 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
* 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>
* most of gameplay tab works
* smash unsmash and wait working
* Add pausing of models and behaviors
* working basic behaviors
* play sound functioning
* add resetting
* Fix asynchronous actions executing other strips actions
* Add comments, remove dead code etc.
* Skip Smashes if they coincide with a UnSmash
Remove debug logs
Comment on return
* Added feature grouping logic
* Add saving of brick buckets
* Add edge case check for max group count
* Use vector for storing groups
* Update InventoryComponent.cpp
* Update InventoryComponent.h
* Update InventoryComponent.h
* fix string log format
* Update GameMessages.cpp
* 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
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
- Remove static storage container (static containers can be destroyed before exit/terminate handler executes)
* remove player cast
* Remove extra includes
* Add a player manager
Used for the static Player functions. Further removes stuff from the Player class/file.
* chore: Move ghosting functionality to component
Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers.
* move to unordered_set
* add enum stringification functionality from third party source
* squashed commit
* Macros: Add test and improve speed
Space macros out
utilize cache locality
ensure no lost functionality
* moved stringify code to dCommon
* Rename #defines in stringify enum tests
* Revert "moved stringify code to dCommon"
This reverts commit 33fa5f8d2f.
* improve macro functionality
change function handle
formatting and function definition tweaks
* typo fixes
* moved code to dCommon/dEnums and tests to dCommonTests/dEnumsTests
* initial magic_enums alternate implementation of enum stringification
* deleted unused tests
* reverted compile flag oopsy and fixed output types
* fixed testing suite
* test formatting improvement
* formatting again :(
* added gm string to "aborting gm!" message
* Push my suggestion for CI tests.
* updated magic enum test
* fix test variable type
* added gm test
* making sure magic_enum is on a release branch
* tidying up console outputs
* re-implemented enum array access for performance
* now it is bugged :(
* nvm, working
* helping out the snowflake compilers
* changed return type too
* optimization too
* formatting too I guess because why not
* being even more painfully specific
* Update WorldServer.cpp to match emo's feedback
* Update MagicEnumTests.cpp to use srand(time(NULL))
* Update eGameMessageType.h - formatting
* Trying to fix the crash but can't actually compile the code to check on my own rn
* Update WorldServer.cpp - third try at this
* Update MagicEnumTests.cpp - use better macro definitions
* Update MagicEnumTests.cpp - c string comparison fix
* addressing all but the cmake feedback
* fixed cmake to the best of my very limited ability
* added tests to verify magic enum arrays are pre-sorted
* updated
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: Jettford <mrjettbradford@gmail.com>
* 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
* chore: cleanup LU(W)string writing
and add methods for reading
remove redunent "packet" from packet reading helpers
move write header to bitstreamutils since it's not packet related
add tests for reading/writing LU(W)Strings
* remove un-needed function defintions in header
* make reading and writing more efficient
* p
p
* quotes
* remove unneeded default
---------
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* 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
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* 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