The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.
- SetMissionTypeState message struct and handler: the state is stored on
the player's MissionComponent (byte-sized as the client keeps it,
LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
<ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
empty. Read back per <type>; old saves without <ts> load with none.
The client's reader (0x00d171c0) reads v from <ts> rather than from
each <type>, so it files every state under one type; the server keeps
the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
type instead of doing nothing.
Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>