Commit Graph

3 Commits

Author SHA1 Message Date
Aaron Kimbrell
921d2c8c2a feat(character): keep and save the tooltip flags (SetTooltipFlag, char@ttip)
The client sends SetTooltipFlag (469: bFlag, then the tooltip,
2 live packets, both tooltip 24) when a tooltip has been shown, and
follows it with SetFlag for the same ID. DLU dropped it and never wrote
char@ttip, so the client's tooltip bits reset on every load.

- SetTooltipFlag message struct and handler: the bit is set or cleared on
  the CharacterComponent exactly as the client does it
  (LWOCharacterComponent::SendMessage 0x00d34330): tooltips above 127 are
  ignored, set = 1 << tooltip, clear = mask ~1 << tooltip (which also
  clears the lower bits), shifts of 64 or more give 0.
- Saved as char@ttip, a 64-bit value (the client reads it with
  GetLongLongValue in LoadFromSaveData 0x00ca4910). Live wrote it on
  every character (226 live charxmls: "0" or "16777216" = tooltip 24).
  Old saves without it load with 0.

Check in game: on a new character, trigger a first-time tooltip (e.g.
the one about an item or a new area), change zones and log out and back
in: the character loads normally and the same tooltip does not come back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:44:06 -05:00
Aaron Kimbrell
bcc47ca273 wire: add the Help game message
Server to client (475): a single int32 help ID, which the client's
LWOCharacterComponent::ShowHelp turns into a one-time tutorial tooltip
(pet bouncer and pet dig tutorials among them). Verified against
GameMessage::Help::Serialize 0x00dc51e0 and Deserialize 0x00dc5220 in
the 1.10.64 client, and against 2014 live captures, where the server
sends it to the player (e.g. 14000000 = PR_BOUNCER_TUTORIAL_01).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:00 -05:00
Aaron Kimbrell
b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
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>
2026-09-28 22:30:56 -05:00