Commit Graph

2 Commits

Author SHA1 Message Date
Aaron Kimbrell
acdfd2212d 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>
2026-09-27 09:33:11 -05:00
Aaron Kimbrell
da7d4e398b refactor: inventory and item game messages as structs
Converts AddItemToInventoryClientSync, SetInventorySize,
RemoveItemFromInventory, ConsumeClientItem, UseItemResult,
UseItemRequirementsResponse, ResponseMoveItemBetweenInventoryTypes,
NotifyNotEnoughInvSpace, UpdateInventoryUi, MarkInventoryItemAsActive and
MoveInventoryBatch (11 old Send functions) and the received EquipInventory,
UnEquipInventory, RemoveItemFromInventory, MoveItemInInventory,
MoveItemBetweenInventoryTypes, RequestMoveItemBetweenInventoryTypes,
PushEquippedItemsState, PopEquippedItemsState, ClientItemConsumed,
UseNonEquipmentItem, SetConsumableItem, UpdateInventoryGroup and
UpdateInventoryGroupContents (13 handlers) to NetGameMsgs in
InventoryMessages.{h,cpp}. The received messages are registered in
GameMessageHandler's map and handled by InventoryComponent (new On* methods
holding the old handler logic verbatim); the old functions and switch cases
are deleted. AddItemToInventoryClientSync::SetItem fills the fields that
come from the Item.

No wire change and no change in recipients. Kept as DLU has always sent them
and documented: NotifyNotEnoughInvSpace goes out with the message ID of
VehicleNotifyFinishedRace, and RemoveItemFromInventory always sets the flag
of the fields DLU fills. The old SendMoveInventoryBatch was never called
and wrote one flag bit fewer than the client reads (it had no moveSubkey);
the struct follows the client's layout (1.10.64,
LWOInventoryComponent_Common::msgMoveInventoryBatch at 00ce1310) and has no
oracle. UnEquipInventory still ignores the trailing replacementObjectID the
client sends, as before.

Verified byte for byte against a frozen verbatim copy of the old functions
over an input grid (AddItemToInventoryClientSync with real Items, extra info
and bind flags), 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.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:11 -05:00