Commit Graph

62 Commits

Author SHA1 Message Date
Aaron Kimbrell
d599b788d0 refactor: mission, flag and collectible game messages as structs
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>
2026-09-28 22:30:36 -05:00
Aaron Kimbrell
2681cc51ff refactor: racing and vehicle game messages as structs
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>
2026-09-28 22:30:36 -05:00
Aaron Kimbrell
7fb75f0484 refactor: activity game messages as structs
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>
2026-09-28 22:30:35 -05:00
Aaron Kimbrell
350d35dab5 chore: foundations for struct based packets and game messages
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>
2026-09-28 22:30:35 -05:00
Aaron Kimbrell
5d523a1e7b fix: handling of the same skill on multiple items (#1990)
* refactor: update behavior slot determination to use equipLocation instead of itemType

* fix: improve skill management in InventoryComponent to ensure correct client updates
2026-06-22 17:16:57 -07:00
David Markowitz
a156a8fcba fix: security vulnerabilities (#1980)
* 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
2026-06-07 20:59:11 -07:00
David Markowitz
74630b56c8 feat: Loot rework (#1909)
* feat: Loot rework

* Allow dupe powerup pickups

* change default team loot to shared
2025-10-15 00:53:39 -05:00
jadebenn
3364884126 Consolidate serviceID enums into one enum (#1855)
* 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>
2025-08-20 20:26:48 -07:00
David Markowitz
3c244cce27 fix: large inventories and inspect not printing objectID (#1824) 2025-06-23 03:07:34 -04:00
David Markowitz
3ebc6709db feat: Property behaviors partially functional (#1759)
* 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
2025-05-05 00:17:39 -07:00
David Markowitz
e4c2eecbc7 add msg handling (#1737) 2025-01-20 00:42:15 -06:00
David Markowitz
86b419735b fix weaponless world load 2025-01-02 20:17:06 -08:00
David Markowitz
5ccd15a7d8 fix first attack being weaponless (#1709) 2025-01-01 13:33:20 -06:00
David Markowitz
0b261e934f fix shooting gallery bugs (#1702) 2024-12-29 18:21:22 -06:00
David Markowitz
3beb414b55 good enough
the client code for this is a mess and should load everything at once or use non race condition code
2024-12-10 19:10:54 -08:00
jadebenn
84d7c65717 consolidate the messagetype enums into a single namespace (#1647) 2024-11-17 18:39:44 -06:00
David Markowitz
aaf446fe6e feat: Add Inventory Brick and Model groups (#1587)
* 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
2024-08-01 23:38:21 -07:00
David Markowitz
fcb89b3c7a Remove multiple Script syntax (#1496) 2024-03-06 19:49:29 -06:00
jadebenn
b261e63233 chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
75544e3eec chore: Change dServer and related code to use BitStream references (#1476) 2024-02-26 23:43:33 -06:00
jadebenn
7235423c7b Convert game message bit stream raw pointers to references (#1465) 2024-02-26 08:17:22 -06:00
jadebenn
c3743877df chore: Change EchoStartSkill to use BitStream reference (#1472) 2024-02-26 08:09:45 -06:00
jadebenn
ab937055e7 chore: Convert EchoSyncSkill to use BitStream references (#1473) 2024-02-26 08:08:56 -06:00
jadebenn
95d687846a chore: Remove unnecessary heap allocations (#1478) 2024-02-25 19:35:07 -06:00
David Markowitz
dc29f5962d Move CDClientManager to be a namespace (#1431)
Tested that worlds still load data as expected.  Had no use being a singleton anyways.
2024-02-08 23:40:43 -06:00
David Markowitz
f0b6ad89d9 chore: Player class removal (#1445)
* 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
2024-02-04 06:29:05 -08:00
David Markowitz
c83ec8228c chore: Move Player ghosting functionality to GhostComponent (#1413)
* 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
2024-01-14 13:10:13 -06:00
David Markowitz
66cc582a9a chore: update noninformative comments to be informative (#1407)
* better comments

* more comments
2024-01-10 20:57:41 -08:00
David Markowitz
2804dc3ec2 fix: make include paths consistent (#1390)
* fix: bad header includes

tests pass

* fix-up more include paths
2024-01-05 06:33:52 -06:00
Aaron Kimbrell
15954413ae chore: rename rebuild to quickbuild (#1364)
* rename rebuild to quickbuild

* fix includes
2023-12-28 22:24:30 -06:00
jadebenn
ef6f2f133e chore: Eradicate C-style casts and further clean up some code (#1361)
* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
2023-12-27 22:18:20 -06:00
jadebenn
6de224a2fa chore: miscellaneous code, formatting, and syntax cleanup (#1351)
* miscellaneous code, formatting, and syntax cleanup

* update

* update again

* updated to account for feedback
2023-12-23 18:11:00 -06:00
jadebenn
fcf4d6c6fa feat: Improve console output to show packet enum names (magic_enum) (#1344)
* 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>
2023-12-23 10:51:59 -06:00
Aaron Kimbrell
42ffd00478 feat: implement handling vendorStatusRequest (#1346)
this fixes the crafting menu on johny umami not being there on the initial internaction
2023-12-20 22:25:21 -06:00
David Markowitz
9c5388c70e feat: Add ability to toggle skipping of cinematics (#1312)
* Cinematics: Add ability to toggle skipping them

* Add docs

* Move sections
2023-11-21 18:04:44 -08:00
David Markowitz
1a199151da Remove std::couts littered throughout the base (#1313) 2023-11-21 18:04:23 -08:00
David Markowitz
5942182486 feat: Abstract Logger and simplify code (#1207)
* 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
2023-10-21 16:31:55 -07:00
Aaron Kimbrell
08020cd86d chore: cleanup LU(W)string writing (#1188)
* 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>
2023-09-20 20:06:28 -05:00
Aaron Kimbrell
a29253d2f0 feature: Donation Vendor Component (#1168)
* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code

* WIP

* progress missions

* address feedback

* fix newline

* Cleanup

* oops

* fix default for nexus tower jawbox
cleanup some logs

* remove log

* remove include that got added back
2023-08-03 21:44:03 -05:00
Aaron Kimbrell
a22ecf385f feature: add full known GM list (#1171)
* feature: add full GM list

* Fix compiling

* add tests
Fix more issues
2023-08-03 21:27:40 -05:00
David Markowitz
3e3148e910 Move dZoneManager to game namespace (#1143)
* convert zone manager to game namespace

* Destroy logger last
2023-07-17 17:55:33 -05:00
David Markowitz
455f9470a5 Move EntityManager to Game namespace (#1140)
* 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
2023-07-15 13:56:33 -07:00
Aaron Kimbre
5af5b0f1c1 fix: not exiting shooting gallery when clicking activity close button
Fixes #436
Fixes crash when replaying as well
2023-05-10 19:26:04 -05:00
Aaron Kimbrell
e297aacc68 Breakout message identifiers (#1065)
and make them scope enums
2023-05-03 16:38:32 -05:00
Aaron Kimbrell
c415d0520a Implement some more trigger event calls and command handlers (#989)
* 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
2023-03-25 05:26:39 -05:00
David Markowitz
7671cc6865 CDClient cleanup and optimization (#1023)
* 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
2023-03-17 07:36:21 -07:00
Aaron Kimbrell
e524b86e12 breakout the component types into a scoped enum (#1002)
* 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
2023-03-04 01:16:37 -06:00
Aaron Kimbre
faf42d2f8c cleanup enums to make them more consistent 2023-01-22 17:38:47 -06:00
Aaron Kimbrell
5374c555f5 Implement bubble seriliaztion in controllable physics (#942)
* bubble

* "Correct" serialization and enum

* Enum update

* figured out what things do

* accurate types and cleanup

* add sanity check
add getter
add slash command for testing

* fix default

* cleanup slash command

* handle game message probably
remove funny slash command
add all bubble GM's

Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
2023-01-07 00:14:51 -06:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00