Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
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 and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.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
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* 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