Commit Graph

9 Commits

Author SHA1 Message Date
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
David Markowitz
0dd504c803 feat: behavior states (#1918) 2025-10-20 01:16:36 -05:00
David Markowitz
c083f21e44 feat: OnAttack behavior (#1853)
Adds the `OnAttack` property behavior starting node.
Tested that having the node allows the model to be attacked to trigger the start of behaviors
2025-08-01 03:09:16 -05:00
David Markowitz
04487efa25 feat: add chat behaviors (#1818)
* Move in all directions is functional

* feat: add movement behaviors

the following behaviors will function
MoveRight
MoveLeft
FlyUp
FlyDown
MoveForward
MoveBackward

The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.

* feat: add chat behaviors

Tested that models can correctly send chat messages, silently and publically.  Tested as well that the filter is used by the client for behaviors and added a security check to not broadcast messages that fail the check if words are removed.
2025-06-17 17:34:52 -05:00
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
0c4108e730 Add loading from database
yahoo
2024-05-18 03:36:29 -07:00
David Markowitz
f2bf9a2a28 Saving to database working 2024-05-18 02:05:55 -07:00
jadebenn
b6af92ef81 refactor: Rewrite BehaviorMessage classes to use member initialization, preferred member naming conventions, and const-ref getters (#1456)
* Split out BehaviorMessage class changes from PR #1452

* remove <string_view> inclusion in ActionContext.h

* add the arguments nullptr check back in

* remove redundant std::string constructor calls

* Update AddStripMessage.cpp - change push_back to emplace_back
2024-02-18 00:38:26 -06:00
David Markowitz
c7c84c21ef feat: partially functioning property behavior ui (no saving or loading yet) (#1384)
* Add addstrip handling

add SendBehaviorBlocksToClient serialization
add id generation and auto updating
add behaviorlisttoclient serialization

* fix crash

happened if you added state 0 and 6 and nothing in between

* Section off code

Use proper encapsulation to hide code away and only let specific objects do certain jobs.

* Organize serialization

Section off into operational chunks
Write data at the level most appropriate

* Remove and simplify BlockDefinitions

Remove pointer usage for BlockDefinitions and move to optional.

* ControlBehaviors: Add addaction handling

* re-organization

remove const from return value
change to int from uint
use generic methods to reduce code clutter

* add strip ui position handling

* add split strip functionality

* fix issues

fix an issue where if you were on an empty state, the server would allow you to remain on that state
fix an issue where the ui would not open on the previously opened state
fix an issue where deleting strips in order caused the wrong strips to be deleted

* update how you remove behaviors from models

* Add remove actions and rename

* migrate actions

* update action and rearrange strip

* merge strips

* add and move to inventory

* Remove dead code

* simplify code

* nits and move finish MoveToInventory

constify serialize

further include path fixes

use const, comments

fix amf message

Update ModelComponent.cpp

replace operator subscript with at

* Update ModelComponent.cpp

* Update MigrateActionsMessage.h

* const

* Move to separate translation units

* include amf3

its precompiled, but just in case
2024-01-03 07:34:38 -06:00