The master server dropped a transfer request it started no instance
for, so the world server never heard back and the player waited. It
now answers the request with an empty address and the reason in place
of the port: no room for another instance (max_instances), a zone that
is not in the ZoneTable, or another reason. A request for a private
zone that does not exist is answered the same way.
The world server passes this on as a TRANSFER_TO_WORLD without an
address, which the client shows as a failed map change, and leaves the
character where it is. The auth server fails the login when there is
no character select to send the player to.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
A zone transfer from a launchpad took the zone from the message when
the message asked for that. The client never does, so the zone is now
always the launchpad's default zone or the zone the player picked on
it. The log line no longer uses the sender named in the message.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Several messages used the player, the character or the user they named
without checking that there is one. A match request and a trade request
are now only handled for the player that sent them, a linked mission
request and a build mode change only for the sending player, and the
remaining handlers return when the player, character or user is
missing.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Components no longer have a virtual OnUse; each component that reacts to a
use registers a RequestUse handler, like the client's components. The entity
runs the INTERACT trigger and the script, then delivers a RequestUseEvent
(carrying the user) to the handlers. The mission choice of a multi-interact
use goes only to the mission offer, as before. Switches keep a direct
EnterIfResponding for touches and pets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent, right before TRANSFER_TO_WORLD on every rocket launch (131
captured): NotifyClientFlagChange(32, true), TransferToZone
(check_transfer_allowed, the target map, the landing spawn point, the
clone only for properties, no position or rotation),
TransferToZoneCheckedIM (no queue) and NotifyClientFlagChange(32,
false). DLU went straight to TRANSFER_TO_WORLD.
In the client TransferToZone runs the civilian INVALIDMAPTRANSFERLIST
check, and TransferToZoneCheckedIM pauses the player's controls, starts
the target zone's loading screen and leaves the gameplay state
(LWOCharacterComponent, cases TransferToZone and
TransferToZoneCheckedIM). They are sent from the transfer callback, so
a failed zone request never leaves the client paused. Instance exits
through a message box used TransferToLastNonInstance in live instead
and are not changed here.
Check: launch rockets to Nimbus Station, Gnarled Forest and your
property: controls lock and the destination's loading screen shows as
the rocket leaves, and you land at the usual spawn point.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RocketsUsed: live counted the rocket when the client asked to go
(FireEventServerSide "ZonePlayer"), right before TransferToZone (captures:
94 of 117 directly before it). DLU counted it when the launch animation
started, so a launch that never went counted too.
QuickBuildsCompleted: live sent it after RebuildNotifyState(Completed) and
the completion effect (507), before EnableRebuild (218 of 227 samples); DLU
counted it before the notify state.
Check in game: launch a rocket to another world; Rockets Used goes up by 1
as the screen fades out. Finish a quick build: Quick Builds Completed goes
up by 1 as the build finishes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>