#include "GameDependencies.h" #include #include #include #include #include "BitStream.h" #include "CDClientDatabase.h" #include "Character.h" #include "Entity.h" #include "eReplicaComponentType.h" #include "eReplicaPacketType.h" #include "tinyxml2.h" #include "AchievementVendorComponent.h" #include "BaseCombatAIComponent.h" #include "BouncerComponent.h" #include "BuffComponent.h" #include "CharacterComponent.h" #include "ChestComponent.h" #include "ChoiceBuildComponent.h" #include "RollerComponent.h" #include "CollectibleComponent.h" #include "ControllablePhysicsComponent.h" #include "DestroyableComponent.h" #include "DonationVendorComponent.h" #include "HavokVehiclePhysicsComponent.h" #include "InventoryComponent.h" #include "ItemComponent.h" #include "LevelProgressionComponent.h" #include "LUPExhibitComponent.h" #include "MiniGameControlComponent.h" #include "ModelComponent.h" #include "ModuleAssemblyComponent.h" #include "MovingPlatformComponent.h" #include "PetComponent.h" #include "PhantomPhysicsComponent.h" #include "PlayerForcedMovementComponent.h" #include "PossessableComponent.h" #include "PossessorComponent.h" #include "QuickBuildComponent.h" #include "RacingControlComponent.h" #include "RacingSoundTriggerComponent.h" #include "RenderComponent.h" #include "RigidbodyPhantomPhysicsComponent.h" #include "ScriptComponent.h" #include "ScriptedActivityComponent.h" #include "ShootingGalleryComponent.h" #include "SimplePhysicsComponent.h" #include "SkillComponent.h" #include "SoundTriggerComponent.h" #include "SwitchComponent.h" #include "VendorComponent.h" /** * Entity::WriteComponents writes the components in the client's order from a list of component types. Before, the * order was spelled out component by component, with flags for where the destroyable went. That code is kept below, * unchanged apart from looking components up by class, as the oracle: the bytes must not change. */ namespace { template bool TryGet(const Entity& entity, T*& component) { component = entity.GetComponent(); return component != nullptr; } void OldWriteComponents(const Entity& entity, RakNet::BitStream& outBitStream, eReplicaPacketType packetType) { /** * This has to be done in a specific order. */ bool destroyableSerialized = false; bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION; PossessableComponent* possessableComponent; if (TryGet(entity, possessableComponent)) { possessableComponent->Serialize(outBitStream, bIsInitialUpdate); } ModuleAssemblyComponent* moduleAssemblyComponent; if (TryGet(entity, moduleAssemblyComponent)) { moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate); } ControllablePhysicsComponent* controllablePhysicsComponent; if (TryGet(entity, controllablePhysicsComponent)) { controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } SimplePhysicsComponent* simplePhysicsComponent; if (TryGet(entity, simplePhysicsComponent)) { simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics; if (TryGet(entity, rigidbodyPhantomPhysics)) { rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate); } HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent; if (TryGet(entity, havokVehiclePhysicsComponent)) { havokVehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } PhantomPhysicsComponent* phantomPhysicsComponent; if (TryGet(entity, phantomPhysicsComponent)) { phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } SoundTriggerComponent* soundTriggerComponent; if (TryGet(entity, soundTriggerComponent)) { soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate); } RacingSoundTriggerComponent* racingSoundTriggerComponent; if (TryGet(entity, racingSoundTriggerComponent)) { racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate); } BuffComponent* buffComponent; if (TryGet(entity, buffComponent)) { buffComponent->Serialize(outBitStream, bIsInitialUpdate); DestroyableComponent* destroyableComponent; if (TryGet(entity, destroyableComponent)) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; } CollectibleComponent* collectibleComponent; if (TryGet(entity, collectibleComponent)) { DestroyableComponent* destroyableComponent; if (TryGet(entity, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; collectibleComponent->Serialize(outBitStream, bIsInitialUpdate); } PetComponent* petComponent; if (TryGet(entity, petComponent)) { petComponent->Serialize(outBitStream, bIsInitialUpdate); } CharacterComponent* characterComponent; if (TryGet(entity, characterComponent)) { PossessorComponent* possessorComponent; if (TryGet(entity, possessorComponent)) { possessorComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } LevelProgressionComponent* levelProgressionComponent; if (TryGet(entity, levelProgressionComponent)) { levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } PlayerForcedMovementComponent* playerForcedMovementComponent; if (TryGet(entity, playerForcedMovementComponent)) { playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } characterComponent->Serialize(outBitStream, bIsInitialUpdate); } InventoryComponent* inventoryComponent; if (TryGet(entity, inventoryComponent)) { inventoryComponent->Serialize(outBitStream, bIsInitialUpdate); } ScriptComponent* scriptComponent; if (TryGet(entity, scriptComponent)) { scriptComponent->Serialize(outBitStream, bIsInitialUpdate); } SkillComponent* skillComponent; if (TryGet(entity, skillComponent)) { skillComponent->Serialize(outBitStream, bIsInitialUpdate); } BaseCombatAIComponent* baseCombatAiComponent; if (TryGet(entity, baseCombatAiComponent)) { baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate); } // The item comes after the skill and combat AI components, as the client reads them (ComponentOrderVector::Initialize // 0x0101f8e0; live constructions of LOT 14535). It used to come before the inventory, which was harmless while // it wrote a single 0 bit. ItemComponent* itemComponent; if (TryGet(entity, itemComponent)) { itemComponent->Serialize(outBitStream, bIsInitialUpdate); } QuickBuildComponent* quickBuildComponent; if (TryGet(entity, quickBuildComponent)) { DestroyableComponent* destroyableComponent; if (TryGet(entity, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate); } MovingPlatformComponent* movingPlatformComponent; if (TryGet(entity, movingPlatformComponent)) { movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate); } SwitchComponent* switchComponent; if (TryGet(entity, switchComponent)) { switchComponent->Serialize(outBitStream, bIsInitialUpdate); } VendorComponent* vendorComponent; if (TryGet(entity, vendorComponent)) { vendorComponent->Serialize(outBitStream, bIsInitialUpdate); } DonationVendorComponent* donationVendorComponent; if (TryGet(entity, donationVendorComponent)) { donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate); } AchievementVendorComponent* achievementVendorComponent; if (TryGet(entity, achievementVendorComponent)) { achievementVendorComponent->Serialize(outBitStream, bIsInitialUpdate); } BouncerComponent* bouncerComponent; if (TryGet(entity, bouncerComponent)) { bouncerComponent->Serialize(outBitStream, bIsInitialUpdate); } ScriptedActivityComponent* scriptedActivityComponent; if (TryGet(entity, scriptedActivityComponent)) { scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate); } ShootingGalleryComponent* shootingGalleryComponent; if (TryGet(entity, shootingGalleryComponent)) { shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate); } RacingControlComponent* racingControlComponent; if (TryGet(entity, racingControlComponent)) { racingControlComponent->Serialize(outBitStream, bIsInitialUpdate); } LUPExhibitComponent* lupExhibitComponent; if (TryGet(entity, lupExhibitComponent)) { lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate); } ModelComponent* modelComponent; if (TryGet(entity, modelComponent)) { modelComponent->Serialize(outBitStream, bIsInitialUpdate); } RenderComponent* renderComponent; if (TryGet(entity, renderComponent)) { renderComponent->Serialize(outBitStream, bIsInitialUpdate); } if (modelComponent || !destroyableSerialized) { DestroyableComponent* destroyableComponent; if (TryGet(entity, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); destroyableSerialized = true; } } MiniGameControlComponent* miniGameControlComponent; if (TryGet(entity, miniGameControlComponent)) { miniGameControlComponent->Serialize(outBitStream, bIsInitialUpdate); } // The BBB component (characters): no metadata source item if (entity.GetLOT() == 1) outBitStream.Write0(); } // Some components read the CDClient in their constructors; give them an empty one void ConnectEmptyCDClient() { if (CDClientDatabase::isConnected) return; CDClientDatabase::Connect(":memory:"); for (const auto* table : { "ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER)", "Objects (id INTEGER, name TEXT, type TEXT, interactionDistance REAL)", "BaseCombatAIComponent (id INTEGER, aggroRadius REAL, tetherSpeed REAL, pursuitSpeed REAL, softTetherRadius REAL, hardTetherRadius REAL, minRoundLength REAL, maxRoundLength REAL, combatRoundLength REAL)", "ItemSets (setID INTEGER, itemIDs TEXT)", "ObjectSkills (objectTemplate INTEGER, skillID INTEGER, castOnType INTEGER, AICombatWeight INTEGER)", "SkillBehavior (skillID INTEGER, behaviorID INTEGER)", "RenderComponent (id INTEGER)", "BuffParameters (BuffID INTEGER)", "PossessableComponent (id INTEGER, possessionType INTEGER, depossessOnHit INTEGER, skillSet INTEGER)", }) { CDClientDatabase::ExecuteDML(std::string("CREATE TABLE ") + table + ";"); } } std::vector Bytes(RakNet::BitStream& stream) { return { stream.GetData(), stream.GetData() + stream.GetNumberOfBytesUsed() }; } } class ReplicaComponentOrderTest : public GameDependenciesTest { protected: std::vector> characters; void SetUp() override { SetUpDependencies(); ConnectEmptyCDClient(); } void TearDown() override { TearDownDependencies(); } std::unique_ptr MakePlayer() { auto entity = std::make_unique(1, info); auto& character = characters.emplace_back(std::make_unique(1, nullptr)); tinyxml2::XMLDocument doc; doc.LoadFile("./test_xml_data.xml"); tinyxml2::XMLPrinter printer{ 0, true, 0 }; doc.Print(&printer); character->_setXmlData(printer.CStr()); character->_doQuickXMLDataParse(); entity->SetCharacter(character.get()); character->SetEntity(entity.get()); entity->AddComponent(-1); entity->AddComponent(-1); entity->AddComponent(-1)->SetMaxHealth(4.0f); entity->AddComponent(-1); entity->AddComponent(-1); entity->AddComponent(-1); entity->AddComponent(-1, character.get(), UNASSIGNED_SYSTEM_ADDRESS); entity->AddComponent(-1); entity->AddComponent(-1); entity->AddComponent(-1); return entity; } // Serializes an entity built by `build` with the old and the new code (each on its own copy, as serializing // clears dirty flags) and expects the same bits, for the construction and a serialization. void ExpectSameBytes(const std::function& build) { for (const auto packetType : { eReplicaPacketType::CONSTRUCTION, eReplicaPacketType::SERIALIZATION }) { Entity oldEntity(15, info); Entity newEntity(15, info); // Same random numbers for both (a vehicle picks a random end behavior) Game::randomEngine.seed(1); build(oldEntity); Game::randomEngine.seed(1); build(newEntity); RakNet::BitStream oldStream; RakNet::BitStream newStream; OldWriteComponents(oldEntity, oldStream, packetType); newEntity.WriteComponents(newStream, packetType); EXPECT_GT(newStream.GetNumberOfBitsUsed(), 1u); EXPECT_EQ(oldStream.GetNumberOfBitsUsed(), newStream.GetNumberOfBitsUsed()) << "packet type " << static_cast(packetType); const auto oldBytes = Bytes(oldStream); const auto newBytes = Bytes(newStream); const auto mismatch = std::ranges::mismatch(oldBytes, newBytes); EXPECT_EQ(mismatch.in1, oldBytes.end()) << "packet type " << static_cast(packetType) << ", first different byte " << (mismatch.in1 - oldBytes.begin()); } } }; TEST(ReplicaComponentTypeTest, MatchesComponentsRegistry) { // ComponentsRegistry.component_type values EXPECT_EQ(static_cast(eReplicaComponentType::DESTROYABLE), 7u); EXPECT_EQ(static_cast(eReplicaComponentType::BUFF), 98u); EXPECT_EQ(DestroyableComponent::ComponentType, eReplicaComponentType::DESTROYABLE); EXPECT_EQ(BuffComponent::ComponentType, eReplicaComponentType::BUFF); } TEST_F(ReplicaComponentOrderTest, Player) { for (const auto packetType : { eReplicaPacketType::CONSTRUCTION, eReplicaPacketType::SERIALIZATION }) { auto oldEntity = MakePlayer(); auto newEntity = MakePlayer(); RakNet::BitStream oldStream; RakNet::BitStream newStream; OldWriteComponents(*oldEntity, oldStream, packetType); newEntity->WriteComponents(newStream, packetType); EXPECT_EQ(oldStream.GetNumberOfBitsUsed(), newStream.GetNumberOfBitsUsed()); EXPECT_EQ(Bytes(oldStream), Bytes(newStream)); oldEntity->SetCharacter(nullptr); newEntity->SetCharacter(nullptr); } } TEST_F(ReplicaComponentOrderTest, Enemy) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); auto* destroyable = entity.AddComponent(-1); destroyable->SetMaxHealth(8.0f); destroyable->SetHealth(8); destroyable->AddFactionNoLookup(4); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, SmashableWithDestructibleRow) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1)->SetIsSmashable(true); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, IsSmashableWithoutRegistryEntry) { // Written after the render component ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1, "", true); auto* destroyable = entity.AddComponent(-1); destroyable->SetIsSmashable(true); destroyable->SetMaxHealth(1.0f); destroyable->SetHealth(1); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, QuickBuildWithoutDestroyable) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, QuickBuildWithoutRegistryEntry) { // Written right before the quick build, after the script ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1)->SetIsSmashable(true); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1, ""); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, QuickBuildWithRegistryEntry) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1)->SetMaxHealth(3.0f); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, CollectibleWithoutRegistryEntry) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1, 12); entity.AddComponent(-1, "", true); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, CollectibleWithRegistryEntry) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1)->SetIsSmashable(true); entity.AddComponent(-1, 3); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, Npc) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, Pet) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(1); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, Vehicle) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); }); } TEST_F(ReplicaComponentOrderTest, Model) { // A model's destroyable is written after the render component ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1)->SetIsSmashable(true); }); } TEST_F(ReplicaComponentOrderTest, EveryListedComponent) { ExpectSameBytes([](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1, 1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1); }); } namespace { // The bits of `expected` are the first bits of `actual` void ExpectStartsWith(RakNet::BitStream& actual, RakNet::BitStream& expected) { ASSERT_GE(actual.GetNumberOfBitsUsed(), expected.GetNumberOfBitsUsed()); actual.ResetReadPointer(); expected.ResetReadPointer(); for (uint32_t i = 0; i < expected.GetNumberOfBitsUsed(); i++) { ASSERT_EQ(actual.ReadBit(), expected.ReadBit()) << "bit " << i; } } } // LWOGameObject::Deserialize (0x00f99690) reads the components in the order ObjectLoader2::FillComponentOrder // (0x0101f8e0) lists them: a chest (22) after its phantom physics (40) and before its render component (2). // LOT 2196: phantom physics, chest, render. TEST_F(ReplicaComponentOrderTest, ChestIsWrittenBeforeRender) { Entity entity(15, info); auto* const physics = entity.AddComponent(-1); auto* const chest = entity.AddComponent(0); chest->SetPlayerID(0x1000000000000001LL); chest->SetLootOfferCount(3); auto* const render = entity.AddComponent(-1); RakNet::BitStream actual; entity.WriteComponents(actual, eReplicaPacketType::CONSTRUCTION); Entity copy(15, info); RakNet::BitStream expected; copy.AddComponent(-1)->Serialize(expected, true); expected.Write(0x1000000000000001LL); expected.Write(3); copy.AddComponent(-1)->Serialize(expected, true); ExpectStartsWith(actual, expected); static_cast(physics); static_cast(render); } // A choice build (52) is read after physics, destroyable and script and before render. LOT 6414: simple physics, // destroyable, choice build, render; LOT 5668 has a script in place of the destroyable. TEST_F(ReplicaComponentOrderTest, ChoiceBuildIsWrittenAfterScriptAndBeforeRender) { const auto build = [](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1); entity.AddComponent(-1)->SetMaxHealth(1.0f); entity.AddComponent(-1, "", true); entity.AddComponent(1); entity.AddComponent(-1); }; Entity entity(15, info); build(entity); RakNet::BitStream actual; entity.WriteComponents(actual, eReplicaPacketType::CONSTRUCTION); Entity copy(15, info); build(copy); RakNet::BitStream expected; copy.GetComponent()->Serialize(expected, true); copy.GetComponent()->Serialize(expected, true); copy.GetComponent()->Serialize(expected, true); copy.GetComponent()->Serialize(expected, true); expected.Write1(); expected.Write(0); // waiting expected.Write(0); // nothing built expected.Write(0); // nobody using it copy.GetComponent()->Serialize(expected, true); ExpectStartsWith(actual, expected); } // A roller (105) is read after script, skill and inventory and before the moving platform (25) and render. // LOT 2714: simple physics, roller, moving platform, render; LOT 13951 adds script, skill and inventory. TEST_F(ReplicaComponentOrderTest, RollerIsWrittenBeforeTheMovingPlatform) { const auto build = [](Entity& entity) { entity.AddComponent(-1); entity.AddComponent(-1, "", true); entity.AddComponent(-1); entity.AddComponent(13951); entity.AddComponent(-1, ""); entity.AddComponent(-1); }; for (const auto packetType : { eReplicaPacketType::CONSTRUCTION, eReplicaPacketType::SERIALIZATION }) { const bool construction = packetType == eReplicaPacketType::CONSTRUCTION; Entity entity(15, info); build(entity); RakNet::BitStream actual; entity.WriteComponents(actual, packetType); Entity copy(15, info); build(copy); RakNet::BitStream expected; copy.GetComponent()->Serialize(expected, construction); copy.GetComponent()->Serialize(expected, construction); copy.GetComponent()->Serialize(expected, construction); copy.GetComponent()->Serialize(expected, construction); copy.GetComponent()->Serialize(expected, construction); copy.GetComponent()->Serialize(expected, construction); ExpectStartsWith(actual, expected); } }