mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
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>
712 lines
25 KiB
C++
712 lines
25 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "GameMessageHandler.h"
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#include "MissionComponent.h"
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#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "RakNetworkFactory.h"
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#include <future>
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#include "User.h"
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#include "UserManager.h"
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#include "BitStream.h"
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#include "RakPeer.h"
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#include "DestroyableComponent.h"
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#include "InventoryComponent.h"
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#include "Character.h"
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#include "ControllablePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "CppScripts.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "SkillComponent.h"
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#include "RacingControlComponent.h"
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#include "RequestServerProjectileImpact.h"
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#include "SyncSkill.h"
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#include "StartSkill.h"
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#include "EchoStartSkill.h"
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#include "EchoSyncSkill.h"
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#include "ActivityMessages.h"
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#include "RacingMessages.h"
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#include "MissionMessages.h"
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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#include "ServiceType.h"
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#include "MessageType/Game.h"
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#include "ePlayerFlag.h"
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#include "dConfig.h"
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#include "GhostComponent.h"
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#include "eGameMasterLevel.h"
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#include "StringifiedEnum.h"
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namespace {
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using enum MessageType::Game;
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using namespace GameMessages;
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using MessageCreator = std::function<std::unique_ptr<GameMessages::NetGameMsg>()>;
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std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
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{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
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{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
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{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
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{ PICKUP_ITEM, []() { return std::make_unique<PickupItem>(); } },
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{ REQUEST_ACTIVITY_EXIT, []() { return std::make_unique<RequestActivityExit>(); } },
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// Racing
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{ MODULE_ASSEMBLY_QUERY_DATA, []() { return std::make_unique<ModuleAssemblyQueryData>(); } },
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{ VEHICLE_SET_WHEEL_LOCK_STATE, []() { return std::make_unique<VehicleSetWheelLockState>(); } },
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{ MODULAR_ASSEMBLY_NIF_COMPLETED, []() { return std::make_unique<ModularAssemblyNIFCompleted>(); } },
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{ RACING_CLIENT_READY, []() { return std::make_unique<RacingClientReady>(); } },
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{ NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerAddPassiveBoostAction>(); } },
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{ NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerRemovePassiveBoostAction>(); } },
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{ RACING_PLAYER_INFO_RESET_FINISHED, []() { return std::make_unique<RacingPlayerInfoResetFinished>(); } },
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{ VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER, []() { return std::make_unique<VehicleNotifyHitImaginationServer>(); } },
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// Missions, flags, collectibles
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{ RESPOND_TO_MISSION, []() { return std::make_unique<RespondToMission>(); } },
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{ MISSION_DIALOGUE_OK, []() { return std::make_unique<MissionDialogueOK>(); } },
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{ REQUEST_LINKED_MISSION, []() { return std::make_unique<RequestLinkedMission>(); } },
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{ SET_FLAG, []() { return std::make_unique<SetFlag>(); } },
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{ HAS_BEEN_COLLECTED, []() { return std::make_unique<HasBeenCollected>(); } },
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};
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};
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
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CBITSTREAM;
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// Get the entity
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Entity* entity = Game::entityManager->GetEntity(objectID);
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User* usr = UserManager::Instance()->GetUser(sysAddr);
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if (!usr) {
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LOG("Failed to find a logged in user for (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (!entity) {
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LOG("Failed to find associated entity (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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auto handler = g_MessageHandlers.find(messageID);
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if (handler != g_MessageHandlers.end()) {
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auto msg = handler->second();
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// Verify that the system address user is able to use this message.
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if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
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auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
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if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
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if (usingEntity) LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
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else LOG("ObjectID %llu tried to use a gm required message.", usr->GetLoggedInChar());
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return;
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}
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}
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if (!msg->Deserialize(inStream)) {
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LOG("Dropping malformed GM %4i, %s from (%llu) targeting (%llu)", messageID, StringifiedEnum::ToString(messageID).data(), usr->GetLoggedInChar(), objectID);
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return;
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}
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msg->Handle(*entity, sysAddr);
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return;
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}
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switch (messageID) {
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case MessageType::Game::UN_USE_BBB_MODEL: {
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GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::PLAY_EMOTE: {
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GameMessages::HandlePlayEmote(inStream, entity);
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break;
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}
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case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
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GameMessages::HandleMoveItemInInventory(inStream, entity);
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break;
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}
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case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
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GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::EQUIP_INVENTORY:
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GameMessages::HandleEquipItem(inStream, entity);
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break;
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case MessageType::Game::UN_EQUIP_INVENTORY:
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GameMessages::HandleUnequipItem(inStream, entity);
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break;
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// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
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case MessageType::Game::SELECT_SKILL: {
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auto var = entity->GetVar<bool>(u"dlu_first_time_load");
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if (var) {
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entity->SetVar<bool>(u"dlu_first_time_load", false);
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InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent) inventoryComponent->FixInvisibleItems();
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}
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break;
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}
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendPlayerReady(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* ghostComponent = entity->GetComponent<GhostComponent>();
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if (ghostComponent != nullptr) {
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ghostComponent->ConstructLimboEntities();
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}
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InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
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if (inv) {
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// Clear server-side skill state so AddItemSkills sends fresh AddSkill
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// packets to the now-ready client. Skills sent during entity construction
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// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
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inv->ClearSkills();
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auto items = inv->GetEquippedItems();
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for (auto pair : items) {
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const auto item = pair.second;
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inv->AddItemSkills(item.lot);
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}
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// Fixes a bug where testmapping too fast causes large item inventories to become invisible.
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// Only affects item inventory
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GameMessages::SendSetInventorySize(entity, eInventoryType::ITEMS, inv->GetInventory(eInventoryType::ITEMS)->GetSize());
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}
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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auto* const destroyable = entity->GetComponent<DestroyableComponent>();
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if (destroyable) destroyable->SetImagination(destroyable->GetImagination());
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Game::entityManager->SerializeEntity(entity);
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std::vector<Entity*> racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
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for (Entity* racingController : racingControllers) {
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auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
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if (racingComponent != nullptr) {
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racingComponent->OnPlayerLoaded(entity);
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}
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}
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Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
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if (zoneControl) {
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zoneControl->GetScript()->OnPlayerLoaded(zoneControl, entity);
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}
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std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
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for (Entity* scriptEntity : scriptedActs) {
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if (!zoneControl || scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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scriptEntity->GetScript()->OnPlayerLoaded(scriptEntity, entity);
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}
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}
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//Kill player if health == 0
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if (entity->GetIsDead()) {
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entity->Smash(entity->GetObjectID());
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}
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//if the player has moved significantly, move them back:
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if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
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// Disabled until fixed
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//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
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}
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/**
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* Invoke the OnZoneLoad event on the player character
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*/
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auto* character = entity->GetCharacter();
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if (character != nullptr) {
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character->OnZoneLoad();
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}
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LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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|| !entity->GetCharacter()
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|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
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if (!entity) return;
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GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
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});
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break;
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}
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case MessageType::Game::MISSION_DIALOGUE_CANCELLED: {
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// This message is pointless for our implementation, as the client just carries on after
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// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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case MessageType::Game::REQUEST_PLATFORM_RESYNC: {
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GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
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GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
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GameMessages::HandleActivityStateChangeRequest(inStream, entity);
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break;
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}
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case MessageType::Game::PARSE_CHAT_MESSAGE: {
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GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
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break;
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}
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case MessageType::Game::PICKUP_CURRENCY: {
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GameMessages::HandlePickupCurrency(inStream, entity);
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break;
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}
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case MessageType::Game::RESURRECT: {
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GameMessages::HandleResurrect(inStream, entity);
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break;
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}
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case MessageType::Game::REQUEST_RESURRECT: {
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GameMessages::SendResurrect(entity);
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break;
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}
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case MessageType::Game::GET_HOT_PROPERTY_DATA: {
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GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT:
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{
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auto message = RequestServerProjectileImpact();
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message.Deserialize(inStream);
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auto* skill_component = entity->GetComponent<SkillComponent>();
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if (skill_component != nullptr) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&message.sBitStream[0]), message.sBitStream.size(), false);
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skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
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}
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break;
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}
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case MessageType::Game::START_SKILL: {
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StartSkill startSkill = StartSkill();
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startSkill.Deserialize(inStream); // inStream replaces &bitStream
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if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;
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MissionComponent* comp = entity->GetComponent<MissionComponent>();
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if (comp) {
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comp->Progress(eMissionTaskType::USE_SKILL, startSkill.skillID);
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}
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CDSkillBehaviorTable* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
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bool success = false;
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if (behaviorId > 0) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&startSkill.sBitStream[0]), startSkill.sBitStream.size(), false);
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auto* const skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent) success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
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}
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}
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if (Game::server->GetZoneID() == 1302) {
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break;
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}
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if (success) {
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//Broadcast our startSkill:
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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EchoStartSkill echoStartSkill;
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echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
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echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
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echoStartSkill.iCastType = startSkill.iCastType;
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echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
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echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
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echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
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echoStartSkill.originatorRot = startSkill.originatorRot;
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echoStartSkill.sBitStream = startSkill.sBitStream;
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echoStartSkill.skillID = startSkill.skillID;
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echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
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echoStartSkill.Serialize(bitStreamLocal);
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Game::server->Send(bitStreamLocal, entity->GetSystemAddress(), true);
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}
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} break;
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case MessageType::Game::SYNC_SKILL: {
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
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std::ostringstream buffer;
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for (unsigned int k = 0; k < sync.sBitStream.size(); k++) {
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char s;
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s = sync.sBitStream.at(k);
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buffer << std::setw(2) << std::hex << std::setfill('0') << static_cast<int>(s) << " ";
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}
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if (usr != nullptr) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&sync.sBitStream[0]), sync.sBitStream.size(), false);
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auto* const skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent) skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
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}
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EchoSyncSkill echo = EchoSyncSkill();
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echo.bDone = sync.bDone;
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echo.sBitStream = sync.sBitStream;
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echo.uiBehaviorHandle = sync.uiBehaviorHandle;
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echo.uiSkillHandle = sync.uiSkillHandle;
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echo.Serialize(bitStreamLocal);
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Game::server->Send(bitStreamLocal, sysAddr, true);
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} break;
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case MessageType::Game::REQUEST_SMASH_PLAYER:
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entity->Smash(entity->GetObjectID());
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break;
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case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
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GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
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break;
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case MessageType::Game::MODULAR_BUILD_FINISH:
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GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
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break;
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case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePushEquippedItemsState(inStream, entity);
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break;
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case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePopEquippedItemsState(inStream, entity);
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break;
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case MessageType::Game::BUY_FROM_VENDOR:
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GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
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break;
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case MessageType::Game::SELL_TO_VENDOR:
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GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
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break;
|
|
|
|
case MessageType::Game::BUYBACK_FROM_VENDOR:
|
|
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP:
|
|
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::DONE_ARRANGING_WITH_ITEM:
|
|
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODULAR_BUILD_CONVERT_MODEL:
|
|
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BUILD_MODE_SET:
|
|
GameMessages::HandleBuildModeSet(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::REBUILD_CANCEL:
|
|
GameMessages::HandleQuickBuildCancel(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::MATCH_REQUEST:
|
|
GameMessages::HandleMatchRequest(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::USE_NON_EQUIPMENT_ITEM:
|
|
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::CLIENT_ITEM_CONSUMED:
|
|
GameMessages::HandleClientItemConsumed(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::SET_CONSUMABLE_ITEM:
|
|
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::VERIFY_ACK:
|
|
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Trading
|
|
case MessageType::Game::CLIENT_TRADE_REQUEST:
|
|
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_CANCEL:
|
|
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_ACCEPT:
|
|
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_UPDATE:
|
|
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Pets
|
|
case MessageType::Game::PET_TAMING_TRY_BUILD:
|
|
GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::NOTIFY_TAMING_BUILD_SUCCESS:
|
|
GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::REQUEST_SET_PET_NAME:
|
|
GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::START_SERVER_PET_MINIGAME_TIMER:
|
|
GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CLIENT_EXIT_TAMING_MINIGAME:
|
|
GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::COMMAND_PET:
|
|
GameMessages::HandleCommandPet(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::DESPAWN_PET:
|
|
GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MESSAGE_BOX_RESPOND:
|
|
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CHOICE_BOX_RESPOND:
|
|
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Property
|
|
case MessageType::Game::QUERY_PROPERTY_DATA:
|
|
GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::START_BUILDING_WITH_ITEM:
|
|
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SET_BUILD_MODE:
|
|
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PROPERTY_EDITOR_BEGIN:
|
|
GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PROPERTY_EDITOR_END:
|
|
GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PROPERTY_CONTENTS_FROM_CLIENT:
|
|
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::ZONE_PROPERTY_MODEL_EQUIPPED:
|
|
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PLACE_PROPERTY_MODEL:
|
|
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::UPDATE_MODEL_FROM_CLIENT:
|
|
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::DELETE_MODEL_FROM_CLIENT:
|
|
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BBB_LOAD_ITEM_REQUEST:
|
|
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BBB_SAVE_REQUEST:
|
|
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CONTROL_BEHAVIORS:
|
|
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PROPERTY_ENTRANCE_SYNC:
|
|
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::ENTER_PROPERTY1:
|
|
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::ZONE_PROPERTY_MODEL_ROTATED:
|
|
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
|
|
break;
|
|
|
|
case MessageType::Game::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
|
|
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SET_PROPERTY_ACCESS:
|
|
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Racing: most racing messages are registered in g_MessageHandlers
|
|
case MessageType::Game::ACKNOWLEDGE_POSSESSION:
|
|
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::REQUEST_DIE:
|
|
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::UPDATE_PROPERTY_PERFORMANCE_COST:
|
|
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
|
|
break;
|
|
// SG
|
|
case MessageType::Game::UPDATE_SHOOTING_GALLERY_ROTATION:
|
|
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// NT
|
|
case MessageType::Game::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
|
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::TOGGLE_GHOST_REFERENCE_OVERRIDE:
|
|
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SET_GHOST_REFERENCE_POSITION:
|
|
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::READY_FOR_UPDATES:
|
|
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
|
|
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
|
|
break;
|
|
|
|
case MessageType::Game::REPORT_BUG:
|
|
GameMessages::HandleReportBug(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::CLIENT_RAIL_MOVEMENT_READY:
|
|
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CANCEL_RAIL_MOVEMENT:
|
|
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PLAYER_RAIL_ARRIVED_NOTIFICATION:
|
|
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CINEMATIC_UPDATE:
|
|
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODIFY_PLAYER_ZONE_STATISTIC:
|
|
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::UPDATE_PLAYER_STATISTIC:
|
|
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::DISMOUNT_COMPLETE:
|
|
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::DECTIVATE_BUBBLE_BUFF:
|
|
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ACTIVATE_BUBBLE_BUFF:
|
|
GameMessages::HandleActivateBubbleBuff(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ZONE_SUMMARY_DISMISSED:
|
|
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ADD_DONATION_ITEM:
|
|
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::REMOVE_DONATION_ITEM:
|
|
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CONFIRM_DONATION_ON_PLAYER:
|
|
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
|
|
break;
|
|
case MessageType::Game::CANCEL_DONATION_ON_PLAYER:
|
|
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
|
|
break;
|
|
case MessageType::Game::REQUEST_VENDOR_STATUS_UPDATE:
|
|
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
|
|
break;
|
|
case MessageType::Game::UPDATE_INVENTORY_GROUP:
|
|
GameMessages::HandleUpdateInventoryGroup(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
|
|
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
default:
|
|
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
|
|
break;
|
|
}
|
|
}
|