DarkflameServer/dGame/dGameMessages/GameMessageHandler.cpp
2023-01-06 22:51:19 -08:00

679 lines
20 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "GameMessageHandler.h"
#include "MissionComponent.h"
#include "PacketUtils.h"
#include "dServer.h"
#include "../thirdparty/raknet/Source/RakNetworkFactory.h"
#include <future>
#include "User.h"
#include "UserManager.h"
#include "BitStream.h"
#include "RakPeer.h"
#include "DestroyableComponent.h"
#include "InventoryComponent.h"
#include "Character.h"
#include "ControllablePhysicsComponent.h"
#include "dZoneManager.h"
#include "Player.h"
#include "CppScripts.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "SkillComponent.h"
#include "RacingControlComponent.h"
#include "RequestServerProjectileImpact.h"
#include "SyncSkill.h"
#include "StartSkill.h"
#include "EchoStartSkill.h"
#include "EchoSyncSkill.h"
using namespace std;
void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID) {
CBITSTREAM;
// Get the entity
Entity* entity = EntityManager::Instance()->GetEntity(objectID);
User* usr = UserManager::Instance()->GetUser(sysAddr);
Game::logger->Log("GameMessageHandler", "handling message %i", messageID);
if (!entity) {
Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!", objectID, messageID);
return;
}
switch (messageID) {
case GAME_MSG_UN_USE_BBB_MODEL: {
GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
break;
}
case GAME_MSG_PLAY_EMOTE: {
GameMessages::HandlePlayEmote(inStream, entity);
break;
}
case GAME_MSG_MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case GAME_MSG_REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case GAME_MSG_EQUIP_ITEM:
GameMessages::HandleEquipItem(inStream, entity);
break;
case GAME_MSG_UN_EQUIP_ITEM:
GameMessages::HandleUnequipItem(inStream, entity);
break;
case GAME_MSG_RESPOND_TO_MISSION: {
GameMessages::HandleRespondToMission(inStream, entity);
break;
}
case GAME_MSG_REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case GAME_MSG_SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity);
break;
}
case GAME_MSG_HAS_BEEN_COLLECTED: {
GameMessages::HandleHasBeenCollected(inStream, entity);
break;
}
case GAME_MSG_PLAYER_LOADED: {
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
entity->SetPlayerReadyForUpdates();
auto* player = dynamic_cast<Player*>(entity);
if (player != nullptr) {
player->ConstructLimboEntities();
}
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) {
auto items = inv->GetEquippedItems();
for (auto pair : items) {
const auto item = pair.second;
inv->AddItemSkills(item.lot);
}
}
auto* destroyable = entity->GetComponent<DestroyableComponent>();
destroyable->SetImagination(destroyable->GetImagination());
EntityManager::Instance()->SerializeEntity(entity);
std::vector<Entity*> racingControllers = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_RACING_CONTROL);
for (Entity* racingController : racingControllers) {
auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
if (racingComponent != nullptr) {
racingComponent->OnPlayerLoaded(entity);
}
}
Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerLoaded(zoneControl, player);
}
std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerLoaded(scriptEntity, player);
}
}
}
//Kill player if health == 0
if (entity->GetIsDead()) {
entity->Smash(entity->GetObjectID());
}
//if the player has moved significantly, move them back:
if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
// Disabled until fixed
//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
}
/**
* Invoke the OnZoneLoad event on the player character
*/
auto* character = entity->GetCharacter();
if (character != nullptr) {
character->OnZoneLoad();
}
Game::logger->Log("GameMessageHandler", "Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
// After we've done our thing, tell the client they're ready
GameMessages::SendPlayerReady(entity, sysAddr);
GameMessages::SendPlayerReady(dZoneManager::Instance()->GetZoneControlObject(), sysAddr);
break;
}
case GAME_MSG_REQUEST_LINKED_MISSION: {
GameMessages::HandleRequestLinkedMission(inStream, entity);
break;
}
case GAME_MSG_MISSION_DIALOGUE_OK: {
GameMessages::HandleMissionDialogOK(inStream, entity);
break;
}
case GAME_MSG_MISSION_DIALOGUE_CANCELLED: {
//This message is pointless for our implementation, as the client just carries on after
//rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
break;
}
case GAME_MSG_REQUEST_PLATFORM_RESYNC: {
GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
break;
}
case GAME_MSG_FIRE_EVENT_SERVER_SIDE: {
GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
break;
}
case GAME_MSG_SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_ACTIVITY_STATE_CHANGE_REQUEST: {
GameMessages::HandleActivityStateChangeRequest(inStream, entity);
break;
}
case GAME_MSG_PARSE_CHAT_MESSAGE: {
GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
break;
}
case GAME_MSG_NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
break;
}
case GAME_MSG_PICKUP_CURRENCY: {
GameMessages::HandlePickupCurrency(inStream, entity);
break;
}
case GAME_MSG_PICKUP_ITEM: {
GameMessages::HandlePickupItem(inStream, entity);
break;
}
case GAME_MSG_RESURRECT: {
GameMessages::HandleResurrect(inStream, entity);
break;
}
case GAME_MSG_REQUEST_RESURRECT: {
GameMessages::SendResurrect(entity);
/*auto* dest = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (dest) {
dest->SetHealth(4);
dest->SetArmor(0);
dest->SetImagination(6);
EntityManager::Instance()->SerializeEntity(entity);
}*/
break;
}
case GAME_MSG_HANDLE_HOT_PROPERTY_DATA: {
GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
break;
}
case GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT:
{
auto message = RequestServerProjectileImpact();
message.Deserialize(inStream);
auto* skill_component = entity->GetComponent<SkillComponent>();
if (skill_component != nullptr) {
auto* bs = new RakNet::BitStream((unsigned char*)message.sBitStream.c_str(), message.sBitStream.size(), false);
skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
delete bs;
}
break;
}
case GAME_MSG_START_SKILL: {
StartSkill startSkill = StartSkill();
startSkill.Deserialize(inStream); // inStream replaces &bitStream
if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;
MissionComponent* comp = entity->GetComponent<MissionComponent>();
if (comp) {
comp->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, startSkill.skillID);
}
CDSkillBehaviorTable* skillTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
bool success = false;
if (behaviorId > 0) {
RakNet::BitStream* bs = new RakNet::BitStream((unsigned char*)startSkill.sBitStream.c_str(), startSkill.sBitStream.size(), false);
auto* skillComponent = entity->GetComponent<SkillComponent>();
success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
if (success && entity->GetCharacter()) {
DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
}
delete bs;
}
if (Game::server->GetZoneID() == 1302) {
break;
}
if (success) {
//Broadcast our startSkill:
RakNet::BitStream bitStreamLocal;
PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
EchoStartSkill echoStartSkill;
echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
echoStartSkill.iCastType = startSkill.iCastType;
echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
echoStartSkill.originatorRot = startSkill.originatorRot;
echoStartSkill.sBitStream = startSkill.sBitStream;
echoStartSkill.skillID = startSkill.skillID;
echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
echoStartSkill.Serialize(&bitStreamLocal);
Game::server->Send(&bitStreamLocal, entity->GetSystemAddress(), true);
}
} break;
case GAME_MSG_SYNC_SKILL: {
RakNet::BitStream bitStreamLocal;
PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
//bitStreamLocal.Write((unsigned short)GAME_MSG_ECHO_SYNC_SKILL);
//bitStreamLocal.Write(inStream);
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
//sync.Serialize(&bitStreamLocal);
ostringstream buffer;
for (unsigned int k = 0; k < sync.sBitStream.size(); k++) {
char s;
s = sync.sBitStream.at(k);
buffer << setw(2) << hex << setfill('0') << (int)s << " ";
}
//cout << buffer.str() << endl;
if (usr != nullptr) {
RakNet::BitStream* bs = new RakNet::BitStream((unsigned char*)sync.sBitStream.c_str(), sync.sBitStream.size(), false);
auto* skillComponent = entity->GetComponent<SkillComponent>();
skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
delete bs;
}
EchoSyncSkill echo = EchoSyncSkill();
echo.bDone = sync.bDone;
echo.sBitStream = sync.sBitStream;
echo.uiBehaviorHandle = sync.uiBehaviorHandle;
echo.uiSkillHandle = sync.uiSkillHandle;
echo.Serialize(&bitStreamLocal);
Game::server->Send(&bitStreamLocal, sysAddr, true);
} break;
case GAME_MSG_REQUEST_SMASH_PLAYER:
entity->Smash(entity->GetObjectID());
break;
case GAME_MSG_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_FINISH:
GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
break;
case GAME_MSG_PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case GAME_MSG_POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case GAME_MSG_BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_SELL_TO_VENDOR:
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_BUYBACK_FROM_VENDOR:
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_MOVE_AND_EQUIP:
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
break;
case GAME_MSG_DONE_ARRANGING_WITH_ITEM:
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_BUILD_CONVERT_MODEL:
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
break;
case GAME_MSG_BUILD_MODE_SET:
GameMessages::HandleBuildModeSet(inStream, entity);
break;
case GAME_MSG_REBUILD_CANCEL:
GameMessages::HandleRebuildCancel(inStream, entity);
break;
case GAME_MSG_MATCH_REQUEST:
GameMessages::HandleMatchRequest(inStream, entity);
break;
case GAME_MSG_USE_NON_EQUIPMENT_ITEM:
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
break;
case GAME_MSG_CLIENT_ITEM_CONSUMED:
GameMessages::HandleClientItemConsumed(inStream, entity);
break;
case GAME_MSG_SET_CONSUMABLE_ITEM:
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
break;
case GAME_MSG_VERIFY_ACK:
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
break;
// Trading
case GAME_MSG_CLIENT_TRADE_REQUEST:
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_CANCEL:
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_ACCEPT:
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_TRADE_UPDATE:
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
break;
// Pets
case GAME_MSG_PET_TAMING_TRY_BUILD:
GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
break;
case GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS:
GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
break;
case GAME_MSG_REQUEST_SET_PET_NAME:
GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
break;
case GAME_MSG_START_SERVER_PET_MINIGAME_TIMER:
GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
break;
case GAME_MSG_CLIENT_EXIT_TAMING_MINIGAME:
GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
break;
case GAME_MSG_COMMAND_PET:
GameMessages::HandleCommandPet(inStream, entity, sysAddr);
break;
case GAME_MSG_DESPAWN_PET:
GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
break;
case GAME_MSG_MESSAGE_BOX_RESPOND:
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
break;
case GAME_MSG_CHOICE_BOX_RESPOND:
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
break;
// Property
case GAME_MSG_QUERY_PROPERTY_DATA:
GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
break;
case GAME_MSG_START_BUILDING_WITH_ITEM:
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_BUILD_MODE:
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_EDITOR_BEGIN:
GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_EDITOR_END:
GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_CONTENTS_FROM_CLIENT:
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
break;
case GAME_MSG_ZONE_PROPERTY_MODEL_EQUIPPED:
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
break;
case GAME_MSG_PLACE_PROPERTY_MODEL:
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_UPDATE_MODEL_FROM_CLIENT:
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_DELETE_MODEL_FROM_CLIENT:
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
break;
case GAME_MSG_BBB_LOAD_ITEM_REQUEST:
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_BBB_SAVE_REQUEST:
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
break;
case GAME_MSG_CONTROL_BEHAVIOR:
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
break;
case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
break;
case GAME_MSG_ENTER_PROPERTY1:
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
break;
case GAME_MSG_ZONE_PROPERTY_MODEL_ROTATED:
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
break;
case GAME_MSG_UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_PROPERTY_ACCESS:
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
break;
// Racing
case GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA:
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
break;
case GAME_MSG_ACKNOWLEDGE_POSSESSION:
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_SET_WHEEL_LOCK_STATE:
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
break;
case GAME_MSG_MODULAR_ASSEMBLY_NIF_COMPLETED:
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
break;
case GAME_MSG_RACING_CLIENT_READY:
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
break;
case GAME_MSG_REQUEST_DIE:
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
break;
case GAME_MSG_RACING_PLAYER_INFO_RESET_FINISHED:
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
break;
case GAME_MSG_VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
break;
case GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST:
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
break;
// SG
case GAME_MSG_UPDATE_SHOOTING_GALLERY_ROTATION:
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
break;
// NT
case GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case GAME_MSG_TOGGLE_GHOST_REFERENCE_OVERRIDE:
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
break;
case GAME_MSG_SET_GHOST_REFERENCE_POSITION:
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
break;
case GAME_MSG_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 GAME_MSG_REPORT_BUG:
GameMessages::HandleReportBug(inStream, entity);
break;
case GAME_MSG_CLIENT_RAIL_MOVEMENT_READY:
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
break;
case GAME_MSG_CANCEL_RAIL_MOVEMENT:
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
break;
case GAME_MSG_PLAYER_RAIL_ARRIVED_NOTIFICATION:
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
break;
case GAME_MSG_CINEMATIC_UPDATE:
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
break;
case GAME_MSG_MODIFY_PLAYER_ZONE_STATISTIC:
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
break;
case GAME_MSG_UPDATE_PLAYER_STATISTIC:
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
break;
case GAME_MSG_DISMOUNT_COMPLETE:
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
break;
case GAME_MSG_DEACTIVATE_BUBBLE_BUFF:
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
break;
case GAME_MSG_ACTIVATE_BUBBLE_BUFF:
GameMessages::HandleActivateBubbleBuff(inStream, entity);
break;
default:
// Game::logger->Log("GameMessageHandler", "Unknown game message ID: %i", messageID);
break;
}
}