Files
DarkflameServer/dGame/dGameMessages/GameMessageHandler.cpp
Aaron Kimbrell 0c2727ad3c refactor: building game messages and blueprint packets as structs
Converts build mode, arranging, modular build and brick by brick
messages to NetGameMsgs in BuildingMessages.{h,cpp}: StartArrangingWithItem,
FinishArrangingWithItem, ModularBuildEnd and SetBuildModeConfirmed
(sent), and StartBuildingWithItem, DoneArrangingWithItem,
ModularBuildFinish, ModularBuildMoveAndEquip, ModularBuildConvertModel,
SetBuildMode, BuildModeSet, UnUseBBBModel, BBBLoadItemRequest and
BBBSaveRequest (received, registered in GameMessageHandler's map with
their handlers' logic kept). The BLUEPRINT_SAVE_RESPONSE and
BLUEPRINT_LOAD_RESPONSE_ITEMID client packets become the LUBitStream
structs ClientPackets::BlueprintSaveResponse and BlueprintLoadItemResponse,
also used by WorldServer's level load. The never-called
SendBBBSaveResponse is gone.

SetBuildModeConfirmed keeps writing modeValue's and startPos's default
flags as always set, as DLU did. BuildModeSet and UnUseBBBModel now read
their whole client layout (DLU read only the first fields).

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions and inline packet
writes over an input grid, received messages compared with the old
handlers' read sequences with every truncated payload rejected, hand
computed golden bytes, round trips and a mutation check. Layouts
confirmed against the 1.10.64 client in Ghidra.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:49 -05:00

629 lines
24 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "GameMessageHandler.h"
#include "WorldMigration.h"
#include "MissionComponent.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "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 "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"
#include "ActivityMessages.h"
#include "BuildingMessages.h"
#include "RacingMessages.h"
#include "MissionMessages.h"
#include "PetMessages.h"
#include "PropertyMessages.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "ServiceType.h"
#include "MessageType/Game.h"
#include "ePlayerFlag.h"
#include "dConfig.h"
#include "GhostComponent.h"
#include "eGameMasterLevel.h"
#include "StringifiedEnum.h"
#include "MessageInspector.h"
namespace {
using enum MessageType::Game;
using namespace GameMessages;
using MessageCreator = std::function<std::unique_ptr<GameMessages::NetGameMsg>()>;
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
{ PICKUP_ITEM, []() { return std::make_unique<PickupItem>(); } },
{ REQUEST_ACTIVITY_EXIT, []() { return std::make_unique<RequestActivityExit>(); } },
// Racing
{ MODULE_ASSEMBLY_QUERY_DATA, []() { return std::make_unique<ModuleAssemblyQueryData>(); } },
{ VEHICLE_SET_WHEEL_LOCK_STATE, []() { return std::make_unique<VehicleSetWheelLockState>(); } },
{ MODULAR_ASSEMBLY_NIF_COMPLETED, []() { return std::make_unique<ModularAssemblyNIFCompleted>(); } },
{ RACING_CLIENT_READY, []() { return std::make_unique<RacingClientReady>(); } },
{ NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerAddPassiveBoostAction>(); } },
{ NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerRemovePassiveBoostAction>(); } },
{ RACING_PLAYER_INFO_RESET_FINISHED, []() { return std::make_unique<RacingPlayerInfoResetFinished>(); } },
{ VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER, []() { return std::make_unique<VehicleNotifyHitImaginationServer>(); } },
// Missions, flags, collectibles
{ RESPOND_TO_MISSION, []() { return std::make_unique<RespondToMission>(); } },
{ MISSION_DIALOGUE_OK, []() { return std::make_unique<MissionDialogueOK>(); } },
{ REQUEST_LINKED_MISSION, []() { return std::make_unique<RequestLinkedMission>(); } },
{ SET_FLAG, []() { return std::make_unique<SetFlag>(); } },
{ HAS_BEEN_COLLECTED, []() { return std::make_unique<HasBeenCollected>(); } },
// Pets
{ PET_TAMING_TRY_BUILD, []() { return std::make_unique<PetTamingTryBuild>(); } },
{ NOTIFY_TAMING_BUILD_SUCCESS, []() { return std::make_unique<NotifyTamingBuildSuccess>(); } },
{ REQUEST_SET_PET_NAME, []() { return std::make_unique<RequestSetPetName>(); } },
{ START_SERVER_PET_MINIGAME_TIMER, []() { return std::make_unique<StartServerPetMinigameTimer>(); } },
{ CLIENT_EXIT_TAMING_MINIGAME, []() { return std::make_unique<ClientExitTamingMinigame>(); } },
{ COMMAND_PET, []() { return std::make_unique<CommandPet>(); } },
{ DESPAWN_PET, []() { return std::make_unique<DespawnPet>(); } },
// Property
{ SET_PROPERTY_ACCESS, []() { return std::make_unique<SetPropertyAccess>(); } },
{ UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK, []() { return std::make_unique<UpdatePropertyOrModelForFilterCheck>(); } },
{ QUERY_PROPERTY_DATA, []() { return std::make_unique<QueryPropertyData>(); } },
{ PROPERTY_EDITOR_BEGIN, []() { return std::make_unique<PropertyEditorBegin>(); } },
{ PROPERTY_EDITOR_END, []() { return std::make_unique<PropertyEditorEnd>(); } },
{ PROPERTY_CONTENTS_FROM_CLIENT, []() { return std::make_unique<PropertyContentsFromClient>(); } },
{ ZONE_PROPERTY_MODEL_EQUIPPED, []() { return std::make_unique<ZonePropertyModelEquipped>(); } },
{ ZONE_PROPERTY_MODEL_ROTATED, []() { return std::make_unique<ZonePropertyModelRotated>(); } },
{ PLACE_PROPERTY_MODEL, []() { return std::make_unique<PlacePropertyModel>(); } },
{ UPDATE_MODEL_FROM_CLIENT, []() { return std::make_unique<UpdateModelFromClient>(); } },
{ DELETE_MODEL_FROM_CLIENT, []() { return std::make_unique<DeleteModelFromClient>(); } },
{ CONTROL_BEHAVIORS, []() { return std::make_unique<GameMessages::ControlBehaviors>(); } },
{ PROPERTY_ENTRANCE_SYNC, []() { return std::make_unique<PropertyEntranceSync>(); } },
{ ENTER_PROPERTY1, []() { return std::make_unique<EnterProperty1>(); } },
{ UPDATE_PROPERTY_PERFORMANCE_COST, []() { return std::make_unique<UpdatePropertyPerformanceCost>(); } },
{ REPORT_OFFENSIVE_MODEL, []() { return std::make_unique<ReportOffensiveModel>(); } },
{ REPORT_OFFENSIVE_PROPERTY, []() { return std::make_unique<ReportOffensiveProperty>(); } },
{ GET_HOT_PROPERTY_DATA, []() { return std::make_unique<GetHotPropertyData>(); } },
// Building
{ START_BUILDING_WITH_ITEM, []() { return std::make_unique<StartBuildingWithItem>(); } },
{ DONE_ARRANGING_WITH_ITEM, []() { return std::make_unique<DoneArrangingWithItem>(); } },
{ MODULAR_BUILD_FINISH, []() { return std::make_unique<ModularBuildFinish>(); } },
{ MODULAR_BUILD_MOVE_AND_EQUIP, []() { return std::make_unique<ModularBuildMoveAndEquip>(); } },
{ MODULAR_BUILD_CONVERT_MODEL, []() { return std::make_unique<ModularBuildConvertModel>(); } },
{ SET_BUILD_MODE, []() { return std::make_unique<SetBuildMode>(); } },
{ BUILD_MODE_SET, []() { return std::make_unique<BuildModeSet>(); } },
{ UN_USE_BBB_MODEL, []() { return std::make_unique<UnUseBBBModel>(); } },
{ BBB_LOAD_ITEM_REQUEST, []() { return std::make_unique<BBBLoadItemRequest>(); } },
{ BBB_SAVE_REQUEST, []() { return std::make_unique<BBBSaveRequest>(); } },
};
};
void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
// The dashboard's message inspector (sees every message a client sends; nothing to do unless a capture runs)
if (MessageInspector::IsCapturing()) MessageInspector::RecordReceived(sysAddr, objectID, messageID, inStream);
CBITSTREAM;
// Get the entity
Entity* entity = Game::entityManager->GetEntity(objectID);
User* usr = UserManager::Instance()->GetUser(sysAddr);
if (!usr) {
LOG("Failed to find a logged in user for (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
return;
}
if (!entity) {
LOG("Failed to find associated entity (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
return;
}
if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
auto handler = g_MessageHandlers.find(messageID);
if (handler != g_MessageHandlers.end()) {
auto msg = handler->second();
// Verify that the system address user is able to use this message.
if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
if (usingEntity) LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
else LOG("ObjectID %llu tried to use a gm required message.", usr->GetLoggedInChar());
return;
}
}
if (!msg->Deserialize(inStream)) {
LOG("Dropping malformed GM %4i, %s from (%llu) targeting (%llu)", messageID, StringifiedEnum::ToString(messageID).data(), usr->GetLoggedInChar(), objectID);
return;
}
msg->Handle(*entity, sysAddr);
return;
}
switch (messageID) {
case MessageType::Game::PLAY_EMOTE: {
GameMessages::HandlePlayEmote(inStream, entity);
break;
}
case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case MessageType::Game::EQUIP_INVENTORY:
GameMessages::HandleEquipItem(inStream, entity);
break;
case MessageType::Game::UN_EQUIP_INVENTORY:
GameMessages::HandleUnequipItem(inStream, entity);
break;
// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
case MessageType::Game::SELECT_SKILL: {
auto var = entity->GetVar<bool>(u"dlu_first_time_load");
if (var) {
entity->SetVar<bool>(u"dlu_first_time_load", false);
InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->FixInvisibleItems();
}
break;
}
case MessageType::Game::PLAYER_LOADED: {
GameMessages::SendPlayerReady(entity, sysAddr);
entity->SetPlayerReadyForUpdates();
auto* ghostComponent = entity->GetComponent<GhostComponent>();
if (ghostComponent != nullptr) {
ghostComponent->ConstructLimboEntities();
}
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) {
// Clear server-side skill state so AddItemSkills sends fresh AddSkill
// packets to the now-ready client. Skills sent during entity construction
// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
inv->ClearSkills();
auto items = inv->GetEquippedItems();
for (auto pair : items) {
const auto item = pair.second;
inv->AddItemSkills(item.lot);
}
// Fixes a bug where testmapping too fast causes large item inventories to become invisible.
// Only affects item inventory
GameMessages::SendSetInventorySize(entity, eInventoryType::ITEMS, inv->GetInventory(eInventoryType::ITEMS)->GetSize());
}
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
auto* const destroyable = entity->GetComponent<DestroyableComponent>();
if (destroyable) destroyable->SetImagination(destroyable->GetImagination());
Game::entityManager->SerializeEntity(entity);
std::vector<Entity*> racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
for (Entity* racingController : racingControllers) {
auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
if (racingComponent != nullptr) {
racingComponent->OnPlayerLoaded(entity);
}
}
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
if (zoneControl) {
zoneControl->GetScript()->OnPlayerLoaded(zoneControl, entity);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
for (Entity* scriptEntity : scriptedActs) {
if (!zoneControl || scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
scriptEntity->GetScript()->OnPlayerLoaded(scriptEntity, entity);
}
}
//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();
}
// Moved here from another instance: put back what their save doesn't keep (the pet that was out)
WorldMigration::OnPlayerLoaded(entity);
LOG("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(Game::zoneManager->GetZoneControlObject(), sysAddr);
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
|| !entity->GetCharacter()
|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
if (!entity) return;
GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
});
break;
}
case MessageType::Game::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 MessageType::Game::REQUEST_PLATFORM_RESYNC: {
GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
break;
}
case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
break;
}
case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
GameMessages::HandleActivityStateChangeRequest(inStream, entity);
break;
}
case MessageType::Game::PARSE_CHAT_MESSAGE: {
GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
break;
}
case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
break;
}
case MessageType::Game::PICKUP_CURRENCY: {
GameMessages::HandlePickupCurrency(inStream, entity);
break;
}
case MessageType::Game::RESURRECT: {
GameMessages::HandleResurrect(inStream, entity);
break;
}
case MessageType::Game::REQUEST_RESURRECT: {
GameMessages::SendResurrect(entity);
break;
}
case MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT:
{
auto message = RequestServerProjectileImpact();
message.Deserialize(inStream);
auto* skill_component = entity->GetComponent<SkillComponent>();
if (skill_component != nullptr) {
auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&message.sBitStream[0]), message.sBitStream.size(), false);
skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
}
break;
}
case MessageType::Game::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(eMissionTaskType::USE_SKILL, startSkill.skillID);
}
CDSkillBehaviorTable* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
bool success = false;
if (behaviorId > 0) {
auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&startSkill.sBitStream[0]), startSkill.sBitStream.size(), false);
auto* const skillComponent = entity->GetComponent<SkillComponent>();
if (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);
}
}
if (Game::server->GetZoneID() == 1302) {
break;
}
if (success) {
//Broadcast our startSkill:
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::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 MessageType::Game::SYNC_SKILL: {
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
std::ostringstream buffer;
for (unsigned int k = 0; k < sync.sBitStream.size(); k++) {
char s;
s = sync.sBitStream.at(k);
buffer << std::setw(2) << std::hex << std::setfill('0') << static_cast<int>(s) << " ";
}
if (usr != nullptr) {
auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&sync.sBitStream[0]), sync.sBitStream.size(), false);
auto* const skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, 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 MessageType::Game::REQUEST_SMASH_PLAYER:
entity->Smash(entity->GetObjectID());
break;
case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case MessageType::Game::BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
case MessageType::Game::SELL_TO_VENDOR:
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
break;
case MessageType::Game::BUYBACK_FROM_VENDOR:
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
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;
case MessageType::Game::MESSAGE_BOX_RESPOND:
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
break;
case MessageType::Game::CHOICE_BOX_RESPOND:
GameMessages::HandleChoiceBoxRespond(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;
// 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;
}
}