Files
DarkflameServer/dGame/dComponents/ActivityComponent.cpp
Aaron Kimbrell 796fd1b941 refactor: chat packets as structs
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.

- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
  Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
  AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
  GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
  AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
  TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
  The 77 bytes the handlers skipped are named fields now (the sender block the client
  fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
  (replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
  PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
  ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
  AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
  ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
  and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
  TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
  structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
  since it carries packets of other services): the target and the inner packet.
  ChatPacketHandler::SendRouted replaces the per-function route headers and
  SendRoutedMsg.

Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.

Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00

635 lines
23 KiB
C++

#include "ActivityComponent.h"
#include "ChatServerLink.h"
#include "ChatPackets.h"
#include "GameMessages.h"
#include "CDClientManager.h"
#include "MissionComponent.h"
#include "Character.h"
#include "dZoneManager.h"
#include "ZoneInstanceManager.h"
#include "Game.h"
#include "Logger.h"
#include "ClientPackets.h"
#include "EntityManager.h"
#include "ChatPackets.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "dConfig.h"
#include "InventoryComponent.h"
#include "DestroyableComponent.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eMatchUpdate.h"
#include "ServiceType.h"
#include "MessageType/Chat.h"
#include "ObjectIDManager.h"
#include "CDCurrencyTableTable.h"
#include "CDActivityRewardsTable.h"
#include "CDActivitiesTable.h"
#include "LeaderboardManager.h"
#include "CharacterComponent.h"
#include "Amf3.h"
#include <ranges>
namespace {
const ActivityInstance g_EmptyInstance{ nullptr, CDActivities{} };
}
ActivityComponent::ActivityComponent(Entity* parent, int32_t componentID) : Component(parent, componentID) {
RegisterMsg(&ActivityComponent::OnGetObjectReportInfo);
/*
* This is precisely what the client does functionally
* Use the component id as the default activity id and load its data from the database
* if activityID is specified and if that column exists in the activities table, update the activity info with that data.
*/
m_ActivityID = componentID;
LoadActivityData(componentID);
if (m_Parent->HasVar(u"activityID")) {
m_ActivityID = parent->GetVar<int32_t>(u"activityID");
LoadActivityData(m_ActivityID);
}
}
void ActivityComponent::LoadActivityData(const int32_t activityId) {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([activityId](CDActivities entry) {return (entry.ActivityID == activityId); });
bool soloRacing = Game::config->GetValue("solo_racing") == "1";
for (CDActivities activity : activities) {
m_ActivityInfo = activity;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && soloRacing) {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
}
if (m_ActivityInfo.instanceMapID == -1) {
const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID");
if (!transferOverride.empty()) {
m_ActivityInfo.instanceMapID =
GeneralUtils::TryParse<uint32_t>(transferOverride).value_or(m_ActivityInfo.instanceMapID);
}
}
}
}
void ActivityComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyActivityInfo);
if (m_DirtyActivityInfo) {
outBitStream.Write<uint32_t>(m_ActivityPlayers.size());
if (!m_ActivityPlayers.empty()) {
for (const auto& [playerID, values] : m_ActivityPlayers) {
outBitStream.Write<LWOOBJID>(playerID);
for (const auto& activityValue : values) {
outBitStream.Write<float_t>(activityValue);
}
}
}
if (!bIsInitialUpdate) m_DirtyActivityInfo = false;
}
}
void ActivityComponent::ReloadConfig() {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([this](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
for (auto activity : activities) {
auto mapID = m_ActivityInfo.instanceMapID;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
} else {
m_ActivityInfo.minTeamSize = activity.minTeamSize;
m_ActivityInfo.minTeams = activity.minTeams;
}
}
}
void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
if (id == "LobbyExit") {
PlayerLeave(player->GetObjectID());
} else if (id == "PlayButton") {
PlayerJoin(player);
}
}
void ActivityComponent::PlayerJoin(Entity* player) {
if (PlayerIsInQueue(player)) return;
// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
if (HasLobby()) {
PlayerJoinLobby(player);
} else if (!IsPlayedBy(player)) {
NewInstance().AddParticipant(player);
}
}
void ActivityComponent::PlayerJoinLobby(Entity* player) {
if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD))
GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby
LobbyPlayer newLobbyPlayer{};
newLobbyPlayer.entityID = player->GetObjectID();
LWOOBJID playerLobbyID = LWOOBJID_EMPTY;
auto* character = player->GetCharacter();
if (character != nullptr)
character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID());
for (auto& [lobbyID, lobby] : m_Queue) {
if (lobby.players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() < m_ActivityInfo.maxTeams) {
// If an empty slot in an existing lobby is found
lobby.players.push_back(newLobbyPlayer);
playerLobbyID = lobbyID;
// Update the joining player on players already in the lobby, and update players already in the lobby on the joining player
LDFData<LWOOBJID> playerLDF("player", player->GetObjectID());
LDFData<std::string> playerName("playerName", player->GetCharacter()->GetName());
std::string matchUpdateJoined = playerLDF.GetString() + "\n" + playerName.GetString();
for (const auto& joinedPlayer : lobby.players) {
auto* const entity = joinedPlayer.GetEntity();
if (entity == nullptr) {
continue;
}
LDFData<LWOOBJID> entityLDF("player", entity->GetObjectID());
LDFData<std::string> entityName("playerName", entity->GetCharacter()->GetName());
std::string matchUpdate = entityLDF.GetString() + "\n" + entityName.GetString();
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::PLAYER_ADDED);
PlayerReady(entity, joinedPlayer.ready);
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::PLAYER_ADDED);
}
break;
}
}
if (playerLobbyID == LWOOBJID_EMPTY) {
// If all lobbies are full
playerLobbyID = ObjectIDManager::GenerateObjectID();
auto& newLobby = m_Queue[playerLobbyID];
newLobby.players.push_back(newLobbyPlayer);
newLobby.timer = m_ActivityInfo.waitTime / 1000;
}
const auto& lobby = m_Queue[playerLobbyID];
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
// Update the joining player on the match timer
LDFData<float> matchTimer("time", lobby.timer);
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimer.GetString(), eMatchUpdate::PHASE_WAIT_READY);
}
}
void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
for (auto& lobby : m_Queue | std::views::values) {
for (int i = 0; i < lobby.players.size(); i++) {
const auto& player = lobby.players[i];
if (player.entityID == playerID) {
LDFData<LWOOBJID> matchUpdateLeft("player", playerID);
for (const auto& lobbyPlayer : lobby.players) {
auto* const entity = lobbyPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft.GetString(), eMatchUpdate::PLAYER_REMOVED);
}
lobby.players.erase(lobby.players.begin() + i);
return;
}
}
}
}
void ActivityComponent::Update(float deltaTime) {
std::vector<LWOOBJID> lobbiesToRemove{};
// Ticks all the lobbies, not applicable for non-instance activities
for (auto& [lobbyID, lobby] : m_Queue) {
for (const auto& player : lobby.players) {
const auto* const entity = player.GetEntity();
if (entity == nullptr) {
PlayerLeave(player.entityID);
return;
}
}
if (lobby.players.empty()) {
lobbiesToRemove.push_back(lobbyID);
continue;
}
// Update the match time for all players
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize
|| m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
if (lobby.timer == m_ActivityInfo.waitTime / 1000) {
for (const auto& joinedPlayer : lobby.players) {
auto* const entity = joinedPlayer.GetEntity();
if (entity == nullptr)
continue;
LDFData<float> matchTimerUpdate("time", lobby.timer);
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate.GetString(), eMatchUpdate::PHASE_WAIT_READY);
}
}
lobby.timer -= deltaTime;
}
bool lobbyReady = true;
for (const auto& player : lobby.players) {
if (player.ready) continue;
lobbyReady = false;
}
// If everyone's ready, jump the timer
if (lobbyReady && lobby.timer > m_ActivityInfo.startDelay / 1000) {
lobby.timer = m_ActivityInfo.startDelay / 1000;
// Update players in lobby on switch to start delay
LDFData<float> matchTimerUpdate("time", lobby.timer);
for (const auto& player : lobby.players) {
auto* const entity = player.GetEntity();
if (entity == nullptr)
continue;
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate.GetString(), eMatchUpdate::PHASE_WAIT_START);
}
}
// The timer has elapsed, start the instance
if (lobby.timer <= 0.0f) {
LOG("Setting up instance.");
auto& instance = NewInstance();
LoadPlayersIntoInstance(instance, lobby.players);
instance.StartZone();
lobbiesToRemove.push_back(lobbyID);
}
}
for (const auto id : lobbiesToRemove) {
RemoveLobby(id);
}
}
void ActivityComponent::RemoveLobby(const LWOOBJID lobbyID) {
if (m_Queue.contains(lobbyID)) m_Queue.erase(lobbyID);
}
bool ActivityComponent::HasLobby() const {
// If the player is not in the world he has to be, create a lobby for the transfer
return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
}
bool ActivityComponent::PlayerIsInQueue(Entity* player) {
for (const auto& lobby : m_Queue | std::views::values) {
for (const auto& lobbyPlayer : lobby.players) {
if (player->GetObjectID() == lobbyPlayer.entityID) return true;
}
}
return false;
}
bool ActivityComponent::IsPlayedBy(Entity* player) const {
for (const auto& instance : m_Instances) {
for (const auto* instancePlayer : instance.GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID())
return true;
}
}
return false;
}
bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
for (const auto& instance : m_Instances) {
for (const auto* instancePlayer : instance.GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID)
return true;
}
}
return false;
}
bool ActivityComponent::CheckCost(Entity* player) const {
if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0)
return true;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr)
return false;
if (inventoryComponent->GetLotCount(m_ActivityInfo.optionalCostLOT) < m_ActivityInfo.optionalCostCount)
return false;
return true;
}
bool ActivityComponent::TakeCost(Entity* player) const {
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
return CheckCost(player) && inventoryComponent && inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount, eInventoryType::ALL);
}
void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
for (auto& lobby : m_Queue | std::views::values) {
for (auto& lobbyPlayer : lobby.players) {
if (lobbyPlayer.entityID == player->GetObjectID()) {
lobbyPlayer.ready = bReady;
// Update players in lobby on player being ready
LDFData<LWOOBJID> matchReadyUpdate("player", player->GetObjectID());
eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
for (const auto& otherPlayer : lobby.players) {
auto* const entity = otherPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchReadyUpdate.GetString(), readyStatus);
}
}
}
}
}
ActivityInstance& ActivityComponent::NewInstance() {
m_Instances.push_back(ActivityInstance(m_Parent, m_ActivityInfo));
return m_Instances.back();
}
void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const {
for (const auto& player : lobby) {
auto* const entity = player.GetEntity();
if (entity == nullptr || !CheckCost(entity)) {
continue;
}
instance.AddParticipant(entity);
}
}
const ActivityInstance& ActivityComponent::GetInstance(const LWOOBJID playerID) const {
for (const auto& instance : m_Instances) {
for (const auto* participant : instance.GetParticipants()) {
if (participant->GetObjectID() == playerID)
return instance;
}
}
return g_EmptyInstance;
}
bool ActivityComponent::PlayerHasActivityData(LWOOBJID playerID) const {
return m_ActivityPlayers.contains(playerID);
}
void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
m_ActivityPlayers.erase(playerID);
m_DirtyActivityInfo = true;
}
float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) const {
float value = -1.0f;
const auto& data = m_ActivityPlayers.find(playerID);
if (data != m_ActivityPlayers.cend()) {
value = data->second[std::min(index, static_cast<uint32_t>(9))];
}
LOG_DEBUG("Player %llu has score %f at index %i", playerID, value, index);
return value;
}
void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
auto& data = m_ActivityPlayers[playerID];
data[std::min(index, static_cast<uint32_t>(9))] = value;
LOG_DEBUG("%llu index %i has score of %f", playerID, index, value);
m_DirtyActivityInfo = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
for (int i = 0; i < m_Instances.size(); i++) {
auto& instance = m_Instances[i];
auto participants = instance.GetParticipants();
for (const auto* participant : participants) {
if (participant != nullptr && participant->GetObjectID() == playerID) {
instance.RemoveParticipant(participant);
RemoveActivityPlayerData(playerID);
// If the instance is empty after the delete of the participant, delete the instance too
if (instance.GetParticipants().empty()) {
m_Instances.erase(m_Instances.begin() + i);
}
return;
}
}
}
}
void ActivityInstance::StartZone() {
if (m_Participants.empty())
return;
const auto& participants = GetParticipants();
if (participants.empty())
return;
auto* leader = participants[0];
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
// only make a team if we have more than one participant
if (participants.size() > 1) {
ChatPackets::CreateTeam createTeam;
createTeam.leaderID = leader->GetObjectID();
for (const auto& participant : m_Participants) {
createTeam.members.push_back(participant);
}
createTeam.zoneID = zoneId;
ChatServerLink::Send(createTeam);
}
const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
for (Entity* player : participants) {
const auto objid = player->GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* player = Game::entityManager->GetEntity(objid);
if (player == nullptr)
return;
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (player->GetCharacter()) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
}
player->GetCharacter()->SetZoneID(zoneID);
player->GetCharacter()->SetZoneInstance(zoneInstance);
player->GetCharacter()->SetZoneClone(zoneClone);
}
ClientPackets::TransferToWorld transfer;
transfer.serverIP = LUString(serverIP);
transfer.serverPort = serverPort;
transfer.mythranShift = mythranShift;
transfer.Send(player->GetSystemAddress());
return;
});
}
m_NextZoneCloneID++;
}
void ActivityInstance::RewardParticipant(Entity* participant) {
auto* missionComponent = participant->GetComponent<MissionComponent>();
if (missionComponent) {
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityInfo.ActivityID);
}
// First, get the activity data
auto* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([this](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); });
if (!activityRewards.empty()) {
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
auto* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); });
if (!currencyTable.empty()) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(participant, m_Parent->GetObjectID(), activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}
std::vector<Entity*> ActivityInstance::GetParticipants() const {
std::vector<Entity*> entities;
entities.reserve(m_Participants.size());
for (const auto& id : m_Participants) {
auto* entity = Game::entityManager->GetEntity(id);
if (entity != nullptr)
entities.push_back(entity);
}
return entities;
}
void ActivityInstance::AddParticipant(Entity* participant) {
const auto id = participant->GetObjectID();
if (std::count(m_Participants.begin(), m_Participants.end(), id))
return;
m_Participants.push_back(id);
}
void ActivityInstance::RemoveParticipant(const Entity* participant) {
const auto loadedParticipant = std::find(m_Participants.begin(), m_Participants.end(), participant->GetObjectID());
if (loadedParticipant != m_Participants.end()) {
m_Participants.erase(loadedParticipant);
}
}
uint32_t ActivityInstance::GetScore() const {
return score;
}
void ActivityInstance::SetScore(uint32_t score) {
this->score = score;
}
Entity* LobbyPlayer::GetEntity() const {
return Game::entityManager->GetEntity(entityID);
}
bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& activityInfo = reportInfo.info->PushDebug("Activity");
auto& instances = activityInfo.PushDebug("Instances: " + std::to_string(m_Instances.size()));
size_t i = 0;
for (const auto& activityInstance : m_Instances) {
auto& instance = instances.PushDebug("Instance " + std::to_string(i++));
instance.PushDebug<AMFIntValue>("Score") = activityInstance.GetScore();
instance.PushDebug<AMFIntValue>("Next Zone Clone ID") = activityInstance.GetNextZoneCloneID();
{
auto& activityInfo = instance.PushDebug("Activity Info");
const auto& instanceActInfo = activityInstance.GetActivityInfo();
activityInfo.PushDebug<AMFIntValue>("ActivityID") = instanceActInfo.ActivityID;
activityInfo.PushDebug<AMFIntValue>("locStatus") = instanceActInfo.locStatus;
activityInfo.PushDebug<AMFIntValue>("instanceMapID") = instanceActInfo.instanceMapID;
activityInfo.PushDebug<AMFIntValue>("minTeams") = instanceActInfo.minTeams;
activityInfo.PushDebug<AMFIntValue>("maxTeams") = instanceActInfo.maxTeams;
activityInfo.PushDebug<AMFIntValue>("minTeamSize") = instanceActInfo.minTeamSize;
activityInfo.PushDebug<AMFIntValue>("maxTeamSize") = instanceActInfo.maxTeamSize;
activityInfo.PushDebug<AMFIntValue>("waitTime") = instanceActInfo.waitTime;
activityInfo.PushDebug<AMFIntValue>("startDelay") = instanceActInfo.startDelay;
activityInfo.PushDebug<AMFBoolValue>("requiresUniqueData") = instanceActInfo.requiresUniqueData;
activityInfo.PushDebug<AMFIntValue>("leaderboardType") = instanceActInfo.leaderboardType;
activityInfo.PushDebug<AMFBoolValue>("localize") = instanceActInfo.localize;
activityInfo.PushDebug<AMFIntValue>("optionalCostLOT") = instanceActInfo.optionalCostLOT;
activityInfo.PushDebug<AMFIntValue>("optionalCostCount") = instanceActInfo.optionalCostCount;
activityInfo.PushDebug<AMFBoolValue>("showUIRewards") = instanceActInfo.showUIRewards;
activityInfo.PushDebug<AMFIntValue>("CommunityActivityFlagID") = instanceActInfo.CommunityActivityFlagID;
activityInfo.PushDebug<AMFStringValue>("gate_version") = instanceActInfo.gate_version;
activityInfo.PushDebug<AMFBoolValue>("noTeamLootOnDeath") = instanceActInfo.noTeamLootOnDeath;
activityInfo.PushDebug<AMFDoubleValue>("optionalPercentage") = instanceActInfo.optionalPercentage;
}
auto& participants = instance.PushDebug("Participants");
for (const auto* participant : activityInstance.GetParticipants()) {
if (!participant) continue;
auto* character = participant->GetCharacter();
if (!character) continue;
participants.PushDebug<AMFStringValue>(std::to_string(participant->GetObjectID()) + ": " + character->GetName()) = "";
}
}
auto& queue = activityInfo.PushDebug("Queue");
i = 0;
for (const auto& lobbyQueue : m_Queue | std::views::values) {
auto& lobby = queue.PushDebug("Lobby " + std::to_string(i++));
lobby.PushDebug<AMFDoubleValue>("Timer") = lobbyQueue.timer;
auto& players = lobby.PushDebug("Players");
for (const auto& player : lobbyQueue.players) {
const auto* const playerEntity = player.GetEntity();
if (!playerEntity) continue;
auto* character = playerEntity->GetCharacter();
if (!character) continue;
players.PushDebug<AMFStringValue>(std::to_string(playerEntity->GetObjectID()) + ": " + character->GetName()) = player.ready ? "Ready" : "Not Ready";
}
}
auto& activityPlayers = activityInfo.PushDebug("Activity Players");
for (const auto& [playerID, playerScores] : m_ActivityPlayers) {
auto* const activityPlayerEntity = Game::entityManager->GetEntity(playerID);
if (!activityPlayerEntity) continue;
auto* character = activityPlayerEntity->GetCharacter();
if (!character) continue;
auto& playerData = activityPlayers.PushDebug(std::to_string(playerID) + " " + character->GetName());
auto& scores = playerData.PushDebug("Scores");
for (size_t i = 0; i < 10; ++i) {
scores.PushDebug<AMFDoubleValue>(std::to_string(i)) = playerScores[i];
}
}
activityInfo.PushDebug<AMFIntValue>("ActivityID") = m_ActivityID;
return true;
}