Files
DarkflameServer/dGame/dComponents/MissionComponent.cpp
Aaron Kimbrell d599b788d0 refactor: mission, flag and collectible game messages as structs
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>
2026-09-28 22:30:36 -05:00

723 lines
20 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#include <ranges>
#include <sstream>
#include <string>
#include "MissionComponent.h"
#include "Logger.h"
#include "CDClientManager.h"
#include "CDMissionTasksTable.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionMessages.h"
#include "Game.h"
#include "Amf3.h"
#include "dZoneManager.h"
#include "Mail.h"
#include "MissionPrerequisites.h"
#include "AchievementCacheKey.h"
#include "eMissionState.h"
#include "StringifiedEnum.h"
// MARK: Mission Component
std::unordered_map<AchievementCacheKey, std::vector<uint32_t>> MissionComponent::m_AchievementCache = {};
//! Initializer
MissionComponent::MissionComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_LastUsedMissionOrderUID = Game::zoneManager->GetUniqueMissionIdStartingValue();
RegisterMsg(&MissionComponent::OnGetObjectReportInfo);
RegisterMsg(&MissionComponent::OnGetMissionState);
RegisterMsg(&MissionComponent::OnMissionNeedsLot);
}
//! Destructor
MissionComponent::~MissionComponent() {
for (const auto& mission : m_Missions) {
delete mission.second;
}
this->m_Missions.clear();
}
Mission* MissionComponent::GetMission(const uint32_t missionId) const {
if (m_Missions.count(missionId) == 0) {
return nullptr;
}
const auto& index = m_Missions.find(missionId);
if (index == m_Missions.end()) {
return nullptr;
}
return index->second;
}
eMissionState MissionComponent::GetMissionState(const uint32_t missionId) const {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
return CanAccept(missionId) ? eMissionState::AVAILABLE : eMissionState::UNKNOWN;
}
return mission->GetMissionState();
}
const std::unordered_map<uint32_t, Mission*>& MissionComponent::GetMissions() const {
return m_Missions;
}
bool MissionComponent::CanAccept(const uint32_t missionId) const {
return MissionPrerequisites::CanAccept(missionId, m_Missions);
}
void MissionComponent::AcceptMission(const uint32_t missionId, const bool skipChecks) {
if (!skipChecks && !CanAccept(missionId)) {
return;
}
// If this is a daily mission, it may already be "accepted"
auto* mission = this->GetMission(missionId);
if (mission != nullptr) {
if (mission->GetClientInfo().repeatable) {
mission->Accept();
if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
}
return;
}
mission = new Mission(this, missionId);
if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
mission->Accept();
this->m_Missions.insert_or_assign(missionId, mission);
}
void MissionComponent::CompleteMission(const uint32_t missionId, const bool skipChecks, const bool yieldRewards) {
// Get the mission first
auto* mission = this->GetMission(missionId);
if (mission == nullptr) {
AcceptMission(missionId, skipChecks);
mission = this->GetMission(missionId);
if (mission == nullptr) {
return;
}
}
//If this mission is not repeatable, and already completed, we stop here.
if (mission->IsComplete() && !mission->IsRepeatable()) {
return;
}
mission->Complete(yieldRewards);
}
void MissionComponent::RemoveMission(uint32_t missionId) {
auto* mission = this->GetMission(missionId);
if (mission == nullptr) {
return;
}
delete mission;
m_Missions.erase(missionId);
}
void MissionComponent::Progress(eMissionTaskType type, int32_t value, LWOOBJID associate, const std::string& targets, int32_t count, bool ignoreAchievements) {
LOG("Progressing missions %s %i %llu %s %s", StringifiedEnum::ToString(type).data(), value, associate, targets.c_str(), ignoreAchievements ? "(ignoring achievements)" : "");
// If we are already iterating m_Missions, defer this call to avoid iterator invalidation
// from re-entrant insertions (e.g. a completing achievement triggering LookForAchievements).
if (m_IsProgressing) {
m_PendingProgress.push_back({ type, value, associate, targets, count, ignoreAchievements });
return;
}
std::vector<uint32_t> acceptedAchievements;
if (count > 0 && !ignoreAchievements) {
acceptedAchievements = LookForAchievements(type, value, associate, targets, count);
}
m_IsProgressing = true;
for (const auto& [id, mission] : m_Missions) {
if (!mission) continue;
if (mission->IsAchievement() && ignoreAchievements) continue;
if (mission->IsComplete()) continue;
mission->Progress(type, value, associate, targets, count);
}
m_IsProgressing = false;
// Drain any Progress() calls that were deferred during the loop above.
// Each call here may itself defer further calls, which are drained recursively
// before returning, so the while loop only needs one pass in practice.
while (!m_PendingProgress.empty()) {
auto pending = std::move(m_PendingProgress);
m_PendingProgress.clear();
for (const auto& p : pending) {
Progress(p.type, p.value, p.associate, p.targets, p.count, p.ignoreAchievements);
}
}
}
void MissionComponent::ForceProgress(const uint32_t missionId, const uint32_t taskId, const int32_t value, const bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetClientInfo().uid != taskId) continue;
element->AddProgress(value);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
void MissionComponent::ForceProgressTaskType(const uint32_t missionId, const uint32_t taskType, const int32_t value, const bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
CDMissions missionInfo;
if (!GetMissionInfo(missionId, missionInfo)) {
return;
}
if (missionInfo.isMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetType() != static_cast<eMissionTaskType>(taskType)) continue;
element->AddProgress(value);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
void MissionComponent::ForceProgressValue(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
CDMissions missionInfo;
if (!GetMissionInfo(missionId, missionInfo)) {
return;
}
if (missionInfo.isMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetType() != static_cast<eMissionTaskType>(taskType) || !element->InAllTargets(value)) continue;
element->AddProgress(1);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
bool MissionComponent::GetMissionInfo(uint32_t missionId, CDMissions& result) {
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
const auto missions = missionsTable->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missions.empty()) {
return false;
}
result = missions[0];
return true;
}
const std::vector<uint32_t> MissionComponent::LookForAchievements(eMissionTaskType type, int32_t value, LWOOBJID associate, const std::string& targets, int32_t count) {
// Query for achievments, using the cache
const auto& result = QueryAchievements(type, value, targets);
std::vector<uint32_t> acceptedAchievements;
for (const uint32_t missionID : result) {
// Check if we already have this achievement
if (GetMission(missionID) != nullptr) {
continue;
}
// Check if we can accept this achievement
if (!MissionPrerequisites::CanAccept(missionID, m_Missions)) {
continue;
}
// Instantiate new mission and accept it
auto* instance = new Mission(this, missionID);
m_Missions.insert_or_assign(missionID, instance);
if (instance->IsMission()) instance->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
instance->Accept();
acceptedAchievements.push_back(missionID);
}
return acceptedAchievements;
}
const std::vector<uint32_t>& MissionComponent::QueryAchievements(eMissionTaskType type, int32_t value, const std::string targets) {
// Create a hash which represent this query for achievements
AchievementCacheKey toFind;
toFind.SetType(type);
toFind.SetValue(value);
toFind.SetTargets(targets);
const auto& iter = m_AchievementCache.find(toFind);
// Check if this query is cached
if (iter != m_AchievementCache.end()) {
return iter->second;
}
// Find relevent tables
auto* missionTasksTable = CDClientManager::GetTable<CDMissionTasksTable>();
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
std::vector<uint32_t> result;
// Loop through all mission tasks, might cache this task check later
for (const auto& task : missionTasksTable->GetEntries()) {
if (task.taskType != static_cast<uint32_t>(type)) {
continue;
}
// Seek the assosicated mission
auto foundMission = false;
const auto& mission = missionsTable->GetByMissionID(task.id, foundMission);
if (!foundMission || mission.isMission) {
continue;
}
// Compare the easy values
if (task.target == value || task.targetGroup == targets) {
result.push_back(mission.id);
continue;
}
// Compare the target group, array separated by ','
auto stream = std::istringstream(task.targetGroup);
std::string token;
while (std::getline(stream, token, ',')) {
try {
if (std::stoi(token) == value) {
result.push_back(mission.id);
continue;
}
} catch (std::invalid_argument& exception) {
// Ignored
}
}
}
// Insert into cache
m_AchievementCache.insert_or_assign(toFind, result);
return m_AchievementCache.find(toFind)->second;
}
bool MissionComponent::RequiresItem(const LOT lot) {
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT type FROM Objects WHERE id = ?;");
query.bind(1, static_cast<int>(lot));
auto result = query.execQuery();
if (result.eof()) {
return false;
}
if (!result.fieldIsNull("type")) {
const auto type = std::string(result.getStringField("type"));
result.finalize();
if (type == "Powerup") {
return true;
}
}
result.finalize();
for (const auto& pair : m_Missions) {
auto* mission = pair.second;
if (mission->IsComplete()) {
continue;
}
for (auto* task : mission->GetTasks()) {
if (task->IsComplete() || task->GetType() != eMissionTaskType::GATHER) {
continue;
}
if (!task->InAllTargets(lot)) {
continue;
}
return true;
}
}
const auto required = LookForAchievements(eMissionTaskType::GATHER, lot);
return !required.empty();
}
void MissionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
auto* mis = doc.FirstChildElement("obj")->FirstChildElement("mis");
if (mis == nullptr) return;
auto* done = mis->FirstChildElement("done");
if (done) {
auto* doneM = done->FirstChildElement();
while (doneM) {
int missionId;
doneM->QueryAttribute("id", &missionId);
auto* mission = new Mission(this, missionId);
mission->LoadFromXmlDone(*doneM);
doneM = doneM->NextSiblingElement();
m_Missions.insert_or_assign(missionId, mission);
}
}
auto* cur = mis->FirstChildElement("cur");
if (cur) {
auto* currentM = cur->FirstChildElement();
uint32_t missionOrder{};
while (currentM) {
int missionId;
currentM->QueryAttribute("id", &missionId);
auto* mission = m_Missions.contains(missionId) ? m_Missions[missionId] : new Mission(this, missionId);
mission->LoadFromXmlCur(*currentM);
if (currentM->QueryAttribute("o", &missionOrder) == tinyxml2::XML_SUCCESS && mission->IsMission()) {
mission->SetUniqueMissionOrderID(missionOrder);
if (missionOrder > m_LastUsedMissionOrderUID) m_LastUsedMissionOrderUID = missionOrder;
}
currentM = currentM->NextSiblingElement();
m_Missions.insert_or_assign(missionId, mission);
}
}
}
void MissionComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
auto shouldInsertMis = false;
auto* obj = doc.FirstChildElement("obj");
auto* mis = obj->FirstChildElement("mis");
if (mis == nullptr) {
mis = doc.NewElement("mis");
shouldInsertMis = true;
}
mis->DeleteChildren();
auto* done = doc.NewElement("done");
auto* cur = doc.NewElement("cur");
for (const auto& pair : m_Missions) {
auto* mission = pair.second;
if (mission) {
const auto completions = mission->GetCompletions();
auto* m = doc.NewElement("m");
if (completions > 0) {
mission->UpdateXmlDone(*m);
done->LinkEndChild(m);
if (mission->IsComplete()) continue;
m = doc.NewElement("m");
}
if (mission->IsMission()) m->SetAttribute("o", mission->GetUniqueMissionOrderID());
mission->UpdateXmlCur(*m);
cur->LinkEndChild(m);
}
}
mis->InsertFirstChild(done);
mis->InsertEndChild(cur);
if (shouldInsertMis) {
obj->LinkEndChild(mis);
}
}
void MissionComponent::AddCollectible(int32_t collectibleID) {
// Check if this collectible is already in the list
if (HasCollectible(collectibleID)) {
return;
}
m_Collectibles.push_back(collectibleID);
}
bool MissionComponent::HasCollectible(int32_t collectibleID) {
return std::find(m_Collectibles.begin(), m_Collectibles.end(), collectibleID) != m_Collectibles.end();
}
bool MissionComponent::HasMission(uint32_t missionId) {
return GetMission(missionId) != nullptr;
}
void MissionComponent::ResetMission(const int32_t missionId) {
auto* mission = GetMission(missionId);
if (!mission) return;
m_Missions.erase(missionId);
GameMessages::ResetMissions resetMissions;
resetMissions.target = m_Parent->GetObjectID();
resetMissions.missionID = missionId;
resetMissions.SendToClient(m_Parent->GetSystemAddress());
}
void PushMissions(const std::map<uint32_t, Mission*>& missions, AMFArrayValue& V, bool verbose) {
for (const auto& [id, mission] : missions) {
std::stringstream ss;
if (!mission) {
ss << "Mission ID: " << id;
V.PushDebug(ss.str());
} else if (!verbose) {
ss << "%[Missions_" << id << "_name]" << ", Mission ID";
V.PushDebug<AMFIntValue>(ss.str()) = id;
} else {
ss << "%[Missions_" << id << "_name]" << ", Mission ID: " << id;
auto& missionV = V.PushDebug(ss.str());
auto& missionInformation = missionV.PushDebug("Mission Information");
if (mission->IsComplete()) {
missionInformation.PushDebug<AMFStringValue>("Time mission last completed") = std::to_string(mission->GetTimestamp());
missionInformation.PushDebug<AMFIntValue>("Number of times completed") = mission->GetCompletions();
}
// Expensive to network this especially when its read from the client anyways
// missionInformation.PushDebug("Description").PushDebug("None");
// missionInformation.PushDebug("Text").PushDebug("None");
auto& statusInfo = missionInformation.PushDebug("Mission statuses for local player");
if (mission->IsAvalible()) statusInfo.PushDebug("Available");
if (mission->IsActive()) statusInfo.PushDebug("Active");
if (mission->IsReadyToComplete()) statusInfo.PushDebug("Ready To Complete");
if (mission->IsComplete()) statusInfo.PushDebug("Completed");
if (mission->IsFailed()) statusInfo.PushDebug("Failed");
const auto& clientInfo = mission->GetClientInfo();
statusInfo.PushDebug<AMFBoolValue>("Is an achievement mission") = mission->IsAchievement();
statusInfo.PushDebug<AMFBoolValue>("Is an timed mission") = clientInfo.time_limit > 0;
auto& taskInfo = statusInfo.PushDebug("Task Info");
taskInfo.PushDebug<AMFIntValue>("Number of tasks in this mission") = mission->GetTasks().size();
int32_t i = 0;
for (const auto* task : mission->GetTasks()) {
auto& thisTask = taskInfo.PushDebug("Task " + std::to_string(i));
// Expensive to network this especially when its read from the client anyways
// thisTask.PushDebug("Description").PushDebug("%[MissionTasks_" + taskUidStr + "_description]");
thisTask.PushDebug<AMFIntValue>("Number done") = std::min(task->GetProgress(), static_cast<uint32_t>(task->GetClientInfo().targetValue));
thisTask.PushDebug<AMFIntValue>("Number total needed") = task->GetClientInfo().targetValue;
thisTask.PushDebug<AMFIntValue>("Task Type") = task->GetClientInfo().taskType;
i++;
}
// auto& chatText = missionInformation.PushDebug("Chat Text for Mission States");
// Expensive to network this especially when its read from the client anyways
// chatText.PushDebug("Available Text").PushDebug("%[MissionText_" + idStr + "_chat_state_1]");
// chatText.PushDebug("Active Text").PushDebug("%[MissionText_" + idStr + "_chat_state_2]");
// chatText.PushDebug("Ready-to-Complete Text").PushDebug("%[MissionText_" + idStr + "_chat_state_3]");
// chatText.PushDebug("Complete Text").PushDebug("%[MissionText_" + idStr + "_chat_state_4]");
if (clientInfo.time_limit > 0) {
missionInformation.PushDebug<AMFIntValue>("Time Limit") = clientInfo.time_limit;
missionInformation.PushDebug<AMFDoubleValue>("Time Remaining") = 0;
}
if (clientInfo.offer_objectID != -1) {
missionInformation.PushDebug<AMFIntValue>("Offer Object LOT") = clientInfo.offer_objectID;
}
if (clientInfo.target_objectID != -1) {
missionInformation.PushDebug<AMFIntValue>("Complete Object LOT") = clientInfo.target_objectID;
}
if (!clientInfo.prereqMissionID.empty()) {
missionInformation.PushDebug<AMFStringValue>("Requirement Mission IDs") = clientInfo.prereqMissionID;
}
missionInformation.PushDebug<AMFBoolValue>("Is Repeatable") = clientInfo.repeatable;
const bool hasNoOfferer = clientInfo.offer_objectID == -1 || clientInfo.offer_objectID == 0;
const bool hasNoCompleter = clientInfo.target_objectID == -1 || clientInfo.target_objectID == 0;
missionInformation.PushDebug<AMFBoolValue>("Is Achievement") = hasNoOfferer && hasNoCompleter;
}
}
}
bool MissionComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& missionInfo = reportInfo.info->PushDebug("Mission (Laggy)", "", 1);
missionInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
// Sort the missions so they are easier to parse and present to the end user
std::map<uint32_t, Mission*> achievements;
std::map<uint32_t, Mission*> missions;
std::map<uint32_t, Mission*> doneMissions;
for (const auto [id, mission] : m_Missions) {
if (!mission) continue;
else if (mission->IsComplete()) doneMissions[id] = mission;
else if (mission->IsAchievement()) achievements[id] = mission;
else if (mission->IsMission()) missions[id] = mission;
}
// None of these should be empty, but if they are dont print the field
if (!achievements.empty() || !missions.empty()) {
auto& incompleteMissions = missionInfo.PushDebug("Incomplete Missions");
PushMissions(achievements, incompleteMissions, reportInfo.bVerbose);
PushMissions(missions, incompleteMissions, reportInfo.bVerbose);
}
if (!doneMissions.empty()) {
auto& completeMissions = missionInfo.PushDebug("Completed Missions");
PushMissions(doneMissions, completeMissions, reportInfo.bVerbose);
}
return true;
}
bool MissionComponent::OnGetMissionState(GameMessages::GetMissionState& getMissionState) {
getMissionState.missionState = GetMissionState(getMissionState.missionID);
return true;
}
bool MissionComponent::OnMissionNeedsLot(GameMessages::MissionNeedsLot& missionNeedsLot) {
return RequiresItem(missionNeedsLot.item);
}
void MissionComponent::FixRacingMetaMissions() {
for (auto* const mission : m_Missions | std::views::values) {
if (!mission || mission->IsComplete()) continue;
for (auto* const task : mission->GetTasks()) {
if (!task) continue;
// has to be a racing meta mission and have a taskparam1 of 4
if (task->GetType() != eMissionTaskType::RACING || !task->GetClientInfo().taskParam1.starts_with("4")) continue;
// Each target is racing mission that needs to be completed.
// If its completed, progress the meta task by 1.
uint32_t progress = 0;
for (const auto& target : task->GetAllTargets()) {
if (target == 0) continue;
auto* racingMission = GetMission(target);
if (racingMission && racingMission->IsComplete()) {
progress++;
}
}
task->SetProgress(progress);
}
// in case the mission is actually complete, give them the rewards
mission->CheckCompletion();
}
}