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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>
211 lines
7.6 KiB
C++
211 lines
7.6 KiB
C++
#ifndef BUILDINGMESSAGES_H
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#define BUILDINGMESSAGES_H
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#include "GameMessages.h"
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#include "NiQuaternion.h"
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#include <string>
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#include <vector>
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// Game messages for building: build mode, arranging models on a property or in a modular build area, modular builds
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// (rockets and cars) and brick by brick building.
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// Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
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namespace GameMessages {
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// Client -> server. The player picked something to build with.
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struct StartBuildingWithItem : public NetGameMsg {
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StartBuildingWithItem() : NetGameMsg(MessageType::Game::START_BUILDING_WITH_ITEM) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool firstTime{ true };
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bool success{};
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int32_t sourceBag{};
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LWOOBJID sourceId{};
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LOT sourceLot{};
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int32_t sourceType{};
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LWOOBJID targetId{};
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LOT targetLot{};
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NiPoint3 targetPos{};
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int32_t targetType{};
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};
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// Server -> client. Sent to one client only.
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struct StartArrangingWithItem : public NetGameMsg {
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StartArrangingWithItem() : NetGameMsg(MessageType::Game::START_ARRANGING_WITH_ITEM) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool firstTime{ true };
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LWOOBJID buildAreaID{ LWOOBJID_EMPTY }; // optional
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NiPoint3 buildStartPos{ NiPoint3Constant::ZERO };
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int32_t sourceBag{};
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LWOOBJID sourceID{ LWOOBJID_EMPTY };
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LOT sourceLot{};
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int32_t sourceType{ 8 };
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LWOOBJID targetID{};
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LOT targetLot{};
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NiPoint3 targetPos{ NiPoint3Constant::ZERO };
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int32_t targetType{};
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};
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// Server -> client. Sent to one client only; ends arranging (and a modular build).
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struct FinishArrangingWithItem : public NetGameMsg {
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FinishArrangingWithItem() : NetGameMsg(MessageType::Game::FINISH_ARRANGING_WITH_ITEM) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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LWOOBJID buildAreaID{ LWOOBJID_EMPTY }; // optional
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int32_t newSourceBag{};
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LWOOBJID newSourceID{ LWOOBJID_EMPTY };
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LOT newSourceLot{ LOT_NULL };
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int32_t newSourceType{};
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LWOOBJID newTargetID{ LWOOBJID_EMPTY };
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LOT newTargetLot{ LOT_NULL };
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int32_t newTargetType{};
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NiPoint3 newTargetPos{};
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int32_t oldItemBag{};
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LWOOBJID oldItemID{ LWOOBJID_EMPTY };
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LOT oldItemLot{ LOT_NULL };
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int32_t oldItemType{};
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};
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// Client -> server.
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struct DoneArrangingWithItem : public NetGameMsg {
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DoneArrangingWithItem() : NetGameMsg(MessageType::Game::DONE_ARRANGING_WITH_ITEM) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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int32_t newSourceBag{};
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LWOOBJID newSourceID{};
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LOT newSourceLot{};
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int32_t newSourceType{};
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LWOOBJID newTargetID{};
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LOT newTargetLot{};
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int32_t newTargetType{};
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NiPoint3 newTargetPosition{};
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int32_t oldItemBag{};
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LWOOBJID oldItemID{};
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LOT oldItemLot{};
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int32_t oldItemType{};
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};
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// Server -> client. No payload. Sent to one client only.
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struct ModularBuildEnd : public NetGameMsg {
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ModularBuildEnd() : NetGameMsg(MessageType::Game::MODULAR_BUILD_END) {}
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};
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// Client -> server. The finished modular build: 3 parts for a rocket, 7 for a car.
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struct ModularBuildFinish : public NetGameMsg {
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ModularBuildFinish() : NetGameMsg(MessageType::Game::MODULAR_BUILD_FINISH) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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std::vector<LOT> modules{}; // u8 count, then the part LOTs
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};
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// Client -> server.
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struct ModularBuildMoveAndEquip : public NetGameMsg {
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ModularBuildMoveAndEquip() : NetGameMsg(MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LOT templateID{};
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};
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// Client -> server. Takes a modular build apart again.
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struct ModularBuildConvertModel : public NetGameMsg {
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ModularBuildConvertModel() : NetGameMsg(MessageType::Game::MODULAR_BUILD_CONVERT_MODEL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID modelID{};
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};
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// Client -> server.
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struct SetBuildMode : public NetGameMsg {
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SetBuildMode() : NetGameMsg(MessageType::Game::SET_BUILD_MODE) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool start{};
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int32_t distanceType{ -1 }; // optional
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bool modePaused{};
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int32_t modeValue{ 1 }; // optional
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LWOOBJID playerId{};
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NiPoint3 startPos{ NiPoint3Constant::ZERO }; // optional
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};
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// Server -> client. modeValue and startPos are optional in the client, but DLU always writes their flag set.
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struct SetBuildModeConfirmed : public NetGameMsg {
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SetBuildModeConfirmed() : NetGameMsg(MessageType::Game::SET_BUILD_MODE_CONFIRMED) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool start{};
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bool warnVisitors{ true };
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bool modePaused{};
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int32_t modeValue{ 1 };
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LWOOBJID playerId{};
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NiPoint3 startPos{ NiPoint3Constant::ZERO };
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};
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// Client -> server.
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struct BuildModeSet : public NetGameMsg {
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BuildModeSet() : NetGameMsg(MessageType::Game::BUILD_MODE_SET) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool start{};
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int32_t distanceType{ -1 }; // optional
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bool modePaused{};
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int32_t modeValue{ 1 }; // optional
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LWOOBJID playerId{};
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NiPoint3 startPos{ NiPoint3Constant::ZERO }; // optional
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};
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// Client -> server. The player put a model back from brick by brick building.
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struct UnUseBBBModel : public NetGameMsg {
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UnUseBBBModel() : NetGameMsg(MessageType::Game::UN_USE_BBB_MODEL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool bHasWorldTransform{};
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LWOOBJID modelID{};
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NiPoint3 worldPos{ NiPoint3Constant::ZERO }; // optional
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NiQuaternion worldRot{ QuatUtils::IDENTITY }; // optional
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};
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// Client -> server. The player opened a model in brick by brick building.
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struct BBBLoadItemRequest : public NetGameMsg {
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BBBLoadItemRequest() : NetGameMsg(MessageType::Game::BBB_LOAD_ITEM_REQUEST) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID itemID{};
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};
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// Client -> server. A brick by brick model: its sd0 compressed LXFML.
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struct BBBSaveRequest : public NetGameMsg {
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BBBSaveRequest() : NetGameMsg(MessageType::Game::BBB_SAVE_REQUEST) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID localID{};
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std::string lxfmlDataCompressed{}; // u32 byte count, then the bytes
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uint32_t timeTakenInMs{};
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};
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};
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#endif // BUILDINGMESSAGES_H
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