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Converts the skill messages to NetGameMsgs in SkillMessages.{h,cpp}:
AddSkill and RemoveSkill (SendToClient, as before), EchoStartSkill,
EchoSyncSkill and DoClientProjectileImpact, and the received
SelectSkill, StartSkill, SyncSkill and RequestServerProjectileImpact.
The one-off StartSkill, EchoStartSkill, SyncSkill, EchoSyncSkill,
RequestServerProjectileImpact and DoClientProjectileImpact classes are
deleted; SkillComponent, BehaviorContext and InventoryComponent build
the structs, and the dashboard's message decoder reads them.
The received messages are registered in GameMessageHandler's map and
their switch cases are deleted; the handlers call SkillComponent as
before. The echoes still go to every client except the caster, through
the new NetGameMsg::BroadcastExcept. SelectSkill still accepts any
payload, since the old case read nothing. Handler logic is unchanged
(the SyncSkill case's unused hex dump of the payload is dropped).
No wire change. Verified byte for byte against frozen verbatim copies
of the old classes and functions over an input grid (every optional
field set and unset, empty, short and long behavior streams), received
messages compared with the old classes' read sequences and truncated
payloads rejected, the echo's broadcast-except destination compared
with the old send, hand computed golden bytes, round trips, and a
deliberate mutation made the tests fail. Messages that fail to
deserialize are now dropped instead of being handled half read.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
448 lines
19 KiB
C++
448 lines
19 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "GameMessageHandler.h"
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#include "WorldMigration.h"
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#include "MissionComponent.h"
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#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "RakNetworkFactory.h"
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#include <future>
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#include "User.h"
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#include "UserManager.h"
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#include "BitStream.h"
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#include "RakPeer.h"
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#include "DestroyableComponent.h"
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#include "InventoryComponent.h"
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#include "Character.h"
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#include "ControllablePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "CppScripts.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "SkillComponent.h"
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#include "RacingControlComponent.h"
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#include "ActivityMessages.h"
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#include "BuildingMessages.h"
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#include "RacingMessages.h"
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#include "MissionMessages.h"
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#include "SkillMessages.h"
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#include "TradeMessages.h"
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#include "VendorMessages.h"
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#include "EffectsMessages.h"
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#include "InventoryMessages.h"
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#include "PetMessages.h"
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#include "PropertyMessages.h"
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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#include "ServiceType.h"
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#include "MessageType/Game.h"
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#include "ePlayerFlag.h"
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#include "dConfig.h"
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#include "GhostComponent.h"
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#include "eGameMasterLevel.h"
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#include "StringifiedEnum.h"
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#include "MessageInspector.h"
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namespace {
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using enum MessageType::Game;
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using namespace GameMessages;
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using MessageCreator = std::function<std::unique_ptr<GameMessages::NetGameMsg>()>;
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std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
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{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
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{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
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{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
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{ PICKUP_ITEM, []() { return std::make_unique<PickupItem>(); } },
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{ REQUEST_ACTIVITY_EXIT, []() { return std::make_unique<RequestActivityExit>(); } },
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// Racing
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{ MODULE_ASSEMBLY_QUERY_DATA, []() { return std::make_unique<ModuleAssemblyQueryData>(); } },
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{ VEHICLE_SET_WHEEL_LOCK_STATE, []() { return std::make_unique<VehicleSetWheelLockState>(); } },
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{ MODULAR_ASSEMBLY_NIF_COMPLETED, []() { return std::make_unique<ModularAssemblyNIFCompleted>(); } },
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{ RACING_CLIENT_READY, []() { return std::make_unique<RacingClientReady>(); } },
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{ NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerAddPassiveBoostAction>(); } },
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{ NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerRemovePassiveBoostAction>(); } },
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{ RACING_PLAYER_INFO_RESET_FINISHED, []() { return std::make_unique<RacingPlayerInfoResetFinished>(); } },
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{ VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER, []() { return std::make_unique<VehicleNotifyHitImaginationServer>(); } },
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// Missions, flags, collectibles
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{ RESPOND_TO_MISSION, []() { return std::make_unique<RespondToMission>(); } },
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{ MISSION_DIALOGUE_OK, []() { return std::make_unique<MissionDialogueOK>(); } },
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{ REQUEST_LINKED_MISSION, []() { return std::make_unique<RequestLinkedMission>(); } },
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{ SET_FLAG, []() { return std::make_unique<SetFlag>(); } },
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{ HAS_BEEN_COLLECTED, []() { return std::make_unique<HasBeenCollected>(); } },
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// Effects, emotes, cinematics, UI
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{ PLAY_EMOTE, []() { return std::make_unique<PlayEmote>(); } },
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{ MESSAGE_BOX_RESPOND, []() { return std::make_unique<MessageBoxRespond>(); } },
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{ CHOICE_BOX_RESPOND, []() { return std::make_unique<ChoiceBoxRespond>(); } },
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{ CINEMATIC_UPDATE, []() { return std::make_unique<CinematicUpdate>(); } },
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// Inventory and items
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{ EQUIP_INVENTORY, []() { return std::make_unique<EquipInventory>(); } },
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{ UN_EQUIP_INVENTORY, []() { return std::make_unique<UnEquipInventory>(); } },
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{ REMOVE_ITEM_FROM_INVENTORY, []() { return std::make_unique<RemoveItemFromInventory>(); } },
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{ MOVE_ITEM_IN_INVENTORY, []() { return std::make_unique<MoveItemInInventory>(); } },
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{ MOVE_ITEM_BETWEEN_INVENTORY_TYPES, []() { return std::make_unique<MoveItemBetweenInventoryTypes>(); } },
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{ REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES, []() { return std::make_unique<RequestMoveItemBetweenInventoryTypes>(); } },
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{ PUSH_EQUIPPED_ITEMS_STATE, []() { return std::make_unique<PushEquippedItemsState>(); } },
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{ POP_EQUIPPED_ITEMS_STATE, []() { return std::make_unique<PopEquippedItemsState>(); } },
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{ CLIENT_ITEM_CONSUMED, []() { return std::make_unique<ClientItemConsumed>(); } },
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{ USE_NON_EQUIPMENT_ITEM, []() { return std::make_unique<UseNonEquipmentItem>(); } },
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{ SET_CONSUMABLE_ITEM, []() { return std::make_unique<SetConsumableItem>(); } },
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{ UPDATE_INVENTORY_GROUP, []() { return std::make_unique<UpdateInventoryGroup>(); } },
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{ UPDATE_INVENTORY_GROUP_CONTENTS, []() { return std::make_unique<UpdateInventoryGroupContents>(); } },
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// Pets
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{ PET_TAMING_TRY_BUILD, []() { return std::make_unique<PetTamingTryBuild>(); } },
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{ NOTIFY_TAMING_BUILD_SUCCESS, []() { return std::make_unique<NotifyTamingBuildSuccess>(); } },
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{ REQUEST_SET_PET_NAME, []() { return std::make_unique<RequestSetPetName>(); } },
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{ START_SERVER_PET_MINIGAME_TIMER, []() { return std::make_unique<StartServerPetMinigameTimer>(); } },
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{ CLIENT_EXIT_TAMING_MINIGAME, []() { return std::make_unique<ClientExitTamingMinigame>(); } },
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{ COMMAND_PET, []() { return std::make_unique<CommandPet>(); } },
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{ DESPAWN_PET, []() { return std::make_unique<DespawnPet>(); } },
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// Property
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{ SET_PROPERTY_ACCESS, []() { return std::make_unique<SetPropertyAccess>(); } },
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{ UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK, []() { return std::make_unique<UpdatePropertyOrModelForFilterCheck>(); } },
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{ QUERY_PROPERTY_DATA, []() { return std::make_unique<QueryPropertyData>(); } },
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{ PROPERTY_EDITOR_BEGIN, []() { return std::make_unique<PropertyEditorBegin>(); } },
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{ PROPERTY_EDITOR_END, []() { return std::make_unique<PropertyEditorEnd>(); } },
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{ PROPERTY_CONTENTS_FROM_CLIENT, []() { return std::make_unique<PropertyContentsFromClient>(); } },
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{ ZONE_PROPERTY_MODEL_EQUIPPED, []() { return std::make_unique<ZonePropertyModelEquipped>(); } },
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{ ZONE_PROPERTY_MODEL_ROTATED, []() { return std::make_unique<ZonePropertyModelRotated>(); } },
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{ PLACE_PROPERTY_MODEL, []() { return std::make_unique<PlacePropertyModel>(); } },
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{ UPDATE_MODEL_FROM_CLIENT, []() { return std::make_unique<UpdateModelFromClient>(); } },
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{ DELETE_MODEL_FROM_CLIENT, []() { return std::make_unique<DeleteModelFromClient>(); } },
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{ CONTROL_BEHAVIORS, []() { return std::make_unique<GameMessages::ControlBehaviors>(); } },
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{ PROPERTY_ENTRANCE_SYNC, []() { return std::make_unique<PropertyEntranceSync>(); } },
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{ ENTER_PROPERTY1, []() { return std::make_unique<EnterProperty1>(); } },
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{ UPDATE_PROPERTY_PERFORMANCE_COST, []() { return std::make_unique<UpdatePropertyPerformanceCost>(); } },
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{ REPORT_OFFENSIVE_MODEL, []() { return std::make_unique<ReportOffensiveModel>(); } },
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{ REPORT_OFFENSIVE_PROPERTY, []() { return std::make_unique<ReportOffensiveProperty>(); } },
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{ GET_HOT_PROPERTY_DATA, []() { return std::make_unique<GetHotPropertyData>(); } },
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// Building
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{ START_BUILDING_WITH_ITEM, []() { return std::make_unique<StartBuildingWithItem>(); } },
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{ DONE_ARRANGING_WITH_ITEM, []() { return std::make_unique<DoneArrangingWithItem>(); } },
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{ MODULAR_BUILD_FINISH, []() { return std::make_unique<ModularBuildFinish>(); } },
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{ MODULAR_BUILD_MOVE_AND_EQUIP, []() { return std::make_unique<ModularBuildMoveAndEquip>(); } },
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{ MODULAR_BUILD_CONVERT_MODEL, []() { return std::make_unique<ModularBuildConvertModel>(); } },
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{ SET_BUILD_MODE, []() { return std::make_unique<SetBuildMode>(); } },
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{ BUILD_MODE_SET, []() { return std::make_unique<BuildModeSet>(); } },
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{ UN_USE_BBB_MODEL, []() { return std::make_unique<UnUseBBBModel>(); } },
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{ BBB_LOAD_ITEM_REQUEST, []() { return std::make_unique<BBBLoadItemRequest>(); } },
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{ BBB_SAVE_REQUEST, []() { return std::make_unique<BBBSaveRequest>(); } },
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// Vendors and donation vendors
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{ REQUEST_VENDOR_STATUS_UPDATE, []() { return std::make_unique<RequestVendorStatusUpdate>(); } },
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{ BUY_FROM_VENDOR, []() { return std::make_unique<BuyFromVendor>(); } },
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{ SELL_TO_VENDOR, []() { return std::make_unique<SellToVendor>(); } },
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{ BUYBACK_FROM_VENDOR, []() { return std::make_unique<BuybackFromVendor>(); } },
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{ ADD_DONATION_ITEM, []() { return std::make_unique<AddDonationItem>(); } },
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{ REMOVE_DONATION_ITEM, []() { return std::make_unique<RemoveDonationItem>(); } },
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{ CONFIRM_DONATION_ON_PLAYER, []() { return std::make_unique<ConfirmDonationOnPlayer>(); } },
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{ CANCEL_DONATION_ON_PLAYER, []() { return std::make_unique<CancelDonationOnPlayer>(); } },
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// Trading
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{ CLIENT_TRADE_REQUEST, []() { return std::make_unique<ClientTradeRequest>(); } },
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{ CLIENT_TRADE_CANCEL, []() { return std::make_unique<ClientTradeCancel>(); } },
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{ CLIENT_TRADE_ACCEPT, []() { return std::make_unique<ClientTradeAccept>(); } },
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{ CLIENT_TRADE_UPDATE, []() { return std::make_unique<ClientTradeUpdate>(); } },
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// Skills
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{ SELECT_SKILL, []() { return std::make_unique<SelectSkill>(); } },
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{ START_SKILL, []() { return std::make_unique<StartSkill>(); } },
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{ SYNC_SKILL, []() { return std::make_unique<SyncSkill>(); } },
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{ REQUEST_SERVER_PROJECTILE_IMPACT, []() { return std::make_unique<RequestServerProjectileImpact>(); } },
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};
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};
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
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// The dashboard's message inspector (sees every message a client sends; nothing to do unless a capture runs)
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if (MessageInspector::IsCapturing()) MessageInspector::RecordReceived(sysAddr, objectID, messageID, inStream);
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CBITSTREAM;
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// Get the entity
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Entity* entity = Game::entityManager->GetEntity(objectID);
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User* usr = UserManager::Instance()->GetUser(sysAddr);
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if (!usr) {
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LOG("Failed to find a logged in user for (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (!entity) {
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LOG("Failed to find associated entity (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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auto handler = g_MessageHandlers.find(messageID);
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if (handler != g_MessageHandlers.end()) {
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auto msg = handler->second();
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// Verify that the system address user is able to use this message.
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if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
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auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
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if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
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if (usingEntity) LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
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else LOG("ObjectID %llu tried to use a gm required message.", usr->GetLoggedInChar());
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return;
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}
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}
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if (!msg->Deserialize(inStream)) {
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LOG("Dropping malformed GM %4i, %s from (%llu) targeting (%llu)", messageID, StringifiedEnum::ToString(messageID).data(), usr->GetLoggedInChar(), objectID);
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return;
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}
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msg->Handle(*entity, sysAddr);
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return;
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}
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switch (messageID) {
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendPlayerReady(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* ghostComponent = entity->GetComponent<GhostComponent>();
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if (ghostComponent != nullptr) {
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ghostComponent->ConstructLimboEntities();
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}
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InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
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if (inv) {
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// Clear server-side skill state so AddItemSkills sends fresh AddSkill
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// packets to the now-ready client. Skills sent during entity construction
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// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
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inv->ClearSkills();
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auto items = inv->GetEquippedItems();
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for (auto pair : items) {
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const auto item = pair.second;
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inv->AddItemSkills(item.lot);
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}
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// Fixes a bug where testmapping too fast causes large item inventories to become invisible.
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// Only affects item inventory
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GameMessages::SetInventorySize setSize;
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setSize.target = entity->GetObjectID();
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setSize.inventoryType = eInventoryType::ITEMS;
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setSize.size = inv->GetInventory(eInventoryType::ITEMS)->GetSize();
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setSize.SendToClient(entity->GetSystemAddress());
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}
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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auto* const destroyable = entity->GetComponent<DestroyableComponent>();
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if (destroyable) destroyable->SetImagination(destroyable->GetImagination());
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Game::entityManager->SerializeEntity(entity);
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std::vector<Entity*> racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
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for (Entity* racingController : racingControllers) {
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auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
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if (racingComponent != nullptr) {
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racingComponent->OnPlayerLoaded(entity);
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}
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}
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Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
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if (zoneControl) {
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zoneControl->GetScript()->OnPlayerLoaded(zoneControl, entity);
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}
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std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
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for (Entity* scriptEntity : scriptedActs) {
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if (!zoneControl || scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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scriptEntity->GetScript()->OnPlayerLoaded(scriptEntity, entity);
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}
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}
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//Kill player if health == 0
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if (entity->GetIsDead()) {
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entity->Smash(entity->GetObjectID());
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}
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//if the player has moved significantly, move them back:
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if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
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// Disabled until fixed
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//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
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}
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/**
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* Invoke the OnZoneLoad event on the player character
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*/
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auto* character = entity->GetCharacter();
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if (character != nullptr) {
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character->OnZoneLoad();
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}
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// Moved here from another instance: put back what their save doesn't keep (the pet that was out)
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WorldMigration::OnPlayerLoaded(entity);
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LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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|| !entity->GetCharacter()
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|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
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if (!entity) return;
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GameMessages::EndCinematic endCinematic;
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endCinematic.target = entity->GetObjectID();
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endCinematic.Send(sysAddr);
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});
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break;
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}
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case MessageType::Game::MISSION_DIALOGUE_CANCELLED: {
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// This message is pointless for our implementation, as the client just carries on after
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// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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case MessageType::Game::REQUEST_PLATFORM_RESYNC: {
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GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
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GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
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GameMessages::HandleActivityStateChangeRequest(inStream, entity);
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break;
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}
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case MessageType::Game::PARSE_CHAT_MESSAGE: {
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GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
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break;
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}
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case MessageType::Game::PICKUP_CURRENCY: {
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GameMessages::HandlePickupCurrency(inStream, entity);
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break;
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}
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case MessageType::Game::RESURRECT: {
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GameMessages::HandleResurrect(inStream, entity);
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break;
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}
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case MessageType::Game::REQUEST_RESURRECT: {
|
|
GameMessages::SendResurrect(entity);
|
|
break;
|
|
}
|
|
case MessageType::Game::REQUEST_SMASH_PLAYER:
|
|
entity->Smash(entity->GetObjectID());
|
|
break;
|
|
|
|
case MessageType::Game::REBUILD_CANCEL:
|
|
GameMessages::HandleQuickBuildCancel(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::MATCH_REQUEST:
|
|
GameMessages::HandleMatchRequest(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::VERIFY_ACK:
|
|
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Trading
|
|
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::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::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;
|
|
default:
|
|
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
|
|
break;
|
|
}
|
|
}
|