Files
DarkflameServer/dGame/dGameMessages/SkillMessages.h
Aaron Kimbrell 27de0cf268 refactor: skill and projectile game messages as structs
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>
2026-09-28 22:30:53 -05:00

143 lines
5.5 KiB
C++

#ifndef SKILLMESSAGES_H
#define SKILLMESSAGES_H
#include "GameMessages.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include <string>
enum class BehaviorSlot : int32_t;
// Game messages for skills: casting (StartSkill / SyncSkill and their echoes), projectile impacts and the
// player's skill bar. Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
// sBitStream is a skill's behavior data (its own bit stream), sent as a u32 byte count and the bytes.
namespace GameMessages {
// Server -> client, to the player only.
struct AddSkill : public NetGameMsg {
AddSkill() : NetGameMsg(MessageType::Game::ADD_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t AICombatWeight{ 0 }; // optional
bool bFromSkillSet{ false };
int32_t castType{ 0 }; // optional
float fTimeSecs{ -1.0f }; // optional
int32_t iTimesCanCast{ -1 }; // optional
TSkillID skillID{};
BehaviorSlot slotID{ static_cast<BehaviorSlot>(-1) }; // optional, BehaviorSlot::Invalid when unset
bool temporary{ true };
};
// Server -> client, to the player only.
struct RemoveSkill : public NetGameMsg {
RemoveSkill() : NetGameMsg(MessageType::Game::REMOVE_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bFromSkillSet{ false };
TSkillID skillID{};
};
// Client -> server. The player picked a skill; DLU only uses it to fix invisible items on first load.
struct SelectSkill : public NetGameMsg {
SelectSkill() : NetGameMsg(MessageType::Game::SELECT_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
// Not read by DLU: the old handler ignored the payload, so a message without it is still accepted.
bool bFromSkillSet{ false };
int32_t skillID{};
};
// Client -> server. The player cast a skill.
struct StartSkill : public NetGameMsg {
StartSkill() : NetGameMsg(MessageType::Game::START_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bUsedMouse{ false };
LWOOBJID consumableItemID{ LWOOBJID_EMPTY }; // optional
float fCasterLatency{ 0.0f }; // optional
int32_t iCastType{ 0 }; // optional
NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
LWOOBJID optionalOriginatorID{};
LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
std::string sBitStream{};
TSkillID skillID{ 0 };
uint32_t uiSkillHandle{ 0 }; // optional
};
// Server -> clients. A skill cast echoed to the other clients so they play it too.
struct EchoStartSkill : public NetGameMsg {
EchoStartSkill() : NetGameMsg(MessageType::Game::ECHO_START_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bUsedMouse{ false };
float fCasterLatency{ 0.0f }; // optional
int32_t iCastType{ 0 }; // optional
NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
LWOOBJID optionalOriginatorID{};
LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
std::string sBitStream{};
TSkillID skillID{ 0 };
uint32_t uiSkillHandle{ 0 }; // optional
};
// Client -> server. More behavior data for a skill that is being cast.
struct SyncSkill : public NetGameMsg {
SyncSkill() : NetGameMsg(MessageType::Game::SYNC_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bDone{};
std::string sBitStream{};
uint32_t uiBehaviorHandle{};
uint32_t uiSkillHandle{};
};
// Server -> clients.
struct EchoSyncSkill : public NetGameMsg {
EchoSyncSkill() : NetGameMsg(MessageType::Game::ECHO_SYNC_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bDone{};
std::string sBitStream{};
uint32_t uiBehaviorHandle{};
uint32_t uiSkillHandle{};
};
// Client -> server. A player's projectile hit something.
struct RequestServerProjectileImpact : public NetGameMsg {
RequestServerProjectileImpact() : NetGameMsg(MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID i64LocalID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
std::string sBitStream{};
};
// Server -> clients. A server side projectile hit something.
struct DoClientProjectileImpact : public NetGameMsg {
DoClientProjectileImpact() : NetGameMsg(MessageType::Game::DO_CLIENT_PROJECTILE_IMPACT) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID i64OrgID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64OwnerID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
std::string sBitStream{};
};
};
#endif // SKILLMESSAGES_H