Files
DarkflameServer/dGame/dGameMessages/ObjectMessages.h
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

189 lines
6.7 KiB
C++

#ifndef OBJECTMESSAGES_H
#define OBJECTMESSAGES_H
#include "GameMessages.h"
#include "eTerminateType.h"
#include <string>
// Game messages between an object's server script and its client script (fire event, notify object), and object
// interaction (use, terminate, names, debug info).
// Fields are listed in wire order; names follow the client (legouniverse.exe 1.10.64) where known.
namespace GameMessages {
// Server -> client, to one client.
struct FireEventClientSide : public NetGameMsg {
FireEventClientSide() : NetGameMsg(MessageType::Game::FIRE_EVENT_CLIENT_SIDE) {}
FireEventClientSide(const LWOOBJID _target, const std::u16string& _args, const LWOOBJID _object, const LWOOBJID _senderID) : FireEventClientSide() {
target = _target;
args = _args;
object = _object;
senderID = _senderID;
}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string args{};
LWOOBJID object{};
int64_t param1{ 0 }; // optional
int32_t param2{ -1 }; // optional
LWOOBJID senderID{};
};
// Client -> server.
struct FireEventServerSide : public NetGameMsg {
FireEventServerSide() : NetGameMsg(MessageType::Game::FIRE_EVENT_SERVER_SIDE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
std::u16string args{};
int32_t param1{ -1 }; // optional
int32_t param2{ -1 }; // optional
int32_t param3{ -1 }; // optional
LWOOBJID senderID{};
};
// Server -> client, to one client (UNASSIGNED broadcasts).
struct NotifyClientObject : public NetGameMsg {
NotifyClientObject() : NetGameMsg(MessageType::Game::NOTIFY_CLIENT_OBJECT) {}
NotifyClientObject(const LWOOBJID _target, const std::u16string& _name, const int32_t _param1 = 0, const int32_t _param2 = 0,
const LWOOBJID _paramObj = LWOOBJID_EMPTY, const std::string& _paramStr = "") : NotifyClientObject() {
target = _target;
name = _name;
param1 = _param1;
param2 = _param2;
paramObj = _paramObj;
paramStr = _paramStr;
}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string name{};
int32_t param1{};
int32_t param2{};
LWOOBJID paramObj{};
std::string paramStr{};
};
// Server -> client, to one client (UNASSIGNED broadcasts). Same layout as NotifyClientObject.
struct NotifyClientZoneObject : public NetGameMsg {
NotifyClientZoneObject() : NetGameMsg(MessageType::Game::NOTIFY_CLIENT_ZONE_OBJECT) {}
NotifyClientZoneObject(const LWOOBJID _target, const std::u16string& _name, const int32_t _param1 = 0, const int32_t _param2 = 0,
const LWOOBJID _paramObj = LWOOBJID_EMPTY, const std::string& _paramStr = "") : NotifyClientZoneObject() {
target = _target;
name = _name;
param1 = _param1;
param2 = _param2;
paramObj = _paramObj;
paramStr = _paramStr;
}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string name{};
int32_t param1{};
int32_t param2{};
LWOOBJID paramObj{};
std::string paramStr{};
};
// Server -> client, to one client (UNASSIGNED broadcasts).
struct NotifyObject : public NetGameMsg {
NotifyObject() : NetGameMsg(MessageType::Game::NOTIFY_OBJECT) {}
NotifyObject(const LWOOBJID _target, const LWOOBJID _objIDSender, const std::u16string& _name, const int32_t _param1 = 0, const int32_t _param2 = 0) : NotifyObject() {
target = _target;
objIDSender = _objIDSender;
name = _name;
param1 = _param1;
param2 = _param2;
}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID objIDSender{};
std::u16string name{};
int32_t param1{ 0 };
int32_t param2{ 0 };
};
// Server -> client, to one client (UNASSIGNED broadcasts).
struct ScriptNetworkVarUpdate : public NetGameMsg {
ScriptNetworkVarUpdate() : NetGameMsg(MessageType::Game::SCRIPT_NETWORK_VAR_UPDATE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string tableOfVars{}; // name-value (LDF) text
};
// Server -> client, to one client (UNASSIGNED broadcasts).
struct NotifyClientFailedPrecondition : public NetGameMsg {
NotifyClientFailedPrecondition() : NetGameMsg(MessageType::Game::NOTIFY_CLIENT_FAILED_PRECONDITION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string failedReason{};
int32_t preconditionID{};
};
// Server -> client, broadcast.
struct TerminateInteraction : public NetGameMsg {
TerminateInteraction() : NetGameMsg(MessageType::Game::TERMINATE_INTERACTION) {}
TerminateInteraction(const LWOOBJID _target, const eTerminateType _type, const LWOOBJID _terminator) : TerminateInteraction() {
target = _target;
type = _type;
terminator = _terminator;
}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID terminator{};
eTerminateType type{};
};
// Server -> client, to one client (UNASSIGNED broadcasts).
struct SetName : public NetGameMsg {
SetName() : NetGameMsg(MessageType::Game::SET_NAME) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
std::u16string name{};
};
// Client -> server.
struct RequestUse : public NetGameMsg {
RequestUse() : NetGameMsg(MessageType::Game::REQUEST_USE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
// Set to true if this coming from a multi-interaction UI on the client.
bool bIsMultiInteractUse{};
// Used only for multi-interaction
uint32_t multiInteractID{};
// Used only for multi-interaction, is of the enum type InteractionType
int32_t multiInteractType{};
LWOOBJID object{};
bool secondary{ false };
};
using RequestUseEvent = NetGameMsgEvent<RequestUse>;
// Client -> server. Developer only.
struct RequestServerObjectInfo : public NetGameMsg {
RequestServerObjectInfo() : NetGameMsg(MessageType::Game::REQUEST_SERVER_OBJECT_INFO, eGameMasterLevel::DEVELOPER) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bVerbose{};
LWOOBJID clientId{};
LWOOBJID targetForReport{};
};
using RequestServerObjectInfoEvent = NetGameMsgEvent<RequestServerObjectInfo>;
}
#endif // OBJECTMESSAGES_H