Files
DarkflameServer/dGame/dGameMessages/MissionMessages.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

149 lines
5.0 KiB
C++

#ifndef MISSIONMESSAGES_H
#define MISSIONMESSAGES_H
#include "GameMessages.h"
#include <vector>
enum class eMissionState : int;
// Game messages for missions, player flags, collectibles and level rewards.
// Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
// The server -> client messages here are sent with SendToClient: they were never broadcast.
namespace GameMessages {
// Server -> client. Sent twice by MissionOfferComponent: once targeting the offerer (zooms the camera to it)
// and once targeting the player (opens the offer UI).
struct OfferMission : public NetGameMsg {
OfferMission() : NetGameMsg(MessageType::Game::OFFER_MISSION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t missionID{};
LWOOBJID offerer{};
};
// Client -> server.
struct RespondToMission : public NetGameMsg {
RespondToMission() : NetGameMsg(MessageType::Game::RESPOND_TO_MISSION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
int32_t missionID{};
LWOOBJID playerID{};
LWOOBJID receiver{};
LOT rewardItem{ LOT_NULL }; // optional
};
// Server -> client.
struct NotifyMission : public NetGameMsg {
NotifyMission() : NetGameMsg(MessageType::Game::NOTIFY_MISSION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t missionID{};
int32_t missionState{};
bool sendingRewards{};
};
// Server -> client.
struct NotifyMissionTask : public NetGameMsg {
NotifyMissionTask() : NetGameMsg(MessageType::Game::NOTIFY_MISSION_TASK) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t missionID{};
int32_t taskMask{};
std::vector<float> updates{}; // u8 count, then the floats
};
// Server -> client.
struct ResetMissions : public NetGameMsg {
ResetMissions() : NetGameMsg(MessageType::Game::RESET_MISSIONS) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t missionID{ -1 }; // optional
};
// Client -> server.
struct MissionDialogueOK : public NetGameMsg {
MissionDialogueOK() : NetGameMsg(MessageType::Game::MISSION_DIALOGUE_OK) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bIsComplete{};
eMissionState iMissionState{};
int32_t missionID{};
LWOOBJID responder{};
};
// Client -> server. The player closed a mission offer without accepting. Nothing to do: the client carries on.
struct MissionDialogueCancelled : public NetGameMsg {
MissionDialogueCancelled() : NetGameMsg(MessageType::Game::MISSION_DIALOGUE_CANCELLED) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bIsComplete{};
eMissionState iMissionState{};
int32_t missionID{};
LWOOBJID responder{};
};
// Client -> server.
struct RequestLinkedMission : public NetGameMsg {
RequestLinkedMission() : NetGameMsg(MessageType::Game::REQUEST_LINKED_MISSION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID playerID{};
int32_t missionID{};
bool bMissionOffered{};
};
// Client -> server.
struct SetFlag : public NetGameMsg {
SetFlag() : NetGameMsg(MessageType::Game::SET_FLAG) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bFlag{};
int32_t iFlagID{};
};
// Server -> client.
struct NotifyClientFlagChange : public NetGameMsg {
NotifyClientFlagChange() : NetGameMsg(MessageType::Game::NOTIFY_CLIENT_FLAG_CHANGE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bFlag{};
uint32_t iFlagID{};
};
// Client -> server. Sent when the player collects a collectible.
struct HasBeenCollected : public NetGameMsg {
HasBeenCollected() : NetGameMsg(MessageType::Game::HAS_BEEN_COLLECTED) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID playerID{};
};
// Server -> client.
struct NotifyLevelRewards : public NetGameMsg {
NotifyLevelRewards() : NetGameMsg(MessageType::Game::NOTIFY_LEVEL_REWARDS) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t level{};
bool sendingRewards{};
};
};
#endif // MISSIONMESSAGES_H