mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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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>
260 lines
9.3 KiB
C++
260 lines
9.3 KiB
C++
#include "ZoneMessages.h"
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#include "BitStreamUtils.h"
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#include "CDClientManager.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "CppScripts.h"
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#include "DestroyableComponent.h"
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#include "EffectsMessages.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "GhostComponent.h"
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#include "InventoryComponent.h"
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#include "InventoryMessages.h"
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#include "LevelProgressionComponent.h"
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#include "RacingControlComponent.h"
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#include "WorldMigration.h"
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#include "dConfig.h"
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#include "dZoneManager.h"
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#include "eReplicaComponentType.h"
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#include "eTriggerEventType.h"
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#include "ePlayerFlag.h"
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#include <sstream>
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namespace GameMessages {
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void PlayerLoaded::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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}
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bool PlayerLoaded::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(playerID);
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}
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void PlayerLoaded::Handle(Entity& entityRef, const SystemAddress& sysAddr) {
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auto* entity = &entityRef;
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PlayerReady playerReady;
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playerReady.target = entity->GetObjectID();
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playerReady.SendToClient(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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RestoreToPostLoadStats restoreStats;
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restoreStats.target = entity->GetObjectID();
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restoreStats.SendToClient(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::Teleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), true).Send(entity->GetSystemAddress());
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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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PlayerReady zoneReady;
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zoneReady.target = Game::zoneManager->GetZoneControlObject()->GetObjectID();
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zoneReady.SendToClient(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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}
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void ReadyForUpdates::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(objectID);
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}
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bool ReadyForUpdates::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(objectID);
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}
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void InvalidZoneTransferList::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, customerFeedbackURL);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, invalidMapTransferList);
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bitStream.Write(bCustomerFeedbackOnExit);
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bitStream.Write(bCustomerFeedbackOnInvalidMapTransfer);
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}
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bool InvalidZoneTransferList::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, customerFeedbackURL));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, invalidMapTransferList));
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VALIDATE_READ(bitStream.Read(bCustomerFeedbackOnExit));
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VALIDATE_READ(bitStream.Read(bCustomerFeedbackOnInvalidMapTransfer));
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return true;
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}
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void DisplayZoneSummary::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(isPropertyMap);
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bitStream.Write(isZoneStart);
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BitStreamUtils::WriteOptional(bitStream, sender, LWOOBJID_EMPTY);
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}
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bool DisplayZoneSummary::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(isPropertyMap));
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VALIDATE_READ(bitStream.Read(isZoneStart));
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, sender, LWOOBJID_EMPTY));
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return true;
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}
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void ZoneSummaryDismissed::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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}
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bool ZoneSummaryDismissed::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(playerID);
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}
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void ZoneSummaryDismissed::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* player = Game::entityManager->GetEntity(playerID);
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entity.TriggerEvent(eTriggerEventType::ZONE_SUMMARY_DISMISSED, player);
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}
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void NotifyServerLevelProcessingComplete::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* levelComp = entity.GetComponent<LevelProgressionComponent>();
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if (!levelComp) return;
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auto* character = entity.GetComponent<CharacterComponent>();
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if (!character) return;
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//Update our character's level in memory:
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levelComp->SetLevel(levelComp->GetLevel() + 1);
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levelComp->HandleLevelUp();
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auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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auto* inventory = inventoryComponent->GetInventory(ITEMS);
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if (inventory != nullptr && Game::config->GetValue("disable_extra_backpack") != "1") {
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inventory->SetSize(inventory->GetSize() + 2);
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}
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}
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//Play the level up effect:
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GameMessages::PlayFXEffect(entity.GetObjectID(), 7074, u"create", "7074").Send(UNASSIGNED_SYSTEM_ADDRESS);
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//Send a notification in chat:
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std::stringstream wss;
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wss << "level=1:";
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wss << levelComp->GetLevel();
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wss << "\n";
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wss << "name=0:";
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wss << character->GetName();
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// FIXME: only really need utf8 conversion for the name, so move that up?
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std::u16string attrs = GeneralUtils::UTF8ToUTF16(wss.str());
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std::u16string wsText = u"UI_LEVEL_PROGRESSION_LEVELUP_MESSAGE";
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GameMessages::BroadcastTextToChatbox chatboxText;
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chatboxText.target = entity.GetObjectID();
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chatboxText.attrs = attrs;
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chatboxText.wsText = wsText;
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chatboxText.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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void ChangeObjectWorldState::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(newState);
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}
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bool ChangeObjectWorldState::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(newState);
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}
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void LocalizedAnnouncementServerToSingleClient::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteNameValueText(bitStream, bodyParams);
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bitStream.Write(bForceOpenChatBox);
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bitStream.Write(bShowAnnouncement);
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bitStream.Write(bShowInChat);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, body);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, title);
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BitStreamUtils::WriteNameValueText(bitStream, titleParams);
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}
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bool LocalizedAnnouncementServerToSingleClient::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadNameValueText(bitStream, bodyParams));
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VALIDATE_READ(bitStream.Read(bForceOpenChatBox));
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VALIDATE_READ(bitStream.Read(bShowAnnouncement));
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VALIDATE_READ(bitStream.Read(bShowInChat));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, body));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, title));
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VALIDATE_READ(BitStreamUtils::ReadNameValueText(bitStream, titleParams));
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return true;
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}
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}
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