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The client makes a script component for a registry script with a non-zero id, or for a custom script in the config it is sent (LOT 176 never): ApplyScriptComponentIfHasScript and LWOScriptComponent's allocator. A character's script and a server-only custom_script_server stay on the server and send nothing. The 5 LOTs whose registry script id is 0 (e.g. the AG concert fan, LOT 3002: live sent no config and no script) lose the bit the client never read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
112 lines
4.3 KiB
C++
112 lines
4.3 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "Entity.h"
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#include "ScriptComponent.h"
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#include "CDClientManager.h"
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#include "CDScriptComponentTable.h"
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#include "GameMessages.h"
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#include "Amf3.h"
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#include <ranges>
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ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client) : Component(parent, componentID) {
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m_Serialized = serialized;
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m_Client = client;
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m_ScriptName = scriptName;
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SetScript(scriptName);
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Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
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}
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ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_Serialized = true;
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m_Client = false;
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m_FromObject = true;
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m_Script = nullptr;
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Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
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}
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// The ScriptComponent row's server and client scripts (a character has neither)
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void ScriptComponent::LoadDataFromTemplate() {
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if (!m_FromObject || m_ComponentID <= 0 || m_Parent->GetCharacter()) return;
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const auto row = CDClientManager::GetTable<CDScriptComponentTable>()->GetByID(m_ComponentID);
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m_ScriptName = row.script_name;
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m_ClientScriptName = row.client_script_name;
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}
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// custom_script_server replaces a missing server script; a client script (the row's or custom_script_client, or
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// any object's without a server script) makes it a client script component
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void ScriptComponent::LoadConfigData() {
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if (!m_FromObject) return;
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const bool isCharacter = m_Parent->GetCharacter() != nullptr;
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bool client = false;
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if ((m_ComponentID > 0 || isCharacter) && m_ScriptName.empty() && !isCharacter) client = true;
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const auto customScriptServer = m_Parent->GetVarAsString(u"custom_script_server");
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if (!m_Parent->GetVarAsString(u"custom_script_client").empty()) client = true;
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if (!customScriptServer.empty() && m_ScriptName.empty()) m_ScriptName = customScriptServer;
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m_Client = client && m_ScriptName.empty();
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SetScript(m_ScriptName);
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// Sent only when the client makes a script component too: its registry script (not one with id 0), or a custom
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// script in the config the client gets (ApplyScriptComponentIfHasScript 0x01031460, LOT 176 never; the
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// allocator 0x0104d710). A character's and a server-only custom script stay on the server.
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const auto clientCustomScript = [this](const std::u16string& key) {
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return m_Parent->IsVarSentToClient(key) && !m_Parent->GetVarAsString(key).empty();
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};
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m_Serialized = (m_ComponentID > 0 && !isCharacter)
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|| (m_Parent->GetLOT() != 176 && (clientCustomScript(u"custom_script_server") || clientCustomScript(u"custom_script_client")));
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}
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void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// A server-only script (the zone control object's) sends nothing: the client made no script component for it
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if (!m_Serialized) return;
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if (bIsInitialUpdate) {
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const auto& networkSettings = m_Parent->GetNetworkSettings();
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auto hasNetworkSettings = !networkSettings.values.empty();
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outBitStream.Write(hasNetworkSettings);
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if (hasNetworkSettings) {
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// First write the most inner LDF data
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RakNet::BitStream ldfData;
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ldfData.Write<uint8_t>(0);
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ldfData.Write<uint32_t>(networkSettings.values.size());
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for (const auto& networkSetting : networkSettings.values | std::views::values) {
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networkSetting->WriteToPacket(ldfData);
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}
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// Finally write everything to the stream
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outBitStream.Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
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outBitStream.Write(ldfData);
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}
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}
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}
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CppScripts::Script* const ScriptComponent::GetScript() {
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return m_Script;
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}
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void ScriptComponent::SetScript(const std::string& scriptName) {
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// Scripts are managed by the CppScripts class and are effecitvely singletons
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// and they may also be used by other script components so DON'T delete them.
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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bool ScriptComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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auto& scriptInfo = reportInfo.info->PushDebug("Script");
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scriptInfo.PushDebug<AMFStringValue>("Script Name") = m_ScriptName.empty() ? "None" : m_ScriptName;
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auto& networkSettings = scriptInfo.PushDebug("Network Settings");
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for (const auto& setting : m_Parent->GetNetworkSettings().values | std::views::values) {
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networkSettings.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(setting->GetKey())) = setting->GetValueAsString();
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}
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return true;
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}
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