Files
DarkflameServer/dGame/dComponents/ActivityComponent.cpp
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

668 lines
24 KiB
C++

#include "ActivityComponent.h"
#include "ChatServerLink.h"
#include "ChatPackets.h"
#include "GameMessages.h"
#include "ActivityMessages.h"
#include "CDClientManager.h"
#include "MissionComponent.h"
#include "Character.h"
#include "dZoneManager.h"
#include "ZoneInstanceManager.h"
#include "Game.h"
#include "Logger.h"
#include "ClientPackets.h"
#include "EntityManager.h"
#include "ChatPackets.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "dConfig.h"
#include "InventoryComponent.h"
#include "DestroyableComponent.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eMatchUpdate.h"
#include "ServiceType.h"
#include "MessageType/Chat.h"
#include "ObjectIDManager.h"
#include "CDCurrencyTableTable.h"
#include "CDActivityRewardsTable.h"
#include "CDActivitiesTable.h"
#include "LeaderboardManager.h"
#include "CharacterComponent.h"
#include "Amf3.h"
#include <ranges>
namespace {
const ActivityInstance g_EmptyInstance{ nullptr, CDActivities{} };
}
ActivityComponent::ActivityComponent(Entity* parent, int32_t componentID) : Component(parent, componentID) {
RegisterMsg(&ActivityComponent::OnGetObjectReportInfo);
/*
* This is precisely what the client does functionally
* Use the component id as the default activity id and load its data from the database
* if activityID is specified and if that column exists in the activities table, update the activity info with that data.
*/
m_ActivityID = componentID;
LoadActivityData(componentID);
if (m_Parent->HasVar(u"activityID")) {
m_ActivityID = parent->GetVar<int32_t>(u"activityID");
LoadActivityData(m_ActivityID);
}
}
void ActivityComponent::LoadActivityData(const int32_t activityId) {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([activityId](CDActivities entry) {return (entry.ActivityID == activityId); });
bool soloRacing = Game::config->GetValue("solo_racing") == "1";
for (CDActivities activity : activities) {
m_ActivityInfo = activity;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && soloRacing) {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
}
if (m_ActivityInfo.instanceMapID == -1) {
const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID");
if (!transferOverride.empty()) {
m_ActivityInfo.instanceMapID =
GeneralUtils::TryParse<uint32_t>(transferOverride).value_or(m_ActivityInfo.instanceMapID);
}
}
}
}
void ActivityComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyActivityInfo);
if (m_DirtyActivityInfo) {
outBitStream.Write<uint32_t>(m_ActivityPlayers.size());
if (!m_ActivityPlayers.empty()) {
for (const auto& [playerID, values] : m_ActivityPlayers) {
outBitStream.Write<LWOOBJID>(playerID);
for (const auto& activityValue : values) {
outBitStream.Write<float_t>(activityValue);
}
}
}
if (!bIsInitialUpdate) m_DirtyActivityInfo = false;
}
}
void ActivityComponent::ReloadConfig() {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([this](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
for (auto activity : activities) {
auto mapID = m_ActivityInfo.instanceMapID;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
} else {
m_ActivityInfo.minTeamSize = activity.minTeamSize;
m_ActivityInfo.minTeams = activity.minTeams;
}
}
}
void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
if (id == "LobbyExit") {
PlayerLeave(player->GetObjectID());
} else if (id == "PlayButton") {
PlayerJoin(player);
}
}
void ActivityComponent::PlayerJoin(Entity* player) {
if (PlayerIsInQueue(player)) return;
// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
if (HasLobby()) {
PlayerJoinLobby(player);
} else if (!IsPlayedBy(player)) {
NewInstance().AddParticipant(player);
}
}
void ActivityComponent::PlayerJoinLobby(Entity* player) {
if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD)) {
GameMessages::MatchResponse matchResponse;
matchResponse.target = player->GetObjectID();
matchResponse.response = 0;
matchResponse.SendToClient(player->GetSystemAddress()); // tell the client they joined a lobby
}
LobbyPlayer newLobbyPlayer{};
newLobbyPlayer.entityID = player->GetObjectID();
LWOOBJID playerLobbyID = LWOOBJID_EMPTY;
auto* character = player->GetCharacter();
if (character != nullptr)
character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID());
for (auto& [lobbyID, lobby] : m_Queue) {
if (lobby.players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() < m_ActivityInfo.maxTeams) {
// If an empty slot in an existing lobby is found
lobby.players.push_back(newLobbyPlayer);
playerLobbyID = lobbyID;
// Update the joining player on players already in the lobby, and update players already in the lobby on the joining player
LDFData<LWOOBJID> playerLDF("player", player->GetObjectID());
LDFData<std::string> playerName("playerName", player->GetCharacter()->GetName());
std::string matchUpdateJoined = playerLDF.GetString() + "\n" + playerName.GetString();
for (const auto& joinedPlayer : lobby.players) {
auto* const entity = joinedPlayer.GetEntity();
if (entity == nullptr) {
continue;
}
LDFData<LWOOBJID> entityLDF("player", entity->GetObjectID());
LDFData<std::string> entityName("playerName", entity->GetCharacter()->GetName());
std::string matchUpdate = entityLDF.GetString() + "\n" + entityName.GetString();
GameMessages::MatchUpdate existingPlayerUpdate;
existingPlayerUpdate.target = player->GetObjectID();
existingPlayerUpdate.data = matchUpdate;
existingPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
existingPlayerUpdate.SendToClient(player->GetSystemAddress());
PlayerReady(entity, joinedPlayer.ready);
GameMessages::MatchUpdate joinedPlayerUpdate;
joinedPlayerUpdate.target = entity->GetObjectID();
joinedPlayerUpdate.data = matchUpdateJoined;
joinedPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
joinedPlayerUpdate.SendToClient(entity->GetSystemAddress());
}
break;
}
}
if (playerLobbyID == LWOOBJID_EMPTY) {
// If all lobbies are full
playerLobbyID = ObjectIDManager::GenerateObjectID();
auto& newLobby = m_Queue[playerLobbyID];
newLobby.players.push_back(newLobbyPlayer);
newLobby.timer = m_ActivityInfo.waitTime / 1000;
}
const auto& lobby = m_Queue[playerLobbyID];
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
// Update the joining player on the match timer
LDFData<float> matchTimer("time", lobby.timer);
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = player->GetObjectID();
matchUpdate.data = matchTimer.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
matchUpdate.SendToClient(player->GetSystemAddress());
}
}
void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
for (auto& lobby : m_Queue | std::views::values) {
for (int i = 0; i < lobby.players.size(); i++) {
const auto& player = lobby.players[i];
if (player.entityID == playerID) {
LDFData<LWOOBJID> matchUpdateLeft("player", playerID);
for (const auto& lobbyPlayer : lobby.players) {
auto* const entity = lobbyPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchUpdateLeft.GetString();
matchUpdate.type = eMatchUpdate::PLAYER_REMOVED;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
lobby.players.erase(lobby.players.begin() + i);
return;
}
}
}
}
void ActivityComponent::Update(float deltaTime) {
std::vector<LWOOBJID> lobbiesToRemove{};
// Ticks all the lobbies, not applicable for non-instance activities
for (auto& [lobbyID, lobby] : m_Queue) {
for (const auto& player : lobby.players) {
const auto* const entity = player.GetEntity();
if (entity == nullptr) {
PlayerLeave(player.entityID);
return;
}
}
if (lobby.players.empty()) {
lobbiesToRemove.push_back(lobbyID);
continue;
}
// Update the match time for all players
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize
|| m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
if (lobby.timer == m_ActivityInfo.waitTime / 1000) {
for (const auto& joinedPlayer : lobby.players) {
auto* const entity = joinedPlayer.GetEntity();
if (entity == nullptr)
continue;
LDFData<float> matchTimerUpdate("time", lobby.timer);
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchTimerUpdate.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
lobby.timer -= deltaTime;
}
bool lobbyReady = true;
for (const auto& player : lobby.players) {
if (player.ready) continue;
lobbyReady = false;
}
// If everyone's ready, jump the timer
if (lobbyReady && lobby.timer > m_ActivityInfo.startDelay / 1000) {
lobby.timer = m_ActivityInfo.startDelay / 1000;
// Update players in lobby on switch to start delay
LDFData<float> matchTimerUpdate("time", lobby.timer);
for (const auto& player : lobby.players) {
auto* const entity = player.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchTimerUpdate.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_START;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
// The timer has elapsed, start the instance
if (lobby.timer <= 0.0f) {
LOG("Setting up instance.");
auto& instance = NewInstance();
LoadPlayersIntoInstance(instance, lobby.players);
instance.StartZone();
lobbiesToRemove.push_back(lobbyID);
}
}
for (const auto id : lobbiesToRemove) {
RemoveLobby(id);
}
}
void ActivityComponent::RemoveLobby(const LWOOBJID lobbyID) {
if (m_Queue.contains(lobbyID)) m_Queue.erase(lobbyID);
}
bool ActivityComponent::HasLobby() const {
// If the player is not in the world he has to be, create a lobby for the transfer
return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
}
bool ActivityComponent::PlayerIsInQueue(Entity* player) {
for (const auto& lobby : m_Queue | std::views::values) {
for (const auto& lobbyPlayer : lobby.players) {
if (player->GetObjectID() == lobbyPlayer.entityID) return true;
}
}
return false;
}
bool ActivityComponent::IsPlayedBy(Entity* player) const {
for (const auto& instance : m_Instances) {
for (const auto* instancePlayer : instance.GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID())
return true;
}
}
return false;
}
bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
for (const auto& instance : m_Instances) {
for (const auto* instancePlayer : instance.GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID)
return true;
}
}
return false;
}
bool ActivityComponent::CheckCost(Entity* player) const {
if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0)
return true;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr)
return false;
if (inventoryComponent->GetLotCount(m_ActivityInfo.optionalCostLOT) < m_ActivityInfo.optionalCostCount)
return false;
return true;
}
bool ActivityComponent::TakeCost(Entity* player) const {
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
return CheckCost(player) && inventoryComponent && inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount, eInventoryType::ALL);
}
void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
for (auto& lobby : m_Queue | std::views::values) {
for (auto& lobbyPlayer : lobby.players) {
if (lobbyPlayer.entityID == player->GetObjectID()) {
lobbyPlayer.ready = bReady;
// Update players in lobby on player being ready
LDFData<LWOOBJID> matchReadyUpdate("player", player->GetObjectID());
eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
for (const auto& otherPlayer : lobby.players) {
auto* const entity = otherPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchReadyUpdate.GetString();
matchUpdate.type = readyStatus;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
}
}
}
ActivityInstance& ActivityComponent::NewInstance() {
m_Instances.push_back(ActivityInstance(m_Parent, m_ActivityInfo));
return m_Instances.back();
}
void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const {
for (const auto& player : lobby) {
auto* const entity = player.GetEntity();
if (entity == nullptr || !CheckCost(entity)) {
continue;
}
instance.AddParticipant(entity);
}
}
const ActivityInstance& ActivityComponent::GetInstance(const LWOOBJID playerID) const {
for (const auto& instance : m_Instances) {
for (const auto* participant : instance.GetParticipants()) {
if (participant->GetObjectID() == playerID)
return instance;
}
}
return g_EmptyInstance;
}
bool ActivityComponent::PlayerHasActivityData(LWOOBJID playerID) const {
return m_ActivityPlayers.contains(playerID);
}
void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
m_ActivityPlayers.erase(playerID);
m_DirtyActivityInfo = true;
}
float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) const {
float value = -1.0f;
const auto& data = m_ActivityPlayers.find(playerID);
if (data != m_ActivityPlayers.cend()) {
value = data->second[std::min(index, static_cast<uint32_t>(9))];
}
LOG_DEBUG("Player %llu has score %f at index %i", playerID, value, index);
return value;
}
void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
auto& data = m_ActivityPlayers[playerID];
data[std::min(index, static_cast<uint32_t>(9))] = value;
LOG_DEBUG("%llu index %i has score of %f", playerID, index, value);
m_DirtyActivityInfo = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
for (int i = 0; i < m_Instances.size(); i++) {
auto& instance = m_Instances[i];
auto participants = instance.GetParticipants();
for (const auto* participant : participants) {
if (participant != nullptr && participant->GetObjectID() == playerID) {
instance.RemoveParticipant(participant);
RemoveActivityPlayerData(playerID);
// If the instance is empty after the delete of the participant, delete the instance too
if (instance.GetParticipants().empty()) {
m_Instances.erase(m_Instances.begin() + i);
}
return;
}
}
}
}
void ActivityInstance::StartZone() {
if (m_Participants.empty())
return;
const auto& participants = GetParticipants();
if (participants.empty())
return;
auto* leader = participants[0];
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
// only make a team if we have more than one participant
if (participants.size() > 1) {
ChatPackets::CreateTeam createTeam;
createTeam.leaderID = leader->GetObjectID();
for (const auto& participant : m_Participants) {
createTeam.members.push_back(participant);
}
createTeam.zoneID = zoneId;
ChatServerLink::Send(createTeam);
}
const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
for (Entity* player : participants) {
const auto objid = player->GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* player = Game::entityManager->GetEntity(objid);
if (player == nullptr)
return;
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (player->GetCharacter()) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
}
player->GetCharacter()->SetZoneID(zoneID);
player->GetCharacter()->SetZoneInstance(zoneInstance);
player->GetCharacter()->SetZoneClone(zoneClone);
}
ClientPackets::TransferToWorld transfer;
transfer.serverIP = LUString(serverIP);
transfer.serverPort = serverPort;
transfer.mythranShift = mythranShift;
transfer.Send(player->GetSystemAddress());
return;
});
}
m_NextZoneCloneID++;
}
void ActivityInstance::RewardParticipant(Entity* participant) {
auto* missionComponent = participant->GetComponent<MissionComponent>();
if (missionComponent) {
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityInfo.ActivityID);
}
// First, get the activity data
auto* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([this](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); });
if (!activityRewards.empty()) {
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
auto* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); });
if (!currencyTable.empty()) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(participant, m_Parent->GetObjectID(), activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}
std::vector<Entity*> ActivityInstance::GetParticipants() const {
std::vector<Entity*> entities;
entities.reserve(m_Participants.size());
for (const auto& id : m_Participants) {
auto* entity = Game::entityManager->GetEntity(id);
if (entity != nullptr)
entities.push_back(entity);
}
return entities;
}
void ActivityInstance::AddParticipant(Entity* participant) {
const auto id = participant->GetObjectID();
if (std::count(m_Participants.begin(), m_Participants.end(), id))
return;
m_Participants.push_back(id);
}
void ActivityInstance::RemoveParticipant(const Entity* participant) {
const auto loadedParticipant = std::find(m_Participants.begin(), m_Participants.end(), participant->GetObjectID());
if (loadedParticipant != m_Participants.end()) {
m_Participants.erase(loadedParticipant);
}
}
uint32_t ActivityInstance::GetScore() const {
return score;
}
void ActivityInstance::SetScore(uint32_t score) {
this->score = score;
}
Entity* LobbyPlayer::GetEntity() const {
return Game::entityManager->GetEntity(entityID);
}
bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& activityInfo = reportInfo.info->PushDebug("Activity");
auto& instances = activityInfo.PushDebug("Instances: " + std::to_string(m_Instances.size()));
size_t i = 0;
for (const auto& activityInstance : m_Instances) {
auto& instance = instances.PushDebug("Instance " + std::to_string(i++));
instance.PushDebug<AMFIntValue>("Score") = activityInstance.GetScore();
instance.PushDebug<AMFIntValue>("Next Zone Clone ID") = activityInstance.GetNextZoneCloneID();
{
auto& activityInfo = instance.PushDebug("Activity Info");
const auto& instanceActInfo = activityInstance.GetActivityInfo();
activityInfo.PushDebug<AMFIntValue>("ActivityID") = instanceActInfo.ActivityID;
activityInfo.PushDebug<AMFIntValue>("locStatus") = instanceActInfo.locStatus;
activityInfo.PushDebug<AMFIntValue>("instanceMapID") = instanceActInfo.instanceMapID;
activityInfo.PushDebug<AMFIntValue>("minTeams") = instanceActInfo.minTeams;
activityInfo.PushDebug<AMFIntValue>("maxTeams") = instanceActInfo.maxTeams;
activityInfo.PushDebug<AMFIntValue>("minTeamSize") = instanceActInfo.minTeamSize;
activityInfo.PushDebug<AMFIntValue>("maxTeamSize") = instanceActInfo.maxTeamSize;
activityInfo.PushDebug<AMFIntValue>("waitTime") = instanceActInfo.waitTime;
activityInfo.PushDebug<AMFIntValue>("startDelay") = instanceActInfo.startDelay;
activityInfo.PushDebug<AMFBoolValue>("requiresUniqueData") = instanceActInfo.requiresUniqueData;
activityInfo.PushDebug<AMFIntValue>("leaderboardType") = instanceActInfo.leaderboardType;
activityInfo.PushDebug<AMFBoolValue>("localize") = instanceActInfo.localize;
activityInfo.PushDebug<AMFIntValue>("optionalCostLOT") = instanceActInfo.optionalCostLOT;
activityInfo.PushDebug<AMFIntValue>("optionalCostCount") = instanceActInfo.optionalCostCount;
activityInfo.PushDebug<AMFBoolValue>("showUIRewards") = instanceActInfo.showUIRewards;
activityInfo.PushDebug<AMFIntValue>("CommunityActivityFlagID") = instanceActInfo.CommunityActivityFlagID;
activityInfo.PushDebug<AMFStringValue>("gate_version") = instanceActInfo.gate_version;
activityInfo.PushDebug<AMFBoolValue>("noTeamLootOnDeath") = instanceActInfo.noTeamLootOnDeath;
activityInfo.PushDebug<AMFDoubleValue>("optionalPercentage") = instanceActInfo.optionalPercentage;
}
auto& participants = instance.PushDebug("Participants");
for (const auto* participant : activityInstance.GetParticipants()) {
if (!participant) continue;
auto* character = participant->GetCharacter();
if (!character) continue;
participants.PushDebug<AMFStringValue>(std::to_string(participant->GetObjectID()) + ": " + character->GetName()) = "";
}
}
auto& queue = activityInfo.PushDebug("Queue");
i = 0;
for (const auto& lobbyQueue : m_Queue | std::views::values) {
auto& lobby = queue.PushDebug("Lobby " + std::to_string(i++));
lobby.PushDebug<AMFDoubleValue>("Timer") = lobbyQueue.timer;
auto& players = lobby.PushDebug("Players");
for (const auto& player : lobbyQueue.players) {
const auto* const playerEntity = player.GetEntity();
if (!playerEntity) continue;
auto* character = playerEntity->GetCharacter();
if (!character) continue;
players.PushDebug<AMFStringValue>(std::to_string(playerEntity->GetObjectID()) + ": " + character->GetName()) = player.ready ? "Ready" : "Not Ready";
}
}
auto& activityPlayers = activityInfo.PushDebug("Activity Players");
for (const auto& [playerID, playerScores] : m_ActivityPlayers) {
auto* const activityPlayerEntity = Game::entityManager->GetEntity(playerID);
if (!activityPlayerEntity) continue;
auto* character = activityPlayerEntity->GetCharacter();
if (!character) continue;
auto& playerData = activityPlayers.PushDebug(std::to_string(playerID) + " " + character->GetName());
auto& scores = playerData.PushDebug("Scores");
for (size_t i = 0; i < 10; ++i) {
scores.PushDebug<AMFDoubleValue>(std::to_string(i)) = playerScores[i];
}
}
activityInfo.PushDebug<AMFIntValue>("ActivityID") = m_ActivityID;
return true;
}