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Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md, PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the master handlers of the world, chat and dashboard servers. - dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo, RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded / PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50 characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard), PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList, ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send* functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a struct. - The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged; master forwards them by re-serializing the struct instead of copying raw bytes. - InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and the dashboard (server list, instance shutdown, config reload, announcements, player actions, message capture) send and read structs. - The login stamps are a `stamps` field of RequestZoneTransfer and RequestZoneTransferResponse (read leniently as before: a message without them reads as empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers, as it did. - InstanceManager::GetInstanceBySysAddr takes a const address. Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of the old writers and readers; MasterPacketsTests requires identical bytes for a grid of inputs, checks the old readers read what the structs write, round trips and truncation, hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what "header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire bytes changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
153 lines
4.7 KiB
C++
153 lines
4.7 KiB
C++
#include "RocketLaunchpadControlComponent.h"
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#include "MasterPackets.h"
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#include <sstream>
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#include "GameMessages.h"
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Item.h"
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#include "Game.h"
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#include "Logger.h"
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#include "CDClientDatabase.h"
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#include "ChatPackets.h"
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#include "MissionComponent.h"
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#include "PropertyEntranceComponent.h"
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#include "MultiZoneEntranceComponent.h"
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#include "dServer.h"
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#include "BitStreamUtils.h"
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#include "eObjectWorldState.h"
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#include "ServiceType.h"
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#include "MessageType/Master.h"
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RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = ?;");
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query.bind(1, componentID);
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auto result = query.execQuery();
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if (!result.eof() && !result.fieldIsNull("targetZone")) {
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m_TargetZone = result.getIntField("targetZone");
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m_DefaultZone = result.getIntField("defaultZoneID");
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m_TargetScene = result.getStringField("targetScene");
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m_AltPrecondition = new PreconditionExpression(result.getStringField("altLandingPrecondition"));
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m_AltLandingScene = result.getStringField("altLandingSpawnPointName");
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}
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result.finalize();
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}
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RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() {
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delete m_AltPrecondition;
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}
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void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) {
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auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId;
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if (zone == 0) {
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return;
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}
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// This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready
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auto* characterComponent = originator->GetComponent<CharacterComponent>();
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auto* character = originator->GetCharacter();
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if (!characterComponent || !character) return;
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auto* rocket = characterComponent->GetRocket(originator);
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if (!rocket) {
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LOG("Unable to find rocket!");
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return;
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}
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// we have the ability to launch, so now we prep the zone
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TellMasterToPrepZone(zone);
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// Achievement unlocked: "All zones unlocked"
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if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) {
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character->SetTargetScene(m_AltLandingScene);
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} else {
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character->SetTargetScene(m_TargetScene);
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}
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characterComponent->UpdatePlayerStatistic(RocketsUsed);
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character->SaveXMLToDatabase();
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SetSelectedMapId(originator->GetObjectID(), zone);
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GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID());
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GameMessages::SendChangeObjectWorldState(rocket->GetId(), eObjectWorldState::ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
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Game::entityManager->SerializeEntity(originator);
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}
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void RocketLaunchpadControlComponent::OnUse(Entity* originator) {
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// If we are have the property or the LUP component, we don't want to immediately launch
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// instead we let their OnUse handlers do their things
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// which components of an Object have their OnUse called when using them
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// so we don't need to call it here
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auto* propertyEntrance = m_Parent->GetComponent<PropertyEntranceComponent>();
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if (propertyEntrance) {
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return;
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}
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auto* rocketLaunchLUP = m_Parent->GetComponent<MultiZoneEntranceComponent>();
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if (rocketLaunchLUP) {
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return;
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}
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// No rocket no launch
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auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
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if (!rocket) {
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return;
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}
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Launch(originator);
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}
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void RocketLaunchpadControlComponent::OnProximityUpdate(Entity* entering, std::string name, std::string status) {
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// Proximity rockets are handled by item equipment
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}
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void RocketLaunchpadControlComponent::SetSelectedMapId(LWOOBJID player, LWOMAPID mapID) {
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m_SelectedMapIds[player] = mapID;
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}
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LWOMAPID RocketLaunchpadControlComponent::GetSelectedMapId(LWOOBJID player) const {
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const auto index = m_SelectedMapIds.find(player);
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if (index == m_SelectedMapIds.end()) return 0;
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return index->second;
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}
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void RocketLaunchpadControlComponent::SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId) {
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m_SelectedCloneIds[player] = cloneId;
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}
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LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player) const {
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const auto index = m_SelectedCloneIds.find(player);
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if (index == m_SelectedCloneIds.end()) return 0;
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return index->second;
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}
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void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) {
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MasterPackets::PrepZone request;
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request.zoneID = zoneID;
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MasterPackets::SendToMaster(request);
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}
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LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
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return m_TargetZone;
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}
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LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
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return m_DefaultZone;
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}
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