Files
DarkflameServer/dGame/dGameMessages/BuildingMessages.h
Aaron Kimbrell 8ab7e496b0 feat(bbb): answer FetchModelMetadataRequest for brick built models
The client asks for a model's metadata (name, owner, behaviors and its blueprint's
bricks and box) when it shows a brick built model item's tooltip, a model on a
property or an exhibit, and shows BBB_LOADING_BLUEPRINT until it gets it. The
world server never answered. It now does as live did: UG data for the model
(found among the player's items by subkey, else among placed models) and, for a
brick built model, the blueprint data from its ugc row and LXFML.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00

327 lines
13 KiB
C++

#ifndef BUILDINGMESSAGES_H
#define BUILDINGMESSAGES_H
#include "GameMessages.h"
#include "NiQuaternion.h"
#include <string>
#include <vector>
// Game messages for building: build mode, arranging models on a property or in a modular build area, modular builds
// (rockets and cars) and brick by brick building.
// Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
namespace GameMessages {
// Client -> server. The player picked something to build with.
struct StartBuildingWithItem : public NetGameMsg {
StartBuildingWithItem() : NetGameMsg(MessageType::Game::START_BUILDING_WITH_ITEM) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool firstTime{ true };
bool success{};
int32_t sourceBag{};
LWOOBJID sourceId{};
LOT sourceLot{};
int32_t sourceType{};
LWOOBJID targetId{};
LOT targetLot{};
NiPoint3 targetPos{};
int32_t targetType{};
};
// Server -> client. Sent to one client only.
struct StartArrangingWithItem : public NetGameMsg {
StartArrangingWithItem() : NetGameMsg(MessageType::Game::START_ARRANGING_WITH_ITEM) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool firstTime{ true };
LWOOBJID buildAreaID{ LWOOBJID_EMPTY }; // optional
NiPoint3 buildStartPos{ NiPoint3Constant::ZERO };
int32_t sourceBag{};
LWOOBJID sourceID{ LWOOBJID_EMPTY };
LOT sourceLot{};
int32_t sourceType{ 8 };
LWOOBJID targetID{};
LOT targetLot{};
NiPoint3 targetPos{ NiPoint3Constant::ZERO };
int32_t targetType{};
};
// Server -> client. Sent to one client only; ends arranging (and a modular build).
struct FinishArrangingWithItem : public NetGameMsg {
FinishArrangingWithItem() : NetGameMsg(MessageType::Game::FINISH_ARRANGING_WITH_ITEM) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID buildAreaID{ LWOOBJID_EMPTY }; // optional
int32_t newSourceBag{};
LWOOBJID newSourceID{ LWOOBJID_EMPTY };
LOT newSourceLot{ LOT_NULL };
int32_t newSourceType{};
LWOOBJID newTargetID{ LWOOBJID_EMPTY };
LOT newTargetLot{ LOT_NULL };
int32_t newTargetType{};
NiPoint3 newTargetPos{};
int32_t oldItemBag{};
LWOOBJID oldItemID{ LWOOBJID_EMPTY };
LOT oldItemLot{ LOT_NULL };
int32_t oldItemType{};
};
// Client -> server.
struct DoneArrangingWithItem : public NetGameMsg {
DoneArrangingWithItem() : NetGameMsg(MessageType::Game::DONE_ARRANGING_WITH_ITEM) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
int32_t newSourceBag{};
LWOOBJID newSourceID{};
LOT newSourceLot{};
int32_t newSourceType{};
LWOOBJID newTargetID{};
LOT newTargetLot{};
int32_t newTargetType{};
NiPoint3 newTargetPosition{};
int32_t oldItemBag{};
LWOOBJID oldItemID{};
LOT oldItemLot{};
int32_t oldItemType{};
};
// Server -> client. No payload. Sent to one client only.
struct ModularBuildEnd : public NetGameMsg {
ModularBuildEnd() : NetGameMsg(MessageType::Game::MODULAR_BUILD_END) {}
};
// Client -> server. The finished modular build: 3 parts for a rocket, 7 for a car.
struct ModularBuildFinish : public NetGameMsg {
ModularBuildFinish() : NetGameMsg(MessageType::Game::MODULAR_BUILD_FINISH) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
std::vector<LOT> modules{}; // u8 count, then the part LOTs
};
// Client -> server.
struct ModularBuildMoveAndEquip : public NetGameMsg {
ModularBuildMoveAndEquip() : NetGameMsg(MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LOT templateID{};
};
// Client -> server. Takes a modular build apart again.
struct ModularBuildConvertModel : public NetGameMsg {
ModularBuildConvertModel() : NetGameMsg(MessageType::Game::MODULAR_BUILD_CONVERT_MODEL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID modelID{};
};
// Client -> server.
struct SetBuildMode : public NetGameMsg {
SetBuildMode() : NetGameMsg(MessageType::Game::SET_BUILD_MODE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool start{};
int32_t distanceType{ -1 }; // optional
bool modePaused{};
int32_t modeValue{ 1 }; // optional
LWOOBJID playerId{};
NiPoint3 startPos{ NiPoint3Constant::ZERO }; // optional
};
// Server -> client. modeValue and startPos are optional in the client, but DLU always writes their flag set.
struct SetBuildModeConfirmed : public NetGameMsg {
SetBuildModeConfirmed() : NetGameMsg(MessageType::Game::SET_BUILD_MODE_CONFIRMED) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool start{};
bool warnVisitors{ true };
bool modePaused{};
int32_t modeValue{ 1 };
LWOOBJID playerId{};
NiPoint3 startPos{ NiPoint3Constant::ZERO };
};
// Client -> server.
struct BuildModeSet : public NetGameMsg {
BuildModeSet() : NetGameMsg(MessageType::Game::BUILD_MODE_SET) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool start{};
int32_t distanceType{ -1 }; // optional
bool modePaused{};
int32_t modeValue{ 1 }; // optional
LWOOBJID playerId{};
NiPoint3 startPos{ NiPoint3Constant::ZERO }; // optional
};
// Client -> server. The player put a model back from brick by brick building.
struct UnUseBBBModel : public NetGameMsg {
UnUseBBBModel() : NetGameMsg(MessageType::Game::UN_USE_BBB_MODEL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bHasWorldTransform{};
LWOOBJID modelID{};
NiPoint3 worldPos{ NiPoint3Constant::ZERO }; // optional
NiQuaternion worldRot{ QuatUtils::IDENTITY }; // optional
};
// Client -> server. The player opened a model in brick by brick building.
struct BBBLoadItemRequest : public NetGameMsg {
BBBLoadItemRequest() : NetGameMsg(MessageType::Game::BBB_LOAD_ITEM_REQUEST) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID itemID{};
};
// Client -> server. A brick by brick model: its sd0 compressed LXFML.
struct BBBSaveRequest : public NetGameMsg {
BBBSaveRequest() : NetGameMsg(MessageType::Game::BBB_SAVE_REQUEST) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID localID{};
std::string lxfmlDataCompressed{}; // u32 byte count, then the bytes
uint32_t timeTakenInMs{};
};
// Client -> server. The player went into (enterFlag) or came out of brick by brick building.
// Layout as GameMessage::ActivateBrickMode::Deserialize (0x00d8ecb0) reads it.
struct ActivateBrickMode : public NetGameMsg {
ActivateBrickMode() : NetGameMsg(MessageType::Game::ACTIVATE_BRICK_MODE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID buildObjectID{ LWOOBJID_EMPTY }; // optional; the property's build area when entering
int32_t buildType{ 2 }; // optional; 0 nowhere, 1 in the world, 2 on a property
bool enterBuildFromWorld{ true };
bool enterFlag{ true };
};
// Client -> server. The client's quick save of the model being built: sd0 compressed LXFML, or just the sd0 header
// when there is nothing to keep. Sent every five minutes, when told the player is AFK (msgInformAFK) and before the
// client shuts down. Layout as GameMessage::SetBBBAutosave::Deserialize (0x00f2af60) reads it.
struct SetBBBAutosave : public NetGameMsg {
SetBBBAutosave() : NetGameMsg(MessageType::Game::SET_BBB_AUTOSAVE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
std::string lxfmlDataCompressed{}; // u32 byte count, then the bytes
};
// Server -> client. How many unfinished (autosaved) models the server rebuilt into models; the client shows
// BBB_AUTOSAVE_REBUILDING_SINGLE or _MULTIPLE (LWOBBBComponent_Client::msgRebuildBBBAutosaveMsg, 0x00cfabd0).
struct RebuildBBBAutosaveMsg : public NetGameMsg {
RebuildBBBAutosaveMsg() : NetGameMsg(MessageType::Game::REBUILD_BBB_AUTOSAVE_MSG) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t count{};
};
// A model's user generated data (UGObjectMetadata::Serialize, 0x00f5f590)
struct UGObjectMetadata {
LWOOBJID userModelID{};
LWOOBJID blueprintID{};
std::u16string userModelName;
std::u16string userModelDesc;
LWOOBJID owningPlayerID{};
LWOOBJID accountID{};
std::u16string owningPlayerName;
std::vector<LWOOBJID> userModelBehaviors; // a u8 count on the wire; live always sent 5
void Serialize(RakNet::BitStream& bitStream) const;
bool Deserialize(RakNet::BitStream& bitStream);
};
// A brick built model's blueprint data (BlueprintMetadata::Serialize, 0x00f5f760)
struct BlueprintMetadata {
LWOOBJID blueprintID{};
int64_t blueprintCreationTimestamp{}; // Unix seconds
int32_t userModelMod{ 1 };
NiPoint3 modelBoxMins{}; // the model's box, relative to its origin (the exhibit checks its size)
NiPoint3 modelBoxMaxs{};
bool userModelOpt{ true };
bool ugcIconReady{ true };
std::u16string brickListColonDelim; // every brick's LOT, each followed by ':'
bool neverFalseIfPresentInCaps{ true };
int32_t numberOfBricks{};
void Serialize(RakNet::BitStream& bitStream) const;
bool Deserialize(RakNet::BitStream& bitStream);
};
// Client -> server. The client wants the name, owner, behaviors and blueprint of a model (its UGID) it has no
// metadata for: a brick built model item's tooltip (LWOInventoryComponent_Client::FillinDetailsBlueprint, 0x00cddb40, via
// UGModelMetadataCache::GetModelMetadata, 0x00b5e680), a model on the property, an exhibit.
struct FetchModelMetadataRequest : public NetGameMsg {
FetchModelMetadataRequest() : NetGameMsg(MessageType::Game::FETCH_MODEL_METADATA_REQUEST) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
int32_t context{};
LWOOBJID objectID{};
LWOOBJID requestorID{};
LWOOBJID ugID{};
};
// Server -> client. The answer: the client caches it by UGID and blueprint id and writes it into the config of
// the inventory item objectID (LWOInventoryComponent_Client::msgFetchModelMetadataResponse, 0x00c64300).
struct FetchModelMetadataResponse : public NetGameMsg {
FetchModelMetadataResponse() : NetGameMsg(MessageType::Game::FETCH_MODEL_METADATA_RESPONSE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID ugID{};
LWOOBJID objectID{};
LWOOBJID requestorID{};
int32_t context{};
bool bHasUGData{};
bool bHasBPData{};
UGObjectMetadata ugData; // when bHasUGData
BlueprintMetadata bpData; // when bHasBPData
};
struct SetModelToBuild : public NetGameMsg {
SetModelToBuild() : NetGameMsg(MessageType::Game::SET_MODEL_TO_BUILD) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LOT modelLot{ -1 };
};
struct SpawnModelBricks : public NetGameMsg {
SpawnModelBricks() : NetGameMsg(MessageType::Game::SPAWN_MODEL_BRICKS) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
float amount{ 0.0f };
NiPoint3 position{ NiPoint3Constant::ZERO };
};
};
#endif // BUILDINGMESSAGES_H