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First step of moving hand written bitstream code to struct based messages (see docs/PacketArchitecture.md). No wire changes. - GameMsg is now only a server-internal event (delivered to handlers registered with RegisterMsg); NetGameMsg is a wire message with Send(sysAddr) (UNASSIGNED broadcasts), SendToClient(sysAddr) (one client, never broadcasts), WritePacket, Serialize, Deserialize and Handle. Mixing them up is now a compile error. NetGameMsgEvent<T> / DeliverLocally carry a wire message to local handlers; loot drops, pickup, the object debugger, GM invisibility and model RequestUse use them. The GM invisibility message keeps its target, so its bytes are unchanged. - Behaviour change: GameMessageHandler logs and drops messages whose Deserialize fails instead of handling them with default fields (the 4 messages already registered: RequestUse, RequestServerObjectInfo, ShootingGalleryFire, PickupItem). - LUBitStream (kept as on main) gets a virtual destructor (Mail deleted derived packets through the base) and WritePacket, also used by ChatPackets::SendRoutedMsg with identical bytes. - BitStreamUtils::WriteOptional/ReadOptional for default-flag fields and WriteLengthPrefixed/ReadLengthPrefixed for length prefixed strings. - Every message ID enumerator (MessageType::*, ServiceType, Mail's wire enums) is pinned with static_asserts, so renumbering or removing one fails to compile. - Tests: dServerMock copies each sent packet (it kept a pointer to the caller's destroyed BitStream); PacketTestUtils.h compares packets bit for bit; helper tests use hand computed golden bytes and equality with the hand written patterns they replace; compile-time checks keep the wire/internal split in place. - docs/PacketArchitecture.md: survey, target architecture, conventions, verification method and migration plan. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
34 lines
998 B
C++
34 lines
998 B
C++
#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "BitStream.h"
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#include "PacketUtils.h"
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void LUBitStream::WriteHeader(RakNet::BitStream& bitStream) const {
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bitStream.Write<MessageID>(ID_USER_PACKET_ENUM);
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bitStream.Write(this->connectionType);
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bitStream.Write(this->internalPacketID);
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bitStream.Write<uint8_t>(0); // padding
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}
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bool LUBitStream::ReadHeader(RakNet::BitStream& bitStream) {
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MessageID messageID;
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bitStream.Read(messageID);
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if (messageID != ID_USER_PACKET_ENUM) return false;
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VALIDATE_READ(bitStream.Read(this->connectionType));
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VALIDATE_READ(bitStream.Read(this->internalPacketID));
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bitStream.IgnoreBytes(1);
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return true;
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}
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void LUBitStream::WritePacket(RakNet::BitStream& bitStream) const {
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this->WriteHeader(bitStream);
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this->Serialize(bitStream);
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}
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void LUBitStream::Send(const SystemAddress& sysAddr) const {
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RakNet::BitStream bitStream;
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this->WritePacket(bitStream);
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Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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}
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