Files
DarkflameServer/dScripts/NtFactionSpyServer.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

109 lines
4.6 KiB
C++

#include "NtFactionSpyServer.h"
#include "Character.h"
#include "ProximityMonitorComponent.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "ObjectMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
#include "eCinematicEvent.h"
#include "ePlayerFlag.h"
void NtFactionSpyServer::OnStartup(Entity* self) {
SetVariables(self);
// Set the proximity to sense later
auto* proximityMonitor = self->GetComponent<ProximityMonitorComponent>();
if (proximityMonitor == nullptr) {
proximityMonitor = self->AddComponent<ProximityMonitorComponent>(-1, -1, -1);
}
proximityMonitor->SetProximityRadius(self->GetVar<float_t>(m_SpyProximityVariable), m_ProximityName);
}
void NtFactionSpyServer::SetVariables(Entity* self) {
self->SetVar<float_t>(m_SpyProximityVariable, 0.0f);
self->SetVar<SpyData>(m_SpyDataVariable, {});
self->SetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable, {});
// If there's an alternating conversation, indices should be provided using the conversationID variables
self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
}
void NtFactionSpyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name == m_ProximityName && status == "ENTER" && IsSpy(self, entering)) {
auto cinematic = self->GetVar<std::u16string>(m_SpyCinematicVariable);
if (!cinematic.empty()) {
// Save the root of this cinematic so we can identify updates later
auto cinematicSplit = GeneralUtils::SplitString(cinematic, u'_');
if (!cinematicSplit.empty()) {
self->SetVar<std::u16string>(m_CinematicRootVariable, cinematicSplit.at(0));
}
GameMessages::PlayCinematic playCinematic;
playCinematic.target = entering->GetObjectID();
playCinematic.pathName = cinematic;
playCinematic.allowGhostUpdates = true;
playCinematic.bCloseMultiInteract = true;
playCinematic.bSendServerNotify = true;
playCinematic.Send(entering->GetSystemAddress());
}
}
}
bool NtFactionSpyServer::IsSpy(Entity* self, Entity* possibleSpy) {
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
if (!spyData.missionID || !spyData.flagID || !spyData.itemID)
return false;
auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
auto* character = possibleSpy->GetCharacter();
// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
return missionComponent != nullptr && missionComponent->GetMissionState(spyData.missionID) == eMissionState::ACTIVE
&& inventoryComponent != nullptr && inventoryComponent->IsEquipped(spyData.itemID)
&& character != nullptr && !character->GetPlayerFlag(spyData.flagID);
}
void NtFactionSpyServer::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event,
const std::u16string& pathName, float_t pathTime, float_t totalTime,
int32_t waypoint) {
const auto& cinematicRoot = self->GetVar<std::u16string>(m_CinematicRootVariable);
auto pathNameCopy = std::u16string(pathName); // Mutable copy
auto pathSplit = GeneralUtils::SplitString(pathNameCopy, u'_');
// Make sure we have a path of type <root>_<index>
if (pathSplit.size() >= 2) {
auto pathRoot = pathSplit.at(0);
auto pathIndex = GeneralUtils::TryParse(GeneralUtils::UTF16ToWTF8(pathSplit.at(1)), -1) - 1;
const auto& dialogueTable = self->GetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable);
// Make sure we're listening to the root we're interested in
if (pathRoot == cinematicRoot) {
if (event == eCinematicEvent::STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
// If the cinematic started, show part of the conversation
GameMessages::NotifyClientObject(self->GetObjectID(), m_SpyDialogueNotification, 0, 0, ParamObjectForConversationID(self, dialogueTable.at(pathIndex).conversationID), dialogueTable.at(pathIndex).token).Send(sender->GetSystemAddress());
} else if (event == eCinematicEvent::ENDED && pathIndex >= dialogueTable.size() - 1) {
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
auto* character = sender->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(spyData.flagID, true);
}
}
}
}
}
LWOOBJID NtFactionSpyServer::ParamObjectForConversationID(Entity* self, uint32_t conversationID) {
auto paramObjects = self->GetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable);
auto index = conversationID >= paramObjects.size() ? paramObjects.size() - 1 : conversationID;
return paramObjects.at(index);
}