Files
DarkflameServer/dGame/dGameMessages/SkillMessages.h
Aaron Kimbrell d7833bd4c6 fix(skills): EchoStartSkill carries the cast, not the caster's input
Live sends used_mouse false, no caster latency, no clicked position and
a zero originator rotation (present, all four components 0) in every
echo: 78,841 of 78,841 in the live captures, player and server casts
alike. DLU forwarded the casting client's values and wrote the caster's
facing for server casts. The client copies the rotation into its local
StartSkill (LWOSkillComponent::msgEchoStartSkill), which is why a real
rotation made power-up pickups jitter; the per-call override that
worked around that is no longer needed and is removed.

Check: with two players, attack, use a thrown or ranged item and pick
up power-ups; the other player sees the same animations and the
caster no longer snaps or jitters.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:49:29 -05:00

188 lines
7.7 KiB
C++

#ifndef SKILLMESSAGES_H
#define SKILLMESSAGES_H
#include "GameMessages.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include <string>
enum class BehaviorSlot : int32_t;
// Game messages for skills: casting (StartSkill / SyncSkill and their echoes), projectile impacts and the
// player's skill bar. Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
// sBitStream is a skill's behavior data (its own bit stream), sent as a u32 byte count and the bytes.
namespace GameMessages {
// Server -> client, to the player only.
struct AddSkill : public NetGameMsg {
AddSkill() : NetGameMsg(MessageType::Game::ADD_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t AICombatWeight{ 0 }; // optional
bool bFromSkillSet{ false };
int32_t castType{ 0 }; // optional
float fTimeSecs{ -1.0f }; // optional
int32_t iTimesCanCast{ -1 }; // optional
TSkillID skillID{};
BehaviorSlot slotID{ static_cast<BehaviorSlot>(-1) }; // optional, BehaviorSlot::Invalid when unset
bool temporary{ true };
};
// Server -> client, to the player only.
struct RemoveSkill : public NetGameMsg {
RemoveSkill() : NetGameMsg(MessageType::Game::REMOVE_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bFromSkillSet{ false };
TSkillID skillID{};
};
// Server -> client, to the player only. The client's SkillComponent ends its running instance of the skill
// (LWOSkillComponent::msgUncastSkill, 0x00bd86d0): live sent it for an unequipped item's equip skills.
struct UncastSkill : public NetGameMsg {
UncastSkill() : NetGameMsg(MessageType::Game::UNCAST_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int32_t skillID{};
};
// Client -> server. A client got EchoStartSkill (or SyncSkill) from a caster it sees as dead, aimed at another
// object (LWOSkillComponent::msgEchoStartSkill 0x00d5dc90), and tells the server through that target object.
// The server ends the caster's skill with that handle if the caster is dead there too.
struct CasterDead : public NetGameMsg {
CasterDead() : NetGameMsg(MessageType::Game::CASTER_DEAD) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID i64Caster{ LWOOBJID_EMPTY }; // optional
uint32_t uiSkillHandle{}; // optional
};
// Client -> server. The player picked a skill; DLU only uses it to fix invisible items on first load.
struct SelectSkill : public NetGameMsg {
SelectSkill() : NetGameMsg(MessageType::Game::SELECT_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
// Not read by DLU: the old handler ignored the payload, so a message without it is still accepted.
bool bFromSkillSet{ false };
int32_t skillID{};
};
struct EchoStartSkill;
// Client -> server. The player cast a skill.
struct StartSkill : public NetGameMsg {
StartSkill() : NetGameMsg(MessageType::Game::START_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bUsedMouse{ false };
LWOOBJID consumableItemID{ LWOOBJID_EMPTY }; // optional
float fCasterLatency{ 0.0f }; // optional
int32_t iCastType{ 0 }; // optional
NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
LWOOBJID optionalOriginatorID{};
LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
std::string sBitStream{};
TSkillID skillID{ 0 };
uint32_t uiSkillHandle{ 0 }; // optional
// The echo other clients get for this cast. Live keeps the cast (originator, target, cast type, behavior
// data, skill and handle) and drops the caster's input: used_mouse false, no latency, no clicked position
// and a zero rotation (every one of the 78,841 live EchoStartSkill).
EchoStartSkill MakeEcho(LWOOBJID caster) const;
};
// Server -> clients. A skill cast echoed to the other clients so they play it too.
struct EchoStartSkill : public NetGameMsg {
EchoStartSkill() : NetGameMsg(MessageType::Game::ECHO_START_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
// What live writes for originatorRot in every echo, client casts and server casts alike: present, all four
// components 0. The client copies it into its local StartSkill (LWOSkillComponent::msgEchoStartSkill); a real
// rotation turns the caster, which is the jitter DLU once worked around for power-ups.
static constexpr NiQuaternion LIVE_ORIGINATOR_ROT{ 0.0f, 0.0f, 0.0f, 0.0f };
bool bUsedMouse{ false };
float fCasterLatency{ 0.0f }; // optional
int32_t iCastType{ 0 }; // optional
NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
LWOOBJID optionalOriginatorID{};
LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
std::string sBitStream{};
TSkillID skillID{ 0 };
uint32_t uiSkillHandle{ 0 }; // optional
};
// Client -> server. More behavior data for a skill that is being cast.
struct SyncSkill : public NetGameMsg {
SyncSkill() : NetGameMsg(MessageType::Game::SYNC_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bDone{};
std::string sBitStream{};
uint32_t uiBehaviorHandle{};
uint32_t uiSkillHandle{};
};
// Server -> clients.
struct EchoSyncSkill : public NetGameMsg {
EchoSyncSkill() : NetGameMsg(MessageType::Game::ECHO_SYNC_SKILL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bDone{};
std::string sBitStream{};
uint32_t uiBehaviorHandle{};
uint32_t uiSkillHandle{};
};
// Client -> server. A player's projectile hit something.
struct RequestServerProjectileImpact : public NetGameMsg {
RequestServerProjectileImpact() : NetGameMsg(MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID i64LocalID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
std::string sBitStream{};
};
// Server -> clients. A server side projectile hit something.
struct DoClientProjectileImpact : public NetGameMsg {
DoClientProjectileImpact() : NetGameMsg(MessageType::Game::DO_CLIENT_PROJECTILE_IMPACT) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID i64OrgID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64OwnerID{ LWOOBJID_EMPTY }; // optional
LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
std::string sBitStream{};
};
struct UseSkillSet : public NetGameMsg {
UseSkillSet() : NetGameMsg(MessageType::Game::USE_SKILL_SET) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bRemove{};
LWOOBJID possessedId{ LWOOBJID_EMPTY };
int32_t setId{ -1 };
};
};
#endif // SKILLMESSAGES_H