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Minigame control (50) is an activity component in the client (LWOMinigameComponent) and is made from the registry, so the zone control object (LOT 2365, registry id 0) has one; it sends what an activity sends (dirty, no players), not a fixed 0x40000000 (which nothing sent: the old id > 0 check never made it). The zone's script on that object is server only: the client makes no script component for it, so it sends nothing. DLU's zone control construction now equals live's byte for byte (209 captures, e.g. GruntMonkey world2); the decoder reads 50 as an activity. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
69 lines
2.3 KiB
C++
69 lines
2.3 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "Entity.h"
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#include "ScriptComponent.h"
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#include "GameMessages.h"
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#include "Amf3.h"
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#include <ranges>
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ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client) : Component(parent, componentID) {
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m_Serialized = serialized;
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m_Client = client;
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m_ScriptName = scriptName;
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SetScript(scriptName);
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Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
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}
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void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// A server-only script (the zone control object's) sends nothing: the client made no script component for it
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if (!m_Serialized) return;
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if (bIsInitialUpdate) {
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const auto& networkSettings = m_Parent->GetNetworkSettings();
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auto hasNetworkSettings = !networkSettings.values.empty();
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outBitStream.Write(hasNetworkSettings);
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if (hasNetworkSettings) {
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// First write the most inner LDF data
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RakNet::BitStream ldfData;
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ldfData.Write<uint8_t>(0);
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ldfData.Write<uint32_t>(networkSettings.values.size());
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for (const auto& networkSetting : networkSettings.values | std::views::values) {
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networkSetting->WriteToPacket(ldfData);
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}
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// Finally write everything to the stream
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outBitStream.Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
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outBitStream.Write(ldfData);
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}
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}
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}
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CppScripts::Script* const ScriptComponent::GetScript() {
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return m_Script;
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}
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void ScriptComponent::SetScript(const std::string& scriptName) {
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// Scripts are managed by the CppScripts class and are effecitvely singletons
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// and they may also be used by other script components so DON'T delete them.
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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bool ScriptComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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auto& scriptInfo = reportInfo.info->PushDebug("Script");
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scriptInfo.PushDebug<AMFStringValue>("Script Name") = m_ScriptName.empty() ? "None" : m_ScriptName;
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auto& networkSettings = scriptInfo.PushDebug("Network Settings");
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for (const auto& setting : m_Parent->GetNetworkSettings().values | std::views::values) {
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networkSettings.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(setting->GetKey())) = setting->GetValueAsString();
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}
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return true;
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}
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