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https://github.com/DarkflameUniverse/DarkflameServer.git
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Converts the property messages to NetGameMsgs in PropertyMessages.{h,cpp}.
Sent: OpenPropertyVendor, OpenPropertyManagement, DownloadPropertyData
(replaces PropertyDataMessage, now with the client's PropertyData field
names), PropertyRentalResponse, PropertyEntranceBegin,
PropertySelectQuery (replaces PropertySelectQueryProperty with the
client's PropertyInfo), GetModelsOnProperty, PlaceModelResponse and
HandleUGCEquipPre/PostDeleteBasedOnEditMode. Received, registered in
GameMessageHandler's map: SetPropertyAccess,
UpdatePropertyOrModelForFilterCheck, QueryPropertyData,
PropertyEditorBegin/End, PropertyContentsFromClient,
ZonePropertyModelEquipped/Rotated, PlacePropertyModel,
UpdateModelFromClient, DeleteModelFromClient, ControlBehaviors,
PropertyEntranceSync, EnterProperty1, UpdatePropertyPerformanceCost,
ReportOffensiveModel/Property and GetHotPropertyData. The news screen's
NewsSendHotPropertiesInfoToClient moves here with the top properties
lookup; the dashboard's player reports now take the decoded text.
Handlers keep their logic and hand the work to PropertyManagementComponent,
PropertyVendorComponent, PropertyEntranceComponent and
MultiZoneEntranceComponent as before. Messages whose payload DLU ignored
(PropertyEditorBegin, PropertyContentsFromClient, ZonePropertyModel*)
now read it with the client's layout. The never-called
SendZonePropertyModelEquipped (which wrote no default flags) is gone.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions, PropertyDataMessage
and PropertySelectQueryProperty over an input grid (to one client and
broadcast), received messages compared with the old handlers' read
sequences with every truncated payload rejected, hand computed golden
bytes, round trips and a mutation check. Layouts confirmed against the
1.10.64 client in Ghidra. Known wire bug kept as is: PlaceModelResponse
writes response where the client reads a rotation quaternion
(PlaceModelResponse::Deserialize 0x00dc0170).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
656 lines
24 KiB
C++
656 lines
24 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "GameMessageHandler.h"
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#include "WorldMigration.h"
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#include "MissionComponent.h"
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#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "RakNetworkFactory.h"
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#include <future>
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#include "User.h"
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#include "UserManager.h"
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#include "BitStream.h"
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#include "RakPeer.h"
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#include "DestroyableComponent.h"
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#include "InventoryComponent.h"
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#include "Character.h"
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#include "ControllablePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "CppScripts.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "SkillComponent.h"
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#include "RacingControlComponent.h"
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#include "RequestServerProjectileImpact.h"
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#include "SyncSkill.h"
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#include "StartSkill.h"
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#include "EchoStartSkill.h"
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#include "EchoSyncSkill.h"
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#include "ActivityMessages.h"
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#include "RacingMessages.h"
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#include "MissionMessages.h"
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#include "PetMessages.h"
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#include "PropertyMessages.h"
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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#include "ServiceType.h"
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#include "MessageType/Game.h"
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#include "ePlayerFlag.h"
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#include "dConfig.h"
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#include "GhostComponent.h"
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#include "eGameMasterLevel.h"
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#include "StringifiedEnum.h"
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#include "MessageInspector.h"
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namespace {
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using enum MessageType::Game;
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using namespace GameMessages;
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using MessageCreator = std::function<std::unique_ptr<GameMessages::NetGameMsg>()>;
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std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
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{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
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{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
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{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
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{ PICKUP_ITEM, []() { return std::make_unique<PickupItem>(); } },
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{ REQUEST_ACTIVITY_EXIT, []() { return std::make_unique<RequestActivityExit>(); } },
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// Racing
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{ MODULE_ASSEMBLY_QUERY_DATA, []() { return std::make_unique<ModuleAssemblyQueryData>(); } },
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{ VEHICLE_SET_WHEEL_LOCK_STATE, []() { return std::make_unique<VehicleSetWheelLockState>(); } },
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{ MODULAR_ASSEMBLY_NIF_COMPLETED, []() { return std::make_unique<ModularAssemblyNIFCompleted>(); } },
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{ RACING_CLIENT_READY, []() { return std::make_unique<RacingClientReady>(); } },
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{ NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerAddPassiveBoostAction>(); } },
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{ NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION, []() { return std::make_unique<VehicleNotifyServerRemovePassiveBoostAction>(); } },
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{ RACING_PLAYER_INFO_RESET_FINISHED, []() { return std::make_unique<RacingPlayerInfoResetFinished>(); } },
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{ VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER, []() { return std::make_unique<VehicleNotifyHitImaginationServer>(); } },
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// Missions, flags, collectibles
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{ RESPOND_TO_MISSION, []() { return std::make_unique<RespondToMission>(); } },
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{ MISSION_DIALOGUE_OK, []() { return std::make_unique<MissionDialogueOK>(); } },
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{ REQUEST_LINKED_MISSION, []() { return std::make_unique<RequestLinkedMission>(); } },
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{ SET_FLAG, []() { return std::make_unique<SetFlag>(); } },
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{ HAS_BEEN_COLLECTED, []() { return std::make_unique<HasBeenCollected>(); } },
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// Pets
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{ PET_TAMING_TRY_BUILD, []() { return std::make_unique<PetTamingTryBuild>(); } },
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{ NOTIFY_TAMING_BUILD_SUCCESS, []() { return std::make_unique<NotifyTamingBuildSuccess>(); } },
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{ REQUEST_SET_PET_NAME, []() { return std::make_unique<RequestSetPetName>(); } },
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{ START_SERVER_PET_MINIGAME_TIMER, []() { return std::make_unique<StartServerPetMinigameTimer>(); } },
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{ CLIENT_EXIT_TAMING_MINIGAME, []() { return std::make_unique<ClientExitTamingMinigame>(); } },
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{ COMMAND_PET, []() { return std::make_unique<CommandPet>(); } },
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{ DESPAWN_PET, []() { return std::make_unique<DespawnPet>(); } },
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// Property
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{ SET_PROPERTY_ACCESS, []() { return std::make_unique<SetPropertyAccess>(); } },
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{ UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK, []() { return std::make_unique<UpdatePropertyOrModelForFilterCheck>(); } },
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{ QUERY_PROPERTY_DATA, []() { return std::make_unique<QueryPropertyData>(); } },
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{ PROPERTY_EDITOR_BEGIN, []() { return std::make_unique<PropertyEditorBegin>(); } },
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{ PROPERTY_EDITOR_END, []() { return std::make_unique<PropertyEditorEnd>(); } },
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{ PROPERTY_CONTENTS_FROM_CLIENT, []() { return std::make_unique<PropertyContentsFromClient>(); } },
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{ ZONE_PROPERTY_MODEL_EQUIPPED, []() { return std::make_unique<ZonePropertyModelEquipped>(); } },
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{ ZONE_PROPERTY_MODEL_ROTATED, []() { return std::make_unique<ZonePropertyModelRotated>(); } },
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{ PLACE_PROPERTY_MODEL, []() { return std::make_unique<PlacePropertyModel>(); } },
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{ UPDATE_MODEL_FROM_CLIENT, []() { return std::make_unique<UpdateModelFromClient>(); } },
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{ DELETE_MODEL_FROM_CLIENT, []() { return std::make_unique<DeleteModelFromClient>(); } },
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{ CONTROL_BEHAVIORS, []() { return std::make_unique<GameMessages::ControlBehaviors>(); } },
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{ PROPERTY_ENTRANCE_SYNC, []() { return std::make_unique<PropertyEntranceSync>(); } },
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{ ENTER_PROPERTY1, []() { return std::make_unique<EnterProperty1>(); } },
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{ UPDATE_PROPERTY_PERFORMANCE_COST, []() { return std::make_unique<UpdatePropertyPerformanceCost>(); } },
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{ REPORT_OFFENSIVE_MODEL, []() { return std::make_unique<ReportOffensiveModel>(); } },
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{ REPORT_OFFENSIVE_PROPERTY, []() { return std::make_unique<ReportOffensiveProperty>(); } },
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{ GET_HOT_PROPERTY_DATA, []() { return std::make_unique<GetHotPropertyData>(); } },
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};
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};
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
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// The dashboard's message inspector (sees every message a client sends; nothing to do unless a capture runs)
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if (MessageInspector::IsCapturing()) MessageInspector::RecordReceived(sysAddr, objectID, messageID, inStream);
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CBITSTREAM;
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// Get the entity
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Entity* entity = Game::entityManager->GetEntity(objectID);
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User* usr = UserManager::Instance()->GetUser(sysAddr);
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if (!usr) {
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LOG("Failed to find a logged in user for (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (!entity) {
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LOG("Failed to find associated entity (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
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return;
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}
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if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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auto handler = g_MessageHandlers.find(messageID);
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if (handler != g_MessageHandlers.end()) {
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auto msg = handler->second();
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// Verify that the system address user is able to use this message.
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if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
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auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
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if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
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if (usingEntity) LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
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else LOG("ObjectID %llu tried to use a gm required message.", usr->GetLoggedInChar());
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return;
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}
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}
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if (!msg->Deserialize(inStream)) {
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LOG("Dropping malformed GM %4i, %s from (%llu) targeting (%llu)", messageID, StringifiedEnum::ToString(messageID).data(), usr->GetLoggedInChar(), objectID);
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return;
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}
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msg->Handle(*entity, sysAddr);
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return;
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}
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switch (messageID) {
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case MessageType::Game::UN_USE_BBB_MODEL: {
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GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::PLAY_EMOTE: {
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GameMessages::HandlePlayEmote(inStream, entity);
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break;
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}
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case MessageType::Game::MOVE_ITEM_IN_INVENTORY: {
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GameMessages::HandleMoveItemInInventory(inStream, entity);
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break;
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}
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case MessageType::Game::REMOVE_ITEM_FROM_INVENTORY: {
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GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::EQUIP_INVENTORY:
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GameMessages::HandleEquipItem(inStream, entity);
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break;
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case MessageType::Game::UN_EQUIP_INVENTORY:
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GameMessages::HandleUnequipItem(inStream, entity);
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break;
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// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
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case MessageType::Game::SELECT_SKILL: {
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auto var = entity->GetVar<bool>(u"dlu_first_time_load");
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if (var) {
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entity->SetVar<bool>(u"dlu_first_time_load", false);
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InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent) inventoryComponent->FixInvisibleItems();
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}
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break;
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}
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendPlayerReady(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* ghostComponent = entity->GetComponent<GhostComponent>();
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if (ghostComponent != nullptr) {
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ghostComponent->ConstructLimboEntities();
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}
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InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
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if (inv) {
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// Clear server-side skill state so AddItemSkills sends fresh AddSkill
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// packets to the now-ready client. Skills sent during entity construction
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// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
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inv->ClearSkills();
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auto items = inv->GetEquippedItems();
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for (auto pair : items) {
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const auto item = pair.second;
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inv->AddItemSkills(item.lot);
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}
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// Fixes a bug where testmapping too fast causes large item inventories to become invisible.
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// Only affects item inventory
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GameMessages::SendSetInventorySize(entity, eInventoryType::ITEMS, inv->GetInventory(eInventoryType::ITEMS)->GetSize());
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}
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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auto* const destroyable = entity->GetComponent<DestroyableComponent>();
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if (destroyable) destroyable->SetImagination(destroyable->GetImagination());
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Game::entityManager->SerializeEntity(entity);
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std::vector<Entity*> racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
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for (Entity* racingController : racingControllers) {
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auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
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if (racingComponent != nullptr) {
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racingComponent->OnPlayerLoaded(entity);
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}
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}
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Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
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if (zoneControl) {
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zoneControl->GetScript()->OnPlayerLoaded(zoneControl, entity);
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}
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std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
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for (Entity* scriptEntity : scriptedActs) {
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if (!zoneControl || scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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scriptEntity->GetScript()->OnPlayerLoaded(scriptEntity, entity);
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}
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}
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//Kill player if health == 0
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if (entity->GetIsDead()) {
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entity->Smash(entity->GetObjectID());
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}
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//if the player has moved significantly, move them back:
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if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
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// Disabled until fixed
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//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
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}
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/**
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* Invoke the OnZoneLoad event on the player character
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*/
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auto* character = entity->GetCharacter();
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if (character != nullptr) {
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character->OnZoneLoad();
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}
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// Moved here from another instance: put back what their save doesn't keep (the pet that was out)
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WorldMigration::OnPlayerLoaded(entity);
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LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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|| !entity->GetCharacter()
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|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
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if (!entity) return;
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GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
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});
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break;
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}
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case MessageType::Game::MISSION_DIALOGUE_CANCELLED: {
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// This message is pointless for our implementation, as the client just carries on after
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// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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case MessageType::Game::REQUEST_PLATFORM_RESYNC: {
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GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::FIRE_EVENT_SERVER_SIDE: {
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GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::ACTIVITY_STATE_CHANGE_REQUEST: {
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GameMessages::HandleActivityStateChangeRequest(inStream, entity);
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break;
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}
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case MessageType::Game::PARSE_CHAT_MESSAGE: {
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GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
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break;
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}
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case MessageType::Game::PICKUP_CURRENCY: {
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GameMessages::HandlePickupCurrency(inStream, entity);
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break;
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}
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case MessageType::Game::RESURRECT: {
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GameMessages::HandleResurrect(inStream, entity);
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break;
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}
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case MessageType::Game::REQUEST_RESURRECT: {
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GameMessages::SendResurrect(entity);
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break;
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}
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case MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT:
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{
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auto message = RequestServerProjectileImpact();
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message.Deserialize(inStream);
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auto* skill_component = entity->GetComponent<SkillComponent>();
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if (skill_component != nullptr) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&message.sBitStream[0]), message.sBitStream.size(), false);
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skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
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}
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break;
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}
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case MessageType::Game::START_SKILL: {
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StartSkill startSkill = StartSkill();
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startSkill.Deserialize(inStream); // inStream replaces &bitStream
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if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;
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MissionComponent* comp = entity->GetComponent<MissionComponent>();
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if (comp) {
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comp->Progress(eMissionTaskType::USE_SKILL, startSkill.skillID);
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}
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CDSkillBehaviorTable* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
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bool success = false;
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if (behaviorId > 0) {
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auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&startSkill.sBitStream[0]), startSkill.sBitStream.size(), false);
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auto* const skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent) success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
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}
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}
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if (Game::server->GetZoneID() == 1302) {
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break;
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}
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if (success) {
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//Broadcast our startSkill:
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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EchoStartSkill echoStartSkill;
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echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
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echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
|
|
echoStartSkill.iCastType = startSkill.iCastType;
|
|
echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
|
|
echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
|
|
echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
|
|
echoStartSkill.originatorRot = startSkill.originatorRot;
|
|
echoStartSkill.sBitStream = startSkill.sBitStream;
|
|
echoStartSkill.skillID = startSkill.skillID;
|
|
echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
|
|
echoStartSkill.Serialize(bitStreamLocal);
|
|
|
|
Game::server->Send(bitStreamLocal, entity->GetSystemAddress(), true);
|
|
}
|
|
} break;
|
|
|
|
case MessageType::Game::SYNC_SKILL: {
|
|
RakNet::BitStream bitStreamLocal;
|
|
BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
|
|
bitStreamLocal.Write(entity->GetObjectID());
|
|
|
|
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
|
|
|
|
std::ostringstream buffer;
|
|
|
|
for (unsigned int k = 0; k < sync.sBitStream.size(); k++) {
|
|
char s;
|
|
s = sync.sBitStream.at(k);
|
|
buffer << std::setw(2) << std::hex << std::setfill('0') << static_cast<int>(s) << " ";
|
|
}
|
|
|
|
if (usr != nullptr) {
|
|
auto bs = RakNet::BitStream(reinterpret_cast<unsigned char*>(&sync.sBitStream[0]), sync.sBitStream.size(), false);
|
|
|
|
auto* const skillComponent = entity->GetComponent<SkillComponent>();
|
|
|
|
if (skillComponent) skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
|
|
}
|
|
|
|
EchoSyncSkill echo = EchoSyncSkill();
|
|
echo.bDone = sync.bDone;
|
|
echo.sBitStream = sync.sBitStream;
|
|
echo.uiBehaviorHandle = sync.uiBehaviorHandle;
|
|
echo.uiSkillHandle = sync.uiSkillHandle;
|
|
|
|
echo.Serialize(bitStreamLocal);
|
|
|
|
Game::server->Send(bitStreamLocal, sysAddr, true);
|
|
} break;
|
|
|
|
case MessageType::Game::REQUEST_SMASH_PLAYER:
|
|
entity->Smash(entity->GetObjectID());
|
|
break;
|
|
|
|
case MessageType::Game::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
|
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODULAR_BUILD_FINISH:
|
|
GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PUSH_EQUIPPED_ITEMS_STATE:
|
|
GameMessages::HandlePushEquippedItemsState(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::POP_EQUIPPED_ITEMS_STATE:
|
|
GameMessages::HandlePopEquippedItemsState(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::BUY_FROM_VENDOR:
|
|
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SELL_TO_VENDOR:
|
|
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BUYBACK_FROM_VENDOR:
|
|
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODULAR_BUILD_MOVE_AND_EQUIP:
|
|
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::DONE_ARRANGING_WITH_ITEM:
|
|
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODULAR_BUILD_CONVERT_MODEL:
|
|
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BUILD_MODE_SET:
|
|
GameMessages::HandleBuildModeSet(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::REBUILD_CANCEL:
|
|
GameMessages::HandleQuickBuildCancel(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::MATCH_REQUEST:
|
|
GameMessages::HandleMatchRequest(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::USE_NON_EQUIPMENT_ITEM:
|
|
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::CLIENT_ITEM_CONSUMED:
|
|
GameMessages::HandleClientItemConsumed(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::SET_CONSUMABLE_ITEM:
|
|
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::VERIFY_ACK:
|
|
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Trading
|
|
case MessageType::Game::CLIENT_TRADE_REQUEST:
|
|
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_CANCEL:
|
|
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_ACCEPT:
|
|
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CLIENT_TRADE_UPDATE:
|
|
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MESSAGE_BOX_RESPOND:
|
|
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CHOICE_BOX_RESPOND:
|
|
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::START_BUILDING_WITH_ITEM:
|
|
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SET_BUILD_MODE:
|
|
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BBB_LOAD_ITEM_REQUEST:
|
|
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::BBB_SAVE_REQUEST:
|
|
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Racing: most racing messages are registered in g_MessageHandlers
|
|
case MessageType::Game::ACKNOWLEDGE_POSSESSION:
|
|
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::REQUEST_DIE:
|
|
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
|
|
break;
|
|
// SG
|
|
case MessageType::Game::UPDATE_SHOOTING_GALLERY_ROTATION:
|
|
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// NT
|
|
case MessageType::Game::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
|
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::TOGGLE_GHOST_REFERENCE_OVERRIDE:
|
|
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::SET_GHOST_REFERENCE_POSITION:
|
|
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::READY_FOR_UPDATES:
|
|
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
|
|
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
|
|
break;
|
|
|
|
case MessageType::Game::REPORT_BUG:
|
|
GameMessages::HandleReportBug(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::CLIENT_RAIL_MOVEMENT_READY:
|
|
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CANCEL_RAIL_MOVEMENT:
|
|
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::PLAYER_RAIL_ARRIVED_NOTIFICATION:
|
|
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::CINEMATIC_UPDATE:
|
|
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case MessageType::Game::MODIFY_PLAYER_ZONE_STATISTIC:
|
|
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::UPDATE_PLAYER_STATISTIC:
|
|
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
|
|
break;
|
|
|
|
case MessageType::Game::DISMOUNT_COMPLETE:
|
|
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::DECTIVATE_BUBBLE_BUFF:
|
|
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ACTIVATE_BUBBLE_BUFF:
|
|
GameMessages::HandleActivateBubbleBuff(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ZONE_SUMMARY_DISMISSED:
|
|
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
|
|
break;
|
|
case MessageType::Game::ADD_DONATION_ITEM:
|
|
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::REMOVE_DONATION_ITEM:
|
|
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::CONFIRM_DONATION_ON_PLAYER:
|
|
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
|
|
break;
|
|
case MessageType::Game::CANCEL_DONATION_ON_PLAYER:
|
|
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
|
|
break;
|
|
case MessageType::Game::REQUEST_VENDOR_STATUS_UPDATE:
|
|
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
|
|
break;
|
|
case MessageType::Game::UPDATE_INVENTORY_GROUP:
|
|
GameMessages::HandleUpdateInventoryGroup(inStream, entity, sysAddr);
|
|
break;
|
|
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
|
|
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
default:
|
|
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
|
|
break;
|
|
}
|
|
}
|