Files
DarkflameServer/dGame/dComponents/SkillComponent.cpp
Aaron Kimbrell 27de0cf268 refactor: skill and projectile game messages as structs
Converts the skill messages to NetGameMsgs in SkillMessages.{h,cpp}:
AddSkill and RemoveSkill (SendToClient, as before), EchoStartSkill,
EchoSyncSkill and DoClientProjectileImpact, and the received
SelectSkill, StartSkill, SyncSkill and RequestServerProjectileImpact.
The one-off StartSkill, EchoStartSkill, SyncSkill, EchoSyncSkill,
RequestServerProjectileImpact and DoClientProjectileImpact classes are
deleted; SkillComponent, BehaviorContext and InventoryComponent build
the structs, and the dashboard's message decoder reads them.

The received messages are registered in GameMessageHandler's map and
their switch cases are deleted; the handlers call SkillComponent as
before. The echoes still go to every client except the caster, through
the new NetGameMsg::BroadcastExcept. SelectSkill still accepts any
payload, since the old case read nothing. Handler logic is unchanged
(the SyncSkill case's unused hex dump of the payload is dropped).

No wire change. Verified byte for byte against frozen verbatim copies
of the old classes and functions over an input grid (every optional
field set and unset, empty, short and long behavior streams), received
messages compared with the old classes' read sequences and truncated
payloads rejected, the echo's broadcast-except destination compared
with the old send, hand computed golden bytes, round trips, and a
deliberate mutation made the tests fail. Messages that fail to
deserialize are now dropped instead of being handled half read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:53 -05:00

498 lines
13 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SkillComponent.h"
#include <sstream>
#include <vector>
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "Behavior.h"
#include "CDClientDatabase.h"
#include "dServer.h"
#include "EntityManager.h"
#include "Game.h"
#include "BitStreamUtils.h"
#include "BaseCombatAIComponent.h"
#include "ScriptComponent.h"
#include "BuffComponent.h"
#include "SkillMessages.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "ServiceType.h"
#include "MessageType/Client.h"
ProjectileSyncEntry::ProjectileSyncEntry() {
}
std::unordered_map<uint32_t, uint32_t> SkillComponent::m_skillBehaviorCache = {};
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream& bitStream, const LWOOBJID target, uint32_t skillID) {
auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
context->caster = m_Parent->GetObjectID();
context->skillID = skillID;
this->m_managedBehaviors.insert({ skillUid, context });
auto* behavior = Behavior::CreateBehavior(behaviorId);
const auto branch = BehaviorBranchContext(target, 0);
behavior->Handle(context, bitStream, branch);
context->ExecuteUpdates();
return !context->failed;
}
void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream& bitStream) {
const auto index = this->m_managedBehaviors.equal_range(skillUid);
if (index.first == this->m_managedBehaviors.end()) {
LOG("Failed to find skill with uid (%i)!", skillUid, syncId);
return;
}
bool foundSyncId = false;
for (auto it = index.first; it != index.second && !foundSyncId; ++it) {
const auto& context = it->second;
foundSyncId = context->SyncBehavior(syncId, bitStream);
}
if (!foundSyncId) {
LOG("Failed to find sync id (%i) for skill with uid (%i)!", syncId, skillUid);
}
}
void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::BitStream& bitStream, const LWOOBJID target) {
auto index = -1;
for (auto i = 0u; i < this->m_managedProjectiles.size(); ++i) {
const auto& projectile = this->m_managedProjectiles.at(i);
if (projectile.id == projectileId) {
index = i;
break;
}
}
if (index == -1) {
LOG("Failed to find projectile id (%llu)!", projectileId);
return;
}
const auto sync_entry = this->m_managedProjectiles.at(index);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
query.bind(1, static_cast<int>(sync_entry.lot));
auto result = query.execQuery();
if (result.eof()) {
LOG("Failed to find skill id for (%i)!", sync_entry.lot);
return;
}
const auto behavior_id = static_cast<uint32_t>(result.getIntField("behaviorID"));
result.finalize();
auto* behavior = Behavior::CreateBehavior(behavior_id);
auto branch = sync_entry.branchContext;
branch.isProjectile = true;
if (target != LWOOBJID_EMPTY) {
branch.target = target;
}
behavior->Handle(sync_entry.context, bitStream, branch);
this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
GameMessages::ActivityNotify notify;
notify.notification.Insert<int32_t>(u"shot_done", sync_entry.skillId);
m_Parent->OnActivityNotify(notify);
}
void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot) {
ProjectileSyncEntry entry;
entry.context = context;
entry.branchContext = branch;
entry.lot = lot;
entry.id = projectileId;
entry.skillId = context->skillID;
this->m_managedProjectiles.push_back(entry);
}
void SkillComponent::Update(const float deltaTime) {
if (!m_Parent->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_Parent->GetLOT() != 1) {
CalculateUpdate(deltaTime);
}
if (m_Parent->IsPlayer()) {
for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
}
std::multimap<uint32_t, BehaviorContext*> keep{};
for (const auto& pair : this->m_managedBehaviors) {
auto* context = pair.second;
if (context == nullptr) {
continue;
}
if (context->clientInitalized) {
context->CalculateUpdate(deltaTime);
} else {
context->Update(deltaTime);
}
// Cleanup old behaviors
if (context->syncEntries.empty() && context->timerEntries.empty()) {
auto any = false;
for (const auto& projectile : this->m_managedProjectiles) {
if (projectile.context == context) {
any = true;
break;
}
}
if (!any) {
context->Reset();
delete context;
context = nullptr;
continue;
}
}
keep.insert({ pair.first, context });
}
this->m_managedBehaviors = keep;
}
void SkillComponent::Reset() {
for (const auto& behavior : this->m_managedBehaviors) {
delete behavior.second;
}
this->m_managedProjectiles.clear();
this->m_managedBehaviors.clear();
}
void SkillComponent::Interrupt() {
// TODO: need to check immunities on the destroyable component, but they aren't implemented
auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
if (combat != nullptr && combat->GetStunImmune()) return;
for (const auto& behavior : this->m_managedBehaviors) {
for (const auto& behaviorEndEntry : behavior.second->endEntries) {
behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second);
}
behavior.second->endEntries.clear();
if (m_Parent->IsPlayer()) continue;
behavior.second->Interrupt();
}
}
void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime,
const NiPoint3& startPosition, const NiPoint3& velocity, const bool trackTarget, const float trackRadius) {
ProjectileSyncEntry entry;
entry.context = context;
entry.branchContext = branch;
entry.lot = lot;
entry.calculation = true;
entry.time = 0;
entry.maxTime = maxTime;
entry.id = projectileId;
entry.startPosition = startPosition;
entry.lastPosition = startPosition;
entry.velocity = velocity;
entry.trackTarget = trackTarget;
entry.trackRadius = trackRadius;
this->m_managedProjectiles.push_back(entry);
}
bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID, const int32_t castType, const NiQuaternion rotationOverride) {
uint32_t behaviorId = -1;
// try to find it via the cache
const auto& pair = m_skillBehaviorCache.find(skillId);
// if it's not in the cache look it up and cache it
if (pair == m_skillBehaviorCache.end()) {
auto skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
behaviorId = skillTable->GetSkillByID(skillId).behaviorID;
m_skillBehaviorCache.insert_or_assign(skillId, behaviorId);
} else {
behaviorId = pair->second;
}
// check to see if we got back a valid behavior
if (behaviorId == -1) {
LOG_DEBUG("Tried to cast skill %i but found no behavior", skillId);
return false;
}
return CalculateBehavior(skillId, behaviorId, target, false, false, optionalOriginatorID, castType, rotationOverride).success;
}
SkillExecutionResult SkillComponent::CalculateBehavior(
const uint32_t skillId,
const uint32_t behaviorId,
const LWOOBJID target,
const bool ignoreTarget,
const bool clientInitalized,
const LWOOBJID originatorOverride,
const int32_t castType,
const NiQuaternion rotationOverride) {
RakNet::BitStream bitStream{};
auto* behavior = Behavior::CreateBehavior(behaviorId);
auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true);
context->caster = m_Parent->GetObjectID();
context->skillID = skillId;
context->clientInitalized = clientInitalized;
context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
behavior->Calculate(context, bitStream, { target, 0 });
m_Parent->GetScript()->OnSkillCast(m_Parent, skillId);
if (!context->foundTarget) {
delete context;
// Invalid attack
return { false, 0 };
}
this->m_managedBehaviors.insert({ context->skillUId, context });
if (!clientInitalized) {
// Echo start skill
GameMessages::EchoStartSkill start;
start.target = this->m_Parent->GetObjectID();
start.iCastType = castType;
start.skillID = skillId;
start.uiSkillHandle = context->skillUId;
start.optionalOriginatorID = context->originator;
start.optionalTargetID = target;
auto* originator = Game::entityManager->GetEntity(context->originator);
if (originator != nullptr) {
start.originatorRot = originator->GetRotation();
}
if (rotationOverride != QuatUtils::IDENTITY) {
start.originatorRot = rotationOverride;
}
//start.optionalTargetID = target;
start.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
start.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
context->ExecuteUpdates();
// Valid attack
return { true, context->skillTime };
}
void SkillComponent::CalculateUpdate(const float deltaTime) {
if (this->m_managedBehaviors.empty())
return;
for (const auto& managedBehavior : this->m_managedBehaviors) {
if (managedBehavior.second == nullptr) {
continue;
}
managedBehavior.second->CalculateUpdate(deltaTime);
}
for (auto& managedProjectile : this->m_managedProjectiles) {
auto entry = managedProjectile;
if (!entry.calculation) continue;
entry.time += deltaTime;
auto* origin = Game::entityManager->GetEntity(entry.context->originator);
if (origin == nullptr) {
continue;
}
const auto targets = origin->GetTargetsInPhantom();
const auto position = entry.startPosition + (entry.velocity * entry.time);
for (const auto& targetId : targets) {
auto* target = Game::entityManager->GetEntity(targetId);
const auto targetPosition = target->GetPosition();
const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition);
const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint);
if (distance > 3 * 3) {
// TODO There is supposed to be an implementation for homing projectiles here
continue;
}
entry.branchContext.target = targetId;
SyncProjectileCalculation(entry);
entry.time = entry.maxTime;
break;
}
entry.lastPosition = position;
managedProjectile = entry;
}
std::vector<ProjectileSyncEntry> valid;
for (auto& entry : this->m_managedProjectiles) {
if (entry.calculation) {
if (entry.time >= entry.maxTime) {
entry.branchContext.target = LWOOBJID_EMPTY;
SyncProjectileCalculation(entry);
continue;
}
}
valid.push_back(entry);
}
this->m_managedProjectiles = valid;
}
void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry) const {
auto* other = Game::entityManager->GetEntity(entry.branchContext.target);
if (other == nullptr) {
if (entry.branchContext.target != LWOOBJID_EMPTY) {
LOG("Invalid projectile target (%llu)!", entry.branchContext.target);
}
return;
}
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
query.bind(1, static_cast<int>(entry.lot));
auto result = query.execQuery();
if (result.eof()) {
LOG("Failed to find skill id for (%i)!", entry.lot);
return;
}
const auto behaviorId = static_cast<uint32_t>(result.getIntField("behaviorID"));
result.finalize();
auto* behavior = Behavior::CreateBehavior(behaviorId);
RakNet::BitStream bitStream{};
behavior->Calculate(entry.context, bitStream, entry.branchContext);
GameMessages::DoClientProjectileImpact projectileImpact;
projectileImpact.target = this->m_Parent->GetObjectID();
projectileImpact.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
projectileImpact.i64OrgID = entry.id;
projectileImpact.i64TargetID = entry.branchContext.target;
projectileImpact.Send(UNASSIGNED_SYSTEM_ADDRESS);
entry.context->ExecuteUpdates();
}
void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID target, LWOOBJID source) {
BehaviorContext context{ source };
context.unmanaged = true;
context.caster = target;
auto* behavior = Behavior::CreateBehavior(behaviorId);
RakNet::BitStream bitStream{};
behavior->Handle(&context, bitStream, { target });
}
void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) {
BehaviorContext context{ target };
context.caster = target;
auto* behavior = Behavior::CreateBehavior(behaviorId);
behavior->UnCast(&context, { target });
}
SkillComponent::SkillComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
this->m_skillUid = 0;
}
SkillComponent::~SkillComponent() {
Reset();
}
void SkillComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) outBitStream.Write0();
}
/// <summary>
/// Get a unique skill ID for syncing behaviors to the client
/// </summary>
/// <returns>Unique skill ID</returns>
uint32_t SkillComponent::GetUniqueSkillId() {
return ++this->m_skillUid;
}