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Live answered PlayerLoaded with PlayerReady to the player and then a second PlayerReady to the zone control object (0x3FFFFFFFFFFE), both to the loading client: 235 of 237 captured loads carry exactly that pair. DLU sent only the first. The zone control object's client-side zone scripts are what can react to it (inferred: the client's component handlers only act on the player's own PlayerReady). Check: load into Avant Gardens, Nimbus Station, a property and an instance (a survival or dragon battle): the zone plays its intro, music and UI as before and nothing is stuck waiting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
278 lines
10 KiB
C++
278 lines
10 KiB
C++
#include "ZoneMessages.h"
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#include "BitStreamUtils.h"
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#include "CDClientManager.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "CppScripts.h"
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#include "DestroyableComponent.h"
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#include "EffectsMessages.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "GhostComponent.h"
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#include "InventoryComponent.h"
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#include "InventoryMessages.h"
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#include "LevelProgressionComponent.h"
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#include "RacingControlComponent.h"
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#include "WorldMigration.h"
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#include "BrickByBrick.h"
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#include "PropertyManagementComponent.h"
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#include "dConfig.h"
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#include "dZoneManager.h"
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#include "eReplicaComponentType.h"
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#include "eTriggerEventType.h"
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#include "ePlayerFlag.h"
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#include <sstream>
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namespace GameMessages {
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void PlayerLoaded::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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}
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bool PlayerLoaded::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(playerID);
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}
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void SendPlayerReady(const LWOOBJID player, const LWOOBJID zoneControl, const SystemAddress& sysAddr) {
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PlayerReady playerReady;
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playerReady.target = player;
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playerReady.SendToClient(sysAddr);
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if (zoneControl == LWOOBJID_EMPTY) return;
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playerReady.target = zoneControl;
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playerReady.SendToClient(sysAddr);
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}
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void PlayerLoaded::Handle(Entity& entityRef, const SystemAddress& sysAddr) {
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auto* entity = &entityRef;
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const auto* const zoneControlEntity = Game::entityManager->GetZoneControlEntity();
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SendPlayerReady(entity->GetObjectID(), zoneControlEntity ? zoneControlEntity->GetObjectID() : LWOOBJID_EMPTY, 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::SetInventorySize setSize;
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setSize.target = entity->GetObjectID();
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setSize.inventoryType = eInventoryType::ITEMS;
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setSize.size = inv->GetInventory(eInventoryType::ITEMS)->GetSize();
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setSize.SendToClient(entity->GetSystemAddress());
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}
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RestoreToPostLoadStats restoreStats;
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restoreStats.target = entity->GetObjectID();
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restoreStats.SendToClient(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::Teleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), true).Send(entity->GetSystemAddress());
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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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// A brick by brick build that ended without a save (disconnect, crash): rebuild the autosave or give back the
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// models that were open
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BrickByBrick::OnPlayerLoaded(*entity);
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// On a property: whether they are a best friend of the owner, who may build (and the owner arriving lets them)
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if (auto* property = PropertyManagementComponent::Instance()) property->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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PlayerReady zoneReady;
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zoneReady.target = Game::zoneManager->GetZoneControlObject()->GetObjectID();
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zoneReady.SendToClient(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::EndCinematic endCinematic;
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endCinematic.target = entity->GetObjectID();
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endCinematic.Send(sysAddr);
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});
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}
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void ReadyForUpdates::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(objectID);
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}
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bool ReadyForUpdates::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(objectID);
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}
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void InvalidZoneTransferList::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, customerFeedbackURL);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, invalidMapTransferList);
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bitStream.Write(bCustomerFeedbackOnExit);
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bitStream.Write(bCustomerFeedbackOnInvalidMapTransfer);
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}
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bool InvalidZoneTransferList::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, customerFeedbackURL));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, invalidMapTransferList));
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VALIDATE_READ(bitStream.Read(bCustomerFeedbackOnExit));
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VALIDATE_READ(bitStream.Read(bCustomerFeedbackOnInvalidMapTransfer));
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return true;
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}
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void DisplayZoneSummary::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(isPropertyMap);
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bitStream.Write(isZoneStart);
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BitStreamUtils::WriteOptional(bitStream, sender, LWOOBJID_EMPTY);
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}
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bool DisplayZoneSummary::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(isPropertyMap));
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VALIDATE_READ(bitStream.Read(isZoneStart));
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, sender, LWOOBJID_EMPTY));
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return true;
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}
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void ZoneSummaryDismissed::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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}
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bool ZoneSummaryDismissed::Deserialize(RakNet::BitStream& bitStream) {
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return bitStream.Read(playerID);
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}
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void ZoneSummaryDismissed::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* player = Game::entityManager->GetEntity(playerID);
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entity.TriggerEvent(eTriggerEventType::ZONE_SUMMARY_DISMISSED, player);
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}
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void NotifyServerLevelProcessingComplete::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* levelComp = entity.GetComponent<LevelProgressionComponent>();
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if (!levelComp) return;
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auto* character = entity.GetComponent<CharacterComponent>();
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if (!character) return;
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//Update our character's level in memory:
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levelComp->SetLevel(levelComp->GetLevel() + 1);
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levelComp->HandleLevelUp();
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auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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auto* inventory = inventoryComponent->GetInventory(ITEMS);
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if (inventory != nullptr && Game::config->GetValue("disable_extra_backpack") != "1") {
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inventory->SetSize(inventory->GetSize() + 2);
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}
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}
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//Play the level up effect:
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GameMessages::PlayFXEffect(entity.GetObjectID(), 7074, u"create", "7074").Send(UNASSIGNED_SYSTEM_ADDRESS);
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//Send a notification in chat:
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std::stringstream wss;
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wss << "level=1:";
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wss << levelComp->GetLevel();
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wss << "\n";
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wss << "name=0:";
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wss << character->GetName();
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// FIXME: only really need utf8 conversion for the name, so move that up?
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std::u16string attrs = GeneralUtils::UTF8ToUTF16(wss.str());
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std::u16string wsText = u"UI_LEVEL_PROGRESSION_LEVELUP_MESSAGE";
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GameMessages::BroadcastTextToChatbox chatboxText;
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chatboxText.target = entity.GetObjectID();
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chatboxText.attrs = attrs;
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chatboxText.wsText = wsText;
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chatboxText.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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void ChangeObjectWorldState::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteOptional(bitStream, newState, eObjectWorldState::INWORLD);
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}
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bool ChangeObjectWorldState::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, newState, eObjectWorldState::INWORLD));
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return true;
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}
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void LocalizedAnnouncementServerToSingleClient::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteNameValueText(bitStream, bodyParams);
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bitStream.Write(bForceOpenChatBox);
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bitStream.Write(bShowAnnouncement);
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bitStream.Write(bShowInChat);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, body);
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BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, title);
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BitStreamUtils::WriteNameValueText(bitStream, titleParams);
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}
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bool LocalizedAnnouncementServerToSingleClient::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadNameValueText(bitStream, bodyParams));
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VALIDATE_READ(bitStream.Read(bForceOpenChatBox));
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VALIDATE_READ(bitStream.Read(bShowAnnouncement));
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VALIDATE_READ(bitStream.Read(bShowInChat));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, body));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, title));
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VALIDATE_READ(BitStreamUtils::ReadNameValueText(bitStream, titleParams));
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return true;
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}
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}
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