Files
DarkflameServer/dGame/dGameMessages/InventoryMessages.cpp
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

550 lines
22 KiB
C++

#include "InventoryMessages.h"
#include "BitStreamUtils.h"
#include "TeamManager.h"
#include "EntityManager.h"
#include "Game.h"
#include "Entity.h"
#include "GeneralUtils.h"
#include "Inventory.h"
#include "InventoryComponent.h"
#include "Item.h"
#include <ranges>
namespace {
// Name value text (the client's LwoNameValue on the wire): u32 length, the characters, then a null character
// only if the text is not empty.
void WriteNameValue(RakNet::BitStream& bitStream, const std::u16string& text) {
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, text);
if (!text.empty()) bitStream.Write<uint16_t>(0x00);
}
bool ReadNameValue(RakNet::BitStream& bitStream, std::u16string& text) {
if (!BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, text)) return false;
uint16_t nullTerminator{};
return text.empty() || bitStream.Read(nullTerminator);
}
// Writes the flag and value of an optional field whose flag DLU always sets.
template<typename T>
void WriteAlways(RakNet::BitStream& bitStream, const T& value) {
bitStream.Write1();
bitStream.Write(value);
}
}
namespace GameMessages {
void AddItemToInventoryClientSync::SetItem(const Item& item) {
bBound = item.GetBound();
bIsBOE = item.GetInfo().isBOE;
bIsBOP = item.GetInfo().isBOP;
extraInfo.clear();
for (const auto& data : item.GetConfig().values | std::views::values) {
extraInfo += GeneralUtils::ASCIIToUTF16(data->GetString()) + u",";
}
if (extraInfo.length() > 0) extraInfo.pop_back(); // remove the last comma
iObjTemplate = item.GetLot();
invType = item.GetInventory()->GetType();
itemsTotal = item.GetCount();
slotID = item.GetSlot();
}
void AddItemToInventoryClientSync::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bBound);
bitStream.Write(bIsBOE);
bitStream.Write(bIsBOP);
BitStreamUtils::WriteOptional(bitStream, eLootTypeSource, eLootSourceType::NONE);
WriteNameValue(bitStream, extraInfo);
bitStream.Write(iObjTemplate);
BitStreamUtils::WriteOptional(bitStream, iSubkey, LWOOBJID_EMPTY);
BitStreamUtils::WriteOptional(bitStream, invType, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, itemCount, 1);
BitStreamUtils::WriteOptional<uint32_t>(bitStream, itemsTotal, 0);
bitStream.Write(newObjID);
bitStream.Write(ni3FlyingLootPosit.x);
bitStream.Write(ni3FlyingLootPosit.y);
bitStream.Write(ni3FlyingLootPosit.z);
bitStream.Write(showFlyingLoot);
bitStream.Write(slotID);
}
bool AddItemToInventoryClientSync::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bBound));
VALIDATE_READ(bitStream.Read(bIsBOE));
VALIDATE_READ(bitStream.Read(bIsBOP));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, eLootTypeSource, eLootSourceType::NONE));
VALIDATE_READ(ReadNameValue(bitStream, extraInfo));
VALIDATE_READ(bitStream.Read(iObjTemplate));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iSubkey, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, invType, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, itemCount, 1));
VALIDATE_READ(BitStreamUtils::ReadOptional<uint32_t>(bitStream, itemsTotal, 0));
VALIDATE_READ(bitStream.Read(newObjID));
VALIDATE_READ(bitStream.Read(ni3FlyingLootPosit.x));
VALIDATE_READ(bitStream.Read(ni3FlyingLootPosit.y));
VALIDATE_READ(bitStream.Read(ni3FlyingLootPosit.z));
VALIDATE_READ(bitStream.Read(showFlyingLoot));
VALIDATE_READ(bitStream.Read(slotID));
return true;
}
void SetInventorySize::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(inventoryType);
bitStream.Write(size);
}
bool SetInventorySize::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(inventoryType));
VALIDATE_READ(bitStream.Read(size));
return true;
}
void RemoveItemFromInventory::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bConfirmed);
bitStream.Write(bDeleteItem);
bitStream.Write(bOutSuccess);
WriteAlways(bitStream, eInvType);
WriteAlways(bitStream, eLootTypeSource);
WriteNameValue(bitStream, extraInfo);
bitStream.Write(forceDeletion);
BitStreamUtils::WriteOptional(bitStream, iLootTypeSource, LWOOBJID_EMPTY);
WriteAlways(bitStream, iObjID);
WriteAlways(bitStream, iObjTemplate);
BitStreamUtils::WriteOptional(bitStream, iRequestingObjID, LWOOBJID_EMPTY);
WriteAlways(bitStream, iStackCount);
WriteAlways(bitStream, iStackRemaining);
BitStreamUtils::WriteOptional(bitStream, iSubkey, LWOOBJID_EMPTY);
BitStreamUtils::WriteOptional(bitStream, iTradeID, LWOOBJID_EMPTY);
}
bool RemoveItemFromInventory::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bConfirmed));
VALIDATE_READ(bitStream.Read(bDeleteItem));
VALIDATE_READ(bitStream.Read(bOutSuccess));
VALIDATE_READ(BitStreamUtils::ReadOptional<int32_t>(bitStream, eInvType, INVENTORY_MAX));
VALIDATE_READ(BitStreamUtils::ReadOptional<int32_t>(bitStream, eLootTypeSource, LOOTTYPE_NONE));
VALIDATE_READ(ReadNameValue(bitStream, extraInfo));
VALIDATE_READ(bitStream.Read(forceDeletion));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iLootTypeSource, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iObjID, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iObjTemplate, LOT_NULL));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iRequestingObjID, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional<uint32_t>(bitStream, iStackCount, 1));
VALIDATE_READ(BitStreamUtils::ReadOptional<uint32_t>(bitStream, iStackRemaining, 0));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iSubkey, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iTradeID, LWOOBJID_EMPTY));
return true;
}
void RemoveItemFromInventory::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnRemoveItemFromInventory(*this);
}
void EquipInventory::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bIgnoreCooldown);
bitStream.Write(bOutSuccess);
bitStream.Write(itemToEquip);
}
bool EquipInventory::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bIgnoreCooldown));
VALIDATE_READ(bitStream.Read(bOutSuccess));
VALIDATE_READ(bitStream.Read(itemToEquip));
return true;
}
void EquipInventory::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnEquipInventory(*this);
}
void UnEquipInventory::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bEvenIfDead);
bitStream.Write(bIgnoreCooldown);
bitStream.Write(bOutSuccess);
bitStream.Write(itemToUnequip);
}
bool UnEquipInventory::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bEvenIfDead));
VALIDATE_READ(bitStream.Read(bIgnoreCooldown));
VALIDATE_READ(bitStream.Read(bOutSuccess));
VALIDATE_READ(bitStream.Read(itemToUnequip));
return true;
}
void UnEquipInventory::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnUnEquipInventory(*this);
}
void MoveItemInInventory::Serialize(RakNet::BitStream& bitStream) const {
BitStreamUtils::WriteOptional<int32_t>(bitStream, destInvType, eInventoryType::INVALID);
bitStream.Write(iObjID);
bitStream.Write(inventoryType);
bitStream.Write(responseCode);
bitStream.Write(slot);
}
bool MoveItemInInventory::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(BitStreamUtils::ReadOptional<int32_t>(bitStream, destInvType, eInventoryType::INVALID));
VALIDATE_READ(bitStream.Read(iObjID));
VALIDATE_READ(bitStream.Read(inventoryType));
VALIDATE_READ(bitStream.Read(responseCode));
VALIDATE_READ(bitStream.Read(slot));
return true;
}
void MoveItemInInventory::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnMoveItemInInventory(*this);
}
void MoveItemBetweenInventoryTypes::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(inventoryTypeA);
bitStream.Write(inventoryTypeB);
bitStream.Write(objectID);
bitStream.Write(showFlyingLoot);
BitStreamUtils::WriteOptional<uint32_t>(bitStream, stackCount, 1);
BitStreamUtils::WriteOptional(bitStream, templateID, LOT_NULL);
}
bool MoveItemBetweenInventoryTypes::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(inventoryTypeA));
VALIDATE_READ(bitStream.Read(inventoryTypeB));
VALIDATE_READ(bitStream.Read(objectID));
VALIDATE_READ(bitStream.Read(showFlyingLoot));
VALIDATE_READ(BitStreamUtils::ReadOptional<uint32_t>(bitStream, stackCount, 1));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, templateID, LOT_NULL));
return true;
}
void MoveItemBetweenInventoryTypes::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnMoveItemBetweenInventoryTypes(*this);
}
void RequestMoveItemBetweenInventoryTypes::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bAllowPartial);
BitStreamUtils::WriteOptional(bitStream, destSlot, -1);
BitStreamUtils::WriteOptional(bitStream, iStackCount, 1);
BitStreamUtils::WriteOptional(bitStream, invTypeDst, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, invTypeSrc, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, itemID, LWOOBJID_EMPTY);
bitStream.Write(showFlyingLoot);
BitStreamUtils::WriteOptional(bitStream, subkey, LWOOBJID_EMPTY);
BitStreamUtils::WriteOptional(bitStream, itemLOT, LOT_NULL);
}
bool RequestMoveItemBetweenInventoryTypes::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bAllowPartial));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, destSlot, -1));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iStackCount, 1));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, invTypeDst, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, invTypeSrc, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, itemID, LWOOBJID_EMPTY));
VALIDATE_READ(bitStream.Read(showFlyingLoot));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, subkey, LWOOBJID_EMPTY));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, itemLOT, LOT_NULL));
return true;
}
void RequestMoveItemBetweenInventoryTypes::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (invTypeDst != invTypeSrc && inventoryComponent) {
inventoryComponent->OnRequestMoveItemBetweenInventoryTypes(*this, sysAddr);
return;
}
ResponseMoveItemBetweenInventoryTypes response;
response.target = entity.GetObjectID();
response.inventoryTypeDestination = invTypeDst;
response.inventoryTypeSource = invTypeSrc;
response.response = eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC;
response.SendToClient(sysAddr);
}
void ResponseMoveItemBetweenInventoryTypes::Serialize(RakNet::BitStream& bitStream) const {
BitStreamUtils::WriteOptional(bitStream, inventoryTypeDestination, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, inventoryTypeSource, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, response, eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC);
}
bool ResponseMoveItemBetweenInventoryTypes::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, inventoryTypeDestination, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, inventoryTypeSource, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, response, eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC));
return true;
}
void MoveInventoryBatch::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bAllowPartial);
bitStream.Write(bOutSuccess);
BitStreamUtils::WriteOptional<uint32_t>(bitStream, count, 1);
BitStreamUtils::WriteOptional(bitStream, dstBag, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, moveLOT, LOT_NULL);
BitStreamUtils::WriteOptional(bitStream, moveSubkey, LWOOBJID_EMPTY);
bitStream.Write(showFlyingLoot);
BitStreamUtils::WriteOptional(bitStream, srcBag, eInventoryType::ITEMS);
BitStreamUtils::WriteOptional(bitStream, startObjectID, LWOOBJID_EMPTY);
}
bool MoveInventoryBatch::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bAllowPartial));
VALIDATE_READ(bitStream.Read(bOutSuccess));
VALIDATE_READ(BitStreamUtils::ReadOptional<uint32_t>(bitStream, count, 1));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, dstBag, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, moveLOT, LOT_NULL));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, moveSubkey, LWOOBJID_EMPTY));
VALIDATE_READ(bitStream.Read(showFlyingLoot));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, srcBag, eInventoryType::ITEMS));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, startObjectID, LWOOBJID_EMPTY));
return true;
}
void NotifyNotEnoughInvSpace::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(freeSlotsNeeded);
BitStreamUtils::WriteOptional(bitStream, inventoryType, eInventoryType::ITEMS);
}
bool NotifyNotEnoughInvSpace::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(freeSlotsNeeded));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, inventoryType, eInventoryType::ITEMS));
return true;
}
void MarkInventoryItemAsActive::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bActive);
BitStreamUtils::WriteOptional(bitStream, iType, eUnequippableActiveType::INVALID);
BitStreamUtils::WriteOptional(bitStream, itemID, LWOOBJID_EMPTY);
}
bool MarkInventoryItemAsActive::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bActive));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, iType, eUnequippableActiveType::INVALID));
VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, itemID, LWOOBJID_EMPTY));
return true;
}
void ConsumeClientItem::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bSuccess);
bitStream.Write(item);
}
bool ConsumeClientItem::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bSuccess));
VALIDATE_READ(bitStream.Read(item));
return true;
}
void ClientItemConsumed::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(item);
}
bool ClientItemConsumed::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(item));
return true;
}
void ClientItemConsumed::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnClientItemConsumed(*this);
}
void UseNonEquipmentItem::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(itemToUse);
}
bool UseNonEquipmentItem::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(itemToUse));
return true;
}
void UseNonEquipmentItem::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnUseNonEquipmentItem(*this);
}
void UseItemResult::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(itemTemplateID);
bitStream.Write(useItemResult);
}
bool UseItemResult::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(itemTemplateID));
VALIDATE_READ(bitStream.Read(useItemResult));
return true;
}
void UseItemRequirementsResponse::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(eUseResponse);
}
bool UseItemRequirementsResponse::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(eUseResponse));
return true;
}
void SetConsumableItem::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(itemTemplateID);
}
bool SetConsumableItem::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(itemTemplateID));
return true;
}
void SetConsumableItem::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->SetConsumable(itemTemplateID);
}
void PushEquippedItemsState::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->PushEquippedItems();
}
void PopEquippedItemsState::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
inventoryComponent->PopEquippedItems();
Game::entityManager->SerializeEntity(&entity); // so it updates on client side
}
void UpdateInventoryGroup::Serialize(RakNet::BitStream& bitStream) const {
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, action);
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, groupID);
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, groupName);
bitStream.Write(inventoryType);
bitStream.Write(locked);
}
bool UpdateInventoryGroup::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, action));
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, groupID));
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, groupName, MAX_MESSAGE_LENGTH / 2));
VALIDATE_READ(bitStream.Read(inventoryType));
VALIDATE_READ(bitStream.Read(locked));
return true;
}
void UpdateInventoryGroup::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnUpdateInventoryGroup(*this);
}
void UpdateInventoryGroupContents::Serialize(RakNet::BitStream& bitStream) const {
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, action);
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, groupID);
bitStream.Write(inventoryType);
bitStream.Write(lot);
}
bool UpdateInventoryGroupContents::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, action));
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, groupID));
VALIDATE_READ(bitStream.Read(inventoryType));
VALIDATE_READ(bitStream.Read(lot));
return true;
}
void UpdateInventoryGroupContents::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* inventoryComponent = entity.GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->OnUpdateInventoryGroupContents(*this);
}
void UseItemOnClient::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(itemLOT);
bitStream.Write(itemToUse);
bitStream.Write(itemType);
bitStream.Write(playerId);
bitStream.Write(targetPosition.x);
bitStream.Write(targetPosition.y);
bitStream.Write(targetPosition.z);
}
void DropClientLoot::Serialize(RakNet::BitStream& stream) const {
stream.Write(bUsePosition);
stream.Write(finalPosition != NiPoint3Constant::ZERO);
if (finalPosition != NiPoint3Constant::ZERO) stream.Write(finalPosition);
stream.Write(currency);
stream.Write(item);
stream.Write(lootID);
stream.Write(ownerID);
stream.Write(sourceID);
stream.Write(spawnPos != NiPoint3Constant::ZERO);
if (spawnPos != NiPoint3Constant::ZERO) stream.Write(spawnPos);
}
bool PickupItem::Deserialize(RakNet::BitStream& stream) {
if (!stream.Read(lootID)) return false;
if (!stream.Read(lootOwnerID)) return false;
return true;
}
void PickupItem::Handle(Entity& entity, const SystemAddress& sysAddr) {
auto* team = TeamManager::Instance()->GetTeam(entity.GetObjectID());
LOG("Has team %i picking up %llu:%llu", team != nullptr, lootID, lootOwnerID);
if (team) {
for (const auto memberId : team->members) {
PickupItemEvent event(*this);
event.Send(memberId);
TeamPickupItem teamPickupMsg{};
teamPickupMsg.target = lootID;
teamPickupMsg.lootID = lootID;
teamPickupMsg.lootOwnerID = lootOwnerID;
const auto* const memberEntity = Game::entityManager->GetEntity(memberId);
if (memberEntity) teamPickupMsg.Send(memberEntity->GetSystemAddress());
}
} else {
entity.PickupItem(lootID);
}
}
void TeamPickupItem::Serialize(RakNet::BitStream& stream) const {
stream.Write(lootID);
stream.Write(lootOwnerID);
}
bool UseItemOnClient::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(itemLOT));
VALIDATE_READ(bitStream.Read(itemToUse));
VALIDATE_READ(bitStream.Read(itemType));
VALIDATE_READ(bitStream.Read(playerId));
VALIDATE_READ(bitStream.Read(targetPosition.x));
VALIDATE_READ(bitStream.Read(targetPosition.y));
VALIDATE_READ(bitStream.Read(targetPosition.z));
return true;
}
bool DropClientLoot::Deserialize(RakNet::BitStream& stream) {
VALIDATE_READ(stream.Read(bUsePosition));
VALIDATE_READ(BitStreamUtils::ReadOptional(stream, finalPosition, NiPoint3Constant::ZERO));
VALIDATE_READ(stream.Read(currency));
VALIDATE_READ(stream.Read(item));
VALIDATE_READ(stream.Read(lootID));
VALIDATE_READ(stream.Read(ownerID));
VALIDATE_READ(stream.Read(sourceID));
VALIDATE_READ(BitStreamUtils::ReadOptional(stream, spawnPos, NiPoint3Constant::ZERO));
return true;
}
void PickupItem::Serialize(RakNet::BitStream& stream) const {
stream.Write(lootID);
stream.Write(lootOwnerID);
}
bool TeamPickupItem::Deserialize(RakNet::BitStream& stream) {
VALIDATE_READ(stream.Read(lootID));
VALIDATE_READ(stream.Read(lootOwnerID));
return true;
}
}