Files
DarkflameServer/dGame/dBehaviors/BehaviorContext.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

465 lines
12 KiB
C++

#include "BehaviorContext.h"
#include "Behavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "Game.h"
#include "Logger.h"
#include "dServer.h"
#include "BitStreamUtils.h"
#include <sstream>
#include "DestroyableComponent.h"
#include "SkillMessages.h"
#include "PhantomPhysicsComponent.h"
#include "QuickBuildComponent.h"
#include "eReplicaComponentType.h"
#include "TeamManager.h"
#include "ServiceType.h"
BehaviorSyncEntry::BehaviorSyncEntry() {
}
BehaviorTimerEntry::BehaviorTimerEntry() {
}
BehaviorEndEntry::BehaviorEndEntry() {
}
uint32_t BehaviorContext::GetUniqueSkillId() const {
auto* entity = Game::entityManager->GetEntity(this->originator);
if (entity == nullptr) {
LOG("Invalid entity for (%llu)!", this->originator);
return 0;
}
auto* component = entity->GetComponent<SkillComponent>();
if (component == nullptr) {
LOG("No skill component attached to (%llu)!", this->originator);;
return 0;
}
return component->GetUniqueSkillId();
}
void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts) {
auto entry = BehaviorSyncEntry();
entry.handle = syncId;
entry.behavior = behavior;
entry.branchContext = branchContext;
entry.branchContext.isSync = true;
entry.ignoreInterrupts = ignoreInterrupts;
// Add 10 seconds + duration time to account for lag and give clients time to send their syncs to the server.
constexpr float lagTime = 10.0f;
entry.time = lagTime + duration;
this->syncEntries.push_back(entry);
}
void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
BehaviorTimerEntry entry;
entry.time = branchContext.duration;
entry.behavior = behavior;
entry.branchContext = branchContext;
entry.second = second;
this->timerEntries.push_back(entry);
}
void BehaviorContext::RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
BehaviorEndEntry entry;
entry.behavior = behavior;
entry.branchContext = branchContext;
entry.second = second;
entry.start = branchContext.start;
this->endEntries.push_back(entry);
}
void BehaviorContext::ScheduleUpdate(const LWOOBJID id) {
if (std::find(this->scheduledUpdates.begin(), this->scheduledUpdates.end(), id) != this->scheduledUpdates.end()) {
return;
}
this->scheduledUpdates.push_back(id);
}
void BehaviorContext::ExecuteUpdates() {
for (const auto& id : this->scheduledUpdates) {
auto* entity = Game::entityManager->GetEntity(id);
if (entity == nullptr) continue;
Game::entityManager->SerializeEntity(entity);
}
this->scheduledUpdates.clear();
}
bool BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) {
BehaviorSyncEntry entry;
auto found = false;
/*
* There may be more than one of each handle
*/
for (auto i = 0u; i < this->syncEntries.size(); ++i) {
const auto syncEntry = this->syncEntries.at(i);
if (syncEntry.handle == syncId) {
found = true;
entry = syncEntry;
this->syncEntries.erase(this->syncEntries.begin() + i);
break;
}
}
if (!found) {
LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
return false;
}
auto* behavior = entry.behavior;
const auto branch = entry.branchContext;
if (behavior == nullptr) {
LOG("Invalid behavior for sync id (%i)!", syncId);
return false;
}
behavior->Sync(this, bitStream, branch);
return true;
}
void BehaviorContext::Update(const float deltaTime) {
for (auto i = 0u; i < this->timerEntries.size(); ++i) {
auto entry = this->timerEntries.at(i);
if (entry.time > 0) {
entry.time -= deltaTime;
this->timerEntries[i] = entry;
}
if (entry.time > 0) {
continue;
}
entry.behavior->Timer(this, entry.branchContext, entry.second);
}
std::vector<BehaviorTimerEntry> valid;
for (const auto& entry : this->timerEntries) {
if (entry.time <= 0) {
continue;
}
valid.push_back(entry);
}
this->timerEntries = valid;
}
void BehaviorContext::SyncCalculation(const uint32_t syncId, const float time, Behavior* behavior, const BehaviorBranchContext& branch, const bool ignoreInterrupts) {
BehaviorSyncEntry entry;
entry.behavior = behavior;
entry.time = time;
entry.branchContext = branch;
entry.handle = syncId;
entry.ignoreInterrupts = ignoreInterrupts;
this->syncEntries.push_back(entry);
}
void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
uint32_t i = 0;
while (i < this->syncEntries.size()) {
auto& entry = this->syncEntries.at(i);
entry.time -= deltaTime;
if (entry.time >= 0.0f) {
i++;
continue;
}
if (this->skillUId != 0 && !clientInitalized) {
GameMessages::EchoSyncSkill echo;
echo.target = this->originator;
echo.bDone = true;
echo.uiSkillHandle = this->skillUId;
echo.uiBehaviorHandle = entry.handle;
RakNet::BitStream bitStream{};
entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);
echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
echo.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
this->syncEntries.erase(this->syncEntries.begin() + i);
}
}
void BehaviorContext::InvokeEnd(const uint32_t id) {
std::vector<BehaviorEndEntry> entries;
for (const auto& entry : this->endEntries) {
if (entry.start == id) {
entry.behavior->End(this, entry.branchContext, entry.second);
continue;
}
entries.push_back(entry);
}
this->endEntries = entries;
}
bool BehaviorContext::CalculateUpdate(const float deltaTime) {
auto any = false;
for (auto i = 0u; i < this->syncEntries.size(); ++i) {
auto entry = this->syncEntries.at(i);
if (entry.behavior->m_templateId == BehaviorTemplate::ATTACK_DELAY) {
auto* self = Game::entityManager->GetEntity(originator);
if (self) {
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent && destroyableComponent->GetHealth() <= 0) {
continue;
}
}
}
if (entry.time > 0) {
entry.time -= deltaTime;
this->syncEntries[i] = entry;
}
if (entry.time > 0) {
any = true;
continue;
}
// Echo sync
GameMessages::EchoSyncSkill echo;
echo.target = this->originator;
echo.bDone = true;
echo.uiBehaviorHandle = entry.handle;
echo.uiSkillHandle = this->skillUId;
RakNet::BitStream bitStream{};
// Calculate sync
entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);
if (!clientInitalized) {
echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
echo.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
ExecuteUpdates();
}
std::vector<BehaviorSyncEntry> valid;
for (const auto& entry : this->syncEntries) {
if (entry.time <= 0) {
continue;
}
valid.push_back(entry);
}
this->syncEntries = valid;
return any;
}
void BehaviorContext::Interrupt() {
std::vector<BehaviorSyncEntry> keptSync{};
for (const auto& entry : this->syncEntries) {
if (!entry.ignoreInterrupts) continue;
keptSync.push_back(entry);
}
this->syncEntries = keptSync;
}
void BehaviorContext::Reset() {
for (const auto& entry : this->timerEntries) {
entry.behavior->Timer(this, entry.branchContext, entry.second);
}
for (const auto& entry : this->endEntries) {
entry.behavior->End(this, entry.branchContext, entry.second);
}
this->endEntries.clear();
this->timerEntries.clear();
this->syncEntries.clear();
this->scheduledUpdates.clear();
}
void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_list<int32_t>& ignoreFactionList, std::forward_list<int32_t>& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const {
// if we aren't targeting anything, then clear the targets vector
if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) {
targets.clear();
return;
}
// if the caster is not there, return empty targets list
auto* caster = Game::entityManager->GetEntity(this->caster);
if (!caster) {
LOG_DEBUG("Invalid caster for (%llu)!", this->originator);
targets.clear();
return;
}
auto index = targets.begin();
while (index != targets.end()) {
auto candidate = *index;
// make sure we don't have a nullptr
if (!candidate) {
index = targets.erase(index);
continue;
}
// handle targeting the caster
if (candidate == caster) {
// if we aren't targeting self, erase, otherise increment and continue
if (!targetSelf) index = targets.erase(index);
else index++;
continue;
}
// make sure that the entity is targetable
if (!CheckTargetingRequirements(candidate)) {
index = targets.erase(index);
continue;
}
// get factions to check against
// CheckTargetingRequirements checks for a destroyable component
// but we check again because bounds check are necessary
auto candidateDestroyableComponent = candidate->GetComponent<DestroyableComponent>();
if (!candidateDestroyableComponent) {
index = targets.erase(index);
continue;
}
// if they are dead, then earse and continue
if (candidateDestroyableComponent->GetIsDead()) {
index = targets.erase(index);
continue;
}
// if their faction is explicitly included, increment and continue
auto candidateFactions = candidateDestroyableComponent->GetFactionIDs();
if (CheckFactionList(includeFactionList, candidateFactions)) {
index++;
continue;
}
// check if they are a team member
if (targetTeam) {
auto* team = TeamManager::Instance()->GetTeam(this->caster);
if (team) {
// if we find a team member keep it and continue to skip enemy checks
if (std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()) {
index++;
continue;
}
}
}
// if the caster doesn't have a destroyable component, return an empty targets list
auto* casterDestroyableComponent = caster->GetComponent<DestroyableComponent>();
if (!casterDestroyableComponent) {
targets.clear();
return;
}
// if we arent targeting a friend, and they are a friend OR
// if we are not targeting enemies and they are an enemy OR.
// if we are ignoring their faction is explicitly ignored
// erase and continue
auto isEnemy = casterDestroyableComponent->IsEnemy(candidate);
if ((!targetFriend && !isEnemy) ||
(!targetEnemy && isEnemy) ||
CheckFactionList(ignoreFactionList, candidateFactions)) {
index = targets.erase(index);
continue;
}
index++;
}
return;
}
// some basic checks as well as the check that matters for this: if the quickbuild is complete
bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
// if the target is a nullptr, then it's not valid
if (!target) return false;
// ignore quickbuilds that aren't completed
auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
return true;
}
// returns true if any of the object factions are in the faction list
bool BehaviorContext::CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const {
if (factionList.empty() || objectsFactions.empty()) return false;
for (auto faction : factionList) {
if (std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
}
return false;
}
BehaviorContext::BehaviorContext(const LWOOBJID originator, const bool calculation) {
this->originator = originator;
this->syncEntries = {};
this->timerEntries = {};
if (calculation) {
this->skillUId = GetUniqueSkillId();
} else {
this->skillUId = 0;
}
}
BehaviorContext::~BehaviorContext() {
Reset();
}