mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
621 lines
24 KiB
C++
621 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 "BuildingMessages.h"
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#include "RacingMessages.h"
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#include "MissionMessages.h"
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#include "EffectsMessages.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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// Effects, emotes, cinematics, UI
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{ PLAY_EMOTE, []() { return std::make_unique<PlayEmote>(); } },
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{ MESSAGE_BOX_RESPOND, []() { return std::make_unique<MessageBoxRespond>(); } },
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{ CHOICE_BOX_RESPOND, []() { return std::make_unique<ChoiceBoxRespond>(); } },
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{ CINEMATIC_UPDATE, []() { return std::make_unique<CinematicUpdate>(); } },
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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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// Building
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{ START_BUILDING_WITH_ITEM, []() { return std::make_unique<StartBuildingWithItem>(); } },
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{ DONE_ARRANGING_WITH_ITEM, []() { return std::make_unique<DoneArrangingWithItem>(); } },
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{ MODULAR_BUILD_FINISH, []() { return std::make_unique<ModularBuildFinish>(); } },
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{ MODULAR_BUILD_MOVE_AND_EQUIP, []() { return std::make_unique<ModularBuildMoveAndEquip>(); } },
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{ MODULAR_BUILD_CONVERT_MODEL, []() { return std::make_unique<ModularBuildConvertModel>(); } },
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{ SET_BUILD_MODE, []() { return std::make_unique<SetBuildMode>(); } },
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{ BUILD_MODE_SET, []() { return std::make_unique<BuildModeSet>(); } },
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{ UN_USE_BBB_MODEL, []() { return std::make_unique<UnUseBBBModel>(); } },
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{ BBB_LOAD_ITEM_REQUEST, []() { return std::make_unique<BBBLoadItemRequest>(); } },
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{ BBB_SAVE_REQUEST, []() { return std::make_unique<BBBSaveRequest>(); } },
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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::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::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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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);
|
|
|
|
auto* const skillComponent = entity->GetComponent<SkillComponent>();
|
|
|
|
if (skillComponent) success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
|
|
|
|
if (success && entity->GetCharacter()) {
|
|
DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
|
|
destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
|
|
}
|
|
}
|
|
|
|
if (Game::server->GetZoneID() == 1302) {
|
|
break;
|
|
}
|
|
|
|
if (success) {
|
|
//Broadcast our startSkill:
|
|
RakNet::BitStream bitStreamLocal;
|
|
BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
|
|
bitStreamLocal.Write(entity->GetObjectID());
|
|
|
|
EchoStartSkill echoStartSkill;
|
|
echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
|
|
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::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::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;
|
|
|
|
// 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::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;
|
|
}
|
|
}
|