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>
246 lines
8.1 KiB
C++
246 lines
8.1 KiB
C++
#include "MissionMessages.h"
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#include "BitStreamUtils.h"
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#include "Character.h"
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#include "CppScripts.h"
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#include "dConfig.h"
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#include "eMissionState.h"
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#include "eMissionTaskType.h"
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#include "ePlayerFlag.h"
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#include "eReplicaComponentType.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 "Logger.h"
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#include "Mission.h"
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#include "MissionComponent.h"
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#include "MissionOfferComponent.h"
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#include "EffectsMessages.h"
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namespace GameMessages {
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void OfferMission::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(missionID);
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bitStream.Write(offerer);
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}
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bool OfferMission::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(offerer));
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return true;
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}
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void RespondToMission::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(missionID);
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bitStream.Write(playerID);
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bitStream.Write(receiver);
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BitStreamUtils::WriteOptional(bitStream, rewardItem, LOT_NULL);
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}
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bool RespondToMission::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(playerID));
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VALIDATE_READ(bitStream.Read(receiver));
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, rewardItem, LOT_NULL));
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return true;
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}
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void RespondToMission::Handle(Entity& entity, const SystemAddress& sysAddr) {
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const auto reward = rewardItem;
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MissionComponent* missionComponent = static_cast<MissionComponent*>(entity.GetComponent(eReplicaComponentType::MISSION));
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if (!missionComponent) {
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LOG("Unable to get mission component for entity %llu to handle RespondToMission", playerID);
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return;
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}
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Mission* mission = missionComponent->GetMission(missionID);
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if (mission) {
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mission->SetReward(reward);
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} else {
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LOG("Unable to get mission %i for entity %llu to update reward in RespondToMission", missionID, playerID);
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}
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Entity* offerer = Game::entityManager->GetEntity(receiver);
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if (offerer == nullptr) {
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LOG("Unable to get receiver entity %llu for RespondToMission", receiver);
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return;
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}
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offerer->GetScript()->OnRespondToMission(offerer, missionID, Game::entityManager->GetEntity(playerID), reward);
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}
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void NotifyMission::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(missionID);
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bitStream.Write(missionState);
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bitStream.Write(sendingRewards);
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}
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bool NotifyMission::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(missionState));
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VALIDATE_READ(bitStream.Read(sendingRewards));
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return true;
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}
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void NotifyMissionTask::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(missionID);
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bitStream.Write(taskMask);
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bitStream.Write<uint8_t>(updates.size());
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for (const auto update : updates) bitStream.Write(update);
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}
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bool NotifyMissionTask::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(taskMask));
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uint8_t count{};
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VALIDATE_READ(bitStream.Read(count));
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updates.resize(count);
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for (auto& update : updates) VALIDATE_READ(bitStream.Read(update));
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return true;
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}
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void ResetMissions::Serialize(RakNet::BitStream& bitStream) const {
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BitStreamUtils::WriteOptional(bitStream, missionID, -1);
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}
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bool ResetMissions::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(BitStreamUtils::ReadOptional(bitStream, missionID, -1));
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return true;
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}
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void MissionDialogueOK::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bIsComplete);
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bitStream.Write(iMissionState);
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bitStream.Write(missionID);
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bitStream.Write(responder);
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}
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bool MissionDialogueOK::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(bIsComplete));
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VALIDATE_READ(bitStream.Read(iMissionState));
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(responder));
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return true;
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}
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void MissionDialogueOK::Handle(Entity& entityRef, const SystemAddress& sysAddr) {
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Entity* entity = &entityRef;
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Entity* player = Game::entityManager->GetEntity(responder);
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if (!player) {
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LOG("MissionDialogueOK for mission %i from unknown responder %llu", missionID, responder);
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return;
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}
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entity->GetScript()->OnMissionDialogueOK(entity, player, missionID, iMissionState);
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// Get the player's mission component
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MissionComponent* missionComponent = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
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if (!missionComponent) {
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LOG("Unable to get mission component for entity %llu to handle MissionDialogueOK", player->GetObjectID());
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return;
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}
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if (iMissionState == eMissionState::AVAILABLE || iMissionState == eMissionState::COMPLETE_AVAILABLE) {
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missionComponent->AcceptMission(missionID);
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} else if (iMissionState == eMissionState::READY_TO_COMPLETE || iMissionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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missionComponent->CompleteMission(missionID);
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}
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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|| !player->GetCharacter()
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|| !player->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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player->AddCallbackTimer(0.5f, [player]() {
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if (!player) return;
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GameMessages::EndCinematic endCinematic;
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endCinematic.target = player->GetObjectID();
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endCinematic.Send(player->GetSystemAddress());
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});
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}
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void RequestLinkedMission::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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bitStream.Write(missionID);
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bitStream.Write(bMissionOffered);
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}
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bool RequestLinkedMission::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(playerID));
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VALIDATE_READ(bitStream.Read(missionID));
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VALIDATE_READ(bitStream.Read(bMissionOffered));
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return true;
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}
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void RequestLinkedMission::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* player = Game::entityManager->GetEntity(playerID);
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auto* missionOfferComponent = static_cast<MissionOfferComponent*>(entity.GetComponent(eReplicaComponentType::MISSION_OFFER));
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if (missionOfferComponent != nullptr) {
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missionOfferComponent->OfferMissions(player, 0);
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}
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}
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void SetFlag::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bFlag);
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bitStream.Write(iFlagID);
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}
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bool SetFlag::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(bFlag));
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VALIDATE_READ(bitStream.Read(iFlagID));
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return true;
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}
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void SetFlag::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto character = entity.GetCharacter();
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if (character) character->SetPlayerFlag(iFlagID, bFlag);
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// This is always set the first time a player loads into a world from character select
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// and is used to know when to refresh the players inventory items so they show up.
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if (iFlagID == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && bFlag) {
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entity.SetVar<bool>(u"dlu_first_time_load", true);
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}
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}
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void NotifyClientFlagChange::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bFlag);
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bitStream.Write(iFlagID);
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}
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bool NotifyClientFlagChange::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(bFlag));
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VALIDATE_READ(bitStream.Read(iFlagID));
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return true;
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}
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void HasBeenCollected::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(playerID);
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}
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bool HasBeenCollected::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(playerID));
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return true;
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}
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void HasBeenCollected::Handle(Entity& entity, const SystemAddress& sysAddr) {
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Entity* player = Game::entityManager->GetEntity(playerID);
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if (!player || entity.GetCollectibleID() == 0) return;
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MissionComponent* missionComponent = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
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if (missionComponent) {
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missionComponent->Progress(eMissionTaskType::COLLECTION, entity.GetLOT(), entity.GetObjectID());
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}
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}
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void NotifyLevelRewards::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(level);
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bitStream.Write(sendingRewards);
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}
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bool NotifyLevelRewards::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(level));
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VALIDATE_READ(bitStream.Read(sendingRewards));
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return true;
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}
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}
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