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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>
153 lines
5.8 KiB
C++
153 lines
5.8 KiB
C++
#ifndef SKILLMESSAGES_H
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#define SKILLMESSAGES_H
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#include "GameMessages.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <string>
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enum class BehaviorSlot : int32_t;
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// Game messages for skills: casting (StartSkill / SyncSkill and their echoes), projectile impacts and the
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// player's skill bar. Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
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// sBitStream is a skill's behavior data (its own bit stream), sent as a u32 byte count and the bytes.
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namespace GameMessages {
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// Server -> client, to the player only.
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struct AddSkill : public NetGameMsg {
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AddSkill() : NetGameMsg(MessageType::Game::ADD_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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int32_t AICombatWeight{ 0 }; // optional
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bool bFromSkillSet{ false };
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int32_t castType{ 0 }; // optional
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float fTimeSecs{ -1.0f }; // optional
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int32_t iTimesCanCast{ -1 }; // optional
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TSkillID skillID{};
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BehaviorSlot slotID{ static_cast<BehaviorSlot>(-1) }; // optional, BehaviorSlot::Invalid when unset
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bool temporary{ true };
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};
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// Server -> client, to the player only.
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struct RemoveSkill : public NetGameMsg {
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RemoveSkill() : NetGameMsg(MessageType::Game::REMOVE_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bFromSkillSet{ false };
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TSkillID skillID{};
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};
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// Client -> server. The player picked a skill; DLU only uses it to fix invisible items on first load.
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struct SelectSkill : public NetGameMsg {
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SelectSkill() : NetGameMsg(MessageType::Game::SELECT_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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// Not read by DLU: the old handler ignored the payload, so a message without it is still accepted.
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bool bFromSkillSet{ false };
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int32_t skillID{};
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};
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// Client -> server. The player cast a skill.
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struct StartSkill : public NetGameMsg {
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StartSkill() : NetGameMsg(MessageType::Game::START_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool bUsedMouse{ false };
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LWOOBJID consumableItemID{ LWOOBJID_EMPTY }; // optional
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float fCasterLatency{ 0.0f }; // optional
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int32_t iCastType{ 0 }; // optional
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NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
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LWOOBJID optionalOriginatorID{};
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LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
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NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
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std::string sBitStream{};
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TSkillID skillID{ 0 };
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uint32_t uiSkillHandle{ 0 }; // optional
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};
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// Server -> clients. A skill cast echoed to the other clients so they play it too.
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struct EchoStartSkill : public NetGameMsg {
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EchoStartSkill() : NetGameMsg(MessageType::Game::ECHO_START_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bUsedMouse{ false };
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float fCasterLatency{ 0.0f }; // optional
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int32_t iCastType{ 0 }; // optional
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NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
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LWOOBJID optionalOriginatorID{};
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LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
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NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
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std::string sBitStream{};
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TSkillID skillID{ 0 };
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uint32_t uiSkillHandle{ 0 }; // optional
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};
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// Client -> server. More behavior data for a skill that is being cast.
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struct SyncSkill : public NetGameMsg {
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SyncSkill() : NetGameMsg(MessageType::Game::SYNC_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool bDone{};
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std::string sBitStream{};
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uint32_t uiBehaviorHandle{};
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uint32_t uiSkillHandle{};
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};
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// Server -> clients.
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struct EchoSyncSkill : public NetGameMsg {
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EchoSyncSkill() : NetGameMsg(MessageType::Game::ECHO_SYNC_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bDone{};
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std::string sBitStream{};
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uint32_t uiBehaviorHandle{};
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uint32_t uiSkillHandle{};
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};
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// Client -> server. A player's projectile hit something.
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struct RequestServerProjectileImpact : public NetGameMsg {
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RequestServerProjectileImpact() : NetGameMsg(MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID i64LocalID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
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std::string sBitStream{};
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};
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// Server -> clients. A server side projectile hit something.
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struct DoClientProjectileImpact : public NetGameMsg {
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DoClientProjectileImpact() : NetGameMsg(MessageType::Game::DO_CLIENT_PROJECTILE_IMPACT) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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LWOOBJID i64OrgID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64OwnerID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
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std::string sBitStream{};
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};
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struct UseSkillSet : public NetGameMsg {
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UseSkillSet() : NetGameMsg(MessageType::Game::USE_SKILL_SET) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bRemove{};
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LWOOBJID possessedId{ LWOOBJID_EMPTY };
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int32_t setId{ -1 };
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};
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};
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#endif // SKILLMESSAGES_H
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