Files
DarkflameServer/dGame/dComponents/ControllablePhysicsComponent.cpp
Aaron Kimbrell f7f5d304d0 refactor: death, stun, buff and knockback game messages as structs
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.

The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.

Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:53 -05:00

413 lines
14 KiB
C++

#include "ControllablePhysicsComponent.h"
#include "CombatMessages.h"
#include "Entity.h"
#include "BitStream.h"
#include "Logger.h"
#include "Game.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "CDPhysicsComponentTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDClientManager.h"
#include "EntityManager.h"
#include "Character.h"
#include "dZoneManager.h"
#include "LevelProgressionComponent.h"
#include "eStateChangeType.h"
#include "StringifiedEnum.h"
#include "Amf3.h"
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, const int32_t componentID) : PhysicsComponent(entity, componentID) {
RegisterMsg(&ControllablePhysicsComponent::OnGetObjectReportInfo);
m_Velocity = {};
m_AngularVelocity = {};
m_InJetpackMode = false;
m_IsOnGround = true;
m_IsOnRail = false;
m_dpEntity = nullptr;
m_Static = false;
m_SpeedMultiplier = 1;
m_GravityScale = 1;
m_DirtyCheats = false;
m_DirtyEquippedItemInfo = true;
m_PickupRadius = 0.0f;
m_DirtyBubble = false;
m_IsInBubble = false;
m_SpecialAnims = false;
m_BubbleType = eBubbleType::DEFAULT;
m_IsTeleporting = false;
m_ImmuneToStunAttackCount = 0;
m_ImmuneToStunEquipCount = 0;
m_ImmuneToStunInteractCount = 0;
m_ImmuneToStunJumpCount = 0;
m_ImmuneToStunMoveCount = 0;
m_ImmuneToStunTurnCount = 0;
m_ImmuneToStunUseItemCount = 0;
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
if (entity->GetLOT() == 1) {
LOG("Using patch to load minifig physics");
float radius = 1.5f;
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
dpWorld::AddEntity(m_dpEntity);
}
}
ControllablePhysicsComponent::~ControllablePhysicsComponent() {
if (m_dpEntity) {
dpWorld::RemoveEntity(m_dpEntity);
}
}
void ControllablePhysicsComponent::Update(float deltaTime) {
}
void ControllablePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
//If this is a creation, then we assume the position is dirty, even when it isn't.
//This is because new clients will still need to receive the position.
//if (bIsInitialUpdate) m_DirtyPosition = true;
if (bIsInitialUpdate) {
outBitStream.Write(m_InJetpackMode);
if (m_InJetpackMode) {
outBitStream.Write(m_JetpackEffectID);
outBitStream.Write(m_JetpackFlying);
outBitStream.Write(m_JetpackBypassChecks);
}
outBitStream.Write1(); // always write these on construction
outBitStream.Write(m_ImmuneToStunMoveCount);
outBitStream.Write(m_ImmuneToStunJumpCount);
outBitStream.Write(m_ImmuneToStunTurnCount);
outBitStream.Write(m_ImmuneToStunAttackCount);
outBitStream.Write(m_ImmuneToStunUseItemCount);
outBitStream.Write(m_ImmuneToStunEquipCount);
outBitStream.Write(m_ImmuneToStunInteractCount);
}
outBitStream.Write(m_DirtyCheats || bIsInitialUpdate);
if (m_DirtyCheats || bIsInitialUpdate) {
outBitStream.Write(m_GravityScale);
outBitStream.Write(m_SpeedMultiplier);
if (!bIsInitialUpdate) m_DirtyCheats = false;
}
outBitStream.Write(m_DirtyEquippedItemInfo || bIsInitialUpdate);
if (m_DirtyEquippedItemInfo || bIsInitialUpdate) {
outBitStream.Write(m_PickupRadius);
outBitStream.Write(m_InJetpackMode);
if (!bIsInitialUpdate) m_DirtyEquippedItemInfo = false;
}
outBitStream.Write(m_DirtyBubble || bIsInitialUpdate);
if (m_DirtyBubble || bIsInitialUpdate) {
outBitStream.Write(m_IsInBubble);
if (m_IsInBubble) {
outBitStream.Write(m_BubbleType);
outBitStream.Write(m_SpecialAnims);
}
if (!bIsInitialUpdate) m_DirtyBubble = false;
}
outBitStream.Write(m_DirtyPosition || bIsInitialUpdate);
if (m_DirtyPosition || bIsInitialUpdate) {
outBitStream.Write(m_Position.x);
outBitStream.Write(m_Position.y);
outBitStream.Write(m_Position.z);
outBitStream.Write(m_Rotation.x);
outBitStream.Write(m_Rotation.y);
outBitStream.Write(m_Rotation.z);
outBitStream.Write(m_Rotation.w);
outBitStream.Write(m_IsOnGround);
outBitStream.Write(m_IsOnRail);
bool isNotZero = m_Velocity != NiPoint3Constant::ZERO;
outBitStream.Write(isNotZero);
if (isNotZero) {
outBitStream.Write(m_Velocity.x);
outBitStream.Write(m_Velocity.y);
outBitStream.Write(m_Velocity.z);
}
isNotZero = m_AngularVelocity != NiPoint3Constant::ZERO;
outBitStream.Write(isNotZero);
if (isNotZero) {
outBitStream.Write(m_AngularVelocity.x);
outBitStream.Write(m_AngularVelocity.y);
outBitStream.Write(m_AngularVelocity.z);
}
outBitStream.Write0(); // local_space_info, always zero for now.
if (!bIsInitialUpdate) {
m_DirtyPosition = false;
outBitStream.Write(m_IsTeleporting);
m_IsTeleporting = false;
}
}
}
void ControllablePhysicsComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
auto* character = doc.FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
LOG("Failed to find char tag!");
return;
}
m_Parent->GetCharacter()->LoadXmlRespawnCheckpoints();
character->QueryAttribute("lzx", &m_Position.x);
character->QueryAttribute("lzy", &m_Position.y);
character->QueryAttribute("lzz", &m_Position.z);
character->QueryAttribute("lzrx", &m_Rotation.x);
character->QueryAttribute("lzry", &m_Rotation.y);
character->QueryAttribute("lzrz", &m_Rotation.z);
character->QueryAttribute("lzrw", &m_Rotation.w);
m_DirtyPosition = true;
}
void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
tinyxml2::XMLElement* character = doc.FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
LOG("Failed to find char tag while updating XML!");
return;
}
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
character->SetAttribute("lzx", m_Position.x);
character->SetAttribute("lzy", m_Position.y);
character->SetAttribute("lzz", m_Position.z);
character->SetAttribute("lzrx", m_Rotation.x);
character->SetAttribute("lzry", m_Rotation.y);
character->SetAttribute("lzrz", m_Rotation.z);
character->SetAttribute("lzrw", m_Rotation.w);
}
}
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (m_Static) return;
PhysicsComponent::SetPosition(pos);
if (m_dpEntity) m_dpEntity->SetPosition(pos);
}
void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (m_Static) return;
PhysicsComponent::SetRotation(rot);
if (m_dpEntity) m_dpEntity->SetRotation(rot);
}
void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (m_Static || m_Velocity == vel) return;
m_Velocity = vel;
m_DirtyPosition = true;
if (m_dpEntity) m_dpEntity->SetVelocity(vel);
}
void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (m_Static || m_AngularVelocity == vel) return;
m_AngularVelocity = vel;
m_DirtyPosition = true;
}
void ControllablePhysicsComponent::SetIsOnGround(bool val) {
if (m_IsOnGround == val) return;
m_DirtyPosition = true;
m_IsOnGround = val;
}
void ControllablePhysicsComponent::SetIsOnRail(bool val) {
if (m_IsOnRail == val) return;
m_DirtyPosition = true;
m_IsOnRail = val;
}
void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val;
}
void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
m_ActivePickupRadiusScales.push_back(value);
if (value > m_PickupRadius) {
m_PickupRadius = value;
m_DirtyEquippedItemInfo = true;
}
}
void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
// Attempt to remove pickup radius from active radii
const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value);
if (pos != m_ActivePickupRadiusScales.end()) {
m_ActivePickupRadiusScales.erase(pos);
} else {
LOG_DEBUG("Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
return;
}
// Recalculate pickup radius since we removed one by now
m_PickupRadius = 0.0f;
m_DirtyEquippedItemInfo = true;
for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
auto candidateRadius = m_ActivePickupRadiusScales[i];
if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
}
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::AddSpeedboost(float value) {
m_ActiveSpeedBoosts.push_back(value);
m_SpeedBoost = value;
SetSpeedMultiplier(value / 500.0f); // 500 being the base speed
}
void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
const auto pos = std::find(m_ActiveSpeedBoosts.begin(), m_ActiveSpeedBoosts.end(), value);
if (pos != m_ActiveSpeedBoosts.end()) {
m_ActiveSpeedBoosts.erase(pos);
} else {
LOG_DEBUG("Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
return;
}
// Recalculate speedboost since we removed one
m_SpeedBoost = 500.0f; // Entities without level progression (enemies, pets) go back to the normal multiplier of 1
if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
} else { // Used the last applied speedboost
m_SpeedBoost = m_ActiveSpeedBoosts.back();
}
SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
if (m_IsInBubble) {
LOG("Already in bubble");
return;
}
m_BubbleType = bubbleType;
m_IsInBubble = true;
m_DirtyBubble = true;
m_SpecialAnims = specialAnims;
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::DeactivateBubbleBuff() {
m_DirtyBubble = true;
m_IsInBubble = false;
Game::entityManager->SerializeEntity(m_Parent);
};
void ControllablePhysicsComponent::SetStunImmunity(
const eStateChangeType state,
const LWOOBJID originator,
const bool bImmuneToStunAttack,
const bool bImmuneToStunEquip,
const bool bImmuneToStunInteract,
const bool bImmuneToStunJump,
const bool bImmuneToStunMove,
const bool bImmuneToStunTurn,
const bool bImmuneToStunUseItem) {
if (state == eStateChangeType::POP) {
if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
if (bImmuneToStunJump && m_ImmuneToStunJumpCount > 0) m_ImmuneToStunJumpCount -= 1;
if (bImmuneToStunMove && m_ImmuneToStunMoveCount > 0) m_ImmuneToStunMoveCount -= 1;
if (bImmuneToStunTurn && m_ImmuneToStunTurnCount > 0) m_ImmuneToStunTurnCount -= 1;
if (bImmuneToStunUseItem && m_ImmuneToStunUseItemCount > 0) m_ImmuneToStunUseItemCount -= 1;
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToStunAttack) m_ImmuneToStunAttackCount += 1;
if (bImmuneToStunEquip) m_ImmuneToStunEquipCount += 1;
if (bImmuneToStunInteract) m_ImmuneToStunInteractCount += 1;
if (bImmuneToStunJump) m_ImmuneToStunJumpCount += 1;
if (bImmuneToStunMove) m_ImmuneToStunMoveCount += 1;
if (bImmuneToStunTurn) m_ImmuneToStunTurnCount += 1;
if (bImmuneToStunUseItem) m_ImmuneToStunUseItemCount += 1;
}
GameMessages::SetStunImmunity stunImmunity;
stunImmunity.target = m_Parent->GetObjectID();
stunImmunity.Caster = originator;
stunImmunity.StateChangeType = state;
stunImmunity.bImmuneToStunAttack = bImmuneToStunAttack;
stunImmunity.bImmuneToStunEquip = bImmuneToStunEquip;
stunImmunity.bImmuneToStunInteract = bImmuneToStunInteract;
stunImmunity.bImmuneToStunJump = bImmuneToStunJump;
stunImmunity.bImmuneToStunMove = bImmuneToStunMove;
stunImmunity.bImmuneToStunTurn = bImmuneToStunTurn;
stunImmunity.bImmuneToStunUseItem = bImmuneToStunUseItem;
stunImmunity.Send(m_Parent->GetSystemAddress());
}
bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
info.PushDebug("Velocity").PushDebug(m_Velocity);
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
info.PushDebug<AMFBoolValue>("Is In Jetpack Mode") = m_InJetpackMode;
info.PushDebug<AMFBoolValue>("Is Jetpack Flying") = m_JetpackFlying;
info.PushDebug<AMFBoolValue>("Is Bypassing Jetpack Checks") = m_JetpackBypassChecks;
info.PushDebug<AMFIntValue>("Jetpack Effect ID") = m_JetpackEffectID;
info.PushDebug<AMFDoubleValue>("Speed Multiplier") = m_SpeedMultiplier;
info.PushDebug<AMFDoubleValue>("Gravity Scale") = m_GravityScale;
info.PushDebug<AMFBoolValue>("Is Static") = m_Static;
auto& pickupRadii = info.PushDebug("Active Pickup Radius Scales");
size_t i = 0;
for (const auto& scale : m_ActivePickupRadiusScales) {
pickupRadii.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(scale)) = "";
}
info.PushDebug<AMFDoubleValue>("Largest Pickup Radius") = m_PickupRadius;
info.PushDebug<AMFBoolValue>("Is Teleporting") = m_IsTeleporting;
auto& activeSpeedBoosts = info.PushDebug("Active Speed Boosts");
i = 0;
for (const auto& boost : m_ActiveSpeedBoosts) {
activeSpeedBoosts.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(boost)) = "";
}
info.PushDebug<AMFDoubleValue>("Speed Boost") = m_SpeedBoost;
info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
auto& immunity = info.PushDebug("Immunity Effects");
immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
return true;
}