Clamp boss damage rollback from 6x0A
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@@ -3711,21 +3711,54 @@ static asio::awaitable<void> on_update_enemy_state(shared_ptr<Client> c, Subcomm
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}
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bool should_track_hit = (src_flags & 0x00000200); // "Enemy was hit" flag (see 6x0A comments in CommandFormats.hh)
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uint16_t incoming_total_damage = cmd.total_damage.load();
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bool is_boss = type_definition_for_enemy(ene_st->super_ene->type).is_boss();
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bool blocked_damage_rollback = is_boss && (incoming_total_damage < ene_st->total_damage);
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if (should_track_hit) {
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ene_st->set_last_hit_by_client_id(c->lobby_client_id);
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}
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ene_st->game_flags = src_flags;
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ene_st->total_damage = cmd.total_damage;
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l->log.info_f("E-{:03X} updated to damage={} game_flags={:08X}; last hit {}",
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ene_st->e_id, ene_st->total_damage, ene_st->game_flags, should_track_hit ? "claimed" : "not claimed");
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if (blocked_damage_rollback) {
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l->log.warning_f("Blocked boss damage rollback via 6x0A from C-{} on E-{:03X}: incoming={} current={} game_flags={:08X}",
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c->lobby_client_id, ene_st->e_id, incoming_total_damage, ene_st->total_damage, src_flags);
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} else {
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ene_st->total_damage = incoming_total_damage;
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}
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// Forward the server-authoritative damage value, not a stale lower value from the sender.
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cmd.total_damage = ene_st->total_damage;
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l->log.info_f("E-{:03X} updated to damage={} game_flags={:08X}; last hit {}{}",
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ene_st->e_id,
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ene_st->total_damage,
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ene_st->game_flags,
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should_track_hit ? "claimed" : "not claimed",
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blocked_damage_rollback ? " (damage rollback blocked)" : "");
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if (ene_st->alias_target_ene_st) {
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bool alias_is_boss = type_definition_for_enemy(ene_st->alias_target_ene_st->super_ene->type).is_boss();
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bool alias_blocked_damage_rollback = alias_is_boss && (incoming_total_damage < ene_st->alias_target_ene_st->total_damage);
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if (should_track_hit) {
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ene_st->alias_target_ene_st->set_last_hit_by_client_id(c->lobby_client_id);
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}
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ene_st->alias_target_ene_st->game_flags = src_flags;
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ene_st->alias_target_ene_st->total_damage = cmd.total_damage;
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l->log.info_f("Alias target E-{:03X} updated to damage={} game_flags={:08X}; last hit {}",
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ene_st->alias_target_ene_st->e_id, ene_st->alias_target_ene_st->total_damage, ene_st->alias_target_ene_st->game_flags, should_track_hit ? "claimed" : "not claimed");
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if (alias_blocked_damage_rollback) {
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l->log.warning_f("Blocked boss damage rollback via 6x0A from C-{} on alias target E-{:03X}: incoming={} current={} game_flags={:08X}",
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c->lobby_client_id,
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ene_st->alias_target_ene_st->e_id,
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incoming_total_damage,
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ene_st->alias_target_ene_st->total_damage,
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src_flags);
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} else {
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ene_st->alias_target_ene_st->total_damage = incoming_total_damage;
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}
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l->log.info_f("Alias target E-{:03X} updated to damage={} game_flags={:08X}; last hit {}{}",
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ene_st->alias_target_ene_st->e_id,
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ene_st->alias_target_ene_st->total_damage,
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ene_st->alias_target_ene_st->game_flags,
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should_track_hit ? "claimed" : "not claimed",
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alias_blocked_damage_rollback ? " (damage rollback blocked)" : "");
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}
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// TODO: It'd be nice if this worked on bosses too, but it seems we have to use each boss' specific state-syncing
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