fix: constructions keep pending changes of five more components

The level, forced movement, possessable, possessor and combat AI parts
are each read behind a flag bit (LWOLevelProgressionComponent::
Deserialize 0x00c63bd0 and the others). DLU cleared their dirty flags
when it wrote a construction, which goes only to the client the object
came into range of, so a change waiting for the next update never
reached the clients already watching: a level up, a mount or dismount,
a rail ride.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-11-10 13:26:31 -06:00
parent 7893185cad
commit 1382606bd1
6 changed files with 39 additions and 6 deletions

View File

@@ -551,7 +551,7 @@ void BaseCombatAIComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsI
if (m_DirtyStateOrTarget || bIsInitialUpdate) {
outBitStream.Write(m_State);
outBitStream.Write(m_Target);
m_DirtyStateOrTarget = false;
if (!bIsInitialUpdate) m_DirtyStateOrTarget = false;
}
}

View File

@@ -41,7 +41,8 @@ void LevelProgressionComponent::LoadFromSaveData(const tinyxml2::XMLDocument& do
void LevelProgressionComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(bIsInitialUpdate || m_DirtyLevelInfo);
if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream.Write(m_Level);
m_DirtyLevelInfo = false;
// A construction goes to one client; the players already watching still need a waiting change
if (!bIsInitialUpdate) m_DirtyLevelInfo = false;
}
void LevelProgressionComponent::HandleLevelUp() {

View File

@@ -14,7 +14,7 @@ void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, b
outBitStream.Write(m_PlayerOnRail);
outBitStream.Write(m_ShowBillboard);
}
m_DirtyInfo = false;
if (!bIsInitialUpdate) m_DirtyInfo = false;
}
void PlayerForcedMovementComponent::Allocator(Entity& entity, ObjectLoadState& state) {

View File

@@ -38,7 +38,7 @@ PossessorComponent::~PossessorComponent() {
void PossessorComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyPossesor || bIsInitialUpdate);
if (m_DirtyPossesor || bIsInitialUpdate) {
m_DirtyPossesor = false;
if (!bIsInitialUpdate) m_DirtyPossesor = false;
outBitStream.Write(m_Possessable != LWOOBJID_EMPTY);
if (m_Possessable != LWOOBJID_EMPTY) {
outBitStream.Write(m_Possessable);

View File

@@ -37,7 +37,7 @@ void PossessableComponent::LoadDataFromTemplate() {
void PossessableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyPossessable || bIsInitialUpdate);
if (m_DirtyPossessable || bIsInitialUpdate) {
m_DirtyPossessable = false; // reset flag
if (!bIsInitialUpdate) m_DirtyPossessable = false; // reset flag
outBitStream.Write(m_Possessor != LWOOBJID_EMPTY);
if (m_Possessor != LWOOBJID_EMPTY) outBitStream.Write(m_Possessor);
@@ -45,7 +45,7 @@ void PossessableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIn
if (m_AnimationFlag != eAnimationFlags::IDLE_NONE) outBitStream.Write(m_AnimationFlag);
outBitStream.Write(m_ImmediatelyDepossess);
m_ImmediatelyDepossess = false; // reset flag
if (!bIsInitialUpdate) m_ImmediatelyDepossess = false; // reset flag
}
}

View File

@@ -18,6 +18,8 @@
#include "Entity.h"
#include "InventoryComponent.h"
#include "ItemComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "Item.h"
#include "ModelComponent.h"
#include "MovingPlatformComponent.h"
@@ -338,6 +340,36 @@ TEST_F(ReplicaConstructionTest, PhantomPhysicsConstructionKeepsThePendingEffect)
EXPECT_LE(again.GetNumberOfBitsUsed(), idle);
}
// A construction goes to the one client the object came into range of. It must not use up a change the clients
// already watching are still waiting for (the level, rail and billboard flags are each read behind a flag bit).
TEST_F(ReplicaConstructionTest, AConstructionKeepsPendingLevelAndForcedMovementChanges) {
Entity player(1152921506064087008, info);
auto* const level = player.AddComponent<LevelProgressionComponent>(-1);
auto* const forcedMovement = player.AddComponent<PlayerForcedMovementComponent>(-1);
level->SetLevel(7);
forcedMovement->SetPlayerOnRail(true);
RakNet::BitStream construction;
level->Serialize(construction, true);
forcedMovement->Serialize(construction, true);
RakNet::BitStream update;
level->Serialize(update, false);
forcedMovement->Serialize(update, false);
RakNet::BitStream expected;
expected.Write1();
expected.Write<uint32_t>(7);
expected.Write1();
expected.Write1(); // on rail
expected.Write0(); // show billboard
ExpectSameBits(update, expected);
RakNet::BitStream again;
level->Serialize(again, false);
forcedMovement->Serialize(again, false);
EXPECT_EQ(again.GetNumberOfBitsUsed(), 2u);
}
// A guild change (docs/Guilds.md) is written once: the client reads guild id, a u8 length and 16-bit characters, and
// redraws the name billboard every time it reads a name.
TEST_F(ReplicaConstructionTest, CharacterGuildChangeIsWrittenOnce) {