feat: scene ghosting, as the client streams a zone's scenes

The client keeps the scene under the player loaded, the scenes the zone
file's transitions connect to it, and the global scene
(Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos
0x01069010, the connected scenes at 0x01066500; transitions naming a
missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does).

- ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph,
  shared by the world server and the dashboard.
- Objects remember the scene they were placed in (spawners pass theirs on).
- ghosting_scenes=1 (world config, off by default): players get the objects
  of their loaded scenes instead of the ones within the ghosting distances;
  objects from no scene go by the scene under them. Zones without a scene
  map keep distance ghosting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 22:02:20 -05:00
parent 696580cce5
commit 1b9724a7ec
20 changed files with 363 additions and 19 deletions

View File

@@ -19,8 +19,9 @@
#include "dConfig.h"
#include <ranges>
Level::Level(Zone* parentZone, const std::string& filepath) {
Level::Level(Zone* parentZone, const std::string& filepath, int32_t sceneID) {
m_ParentZone = parentZone;
m_SceneID = sceneID;
auto stream = Game::assetManager->GetFile(filepath.c_str());
@@ -40,8 +41,9 @@ Level::Level(Zone* parentZone, const std::string& filepath) {
LoadSceneObjects(levelFile.objects);
}
void Level::MakeSpawner(const SceneObject& obj) {
void Level::MakeSpawner(const SceneObject& obj, int32_t sceneID) {
SpawnerInfo spawnInfo = SpawnerInfo();
spawnInfo.scene = sceneID;
SpawnerNode* node = new SpawnerNode();
spawnInfo.templateID = obj.lot;
spawnInfo.spawnerID = obj.id;
@@ -162,7 +164,7 @@ void Level::LoadSceneObjects(const std::vector<SceneObject>& objects) {
}
if (obj.lot == 176) { //Spawner
MakeSpawner(obj);
MakeSpawner(obj, m_SceneID);
} else { //Regular object
EntityInfo info;
info.spawnerID = 0;
@@ -172,6 +174,7 @@ void Level::LoadSceneObjects(const std::vector<SceneObject>& objects) {
info.rot = obj.rotation;
info.settings = obj.settings;
info.scale = obj.scale;
info.scene = m_SceneID;
Game::entityManager->CreateEntity(info);
}
}

View File

@@ -15,13 +15,15 @@ public:
};
public:
Level(Zone* parentZone, const std::string& filepath);
static void MakeSpawner(const SceneObject& obj);
// sceneID: the scene id of the zone scene the file is (EntityInfo::scene of its objects)
Level(Zone* parentZone, const std::string& filepath, int32_t sceneID = -1);
static void MakeSpawner(const SceneObject& obj, int32_t sceneID = -1);
std::map<uint32_t, Header> m_ChunkHeaders;
private:
Zone* m_ParentZone;
int32_t m_SceneID = -1;
//private functions:
void LoadSceneObjects(const std::vector<SceneObject>& objects);

View File

@@ -24,6 +24,7 @@ Spawner::Spawner(const SpawnerInfo& info) {
m_EntityInfo.lot = m_Info.templateID;
m_EntityInfo.scale = m_Info.templateScale;
m_EntityInfo.scene = m_Info.scene;
m_Start = m_Info.noTimedSpawn;

View File

@@ -70,6 +70,7 @@ struct SpawnerInfo {
bool emulated = false;
LWOOBJID emulator = LWOOBJID_EMPTY;
int32_t scene = -1; // the zone scene the spawner was placed in, passed to what it spawns (EntityInfo::scene)
};
class Spawner {

View File

@@ -66,6 +66,7 @@ void Zone::LoadZoneIntoMemory() {
m_SpawnpointRotation = zoneFile.spawnpointRotation;
m_SceneCount = zoneFile.scenes.size();
m_SceneGraph = ZoneScenes::SceneGraph(zoneFile.scenes, zoneFile.sceneTransitions);
for (auto& scene : zoneFile.scenes) {
LoadScene(std::move(scene));
}
@@ -198,7 +199,7 @@ uint32_t Zone::CalculateChecksum() const {
void Zone::LoadLevelsIntoMemory() {
for (auto& [sceneID, scene] : m_Scenes) {
if (scene.level) continue;
scene.level = std::make_unique<Level>(this, m_ZonePath + scene.filename);
scene.level = std::make_unique<Level>(this, m_ZonePath + scene.filename, sceneID.GetSceneID());
if (scene.level->m_ChunkHeaders.empty()) continue;
@@ -207,6 +208,22 @@ void Zone::LoadLevelsIntoMemory() {
}
}
bool Zone::LoadSceneMap() {
if (m_ZoneRawPath.empty()) return false;
auto file = Game::assetManager->GetFile((m_ZonePath + m_ZoneRawPath).c_str());
if (!file) {
LOG("Could not open the terrain file %s for its scene map", (m_ZonePath + m_ZoneRawPath).c_str());
return false;
}
Raw::Raw raw;
if (!Raw::ReadRaw(file, raw)) {
LOG("Could not read the terrain file %s for its scene map", (m_ZonePath + m_ZoneRawPath).c_str());
return false;
}
m_SceneMap = ZoneScenes::SceneMap(raw);
return !m_SceneMap.Empty();
}
void Zone::AddRevision(LWOSCENEID sceneID, uint32_t revision) {
if (m_MapRevisions.find(sceneID) == m_MapRevisions.end()) {
m_MapRevisions.insert(std::make_pair(sceneID, revision));

View File

@@ -3,6 +3,7 @@
#include "dZMCommon.h"
#include "LDFFormat.h"
#include "ZoneFile.h"
#include "ZoneScenes.h"
#include "tinyxml2.h"
#include <string>
#include <vector>
@@ -48,6 +49,12 @@ public:
const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }
// Which scenes the client keeps loaded where (ZoneScenes); the scene map is empty unless LoadSceneMap read it
const ZoneScenes::SceneGraph& GetSceneGraph() const { return m_SceneGraph; }
const ZoneScenes::SceneMap& GetSceneMap() const { return m_SceneMap; }
// Reads the terrain file's scene map (for scene ghosting); false when the zone has none
bool LoadSceneMap();
void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
@@ -70,6 +77,8 @@ private:
std::map<LWOSCENEID, SceneRef> m_Scenes;
std::vector<SceneTransition> m_SceneTransitions;
ZoneScenes::SceneGraph m_SceneGraph;
ZoneScenes::SceneMap m_SceneMap;
uint32_t m_PathDataLength;
uint32_t m_PathChunkVersion;