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