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fix(level): change scene object config as the client does while loading it
ReadLvlObjectData (1.10.64, 0x0103ba20) changes an object's config as it loads it: - before version 47 a respawn time is in milliseconds: a float over 100 or any u32 becomes that many seconds, as a float; - a model spawner (LOT 176 with spawntemplate 14) gets its subkey as its blueprintid unless it has one, DisableModelBehaviors true unless set, and preventRenderWrapping true; - before version 44 an object with sceneIDOverrideEnabled gets sceneLayerIDOverride 0. LevelFile now makes the same changes. On live worlds 1906 spawners in 114 scene files of versions 45-46 have a u32 respawn time; the world already divided those by 1000 but as an integer, so they now keep their fraction (a 2500 ms respawn is 2.5 s, not 2 s). No live scene has a model spawner; 62 objects of version 43 scenes get sceneLayerIDOverride. Check in game: enemies and smashables respawn after the same time as before on Forbidden Valley, Avant Gardens and Gnarled Forest. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -505,6 +505,36 @@ TEST(LevelFileTests, SkipsEditorSettingsBySize) {
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EXPECT_TRUE(oldLevel.objects.empty());
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}
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// Config the client changes as it loads an object
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TEST(LevelFileTests, FixesUpConfigAsTheClient) {
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ZoneBytes w;
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w.Put<uint16_t>(30).Put<uint16_t>(0);
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w.data.append(48 + 12, '\0');
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w.Put<uint32_t>(0).Put<uint32_t>(4);
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w.Object(30, 176, 0, "respawn=3:5000\nsceneIDOverrideEnabled=7:1");
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w.Object(30, 176, 0, "respawn=5:20000");
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w.Object(30, 176, 0, "respawn=3:20\nspawntemplate=1:14\nsubkey=9:123");
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w.Object(30, 176, 0, "spawntemplate=1:14\nblueprintid=9:5\nDisableModelBehaviors=7:0");
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std::istringstream stream(w.Done());
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LevelFile level;
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level.Read(stream);
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ASSERT_EQ(level.objects.size(), 4u);
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const auto value = [&level](size_t object, const std::u16string& key) {
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const auto it = level.objects[object].settings.find(key);
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return it == level.objects[object].settings.end() ? std::string("none") : it->second->GetString();
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};
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EXPECT_EQ(value(0, u"respawn"), "respawn=3:5.000000");
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EXPECT_EQ(value(0, u"sceneLayerIDOverride"), "sceneLayerIDOverride=5:0");
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EXPECT_EQ(value(1, u"respawn"), "respawn=3:20.000000");
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EXPECT_EQ(value(2, u"respawn"), "respawn=3:20.000000");
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EXPECT_EQ(value(2, u"blueprintid"), "blueprintid=9:123");
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EXPECT_EQ(value(2, u"DisableModelBehaviors"), "DisableModelBehaviors=7:1");
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EXPECT_EQ(value(2, u"preventRenderWrapping"), "preventRenderWrapping=7:1");
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EXPECT_EQ(value(3, u"blueprintid"), "blueprintid=9:5");
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EXPECT_EQ(value(3, u"DisableModelBehaviors"), "DisableModelBehaviors=7:0");
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}
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TEST(LevelFileTests, DamagedFilesKeepWhatWasRead) {
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ZoneBytes w;
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w.Put<uint16_t>(30).Put<uint16_t>(0);
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