feat(missions): keep and save the mission journal type states

The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.

- SetMissionTypeState message struct and handler: the state is stored on
  the player's MissionComponent (byte-sized as the client keeps it,
  LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
  <ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
  empty. Read back per <type>; old saves without <ts> load with none.
  The client's reader (0x00d171c0) reads v from <ts> rather than from
  each <type>, so it files every state under one type; the server keeps
  the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
  type instead of doing nothing.

Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 03:02:47 -05:00
parent cba2a36dc4
commit 70df41ae8d
10 changed files with 232 additions and 1 deletions

View File

@@ -8,6 +8,7 @@
#include <string>
#include "MissionComponent.h"
#include "eMissionLockState.h"
#include "Logger.h"
#include "CDClientManager.h"
#include "CDMissionTasksTable.h"
@@ -493,6 +494,21 @@ void MissionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
m_Missions.insert_or_assign(missionId, mission);
}
}
// Live wrote <ts><type v="Build"><st sub="" val="1"/></type>...</ts>. The client's loader
// (LWOMissionComponent::LoadFromSaveData 0x00d171c0) reads v from <ts> instead of from each <type>, so it files
// every state under one type; the server reads each <type> as it was written.
m_MissionTypeStates.clear();
const auto* const ts = mis->FirstChildElement("ts");
if (ts) {
for (const auto* type = ts->FirstChildElement("type"); type; type = type->NextSiblingElement("type")) {
const char* const typeName = type->Attribute("v");
for (const auto* st = type->FirstChildElement("st"); st; st = st->NextSiblingElement("st")) {
const char* const subtype = st->Attribute("sub");
SetMissionTypeState(typeName ? typeName : "", subtype ? subtype : "", static_cast<eMissionLockState>(st->IntAttribute("val")));
}
}
}
}
@@ -543,11 +559,31 @@ void MissionComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
mis->InsertFirstChild(done);
mis->InsertEndChild(cur);
// Live wrote <ts> after <cur>, even when it was empty
auto* const ts = doc.NewElement("ts");
for (const auto& [type, subtypes] : m_MissionTypeStates) {
auto* const typeElement = doc.NewElement("type");
typeElement->SetAttribute("v", type.c_str());
for (const auto& [subtype, state] : subtypes) {
auto* const st = doc.NewElement("st");
st->SetAttribute("sub", subtype.c_str());
st->SetAttribute("val", static_cast<int32_t>(state));
typeElement->LinkEndChild(st);
}
ts->LinkEndChild(typeElement);
}
mis->InsertEndChild(ts);
if (shouldInsertMis) {
obj->LinkEndChild(mis);
}
}
void MissionComponent::SetMissionTypeState(const std::string& type, const std::string& subtype, const eMissionLockState state) {
// The client keeps the state as a byte (LWOMissionComponent::msgSetMissionTypeState 0x00c90d00)
m_MissionTypeStates[type][subtype] = static_cast<eMissionLockState>(static_cast<int8_t>(state));
}
void MissionComponent::AddCollectible(int32_t collectibleID) {
// Check if this collectible is already in the list
if (HasCollectible(collectibleID)) {