feat: re-write persistent object ID tracker (#1888)

* feat: re-write persistent object ID tracker

Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one

Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs

Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models

* Update comment and log

* fix: sqlite transaction bug

* fix colliding temp item ids

temp items should not be saved. would cause issues between worlds as experienced before this commit
This commit is contained in:
David Markowitz
2025-09-29 06:54:37 -07:00
committed by GitHub
parent b5a3cc9187
commit 76c2f380bf
44 changed files with 679 additions and 659 deletions

View File

@@ -626,7 +626,8 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument& document) {
for (const auto& pair : this->m_Inventories) {
auto* inventory = pair.second;
if (inventory->GetType() == VENDOR_BUYBACK || inventory->GetType() == eInventoryType::MODELS_IN_BBB) {
static const auto EXCLUDED_INVENTORIES = {VENDOR_BUYBACK, MODELS_IN_BBB, ITEM_SETS};
if (std::ranges::find(EXCLUDED_INVENTORIES, inventory->GetType()) != EXCLUDED_INVENTORIES.end()) {
continue;
}
@@ -1786,3 +1787,9 @@ void InventoryComponent::LoadGroupXml(const tinyxml2::XMLElement& groups) {
groupElement = groupElement->NextSiblingElement("grp");
}
}
void InventoryComponent::RegenerateItemIDs() {
for (auto* const inventory : m_Inventories | std::views::values) {
inventory->RegenerateItemIDs();
}
}

View File

@@ -407,6 +407,9 @@ public:
void FixInvisibleItems();
// Used to migrate a character version, no need to call outside of that context
void RegenerateItemIDs();
~InventoryComponent() override;
private:

View File

@@ -479,9 +479,19 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
return;
}
LWOOBJID petSubKey = ObjectIDManager::GenerateRandomObjectID();
LWOOBJID petSubKey = ObjectIDManager::GetPersistentID();
const uint32_t maxTries = 100;
uint32_t tries = 0;
while (Database::Get()->GetPetNameInfo(petSubKey) && tries < maxTries) {
tries++;
LOG("Found a duplicate pet %llu, getting a new subKey", petSubKey);
petSubKey = ObjectIDManager::GetPersistentID();
}
GeneralUtils::SetBit(petSubKey, eObjectBits::CHARACTER);
if (tries >= maxTries) {
LOG("Failed to get a unique pet subKey after %i tries, aborting pet creation for player %i", maxTries, tamer->GetCharacter() ? tamer->GetCharacter()->GetID() : -1);
return;
}
m_DatabaseId = petSubKey;

View File

@@ -135,7 +135,7 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
const auto owner = propertyEntry.ownerId;
const auto otherCharacter = Database::Get()->GetCharacterInfo(owner);
if (!otherCharacter.has_value()) {
LOG("Failed to find property owner name for %u!", owner);
LOG("Failed to find property owner name for %llu!", owner);
continue;
}
auto& entry = entries.emplace_back();

View File

@@ -170,7 +170,7 @@ void PropertyManagementComponent::UpdatePropertyDetails(std::string name, std::s
info.name = propertyName;
info.description = propertyDescription;
info.lastUpdatedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
Database::Get()->UpdateLastSave(info);
Database::Get()->UpdatePropertyDetails(info);
@@ -203,14 +203,22 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
auto prop_path = zone->GetPath(m_Parent->GetVarAsString(u"propertyName"));
if (prop_path){
if (prop_path) {
if (!prop_path->property.displayName.empty()) name = prop_path->property.displayName;
description = prop_path->property.displayDesc;
}
SetOwnerId(playerId);
propertyId = ObjectIDManager::GenerateRandomObjectID();
// Due to legacy IDs being random
propertyId = ObjectIDManager::GetPersistentID();
const uint32_t maxTries = 100;
uint32_t tries = 0;
while (Database::Get()->GetPropertyInfo(propertyId) && tries < maxTries) {
tries++;
LOG("Found a duplicate property %llu, getting a new propertyId", propertyId);
propertyId = ObjectIDManager::GetPersistentID();
}
IProperty::Info info;
info.id = propertyId;
@@ -374,46 +382,45 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
node->position = position;
node->rotation = rotation;
ObjectIDManager::RequestPersistentID([this, node, modelLOT, entity, position, rotation, originalRotation](uint32_t persistentId) {
SpawnerInfo info{};
SpawnerInfo info{};
info.templateID = modelLOT;
info.nodes = { node };
info.templateScale = 1.0f;
info.activeOnLoad = true;
info.amountMaintained = 1;
info.respawnTime = 10;
info.templateID = modelLOT;
info.nodes = { node };
info.templateScale = 1.0f;
info.activeOnLoad = true;
info.amountMaintained = 1;
info.respawnTime = 10;
info.emulated = true;
info.emulator = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.emulated = true;
info.emulator = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.spawnerID = persistentId;
GeneralUtils::SetBit(info.spawnerID, eObjectBits::CLIENT);
info.spawnerID = ObjectIDManager::GetPersistentID();
GeneralUtils::SetBit(info.spawnerID, eObjectBits::CLIENT);
const auto spawnerId = Game::zoneManager->MakeSpawner(info);
const auto spawnerId = Game::zoneManager->MakeSpawner(info);
auto* spawner = Game::zoneManager->GetSpawner(spawnerId);
auto* spawner = Game::zoneManager->GetSpawner(spawnerId);
info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"modelBehaviors", 0));
info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"userModelID", info.spawnerID));
info.nodes[0]->config.push_back(new LDFData<int>(u"modelType", 2));
info.nodes[0]->config.push_back(new LDFData<bool>(u"propertyObjectID", true));
info.nodes[0]->config.push_back(new LDFData<int>(u"componentWhitelist", 1));
info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"modelBehaviors", 0));
info.nodes[0]->config.push_back(new LDFData<LWOOBJID>(u"userModelID", info.spawnerID));
info.nodes[0]->config.push_back(new LDFData<int>(u"modelType", 2));
info.nodes[0]->config.push_back(new LDFData<bool>(u"propertyObjectID", true));
info.nodes[0]->config.push_back(new LDFData<int>(u"componentWhitelist", 1));
auto* model = spawner->Spawn();
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
auto* model = spawner->Spawn();
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
models.insert_or_assign(model->GetObjectID(), spawnerId);
models.insert_or_assign(model->GetObjectID(), spawnerId);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), position, m_Parent->GetObjectID(), 14, originalRotation);
GameMessages::SendPlaceModelResponse(entity->GetObjectID(), entity->GetSystemAddress(), position, m_Parent->GetObjectID(), 14, originalRotation);
GameMessages::SendUGCEquipPreCreateBasedOnEditMode(entity->GetObjectID(), entity->GetSystemAddress(), 0, spawnerId);
GameMessages::SendUGCEquipPreCreateBasedOnEditMode(entity->GetObjectID(), entity->GetSystemAddress(), 0, spawnerId);
GameMessages::SendGetModelsOnProperty(entity->GetObjectID(), GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendGetModelsOnProperty(entity->GetObjectID(), GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPlaced(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPlaced(entity);
});
// Progress place model missions
auto missionComponent = entity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) missionComponent->Progress(eMissionTaskType::PLACE_MODEL, 0);
@@ -693,7 +700,7 @@ void PropertyManagementComponent::Save() {
// save the behaviors of the model
for (const auto& [behaviorId, behaviorStr] : modelBehaviors) {
if (behaviorStr.empty() || behaviorId == -1 || behaviorId == 0) continue;
IBehaviors::Info info {
IBehaviors::Info info{
.behaviorId = behaviorId,
.characterId = character->GetID(),
.behaviorInfo = behaviorStr
@@ -821,7 +828,7 @@ void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMess
if (!model) continue;
auto* const modelComponent = model->GetComponent<ModelComponent>();
if (!modelComponent) continue;
modelComponent->OnChatMessageReceived(sMessage);
}
}