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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-10 09:28:06 +00:00
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
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@@ -35,7 +35,6 @@
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#include "CDClientManager.h"
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#include "CDClientDatabase.h"
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#include "GeneralUtils.h"
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#include "ObjectIDManager.h"
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#include "ZoneInstanceManager.h"
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#include "dChatFilter.h"
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#include "ClientPackets.h"
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@@ -676,15 +675,6 @@ void HandleMasterPacket(Packet* packet) {
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if (packet->length < 2) return;
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if (static_cast<ServiceType>(packet->data[1]) != ServiceType::MASTER || packet->length < 4) return;
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switch (static_cast<MessageType::Master>(packet->data[3])) {
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case MessageType::Master::REQUEST_PERSISTENT_ID_RESPONSE: {
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CINSTREAM_SKIP_HEADER;
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uint64_t requestID;
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inStream.Read(requestID);
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uint32_t objectID;
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inStream.Read(objectID);
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ObjectIDManager::HandleRequestPersistentIDResponse(requestID, objectID);
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break;
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}
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case MessageType::Master::SESSION_KEY_RESPONSE: {
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//Read our session key and to which user it belongs:
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@@ -1047,82 +1037,90 @@ void HandlePacket(Packet* packet) {
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auto version = levelComponent->GetCharacterVersion();
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LOG("Updating character from version %s", StringifiedEnum::ToString(version).data());
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switch (version) {
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case eCharacterVersion::RELEASE:
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// TODO: Implement, super low priority
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[[fallthrough]];
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case eCharacterVersion::LIVE:
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LOG("Updating Character Flags");
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c->SetRetroactiveFlags();
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levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
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[[fallthrough]];
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case eCharacterVersion::PLAYER_FACTION_FLAGS:
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LOG("Updating Vault Size");
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player->RetroactiveVaultSize();
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levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
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[[fallthrough]];
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case eCharacterVersion::VAULT_SIZE:
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LOG("Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::SPEED_BASE);
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[[fallthrough]];
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case eCharacterVersion::SPEED_BASE: {
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LOG("Removing lots from NJ Jay missions bugged at foss");
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// https://explorer.lu/missions/1789
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const auto* mission = missionComponent->GetMission(1789);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::VAULT_ITEMS);
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}
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// https://explorer.lu/missions/1927
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mission = missionComponent->GetMission(1927);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::VAULT_ITEMS);
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}
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levelComponent->SetCharacterVersion(eCharacterVersion::NJ_JAYMISSIONS);
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[[fallthrough]];
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}
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case eCharacterVersion::NJ_JAYMISSIONS: {
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LOG("Fixing Nexus Force Explorer missions");
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auto missions = { 502 /* Pet Cove */, 593/* Nimbus Station */, 938/* Avant Gardens */, 284/* Gnarled Forest */, 754/* Forbidden Valley */ };
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bool complete = true;
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for (auto missionID : missions) {
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auto* mission = missionComponent->GetMission(missionID);
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if (!mission || !mission->IsComplete()) {
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complete = false;
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if (version < eCharacterVersion::UP_TO_DATE) {
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switch (version) {
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case eCharacterVersion::RELEASE:
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// TODO: Implement, super low priority
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[[fallthrough]];
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case eCharacterVersion::LIVE:
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LOG("Updating Character Flags");
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c->SetRetroactiveFlags();
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levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
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[[fallthrough]];
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case eCharacterVersion::PLAYER_FACTION_FLAGS:
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LOG("Updating Vault Size");
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player->RetroactiveVaultSize();
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levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
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[[fallthrough]];
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case eCharacterVersion::VAULT_SIZE:
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LOG("Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::SPEED_BASE);
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[[fallthrough]];
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case eCharacterVersion::SPEED_BASE: {
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LOG("Removing lots from NJ Jay missions bugged at foss");
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// https://explorer.lu/missions/1789
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const auto* mission = missionComponent->GetMission(1789);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::VAULT_ITEMS);
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}
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}
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if (complete) missionComponent->CompleteMission(937 /* Nexus Force explorer */);
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levelComponent->SetCharacterVersion(eCharacterVersion::NEXUS_FORCE_EXPLORER);
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[[fallthrough]];
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}
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case eCharacterVersion::NEXUS_FORCE_EXPLORER: {
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LOG("Fixing pet IDs");
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// First copy the original ids
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const auto pets = inventoryComponent->GetPetsMut();
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// Then clear the pets so we can re-add them with the updated IDs
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auto& invPets = inventoryComponent->GetPetsMut();
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invPets.clear();
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for (auto& [id, databasePet] : pets) {
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const auto originalID = id;
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const auto newId = GeneralUtils::ClearBit(id, 32); // Persistent bit that didn't exist
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LOG("New ID %llu", newId);
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auto* item = inventoryComponent->FindItemBySubKey(originalID);
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if (item) {
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LOG("item subkey %llu", item->GetSubKey());
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item->SetSubKey(newId);
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invPets[newId] = databasePet;
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// https://explorer.lu/missions/1927
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mission = missionComponent->GetMission(1927);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::VAULT_ITEMS);
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}
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levelComponent->SetCharacterVersion(eCharacterVersion::NJ_JAYMISSIONS);
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[[fallthrough]];
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}
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case eCharacterVersion::NJ_JAYMISSIONS: {
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LOG("Fixing Nexus Force Explorer missions");
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auto missions = { 502 /* Pet Cove */, 593/* Nimbus Station */, 938/* Avant Gardens */, 284/* Gnarled Forest */, 754/* Forbidden Valley */ };
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bool complete = true;
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for (auto missionID : missions) {
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auto* mission = missionComponent->GetMission(missionID);
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if (!mission || !mission->IsComplete()) {
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complete = false;
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}
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}
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if (complete) missionComponent->CompleteMission(937 /* Nexus Force explorer */);
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levelComponent->SetCharacterVersion(eCharacterVersion::NEXUS_FORCE_EXPLORER);
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[[fallthrough]];
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}
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case eCharacterVersion::NEXUS_FORCE_EXPLORER: {
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LOG("Fixing pet IDs");
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// First copy the original ids
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const auto pets = inventoryComponent->GetPetsMut();
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// Then clear the pets so we can re-add them with the updated IDs
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auto& invPets = inventoryComponent->GetPetsMut();
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invPets.clear();
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for (auto& [id, databasePet] : pets) {
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const auto originalID = id;
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const auto newId = GeneralUtils::ClearBit(id, 32); // Persistent bit that didn't exist
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LOG("New ID %llu", newId);
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auto* item = inventoryComponent->FindItemBySubKey(originalID);
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if (item) {
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LOG("item subkey %llu", item->GetSubKey());
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item->SetSubKey(newId);
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invPets[newId] = databasePet;
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}
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}
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levelComponent->SetCharacterVersion(eCharacterVersion::PET_IDS);
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[[fallthrough]];
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}
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case eCharacterVersion::PET_IDS: {
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LOG("Regenerating item ids");
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inventoryComponent->RegenerateItemIDs();
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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[[fallthrough]];
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}
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case eCharacterVersion::UP_TO_DATE:
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break;
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}
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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[[fallthrough]];
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}
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case eCharacterVersion::UP_TO_DATE:
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break;
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}
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// Update the characters xml to ensure the update above is not only saved, but so the client picks up on the changes.
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