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feat(ugc): migration gives old cars and rockets a build id
Cars and rockets built before builds were recorded were saved with subkey 0 and have no ugc_modular_build row, so the client has no blueprint id to ask for their icon with. The runtime fix only reaches characters that load again. Migrations mysql 98 and sqlite 81 (98/81 because the guilds work takes 97/80) run ModularBuildIdMigration after the SQL: every saved item with modules (x@ma) and no subkey gets what a new build gets, as the character-load fix does: a persistent id from object_id_tracker (with the character bit) as its subkey and a ugc_modular_build row with its modules and the character as owner. The XML is written with UpdateCharacterXml. Tried on a copy of a server's database with a couple of thousand such items: every one got an id and a build row, in seconds. Check: after the migration, old cars and rockets show their icons in the backpack (the UGC server makes them like any build) and still work (equip, race, launch). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
74
dDatabase/ModularBuildIdMigration.cpp
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74
dDatabase/ModularBuildIdMigration.cpp
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#include "ModularBuildIdMigration.h"
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#include <optional>
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#include "tinyxml2.h"
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#include "Database.h"
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#include "eObjectBits.h"
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#include "GeneralUtils.h"
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#include "Logger.h"
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namespace {
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// A persistent id, as ObjectIDManager::GetPersistentID hands them out: from a range reserved in object_id_tracker,
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// with the CHARACTER bit
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class PersistentIds {
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public:
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LWOOBJID Next() {
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if (!m_Range || m_Range->minID > m_Range->maxID) m_Range = Database::Get()->GetPersistentIdRange();
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LWOOBJID id = m_Range->minID++;
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GeneralUtils::SetBit(id, eObjectBits::CHARACTER);
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return id;
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}
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private:
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std::optional<IObjectIdTracker::Range> m_Range;
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};
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}
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std::vector<ModularBuildIdMigration::NewBuild> ModularBuildIdMigration::AssignIds(tinyxml2::XMLDocument& document, const std::function<LWOOBJID()>& nextId) {
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std::vector<NewBuild> builds;
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auto* obj = document.FirstChildElement("obj");
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auto* inv = obj ? obj->FirstChildElement("inv") : nullptr;
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auto* items = inv ? inv->FirstChildElement("items") : nullptr;
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for (auto* bag = items ? items->FirstChildElement("in") : nullptr; bag; bag = bag->NextSiblingElement("in")) {
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for (auto* item = bag->FirstChildElement("i"); item; item = item->NextSiblingElement("i")) {
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if (item->Int64Attribute("sk", 0) != 0) continue;
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const auto* config = item->FirstChildElement("x");
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const char* saved = config ? config->Attribute("ma") : nullptr;
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if (!saved) continue;
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// Saved as the LDF type and value ("0:1:8129+1:8130"); the build row keeps the value
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std::string modules(saved);
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if (const auto colon = modules.find(':'); colon != std::string::npos && GeneralUtils::TryParse<int32_t>(modules.substr(0, colon))) modules = modules.substr(colon + 1);
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if (modules.empty()) continue;
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const auto id = nextId();
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item->SetAttribute("sk", id);
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builds.push_back({ id, std::move(modules) });
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}
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}
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return builds;
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}
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void ModularBuildIdMigration::Run() {
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std::vector<LWOOBJID> characters;
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Database::Get()->ForEachCharacterXmlContaining("ma=\"", [&characters](LWOOBJID id, const std::string&) { characters.push_back(id); });
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PersistentIds ids;
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uint32_t builds = 0, changed = 0;
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for (const auto characterId : characters) {
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const auto xml = Database::Get()->GetCharacterXml(characterId);
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tinyxml2::XMLDocument document;
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if (xml.empty() || document.Parse(xml.c_str(), xml.size()) != tinyxml2::XML_SUCCESS) {
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LOG("Character %llu: its saved XML can't be read, its cars and rockets keep no build id", characterId);
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continue;
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}
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const auto made = AssignIds(document, [&ids] { return ids.Next(); });
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if (made.empty()) continue;
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for (const auto& build : made) Database::Get()->InsertUgcBuild(build.modules, build.id, characterId);
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tinyxml2::XMLPrinter printer(0, true, 0);
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document.Print(&printer);
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Database::Get()->UpdateCharacterXml(characterId, printer.CStr());
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builds += static_cast<uint32_t>(made.size());
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changed++;
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}
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LOG("Gave %u cars and rockets of %u characters (made before builds were recorded) a build id", builds, changed);
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}
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