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chore: cleanup objectIdManager overloading and classes (#1391)
* objectIdManager fixes * Remove debug log
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@@ -14,7 +14,7 @@
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#include "EntityManager.h"
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#include "Database.h"
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#include "dServer.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "ObjectIDManager.h"
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#include "CppScripts.h"
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#include "UserManager.h"
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#include "ZoneInstanceManager.h"
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@@ -1045,7 +1045,7 @@ void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID,
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LWOOBJID owner = entity->GetObjectID();
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if (item != LOT_NULL && item != 0) {
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lootID = ObjectIDManager::Instance()->GenerateObjectID();
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lootID = ObjectIDManager::GenerateObjectID();
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Loot::Info info;
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info.id = lootID;
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@@ -2565,12 +2565,12 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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//But we don't want the server to go unresponsive, because then the client would disconnect.
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//We need to get a new ID for our model first:
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ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) {
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ObjectIDManager::RequestPersistentID([=](uint32_t newID) {
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LWOOBJID newIDL = newID;
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GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
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uint32_t blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID();
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uint32_t blueprintIDSmall = ObjectIDManager::GenerateRandomObjectID();
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LWOOBJID blueprintID = blueprintIDSmall;
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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@@ -5565,7 +5565,7 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
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}
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}
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ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newId) {
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ObjectIDManager::RequestPersistentID([=](uint32_t newId) {
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LOG("Build finished");
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GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
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GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
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