mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-21 04:02:48 +00:00
feat(bbb): answer FetchModelMetadataRequest for brick built models
The client asks for a model's metadata (name, owner, behaviors and its blueprint's bricks and box) when it shows a brick built model item's tooltip, a model on a property or an exhibit, and shows BBB_LOADING_BLUEPRINT until it gets it. The world server never answered. It now does as live did: UG data for the model (found among the player's items by subkey, else among placed models) and, for a brick built model, the blueprint data from its ugc row and LXFML. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -603,6 +603,110 @@ namespace GameMessages {
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return true;
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}
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void UGObjectMetadata::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(userModelID);
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bitStream.Write(blueprintID);
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BitStreamUtils::WriteLengthPrefixed(bitStream, userModelName);
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BitStreamUtils::WriteLengthPrefixed(bitStream, userModelDesc);
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bitStream.Write(owningPlayerID);
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bitStream.Write(accountID);
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BitStreamUtils::WriteLengthPrefixed(bitStream, owningPlayerName);
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const auto count = static_cast<uint8_t>(std::min<size_t>(userModelBehaviors.size(), UINT8_MAX));
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bitStream.Write(count);
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for (uint8_t i = 0; i < count; i++) bitStream.Write(userModelBehaviors[i]);
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}
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bool UGObjectMetadata::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(userModelID));
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VALIDATE_READ(bitStream.Read(blueprintID));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed(bitStream, userModelName));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed(bitStream, userModelDesc));
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VALIDATE_READ(bitStream.Read(owningPlayerID));
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VALIDATE_READ(bitStream.Read(accountID));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed(bitStream, owningPlayerName));
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uint8_t count{};
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VALIDATE_READ(bitStream.Read(count));
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userModelBehaviors.resize(count);
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for (auto& behavior : userModelBehaviors) VALIDATE_READ(bitStream.Read(behavior));
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return true;
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}
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void BlueprintMetadata::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(blueprintID);
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bitStream.Write(blueprintCreationTimestamp);
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bitStream.Write(userModelMod);
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bitStream.Write(modelBoxMins);
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bitStream.Write(modelBoxMaxs);
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bitStream.Write(userModelOpt);
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bitStream.Write(ugcIconReady);
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BitStreamUtils::WriteLengthPrefixed(bitStream, brickListColonDelim);
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bitStream.Write(neverFalseIfPresentInCaps);
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bitStream.Write(numberOfBricks);
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}
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bool BlueprintMetadata::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(blueprintID));
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VALIDATE_READ(bitStream.Read(blueprintCreationTimestamp));
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VALIDATE_READ(bitStream.Read(userModelMod));
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VALIDATE_READ(bitStream.Read(modelBoxMins));
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VALIDATE_READ(bitStream.Read(modelBoxMaxs));
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VALIDATE_READ(bitStream.Read(userModelOpt));
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VALIDATE_READ(bitStream.Read(ugcIconReady));
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VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed(bitStream, brickListColonDelim));
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VALIDATE_READ(bitStream.Read(neverFalseIfPresentInCaps));
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VALIDATE_READ(bitStream.Read(numberOfBricks));
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return true;
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}
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void FetchModelMetadataRequest::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(context);
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bitStream.Write(objectID);
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bitStream.Write(requestorID);
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bitStream.Write(ugID);
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}
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bool FetchModelMetadataRequest::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(context));
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VALIDATE_READ(bitStream.Read(objectID));
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VALIDATE_READ(bitStream.Read(requestorID));
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VALIDATE_READ(bitStream.Read(ugID));
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return true;
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}
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void FetchModelMetadataRequest::Handle(Entity& entity, const SystemAddress& sysAddr) {
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FetchModelMetadataResponse response;
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response.target = entity.GetObjectID();
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response.ugID = ugID;
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response.objectID = objectID;
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response.requestorID = requestorID;
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response.context = context;
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BrickByBrick::FillModelMetadata(entity, ugID, response);
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response.Send(sysAddr);
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}
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void FetchModelMetadataResponse::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(ugID);
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bitStream.Write(objectID);
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bitStream.Write(requestorID);
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bitStream.Write(context);
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bitStream.Write(bHasUGData);
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bitStream.Write(bHasBPData);
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if (bHasUGData) ugData.Serialize(bitStream);
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if (bHasBPData) bpData.Serialize(bitStream);
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}
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bool FetchModelMetadataResponse::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(ugID));
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VALIDATE_READ(bitStream.Read(objectID));
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VALIDATE_READ(bitStream.Read(requestorID));
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VALIDATE_READ(bitStream.Read(context));
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VALIDATE_READ(bitStream.Read(bHasUGData));
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VALIDATE_READ(bitStream.Read(bHasBPData));
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if (bHasUGData) VALIDATE_READ(ugData.Deserialize(bitStream));
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if (bHasBPData) VALIDATE_READ(bpData.Deserialize(bitStream));
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return true;
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}
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void SetModelToBuild::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(modelLot != -1);
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if (modelLot != -1) bitStream.Write(modelLot);
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@@ -242,6 +242,70 @@ namespace GameMessages {
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int32_t count{};
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};
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// A model's user generated data (UGObjectMetadata::Serialize, 0x00f5f590)
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struct UGObjectMetadata {
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LWOOBJID userModelID{};
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LWOOBJID blueprintID{};
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std::u16string userModelName;
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std::u16string userModelDesc;
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LWOOBJID owningPlayerID{};
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LWOOBJID accountID{};
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std::u16string owningPlayerName;
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std::vector<LWOOBJID> userModelBehaviors; // a u8 count on the wire; live always sent 5
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void Serialize(RakNet::BitStream& bitStream) const;
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bool Deserialize(RakNet::BitStream& bitStream);
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};
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// A brick built model's blueprint data (BlueprintMetadata::Serialize, 0x00f5f760)
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struct BlueprintMetadata {
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LWOOBJID blueprintID{};
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int64_t blueprintCreationTimestamp{}; // Unix seconds
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int32_t userModelMod{ 1 };
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NiPoint3 modelBoxMins{}; // the model's box, relative to its origin (the exhibit checks its size)
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NiPoint3 modelBoxMaxs{};
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bool userModelOpt{ true };
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bool ugcIconReady{ true };
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std::u16string brickListColonDelim; // every brick's LOT, each followed by ':'
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bool neverFalseIfPresentInCaps{ true };
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int32_t numberOfBricks{};
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void Serialize(RakNet::BitStream& bitStream) const;
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bool Deserialize(RakNet::BitStream& bitStream);
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};
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// Client -> server. The client wants the name, owner, behaviors and blueprint of a model (its UGID) it has no
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// metadata for: a brick built model item's tooltip (LWOInventoryComponent_Client::FillinDetailsBlueprint, 0x00cddb40, via
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// UGModelMetadataCache::GetModelMetadata, 0x00b5e680), a model on the property, an exhibit.
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struct FetchModelMetadataRequest : public NetGameMsg {
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FetchModelMetadataRequest() : NetGameMsg(MessageType::Game::FETCH_MODEL_METADATA_REQUEST) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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int32_t context{};
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LWOOBJID objectID{};
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LWOOBJID requestorID{};
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LWOOBJID ugID{};
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};
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// Server -> client. The answer: the client caches it by UGID and blueprint id and writes it into the config of
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// the inventory item objectID (LWOInventoryComponent_Client::msgFetchModelMetadataResponse, 0x00c64300).
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struct FetchModelMetadataResponse : public NetGameMsg {
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FetchModelMetadataResponse() : NetGameMsg(MessageType::Game::FETCH_MODEL_METADATA_RESPONSE) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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LWOOBJID ugID{};
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LWOOBJID objectID{};
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LWOOBJID requestorID{};
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int32_t context{};
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bool bHasUGData{};
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bool bHasBPData{};
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UGObjectMetadata ugData; // when bHasUGData
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BlueprintMetadata bpData; // when bHasBPData
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};
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struct SetModelToBuild : public NetGameMsg {
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SetModelToBuild() : NetGameMsg(MessageType::Game::SET_MODEL_TO_BUILD) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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@@ -141,6 +141,7 @@ namespace {
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{ SET_BUILD_MODE, []() { return std::make_unique<SetBuildMode>(); } },
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{ BUILD_MODE_SET, []() { return std::make_unique<BuildModeSet>(); } },
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{ UN_USE_BBB_MODEL, []() { return std::make_unique<UnUseBBBModel>(); } },
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{ FETCH_MODEL_METADATA_REQUEST, []() { return std::make_unique<FetchModelMetadataRequest>(); } },
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{ BBB_LOAD_ITEM_REQUEST, []() { return std::make_unique<BBBLoadItemRequest>(); } },
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{ BBB_SAVE_REQUEST, []() { return std::make_unique<BBBSaveRequest>(); } },
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{ SET_BBB_AUTOSAVE, []() { return std::make_unique<SetBBBAutosave>(); } },
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@@ -1,6 +1,8 @@
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#include "BrickByBrick.h"
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#include "BuildingMessages.h"
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#include "CDBrickIDTableTable.h"
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#include "CDClientManager.h"
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#include "Character.h"
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#include "ClientPackets.h"
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#include "DashboardNotify.h"
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@@ -33,6 +35,7 @@
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#include <fstream>
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#include <ranges>
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#include <sstream>
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#include <unordered_map>
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namespace {
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// Every item in one inventory, copied so the inventory can change while going through them
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@@ -128,6 +131,45 @@ namespace {
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}
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return saved;
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}
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// A config value as text (empty when missing)
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std::string ConfigText(const LwoNameValue& config, const std::u16string& key) {
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const auto it = config.find(key);
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if (it == config.end() || !it->second) return "";
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return it->second->GetValueAsString();
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}
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// A brick's LOT by its LEGO design id (BrickIDTable); 0 when the design has no item
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LOT BrickLot(const uint32_t designId) {
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static std::unordered_map<uint32_t, LOT> lots;
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if (lots.empty()) {
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for (const auto& entry : CDClientManager::GetTable<CDBrickIDTableTable>()->Query([](const CDBrickIDTable&) { return true; })) {
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lots.try_emplace(entry.LEGOBrickID, static_cast<LOT>(entry.NDObjectID));
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}
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}
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const auto it = lots.find(designId);
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return it == lots.end() ? 0 : it->second;
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}
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// The blueprint data of a stored brick built model (its ugc row); false when there is no such row
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bool FillBlueprintMetadata(const LWOOBJID blueprintId, GameMessages::BlueprintMetadata& data) {
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auto model = Database::Get()->GetUgcModel(blueprintId);
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if (!model) return false;
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data.blueprintID = blueprintId;
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Sd0 sd0(model->lxfmlData);
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const auto contents = Lxfml::ReadContents(sd0.GetAsStringUncompressed());
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std::vector<LOT> lots;
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for (const auto designId : contents.designIds) {
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const auto lot = BrickLot(designId);
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if (lot != 0) lots.push_back(lot);
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}
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data.brickListColonDelim = BrickByBrick::BrickList(lots);
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data.numberOfBricks = static_cast<int32_t>(contents.designIds.size());
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data.modelBoxMins = contents.boxMin;
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data.modelBoxMaxs = contents.boxMax;
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return true;
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}
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}
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bool BrickByBrick::IsEmptyModel(const std::string_view sd0) {
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@@ -393,3 +435,86 @@ uint32_t BrickByBrick::RecoverUnfinishedBuild(Entity& player) {
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}
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return rebuilt;
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}
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std::vector<LWOOBJID> BrickByBrick::BehaviorIds(const std::string_view behaviors) {
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std::vector<LWOOBJID> ids(5, LWOOBJID_EMPTY);
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size_t index = 0;
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for (const auto& part : GeneralUtils::SplitString(std::string(behaviors), ',')) {
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if (index >= ids.size()) break;
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ids[index++] = GeneralUtils::TryParse<LWOOBJID>(part).value_or(LWOOBJID_EMPTY);
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}
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return ids;
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}
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std::u16string BrickByBrick::BrickList(const std::vector<LOT>& brickLots) {
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std::u16string list;
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for (const auto lot : brickLots) {
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list += GeneralUtils::to_u16string(lot);
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list += u':';
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}
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return list;
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}
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void BrickByBrick::FillModelMetadata(Entity& player, const LWOOBJID ugId, GameMessages::FetchModelMetadataResponse& response) {
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if (ugId == LWOOBJID_EMPTY) return;
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bool found = false;
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LWOOBJID blueprintId = LWOOBJID_EMPTY;
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std::string behaviors;
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std::u16string name;
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std::u16string description;
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// One of the player's model items: a brick built model keeps its UGID as the item's subkey
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auto* inventory = player.GetComponent<InventoryComponent>();
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if (inventory) {
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for (auto* bag : inventory->GetInventories() | std::views::values) {
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for (const auto* item : bag->GetItems() | std::views::values) {
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if (item->GetSubKey() != ugId) continue;
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const auto& config = item->GetConfig();
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blueprintId = ConfigObjectId(config, u"blueprintid");
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behaviors = ConfigText(config, u"userModelBehaviors");
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name = GeneralUtils::UTF8ToUTF16(ConfigText(config, u"userModelName"));
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description = GeneralUtils::UTF8ToUTF16(ConfigText(config, u"userModelDesc"));
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found = true;
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break;
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}
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if (found) break;
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}
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}
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// A model placed on a property (this one or one the player visits)
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if (!found) {
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const auto model = Database::Get()->GetModel(ugId);
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if (model) {
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found = true;
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blueprintId = model->ugcId;
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for (size_t i = 0; i < model->behaviors.size(); i++) {
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if (i != 0) behaviors += ',';
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behaviors += std::to_string(model->behaviors[i]);
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}
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}
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}
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if (!found) {
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LOG_DEBUG("Player %llu asked for the metadata of model %llu, which is neither theirs nor placed", player.GetObjectID(), ugId);
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return;
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}
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auto& ug = response.ugData;
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response.bHasUGData = true;
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ug.userModelID = ugId;
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ug.userModelName = name;
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ug.userModelDesc = description;
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ug.userModelBehaviors = BehaviorIds(behaviors);
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// A premade model (no blueprint) has no owner or blueprint data, as live sent it
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if (blueprintId == LWOOBJID_EMPTY) return;
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ug.blueprintID = blueprintId;
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const auto owner = Database::Get()->GetUgcProcessInfo(blueprintId);
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if (owner) {
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ug.owningPlayerID = owner->characterId;
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ug.owningPlayerName = GeneralUtils::UTF8ToUTF16(owner->characterName);
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const auto character = Database::Get()->GetCharacterInfo(owner->characterId);
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if (character) ug.accountID = character->accountId;
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}
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response.bHasBPData = FillBlueprintMetadata(blueprintId, response.bpData);
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}
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@@ -18,6 +18,7 @@ class InventoryComponent;
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namespace GameMessages {
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struct MoveInventoryBatch;
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struct FetchModelMetadataResponse;
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}
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// Brick by brick building and the model items it works on, as the 1.10.64 client expects them (docs/BuildWorkflow.md).
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@@ -70,8 +71,19 @@ namespace BrickByBrick {
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// An object id kept in a config (blueprintid, userModelID), or LWOOBJID_EMPTY
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LWOOBJID ConfigObjectId(const LwoNameValue& config, const std::u16string& key);
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// A model's behavior ids from its userModelBehaviors config ("id,id,id,id,id"): always 5, missing ones 0 (live
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// always sent 5 in FetchModelMetadataResponse)
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std::vector<LWOOBJID> BehaviorIds(std::string_view behaviors);
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// BlueprintMetadata's brick list: every brick's LOT followed by ':' ("66:" for one 1x4 plate), as live sent it
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std::u16string BrickList(const std::vector<LOT>& brickLots);
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// ---- Handlers ----
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// FetchModelMetadataRequest: fills in the UG data (and, for a brick built model, the blueprint data) of the model
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// ugId: one of the player's model items (its subkey), else a model placed on any property. Neither: both left out.
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void FillModelMetadata(Entity& player, LWOOBJID ugId, GameMessages::FetchModelMetadataResponse& response);
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// BBBLoadItemRequest: moves the model item from MODELS to MODELS_IN_BBB keeping its object id (as live did).
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// Returns the id in MODELS_IN_BBB, or LWOOBJID_EMPTY when the player has no such model.
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LWOOBJID LoadModel(Entity& player, LWOOBJID itemId);
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