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https://github.com/DarkflameUniverse/DarkflameServer.git
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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>
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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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