fix(ugc): give old cars and rockets a build id when a character loads

Cars and rockets built before builds were recorded have no subkey and no
ugc_modular_build row, so the client has no blueprint id to ask for their
icon with. When a character loads, such an item (a ModularBuildComponent
createdLOT with assemblyPartLOTs but no subkey) gets what a new build
gets: a persistent id as its subkey and a ugc_modular_build row with its
modules and owner. The next save keeps the subkey; nothing is dropped.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 18:24:59 -05:00
parent 1d72766330
commit b040058cc8
3 changed files with 33 additions and 0 deletions

View File

@@ -1,5 +1,7 @@
#include "CDModularBuildComponentTable.h"
#include <algorithm>
#include <regex>
#include <string>
@@ -55,3 +57,8 @@ std::optional<CDModularBuildComponent> CDModularBuildComponentTable::FindByNumbe
std::optional<CDModularBuildComponent> CDModularBuildComponentTable::GetByNumberOfParts(const uint32_t numberOfParts) const {
return FindByNumberOfParts(GetEntries(), numberOfParts);
}
bool CDModularBuildComponentTable::IsCreatedLot(LOT lot) const {
const auto& entries = GetEntries();
return std::any_of(entries.begin(), entries.end(), [lot](const CDModularBuildComponent& build) { return build.createdLOT == lot; });
}

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@@ -21,6 +21,9 @@ public:
// The first build made of this many parts
std::optional<CDModularBuildComponent> GetByNumberOfParts(uint32_t numberOfParts) const;
// Whether a LOT is the item some build becomes (a car or rocket)
bool IsCreatedLot(LOT lot) const;
// Fills numberOfParts and rootPartExampleLOT from a ModularBuildComponent.xml
static void ParseXml(std::string_view xml, CDModularBuildComponent& build);
static std::optional<CDModularBuildComponent> FindByNumberOfParts(const std::vector<CDModularBuildComponent>& builds, uint32_t numberOfParts);

View File

@@ -19,6 +19,7 @@
#include "GameMessages.h"
#include "InventoryMessages.h"
#include "Database.h"
#include "CDModularBuildComponentTable.h"
#include "SkillMessages.h"
#include "MovementMessages.h"
#include "SkillComponent.h"
@@ -610,6 +611,27 @@ bool InventoryComponent::HasSpaceForLoot(const Loot::Return& loot) {
return true;
}
namespace {
/**
* Cars and rockets built before builds were recorded have no subkey, so the client has no blueprint id to ask for
* their icon with. Give such an item what a new build gets (ModularBuildFinish): a persistent id as its subkey and a
* ugc_modular_build row with its modules. The next save keeps the subkey. Main thread (character load).
*/
void AssignModularBuildId(Item& item, Entity* owner) {
if (item.GetSubKey() != LWOOBJID_EMPTY || !CDClientManager::GetTable<CDModularBuildComponentTable>()->IsCreatedLot(item.GetLot())) return;
const auto& config = item.GetConfig();
const auto modules = config.find(u"assemblyPartLOTs");
if (modules == config.values.end() || !modules->second) return;
const auto modulesText = modules->second->GetValueAsString();
if (modulesText.empty()) return;
const auto id = ObjectIDManager::GetPersistentID();
auto* character = owner ? owner->GetCharacter() : nullptr;
Database::Get()->InsertUgcBuild(modulesText, id, character ? std::optional(character->GetID()) : std::nullopt);
item.SetSubKey(id);
LOG("Gave the %i build %llu (made before builds were recorded) the build id %llu", item.GetLot(), item.GetId(), id);
}
}
void InventoryComponent::LoadXml(const tinyxml2::XMLDocument& document) {
LoadPetXml(document);
@@ -712,6 +734,7 @@ void InventoryComponent::LoadXml(const tinyxml2::XMLDocument& document) {
auto* item = new Item(id, lot, inventory, slot, count, bound, {}, parent, subKey);
item->LoadConfigXml(*itemElement);
AssignModularBuildId(*item, m_Parent);
if (equipped) {
const auto info = Inventory::FindItemComponent(lot);