refactor(zone): LWOSCENEID lives with the zone code, its layer is an eSceneType

LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to
dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half
is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of
a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named
"Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the
three layers the zone files of every client on disk use. ZoneScene's
sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it
directly, and the dashboard compares against eSceneType::General instead
of 0. The zone checksum still hashes the layer's number.

Check in game: every world loads (the zone checksum the client checks is
unchanged), Nexus Tower included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 04:49:42 -05:00
parent 0143ed834c
commit d5563ad5da
10 changed files with 58 additions and 33 deletions

View File

@@ -701,7 +701,7 @@ std::optional<std::string> ZoneTerrainLayersJson(uint32_t zoneId) {
const auto luz = ClientAssets::ReadResFile("maps/" + zone->luzPath);
std::string error;
if (const auto header = luz ? ZonePaths::ReadHeader(*luz, error) : std::nullopt) {
for (const auto& scene : header->scenes) if (scene.sceneType == 0) names.try_emplace(scene.id, scene.name);
for (const auto& scene : header->scenes) if (scene.sceneType == eSceneType::General) names.try_emplace(scene.id, scene.name);
}
std::map<uint8_t, uint64_t> cells;
nlohmann::json chunks = nlohmann::json::array();