fix: improve skill management in InventoryComponent to ensure correct client updates

This commit is contained in:
Aaron Kimbrell
2026-06-09 16:03:15 -05:00
parent 54dc3a0b80
commit dd24e20165
3 changed files with 45 additions and 9 deletions

View File

@@ -727,10 +727,6 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
for (const auto& pair : m_Equipped) {
const auto item = pair.second;
if (bIsInitialUpdate) {
AddItemSkills(item.lot);
}
outBitStream.Write(item.id);
outBitStream.Write(item.lot);
@@ -1225,15 +1221,31 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
return;
}
const auto old = index->second;
const auto skillId = FindSkill(lot);
GameMessages::SendRemoveSkill(m_Parent, old);
// Only act on this slot if it still holds the skill from this item.
// Another item may have overwritten the slot since this one was equipped.
if (index->second != skillId) {
return;
}
m_Skills.erase(slot);
// Find another slot that still holds this skillID (if any).
const auto surviving = std::ranges::find_if(m_Skills, [skillId](const auto& pair) {
return pair.second == skillId;
});
// The client stores one acquiredSkillsInfo entry per skillID, tagged with the slotID
// it was originally added with. Always send RemoveSkill to clear that entry, then
// re-add with the surviving slot so the client shows it in the correct place.
GameMessages::SendRemoveSkill(m_Parent, skillId);
if (surviving != m_Skills.end()) {
GameMessages::SendAddSkill(m_Parent, skillId, surviving->first);
}
if (slot == BehaviorSlot::Primary) {
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
}
}
@@ -1676,10 +1688,28 @@ bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
const auto index = m_Skills.find(slot);
if (index != m_Skills.end()) {
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
// Only remove the old skill from the client if no other slot still holds it.
// The client's acquiredSkillsInfo is keyed by skillID (one entry per skill),
// so RemoveSkill clears it globally — sending it while another slot still uses
// the same skillID would break that slot on the client.
const auto usedElsewhere = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == old;
});
if (!usedElsewhere) {
GameMessages::SendRemoveSkill(m_Parent, old);
}
}
// Only send AddSkill if the client doesn't already know about this skillID.
// The client early-exits on duplicate AddSkill (same skillID already in
// acquiredSkillsInfo) without updating the slot — so only send when it's new.
const auto alreadyKnown = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == skillId;
});
if (!alreadyKnown) {
GameMessages::SendAddSkill(m_Parent, skillId, slot);
}
GameMessages::SendAddSkill(m_Parent, skillId, slot);
m_Skills.insert_or_assign(slot, skillId);
return true;
}

View File

@@ -402,6 +402,8 @@ public:
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
void ClearSkills() { m_Skills.clear(); };
bool SetSkill(int slot, uint32_t skillId);
bool SetSkill(BehaviorSlot slot, uint32_t skillId);

View File

@@ -159,6 +159,10 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) {
// Clear server-side skill state so AddItemSkills sends fresh AddSkill
// packets to the now-ready client. Skills sent during entity construction
// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
inv->ClearSkills();
auto items = inv->GetEquippedItems();
for (auto pair : items) {
const auto item = pair.second;