mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-06-16 19:54:23 +00:00
fix: improve skill management in InventoryComponent to ensure correct client updates
This commit is contained in:
@@ -727,10 +727,6 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
|
|||||||
for (const auto& pair : m_Equipped) {
|
for (const auto& pair : m_Equipped) {
|
||||||
const auto item = pair.second;
|
const auto item = pair.second;
|
||||||
|
|
||||||
if (bIsInitialUpdate) {
|
|
||||||
AddItemSkills(item.lot);
|
|
||||||
}
|
|
||||||
|
|
||||||
outBitStream.Write(item.id);
|
outBitStream.Write(item.id);
|
||||||
outBitStream.Write(item.lot);
|
outBitStream.Write(item.lot);
|
||||||
|
|
||||||
@@ -1225,15 +1221,31 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
|
|||||||
return;
|
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);
|
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) {
|
if (slot == BehaviorSlot::Primary) {
|
||||||
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
|
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
|
||||||
|
|
||||||
GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
|
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);
|
const auto index = m_Skills.find(slot);
|
||||||
if (index != m_Skills.end()) {
|
if (index != m_Skills.end()) {
|
||||||
const auto old = index->second;
|
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);
|
m_Skills.insert_or_assign(slot, skillId);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -402,6 +402,8 @@ public:
|
|||||||
|
|
||||||
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
|
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
|
||||||
|
|
||||||
|
void ClearSkills() { m_Skills.clear(); };
|
||||||
|
|
||||||
bool SetSkill(int slot, uint32_t skillId);
|
bool SetSkill(int slot, uint32_t skillId);
|
||||||
bool SetSkill(BehaviorSlot slot, uint32_t skillId);
|
bool SetSkill(BehaviorSlot slot, uint32_t skillId);
|
||||||
|
|
||||||
|
|||||||
@@ -159,6 +159,10 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
|
|||||||
|
|
||||||
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
|
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
|
||||||
if (inv) {
|
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();
|
auto items = inv->GetEquippedItems();
|
||||||
for (auto pair : items) {
|
for (auto pair : items) {
|
||||||
const auto item = pair.second;
|
const auto item = pair.second;
|
||||||
|
|||||||
Reference in New Issue
Block a user