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chore: make predefined name unique when the name files are not provided (#1453)
Multiple characters would not be allowed to be made since they would both have tha name INVALID, that is no longer the case
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@ -301,6 +301,7 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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const auto name = LUWStringName.GetAsString();
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std::string predefinedName = GetPredefinedName(firstNameIndex, middleNameIndex, lastNameIndex);
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LOT shirtLOT = FindCharShirtID(shirtColor, shirtStyle);
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LOT pantsLOT = FindCharPantsID(pantsColor);
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@ -323,7 +324,7 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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}
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//Now that the name is ok, we can get an objectID from Master:
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ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) {
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ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) mutable {
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if (Database::Get()->GetCharacterInfo(objectID)) {
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LOG("Character object id unavailable, check object_id_tracker!");
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
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@ -366,6 +367,14 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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bool nameOk = IsNamePreapproved(name);
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if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
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// If predefined name is invalid, change it to be their object id
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// that way more than one player can create characters if the predefined name files are not provided
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if (predefinedName == "INVALID") {
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std::stringstream nameObjID;
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nameObjID << "minifig" << objectID;
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predefinedName = nameObjID.str();
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}
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std::string_view nameToAssign = !name.empty() && nameOk ? name : predefinedName;
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std::string pendingName = !name.empty() && !nameOk ? name : "";
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