Commit Graph

2 Commits

Author SHA1 Message Date
Aaron Kimbrell
bdc9170754 fix(replica): write the item component's UGC info, after skill and combat AI
Live wrote the item component's UGC info on every construction of an
object with an item component (99 of 99 constructions of LOT 14535, a
possessable with item, skill and controllable physics and no Objects row:
ug_id 0, moderation status NoStatus, no description). DLU wrote a 0 bit.

The item component is read after the skill and base-combat-AI components
(ComponentOrderVector::Initialize 0x0101f8e0; live constructions of LOT 14535
have Skill then Item). DLU wrote it before the inventory, which did not show while
it was a single 0 bit next to the skill's 0 bit, but would misalign every
component after it now that it writes more. It now comes after
BASE_COMBAT_AI. The ReplicaComponentOrderTests oracle moves the item the same
way (intended change).

Test: ReplicaConstructionTest.ItemConstructionWritesEmptyUgcInfo,
ReplicaComponentOrderTest.EveryListedComponent (oracle updated).

Check in game: with a second player watching, use a possessable / mount /
vehicle item (e.g. a racing car in the race lobby); it appears, moves and
is left normally for both. Rocket launches and property models look as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
caebff4dca fix: give the destroyable and buff components their real component types
eReplicaComponentType had the destroyable component's registry type (7) named
BUFF, the real buff component (98) as BUFF_REAL, and a made-up DESTROYABLE =
1000 that DestroyableComponent was stored under. Now DESTROYABLE = 7 and
BUFF = 98, as in ComponentsRegistry and the client.

Undone with it:
- Destructible stats came from whichever of the "buff" (7), quick build and
  collectible registry ids was set, so the few objects without a type 7 entry
  read a DestructibleComponent row with an unrelated id (the NJ dragon relics
  16482-16485 via their collectible id, 125 quick build LOTs when placed with
  is_smashable). The type 7 entry is used now; objects without one keep the
  defaults (is_smashable objects: 1 health, smashable, factions -1 and 6;
  collectibles: an empty destroyable). The client does the same
  (LWODestroyableComponent::AllocateComponents / DoObjectComponentLoad).
- DestroyableComponent::Reinitialize, an unused copy of that pick order.
- WriteComponents' destroyableSerialized flags: the components are written from
  a list in the client's order, and where the destroyable goes (its own place
  after the buff, right before a quick build that has no registry entry for it,
  or after the render component) is one function.
- The dashboard's registry 7 -> DESTROYABLE mapping; the destroyable type also
  has a name there now (1000 was outside magic_enum's range).

Component types are not stored or sent as enum numbers anywhere besides the
CDClient's own values, which now match. migrations/cdserver/4 is unrelated (it
restores LOT 12916's registry rows that migration 0 overwrote) and stays.

Verified: dGameTests ReplicaComponentOrderTests serialize players, enemies,
smashables, quick builds and collectibles with and without a registry entry,
NPCs, pets, vehicles, models and an entity with every listed component with
the new code and a frozen copy of the old WriteComponents, and expect the same
bits for construction and serialization (a deliberately wrong destroyable place
fails them). Full ctest passes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:55 -05:00