Commit Graph

6 Commits

Author SHA1 Message Date
Aaron Kimbrell
eb4d1eabe5 fix(world): a player's client reloading the zone gets its character and the world again
A client that loads the zone again while its player is in the world (the
Happy Flower editor reloads the zone in place) sent LEVEL_LOAD_COMPLETE a
second time; LoadPlayer returned at once because the player existed, so
the client waited forever. Now the server resends the character
(CreateCharacter, ServerStates), forgets what it had sent that client,
constructs every object again and sends the done-loading sequence at the
player's current place. A first load is unchanged.

The Happy Flower editor messages (GetEditorLevel, the HF_* messages) are
logged when they arrive, until the server handles them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 09:49:35 -05:00
Aaron Kimbrell
c1079fc20c fix(missions): prerequisites read as the client reads them
The client checks Missions.prereqMissionID in
LWOMissionComponent::getMissionState (0x00cd7400): text without any of
!&^;,|(): is one mission ID (met when 0 or ever completed); anything else
goes through its expression reader (sub_00a32980), left to right with no
precedence, & , ; and, | or, ^ xor, ! ~ not, ( ) groups, and/or skipping
the rest once the result is known. Each operand (sub_00c90a80): "id" is
met once the mission was ever completed; "id:state" when the client's
state mask of that mission equals state.

DLU read the text right to left ignoring groups, so
"(509|229)&(812|813|814|815)" (mission 781) was met by 509 alone; a plain
ID needed the mission's state to be 8, so a repeatable being repeated
blocked the missions after it (1870 after 1869); and id:state compared the
mission's own state. GetClientMissionState moves to MissionPrerequisites
so operands can ask for the mask.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 15:48:44 -05:00
Aaron Kimbrell
529bacd077 feat(missions): keep the viewed flag of missions in progress, as the client
The client keeps a viewed flag on each mission in progress, sets it with
SetMissionViewed (LWOMissionComponent::msgSetMissionViewed 0x00bec7a0, only
for missions in progress) and reads it as v on the mission's <cur> entry
(LWOMissionComponent::LoadFromSaveData 0x00d171c0, a number or "true", false
when missing). The server now handles SetMissionViewed, saves v="1" for a
viewed mission in progress and loads it back; saves without v load as not
viewed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 15:48:43 -05:00
Aaron Kimbrell
8564e293fa fix(mission): GetMissionState answers the client's state bit mask
LWOMissionComponent::getMissionState (0x00cd7400) returns a mask: COMPLETE
once the mission was completed, ORed with the state of the mission in
progress; a mission not in progress gets AVAILABLE when it was never
completed or is repeatable and its prerequisites are met, else 0. DLU's
handler answered UNKNOWN (-1, every bit set) for a mission that cannot be
taken and COMPLETE for a completed repeatable one, and ignored
cooldownInfoRequested. With cooldown info requested (0x00cd7770) the
client only checks the cooldown of a repeat in progress (state 9 or 10):
fewer whole minutes since the last completion than Missions.cooldownTime.

MissionComponent::GetMissionState, used across the server, is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:43:08 -05:00
Aaron Kimbrell
260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00
Aaron Kimbrell
9a464ac35f refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:37:45 -05:00