* feat: raw terrain parsing for scene data
Replace old dNavigation/dTerrain raw parser with new Raw module in
dZoneManager. Parse heightmaps, color maps, and scene maps from .raw
files to determine which scene a position belongs to. Build scene
adjacency graph from terrain data and scene transitions.
Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain
mesh generation with OBJ export, and debug slash commands for scene
visualization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* refactor: deduplicate terrain grid lookup logic, remove unnecessary cast
Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos()
to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition,
SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline
math. Remove unnecessary static_cast in LoadSceneTransitionInfo.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: add version < 32 support to raw terrain parser
The parser was only correct for v32 files. For v<32:
- colorMapResolution is width-1, not width
- Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4
- No DDS lightmap
- No texture settings byte or blend DDS
- Scene map: v31 reads (colorMapRes+1)^2 cells with border skip,
v<31 skips 1 byte
- No mesh data
Verified against all 309 .raw files across multiple client versions.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: log and reject legacy raw terrain format, clean up ReadRaw API
Log a clear message and throw if the zone uses a legacy raw format
(LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw
and the mapVersion parameter from ReadRaw.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: revert v33 scene field renames to unknown1/unknown2
These fields are skipped by the client in every known build (ptr += 12
and ptr += 4). No client ever reads them into a struct. Keep the
original unknown1/unknown2 names from main.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: load the zone without scene lookups when its raw terrain is missing or unreadable
Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: look up the scene at a position as the client does, in constant time
Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* feat: scene point commands take a step and use brick LOTs from the BrickIDTable
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* chore: rename NiColor::ToXYZ to Luminance
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* test: raw terrain reading, scene lookup, scene graph and scene commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* test: close the OBJ file before removing it so the test passes on Windows
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: keep the zone boundary lines and read the luz scene count as the client does
Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: name the fourth flair colour byte padding
The client never sets or reads it, so it holds leftover memory.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: keep the scene map of version 31 and older raws
These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* refactor: simplify the raw heightmap size check
The dimensions are capped at kMaxResolution, so the product can't overflow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* chore: remove the scene point spawn commands and send /getadjacentscenes as one message
The spawn commands were only for testing. /getscene and /getadjacentscenes stay.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
* feat: testmap improvements
fixes#1191
removed the force flag because it would only work to let you softlock your character.
tested that taking the lego club door now spawns you at the lego club/ns lego club doors always vs letting you spawn where ever.
tested that a testmap no longer spawns you where you last were in a zone and instead spawns you at the spawn point
inspect allows you to inspect zoneControl and localCharacter now
updated docs with the new info
* Update Entity.cpp
* change network settings from vector to LwoNameValue
* move settings on Entity to managed memory
* Migrate more members
* chore: remove pointer leakage from raw ldf pointers
* feedback
* fix ci
* feat: implement missing precondition types (20, 21, 23) and pet checks
Add DoesNotHaveFlag (23), NotFreeTrial (20), and MissionActive (21) to
PreconditionType and implement their checks. Also implement PetDeployed
and IsPetTaming using PetComponent static helpers, matching client
behavior — both are simple boolean checks with no LOT comparison.
LegoClubMember is set to always pass as DLU has no membership concept.
* fix: update TODO comments for team check and racing licence preconditions
* type
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple
tested the following are now functional
ag buff station
tiki torch
ve rocket part boxes
ns statue
property behavior
extra items from full inventory
hardcore drops (items and coins)
* feat: re-write persistent object ID tracker
Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one
Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs
Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models
* Update comment and log
* fix: sqlite transaction bug
* fix colliding temp item ids
temp items should not be saved. would cause issues between worlds as experienced before this commit
* feat: convert character ids to 64 bits
remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server. the bit does not exist and was a phantom in the first place.
Tested that a full playthrough of ag, ns and gf was still doable. slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works.
migrating an old mysql database works . need to test an old sqlite database
* fix sqlite migration
* remove nd specific column migration
* merge ServerType and ServiceID enums
* rename eConnectionType to ServiceType in preparation for enum unification
* unify ServiceID and ServiceType enums
* shrink ServiceType to an 8-bit integer
* fix linux compilation error and update gamemsg test
* return to uint16_t
* Update dNet/AuthPackets.cpp
Use cast instead of padding
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* Add default case to MasterServer.cpp
* move ref back to type
* Another formatting fix
* Fix comment to be more accurate
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Co-authored-by: jadebenn <9892985+jadebenn@users.noreply.github.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* Update build-and-test.yml
* Update build-and-test.yml
* Update build-and-test.yml
* Update build-and-test.yml
* Update build-and-test.yml
* Update build-and-test.yml
* specify up to 3.31
* fix: mail claiming item
tested that I can claim an item without an error