Commit Graph

8 Commits

Author SHA1 Message Date
Aaron Kimbrell
f6f937955e feat(world): guilds in the world: create box, character component, guild commands
The world side of guilds (docs/Guilds.md):

- TMP_GUILD_CREATE, which the client's guild create box sends to its world, goes to the chat server as GUILD_CREATE.
- The character component reads the character's guild from the database when it loads (instead of the old unused "gn"
  and "gid" charxml attributes) and takes GUILD_GET_STATUS from the chat server; a change is serialized once (the
  client redraws the name billboard every time it reads a guild name). A name waiting for moderation isn't shown.
- Slash commands (the client has none for guilds): /g and /guild (guild chat; the client's guild tab sends /g, which
  goes through the chat filter and mute like zone chat, then to the chat server as channel 10), /guildcreate (opens the
  create box with DisplayGuildCreateBox), /gkick, /grank <name> <officer|veteran|recruit>, /gleader and
  /gdisband confirm.
- The Guild Master script (LOT 3001, L_GUILD_CREATE.lua: using it opens the create box). Live never placed it; GMs
  can spawn it.

Check in game (two accounts, a client with a FeatureGating row "guilds", 1, 0, 0 in its cdclient.fdb): /guildcreate,
make a guild (the name shows under yours, the guild button appears on the status bar); invite the second character
from the guild window, accept, both lists show both; guild chat tab; /grank, /gkick, /gleader; leave from the window;
log the second character out and in (guildmate logged off/in lines).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
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
545db47a40 fix(destroyable): take template factions from factionList, keeping -1
The client reads an object's factions only from the DestructibleComponent
factionList (LWODestroyableComponent::LoadDataFromTemplate 0x00c9f900: one
atol per comma-separated token, -1 kept; the faction column is not read),
and live replicated that list: [-1] on 12,829 constructions (vendors,
quickbuilds, bouncers). DLU added the faction column and dropped -1,
so those objects were sent with no factions, and the four rows with faction 6
but factionList "-1" were sent as [6].

-1 has no Factions row, so it adds no friends or enemies.

Test: ReplicaConstructionTest.TemplateFactionMinusOneIsReplicated.

Check in game: vendors, quickbuilds, bouncers and NPCs still can't be
attacked; enemies still fight players and pets; smashables still smash.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
c711eb8045 fix(physics): simple-physics motion type and velocity like live
Live's simple-physics constructions (40,786 in the captures):
- Motion type Fixed (5) for objects without a motionType (38,970). DLU read
  the level's motionType and, when there was none, sent 0, a value the
  client's motion-type enum does not have.
- Keyframed (4) for every moving platform (1,059 of 1,059) and for models
  without behaviors; Dynamic (1) for models with behaviors (655 of 666 model
  constructions follow this; DLU only switched it when a behavior was added
  or removed).
- No velocity for fixed objects (all 38,970); keyframed and dynamic objects
  have one. DLU wrote a velocity in every construction.
A level-set motionType still wins.

Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a
captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are
unchanged.

Check in game: moving platforms (AG, GF, NS, NT), spinners and other
simple-physics objects move and collide as before; smashables and static
objects stay put; on a property, placed models with and without behaviors
sit and run as before, including after picking them up and placing again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
c0dcb66f1c fix(physics): write the construction cheat block only when changed
Live wrote the controllable-physics cheat block (gravity scale, speed
multiplier) in a construction only when one of them differed from 1: 216 of
20,617 constructions had it (players at run speed 1.05 / 1.5 / 2.0 / 0.5,
enemies with gravity 0), never 1 and 1. DLU wrote it in every construction.
Serializations are unchanged.

Test: ReplicaConstructionTest.ControllablePhysicsConstructionWritesCheatsOnlyWhenChanged.

Check in game: with a second player watching, use a speed boost (or /setspeed)
and zone in while boosted; the other player sees you move at the right
speed. Enemies with gravity 0 (e.g. Sentinel Turret 6254) behave as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
52f91f307d fix(inventory): write is_bound, inventory_type and NPC item slots like live
Equipped items in the inventory component construction, as live wrote
them (49,534 equipped items in the captures):
- is_bound is the item's bound state (false for 2,990 items that bind
  neither way); DLU always wrote true. NPC items are bound when the item
  binds on pickup or on equip (2,640 of 2,640).
- inventory_type is the item's inventory, left out for ITEMS: TempEquip for
  temporary equips and proxies (3,899), Model for models (232). DLU never
  wrote it. DLU keeps player proxies in ITEM_SETS; they are sent as
  TEMP_ITEMS, like live.
- An NPC item's slot is its slot in the inventory it would be in: models
  count from 0 in MODELS and proxies from 0 in TEMP_ITEMS, so a proxy no
  longer takes the next ITEMS slot (1,475 of 1,491 NPC constructions match;
  DLU's numbering matched 1,352).
- equipped_model_transforms is an empty list on every construction (11,214
  of 11,214); DLU wrote none.

Test: InventoryConstructionTest.NpcItemsLikeLive (NPCs 7426 and 13790 from
the captures), InventoryConstructionTest.PlayerItemsLikeLive.

Check in game: NPCs with gear (Numb Chuck in FV, the Ninjago ninjas, faction
vendors) show all their gear; your own and other players' equipped items,
proxies (ninja hoods, capes) and temporary equips (Maelstrom vacuum, quest
items) show normally after zoning and after equipping/unequipping.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
ca7c02cf0c fix(character): always write the GM, activity and social blocks on construction
Live wrote all three optional blocks of the character component in every
player construction (9,726 LOT 1 constructions: gm_pvp_info with is_gm
false and gm_level 0 for civilians, current_activity Some(None) on 9,620,
social_info always Some with guild 0 and an empty name). DLU wrote each one
only after something set its dirty flag, so civilians got none of them.
Serializations are unchanged (still only when dirty).

Writing the social block every time exposed two bugs in it: the guild ID
was never initialized (now 0), and the guild name was written with
sizeof(wchar_t) (4 on Linux) bits per character, reading past the end of
the UTF-16 string; it is now written as 16-bit characters.

Test: ReplicaConstructionTest.CharacterConstructionAlwaysWritesGmActivityAndSocialBlocks.

Check in game: log in as a civilian and as a GM, with a second player
watching; both see each other normally (name tags, GM tag/level for the
GM, no PvP flag), and starting a quickbuild or pet taming still shows the
activity to the other player.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00
Aaron Kimbrell
b035f60e72 fix(replica): send each object's real age as time_since_created_on_server
Live sent the milliseconds since the object was created on the server in
every construction header (nonzero in 142,258 of 145,677 captured
constructions; the same object constructed again later carries a larger
value by the time elapsed; the local player's own construction on load is
0). DLU always wrote 0. The client stores it in the object's config
(LWOGameObject::time_since_created_on_server).

Entities now remember when they were created (steady clock) and write
their age.

Test: ReplicaConstructionTest.TimeSinceCreatedOnServerIsTheObjectsAge.

Check in game: zone in and walk around several worlds; objects, NPCs,
enemies and other players appear and animate as before (no objects
popping, stuck or misplaced animations on platforms/spinners).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:56 -05:00