The client makes LWOMiniFigComponent (35) from the registry; DLU had nothing for it. It sends nothing (the client reads the MinifigComponent row itself), so constructions are unchanged; 488 LOTs gain it (LoaderSnapshotTest).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client makes the registry's item component for models too (only a pet takes it away); DLU skipped it and the model component wrote the item block itself, for the 30 model LOTs without an item row as well, and with the object id as ug_id. Live (Raven Bluff property capture): the item block carries the userModelID for brick built models (LOT 14) and 0 for reward models (LOT 8069). 1,455 LOTs gain the item component; nothing else changes (LoaderSnapshotTest).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity::Initialize walks ComponentOrderVector::Initialize's list (0x0101f8e0) as ObjectLoader2::DoObjectComponentLoad does; ids a component needs from a later one come from the registry; the trigger is added after the walk. All 15,962 LOTs get the same components as before (LoaderSnapshotTest).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOPlatform::ResumeTravelling: not travelling at a waypoint it waits the waypoint's wait; the AG monument elevator rose at once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOPlatformRotator's HandleStoppedLogic (0x00bdc660) only keeps its angular velocity from rotX/rotY/rotZ and rate; its path never arrives. No live zone sets platformIsRotater.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
StopPathing, StartPathing and GoToWaypoint instead of hand-made resyncs; a built platform starts before the scripts hear of it so a script can stop it; the FV tree platform's resync hack is gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's LWOPlatform logic (ArrivedAtWaypoint 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint, the waypoint speeds) runs on the server: stopped at a waypoint (25 at an end) for its wait, then travelling (2), serialized on arrival and departure as in the NT mover captures; constructions carry the path and the mover state; RequestPlatformResync gets the current state, percent and position. The LOT 9483 timers are gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The subcomponent comes from the platformIsMover, platformIsSimpleMover and
platformIsRotater settings; with none set, a platform without a registry
component is a mover and one with a registry component a simple mover (also
when it has an attached path, so the registry ID is passed then too). All
flags set false means no subcomponent.
A simple mover reads its MovingPlatforms row and the platformMove* settings,
is always constructed with its starting point and state as live did, and
travels between its start and start + platformMove in platformMoveTime.
A rotater is written as type 6 with a mover's data.
On arrival platforms fire OnWaypointReached, then OnArrivedAtDesiredWaypoint
at the waypoint they were sent to and OnPlatformAtLastWaypoint at an end.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client makes the mutable model component, which reads the behaviors and
editing info, only when the object's config has propertyObjectID or
inInventory (ObjectLoader2::LoadModelBehaviorsComponent); every other model
gets the plain one, which reads only the model block, as live wrote it. DLU
wrote the behaviors for every model, which the client then read as the next
component's data (the render effects). Tested with the capture decoder.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client reads the moderation and names bit whenever the pet component is
dirty, on updates as well as on construction (LWOPetComponent::Deserialize),
and live wrote a 0 there on updates. DLU wrote it only on construction, so
on an update the client took the next component's first bit (a combat AI's
dirty bit) for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client reads a moving platform's subcomponents while a 1 bit comes
before one (LWOMovingPlatformComponent::Deserialize), as live wrote them.
DLU wrote the mover without the closing 0 bit, so the client took the next
component's first bit for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client never loads a level object whose config has carver_only set (its
resource manager skips the load; LWOBasePhysComponent::LoadConfigData
0x00c495c9 reads the flag next to navmesh_carver), and live never sent one:
none of the 331 carver_only placements (mostly Crux Prime's trigger boxes)
shows up among the live constructions, where their zones' other objects do.
DLU spawned them as objects.
They are skipped now. The ones that carve the navmesh (53, in six zones,
among them the Avant Gardens Sentinel camp walls) still stop the server's movers: their shape
goes into the world's movement blockers without an object, owned by the
physics world (dpWorld::AddOwnedMovementBlocker) and freed when it shuts
down. None of them has a script, trigger or group.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Walls whose asset shape the server doesn't know are left out of the movement
blockers (a stand in cube would be a guess), which left out every navmesh
carver in Robot City (hedges, hedge corners, potted bushes, greebles, robot
statues) and the Ninjago Monastery benches. Their sizes now come from the
client's own collision shapes (res/physics): the bounds of all of a shape's
parts, with the offset of the box from the object's position. The hedge
corner is an L, so its box also covers the inside of the corner.
The same bounds match two shapes the server already had (misc_phys_10x1x5:
10 x 5 x 1; Trigger_Rectangle_Box: 8 x 8 x 4).
CreatePhysicsEntity's shape lookup becomes CreateAssetShape, which needs no
component, for walls without an object.
Still unknown: the Ninjago Monastery cave's primitive model carver (a 77.6
cube whose origin, centre or base, isn't known).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pets are walked by the server's MovementAI like enemies, but only enemies'
paths were cut at movement blockers, so pets walked through the Nimbus Station
pet ranch's "PR - Pet Blocker" walls. Their collision group (3) is the one
the pet blocker's group (18) touches in the client's collision filter, so a
pet's path now stops at them (and at navmesh carvers), whether wandering or
following its owner; a pet left behind still warps to its owner.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live's RemoveItemFromInventory for a quickbuild's item cost (the FV Stone
Warrior pedestal's 5 Maelstrom Infected Bricks, taken when the build starts)
had the loot source Quickbuild and the quickbuild's object ID as the loot
source object. DLU sent loot source None with no source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The other item sources live marked in AddItemToInventoryClientSync's extra
info, with the keys and values live sent:
- mission and achievement rewards: _Metric_Mission_ID_Int and source LOT 1,
the player (225 of 225 live rewards)
- activity rewards: _Metric_Activity_ID_Int and the activity object's LOT
- vendor purchases: the vendor's LOT and _Metric_Currency_Delta_Int, the coins
paid as a negative number (left out when the item costs no coins)
- mail attachments: _Metric_Mail_ID_Int64
- traded items: _Metric_Transaction_ID_Int64, the trade's ID
Loot::GiveLoot gains overloads that pass them on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live servers put _Metric_ keys in AddItemToInventoryClientSync's extra info,
after the item's own config, saying where the items came from: the source
object's LOT (_Metric_Souce_LOT_Int, misspelt as live had it), the mission,
activity, coins paid, mail or trade. LootMetrics holds them and writes them
with the key names and name value types live used (the mail ID as type 8,
the trade ID as type 9). AddItem, ReceiveItem (its options), the new item
constructor and Item::SetCount pass them through to the message; the item
does not keep them.
RemoveItem and Item::SetCount can also say what took items away
(ItemRemovalSource), filling RemoveItemFromInventory's loot source and
source object instead of none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Launching to a property started an extra clone 0 instance of the zone besides the property's own, because
the prep only carried the zone. PrepZone now carries the clone when there is one (written only then, so a
plain prep is unchanged).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frames and phase scopes in the world, auth, chat and UGC loops (packets per type, entities, physics, ghosting, replica, spawners, log flush, saves, web requests by route). Scopes at LoadPlayer, CreateEntity, each component's construction, InventoryComponent::LoadXml, script timers and a world's zone load; game database queries in the query helpers; CDClient statements timed through sqlite3_trace_v2 as CDClient <table> (CppSQLite3DB gets a handle accessor). Task 96.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DestructibleComponent.attack_priority is loaded onto the DestroyableComponent as a signed value. The client's
LWODestroyableComponent (LoadDataFromTemplate, 0x00c9f900) starts it at 1 and keeps 1 when the column is empty, and
answers GetAttackPriority with it; the server now does the same so TacArcs can order their targets by it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MovementAIComponent::SetDestination cuts an enemy's path (chasing, tethering,
wandering) where it first walks into a wall its collision group can't cross,
so enemies no longer walk through the Sentinel camp walls, the Crux Prime and
property navmesh carvers, or the enemy blocking volumes. With nothing left to
walk the enemy stays put. Patrols along a level path, and movers without combat
AI, are left alone.
Adds a scenario test: an enemy chasing across an enemy only volume and across a
carver stops in front of it; the clear threat wall is a trigger, not a wall.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A fixed simple physics object, or a phantom volume, that its data marks as a
wall for enemies (a navmesh carver, or solid with a group only enemies touch)
adds its shape to the world's movement blockers, and takes it out again when it
goes away. Only shapes the server knows are used; an unknown asset's stand in
cube would be a guess, so it is logged and left out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The "Clear threat list Trigger Wall" names its physics test\POI_trigger_wall.hkx,
which the server only knew as env\POI_trigger_wall.hkx, so it got the 2x2x2
stand in cube and enemies walking past never touched it. Physics assets are now
also matched by file name, case blind, and the wall is its measured size
(1 x 12.98 x 20.45, base at its origin).
"Trigger Rectangle Box" (Trigger_Rectangle_Box.hkx, 8 x 8 x 4) gets its real
size too; it was a stand in cube as well.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A quickbuild's HasItem preconditions took their items only when the build
completed and never gave them back. Live took them when the build started
and gave them back when it was cancelled: the FV Stone Warrior pedestal
(LOT 8551, precondition 99: 5 of LOT 6194) took the items at Building 5
times and added them back with the loot source Quickbuild on each of the 3
cancels in the live captures.
Preconditions now report their item costs instead of removing items while
checking. A quickbuild takes them at the start, gives them back on cancel
or a reset during the build, keeps them on completion, and gives them back
when the builder leaves the world mid-build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivityRewards coins were always read from CurrencyTable npcminlevel 1.
Live used the reward row's ChallengeRating as the npcminlevel, and level 1
when the currency index has no row for that level:
- FV foot races (ChallengeRating 4, index 1) gave 36 and 48 coins, which
only level 4 (30-50) fits; level 1 is 3-5.
- Frakjaw's chest (activity 58, ChallengeRating 6) gave 250 each to a team
of 2: its currency indices 123-126 only have a level 6 row (500), so DLU
gave nothing.
- Quickbuilds, wishing wells and chests have ChallengeRating 1; survival
and the shooting galleries have ratings with no row and keep level 1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Item::RemoveFromInventory ended with `delete this`, so every caller that still used the item afterwards (SetCount(0)
returning into its caller, loops that remove several items, proxies purged while their parent is handled) touched
freed memory. The inventory now takes the removed item and frees it at the inventory component's next update, or
with the inventory.
Check in game: sell, drop, delete, trade, mail and use up stacks (including the last of a stack); unequip and
remove an item set piece and a proxy-bearing item (rocket, modular car); donate items; nothing crashes and the
inventory shows the right counts after relogging.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Venture vision from an equipped item was sent while the character loaded, before the client's UI existed, so after a
login the minimap stayed empty until the item was equipped again (a world transfer keeps the UI, so it worked
there). The player's active venture vision effects are sent again once the player has loaded. Check: wear the
Venture Vision helmet, log out and back in: the minimap shows the icons.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>