LWOInventoryComponent_Common::msgUpdateInventoryGroupContents (0x00ce1f50)
ignores an ADD to an unlocked group that already holds 1000 LOTs. The
server had no cap, so a modified client could grow the charxml without
limit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroupContents (0x00ce1f50)
takes ADD, REMOVE and CLEAR; CLEAR removes every LOT from the group. The
server logged CLEAR as an invalid action and kept the LOTs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) and
msgUpdateInventoryGroupContents (0x00ce1f50) look the inventory type up in
m_VaultToPlayerInventory first, which Initialize (0x00d55a60) fills with
VAULT_MODELS -> MODELS. The server refused group updates for the model
vault.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) resizes
the group name to 64 characters on ADD and MODIFY. The server kept names
of any length in the charxml.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) ignores
an ADD whose group id is already in the inventory. The server added a
second group with the same id, saved to the charxml.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgMoveItemInInventory (0x00d20590) looks the
item up in the inventory the message names and moves it only to the
inventory its LOT belongs in (GetInventoryTypeForLOT 0x00c3c4f0), or for
the vaults (VAULT_ITEMS, VAULT_MODELS) the LOT's vault type
(GetValueTypeForLOT 0x00c3c4a0). An item in the target slot swaps into the
moved item's old slot and inventory, and must belong there. The server
moved an item into any inventory destInvType named and left the swapped
item in the destination. Live clients never set destInvType (0 of 61 in
the captures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::DoRemoveItemFromInventory (0x00d1fb50)
passes over equipped items when the loot source is LOOT_SOURCE_DELETION.
The server deleted the item while it was still worn.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgRemoveItemFromInventory (0x00d203b0)
counts the item (GetInvItemCount) and does nothing when it holds fewer
than iStackCount; a request for an item with no count takes the whole
stack. The server cut the request down to the stack and deleted it, and
deleted nothing for a count of 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::CanRemoveFromInventory (0x00ce0d20) refuses
the possessed object (GetPossessedObject) and the mount item
(GetMountInventoryID) before the operator bypass and the deletion
restrictions. The server let a player delete the mount they were riding.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live's 28th sale to a full buyback removed the oldest item, then sent
MoveItemInInventory (inventory 11, VENDOR_BUYBACK) for each of the 26 items
left, to slots 0 to 25 in order, before the sold item was added after them.
The server left the hole, so the sold item took the dropped item's slot
and the buyback page was no longer in sale order. The buyback inventory is
not saved and nothing changes hands; only slots move.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::msgStartSkill (0x00d45cb0) starts no cooldown for cast
types 1 and 2, and inserts the cooldown (std::map insert), so a cooldown
group already running keeps its time left. The server started one for
every cast type and extended a running group to the longer cooldown.
Live client casts used cast types 0, 3 and 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::MsgSyncSkill (0x00d454b0) checks whether the caster is
dead before running a synced behavior; if so it only removes the behavior
handle from the skill's pending ones. The server ran the sync anyway, so a
player's delayed hit still landed after they died.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::msgStartSkill (0x00d45cb0) logs and ignores a StartSkill
whose skill handle is still waiting on behavior syncs. The server ran it a
second time: the hits, the imagination cost and the mission progress twice.
Live captures hold 22 byte-identical StartSkill resends with the same
handle a few packets apart.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Item::UseNonEquip declared a second `success` inside the package branch, so
the UseItemResult it sent (and its log line) was always false, even when the
package opened and its contents were given. The client
(LWOInventoryComponent_Client::sub_00c1bb20 (0x00c1bb20)) plays the item's
audioEventUse on true and a failure sound on false; live sent true for 183
of the 187 UseItemResult in the captures.
Test: UseItemResultTests.AnOpenedPackageReportsSuccess.
Check in game: opening a package (e.g. a starter pack or a reward bag) plays
its open sound rather than the failure sound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOMissionOfferComponent builds a player's missions for a giver
(0x00c605f0, one entry 0x00bebf30) in priority order: 0 a mission to turn
in here, 5 one in progress, 10 a new one, 15 a repeat. A ready mission is
only listed where MissionNPCComponent.acceptsMission is set, a new one
only where offersMission is set and its cooldown has run out, a mission in
progress by every giver that has it. A random mission (0x00c5ffd0) lists
one of its pool that the giver has: one to turn in first, then one in
progress, else a random one. Missions are kept by mission ID; equal
priorities keep that order.
DLU sent an OfferMission for every mission that qualified, including one
ready to turn in at a giver that does not accept it. In the live captures
every use got one mission's OfferMission pair. A use now offers the head
of the list, and a pick from the multi interaction menu the picked one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An object's EnemyPrecondition (level config) decides who it is an enemy of:
whoever asks and doesn't meet the preconditions, whatever the factions
(LWODestroyableComponent::msgIsEnemy 0x00c9e930; ',' ';' ':' join groups
that must all pass, '|' alternatives). Forbidden Valley Siege's objects use
it today; any level object can.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RequestResurrect resurrected whoever sent it, so a living player could reset
their health and imagination, and repeated requests stacked respawns. The
client's destroyable resurrects only when smashed and not resurrecting
(LWODestroyableComponent::SendMessage 0x00d29e40); live, all 17 requests in
the captures came after the player's Die and before its Resurrect.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The damage reduction behavior set the reduction to its amount and back to 0
when it ended, so a second reduction replaced the first and ending either
removed both. The client's behavior sends AddDamageReduction
(DamageReductionBehavior::Cast) and the destroyable adds it to the current
reduction; removing takes off that amount, never below 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOGameObject loads these itself: interactionDistance from its Objects row
(16 without one) and the level's interaction_distance over it,
CheckPrecondition and objectWorldState from the level config, before its
components load theirs. The quickbuild, the pet and the race instancer read
them from the object; the race instancer now uses the Objects row's
distance like the client does, instead of a fixed 16.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client makes a BBB component (76) for a character (DoObjectPreLoad, LOT 1)
and for registry entries (none in the CDClient), and reads it last
(LWOBBBComponent::Deserialize: a metadata-source-item bit and the item).
DLU wrote a placeholder 0 bit at the end of every construction; now only a
character's BBBComponent writes it. Every other object sends one bit less,
which the client never read (live non-player constructions decode without
it; the zone control object stays byte for byte equal to live).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PlatformSubComponent (LWOPlatform: the state between waypoints and its
serialization) is the base of MoverSubComponent (4), SimpleMoverSubComponent
(5) and the new RotatorSubComponent (6), as LWOPlatformMover,
LWOPlatformSimpleMover and LWOPlatformRotator are built on LWOPlatform. The
platform keeps one subcomponent per type the client makes
(LWOMovingPlatformComponent::SetupPlatform: one per platformIs* setting that
is true) and sends them all; the first is the one the server runs. Same bytes
for every platform with one subcomponent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone manager keeps an index of spawners by object ID; the spawner now
belongs to the SpawnerComponent of its LOT 176 object and goes with it (the
component tells the zone manager to stop indexing it). Spawning, timers and
the update order are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Components no longer have a virtual OnUse; each component that reacts to a
use registers a RequestUse handler, like the client's components. The entity
runs the INTERACT trigger and the script, then delivers a RequestUseEvent
(carrying the user) to the handlers. The mission choice of a multi-interact
use goes only to the mission offer, as before. Switches keep a direct
EnterIfResponding for touches and pets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Components get the client's per-component functions: LoadDataFromTemplate,
PrepareConfigData, LoadConfigData, LoadFromSaveData, Startup, Run,
OnEnterScope, OnLeaveScope, Preshutdown and Shutdown, called by the entity in
the client's order. Update is renamed Run, LoadFromXml LoadFromSaveData and
UpdateXml WriteSaveData. Nothing sent changes.
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>
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>
Tests that open an in-memory CDClient with only their tables left it connected, so later tests that make their own tables when none is connected failed (DestroyableTest, MovementBlockerScenarioTest, QuickBuildCompleteTests in a full run).
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>
Appended message ID 50 (dashboard -> master): the update check's state and a
one-line summary. Master logs it whenever the summary changes, so the first
one after master starts says when an update is out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pure part of the update check: tag versions compared numerically, the latest
release and compare answers read (GitHub's error bodies refused), and the
running build worded for people ("release v3.0.0", "a local development
build of commit 1a2b3c4d with uncommitted changes"). Tested with small
hand-written samples of the answers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In a capture replay, each model stands where the capture saw it at the
playhead (the UGC server's mesh for a brick built model when it has one, a box
otherwise), appearing, moving and vanishing with the timeline both ways; the
Property tab shows the property data of that moment and the models standing,
and behavior messages are ticks on the timeline. In a replay of recorded
positions on one property instance, the models placed now are drawn and
labelled as now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CaptureProperty::Build reads, per world of a capture, the property it was:
each model (constructed with a model component, or a brick built model) with
its LOT, object, spawner, blueprint and behavior count and where it stood per
time span, from its constructions, serializations and destruction; the
DownloadPropertyData of that map and the GetModelsOnProperty counts; and the
events: placed (a PlaceModelResponse with the model made at that position,
before or after it), moved, removed (with the DeleteModelFromClient reason),
editing, and behavior messages.
CaptureTool property <bundle> --cdserver prints it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A compressed construction config is a u32 uncompressed size, a u32 compressed
size and the zlib bytes: the reader took the first size for the second and lost
its place, so live model constructions never read. It now inflates and reads
the entries.
A model's item component isn't made (Entity::Initialize): its model component
writes the item info. The layout left the registry's item component in, so a
premade model's components read one block twice and didn't match. Live writes
the same bits from its item component, so both now read exactly.
Tested with a live placed model's construction and the server's own model.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every live capture decoded: 83 of 60,659 constructions and 5 of 609,919
serializations now don't read exactly (was about 1 in 10 constructions, and
the decode aborted on text that isn't UTF-8).
- trigger component (header trigger bit): a bit and the trigger ID, last
- BBB component on objects listing component 107 (characters)
- local space info, buff immunities, phantom physics distance, skills in
progress, a choice build's setting
- moving platform: path when dirty, then subcomponents while a 1 bit comes
before one (mover and simple mover)
- pet: names under the dirty bit, on updates too; no item or model component
- models: the plain model block, or the mutable one (behaviors, editing
info) when the config has propertyObjectID or inInventory; the UGC block
is the item's
- zone file variants: markedAsPhantom (phantom physics) and renderDisabled
(no render data)
- compressed LDF: u32 uncompressed and compressed sizes, inflated and shown
as entries
- narrow text that isn't UTF-8 is shown byte by byte, and the capture tool
prints invalid text with replacements instead of aborting
Tests use live byte samples for each.
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's word check before sending is a light one; the server is the full filter. In normal (whitelist) chat, block list phrases are now stopped even when each word is allowed, and allowed phrases (from the dashboard or a line with spaces in the allowed words file) let their words through together. The dashboard can allow phrases and its message test explains both.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>