The DestructibleComponent row moves from Entity::Initialize into
LoadDataFromTemplate and the level keys into LoadConfigData; a character's
save loads after both. Like the client (LWODestroyableComponent::LoadConfigData
reads them for every destroyable), the destroyables added for models and
quickbuilds now also read set_faction, is_smashable and the level loot matrix;
their live defaults become their template. Nothing changes for objects without
those keys.
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 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>
Live constructions of models on a Raven Bluff property (LOT 14, LOT 8069) carry the destroyable with health 1 / 1.0, armor 1 / 0, faction -1, smashable; DLU's had armor 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DoObjectComponentLoad adds a destroyable (componentID -1) to a quick build that has none and marks it smashable. DLU's quick build wrote three empty flags instead. The construction's destroyable now matches live field for field (AG LOT 7804: health 1 / 1.0, armor 1 / 0, faction -1, smashable). 117 LOTs gain it; nothing else changes (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>
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 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>
Live's AddItemToInventoryClientSync for a picked up drop had
_Metric_Souce_LOT_Int in its extra info on all 2,344 live pickups: the LOT
of the DropClientLoot's source object, 1 when a player was the source
(activity rewards and chests, which drop from the player). DLU sent none.
The drop remembers its source object's LOT when it is registered for the
player, and the pickup sends it. A source object already gone when it drops sends
no key. Package contents keep sending none, as live's did.
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>
The client reads RebuildComponent.activityID over a level's activityID
unless the level sets actIDovrd, but live followed the level's: the AM
Center draw bridge (LOT 12047) has activityID 12047 without actIDovrd and
dropped no loot in 4 of 4 live completions, where the template's activity 6
would have dropped quickbuild rewards. DLU already does what live did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
Live sends used_mouse false, no caster latency, no clicked position and
a zero originator rotation (present, all four components 0) in every
echo: 78,841 of 78,841 in the live captures, player and server casts
alike. DLU forwarded the casting client's values and wrote the caster's
facing for server casts. The client copies the rotation into its local
StartSkill (LWOSkillComponent::msgEchoStartSkill), which is why a real
rotation made power-up pickups jitter; the per-call override that
worked around that is no longer needed and is removed.
Check: with two players, attack, use a thrown or ranged item and pick
up power-ups; the other player sees the same animations and the
caster no longer snaps or jitters.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client reads the cooldowns still running from the charxml on load
(LWOSkillComponent::LoadFromSaveData 0x00c2a9c0): <skil sc="..."> split
on ';' and ':' (the delimiter string at 0x015b1714 is L";:") into a
cooldown group and the seconds left, each put in its cooldown map under
{hasCooldownGroup = 1, group}, the key it checks when the player casts a
skill of that group (0x00c11400). Live wrote <skil/> with nothing running
and e.g. <skil sc="17:15.6958;"/> otherwise (226 live charxmls; groups
8, 17 and 78 seen, the times below the groups' SkillBehavior cooldowns).
The claude-client-re-docs page described sc as "id;time" pairs; the
live saves and the delimiters show "group:time;".
DLU wrote no <skil>, so relogging or changing zones cleared every
cooldown (e.g. the 90 s imagination and faction skills).
- A player's successful cast (CastPlayerSkill) starts its
SkillBehavior.cooldowngroup's cooldown (groups 0 and up, cooldown > 0),
counted down in Update.
- Saved as live wrote it; loaded back when the player's SkillComponent
is created, so a cooldown survives several zone changes. Old saves
without <skil> load with none running.
Check in game: use a skill with a long cooldown (e.g. a faction kit's
special skill, a consumable with a cooldown), change zones or log out and
back in right away: its cooldown is still shown and counts down from
where it was (minus the loading time on the server).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>