#include "BrickByBrick.h" #include "BuildingMessages.h" #include "Character.h" #include "ClientPackets.h" #include "DashboardNotify.h" #include "Database.h" #include "dConfig.h" #include "EconomyLedger.h" #include "eBlueprintSaveResponseType.h" #include "eInventoryType.h" #include "eLootSourceType.h" #include "Entity.h" #include "Game.h" #include "GeneralUtils.h" #include "Inventory.h" #include "InventoryComponent.h" #include "InventoryMessages.h" #include "Item.h" #include "Logger.h" #include "Lxfml.h" #include "ObjectIDManager.h" #include "PropertyManagementComponent.h" #include "PropertyMessages.h" #include "Sd0.h" #include "User.h" #include #include #include #include #include #include namespace { // Every item in one inventory, copied so the inventory can change while going through them std::vector ItemsIn(InventoryComponent& inventory, const eInventoryType type) { std::vector items; auto* bag = inventory.GetInventory(type); if (!bag) return items; for (auto* item : bag->GetItems() | std::views::values) items.push_back(item); return items; } std::vector IdsIn(InventoryComponent& inventory, const eInventoryType type) { std::vector ids; for (const auto* item : ItemsIn(inventory, type)) ids.push_back(item->GetId()); return ids; } // Moves one unique item (a model) to another of the player's inventories keeping its object id, as a live server // did for BBBLoadItemRequest: RemoveItemFromInventory for the old place, AddItemToInventoryClientSync for the new. LWOOBJID MoveKeepingId(InventoryComponent& inventory, Item* item, const eInventoryType to) { if (!item) return LWOOBJID_EMPTY; const auto from = item->GetInventory()->GetType(); if (from == to) return item->GetId(); const auto id = item->GetId(); const auto lot = item->GetLot(); const auto count = item->GetCount(); const auto subKey = item->GetSubKey(); const auto bound = item->GetBound(); const LwoNameValue config = item->GetConfig(); EconomyLedger::ScopedItemTransfer moving; if (item->IsEquipped()) item->UnEquip(); item->SetCount(0, false, false, false, eLootSourceType::RELOCATE); const auto received = inventory.ReceiveItem(id, lot, count, eLootSourceType::RELOCATE, config, subKey, bound, { .inventory = to, .showFlyingLoot = false, .sourceInventory = from }); return received.id; } // Bricks the player took into brick by brick building: used up by the model (as live did) when bbb_consume_bricks // is 1, otherwise back to the backpack (DLU's choice: building does not cost bricks). void SettleBricks(InventoryComponent& inventory, const bool usedByModel) { const bool consume = usedByModel && Game::config && Game::config->GetValue("bbb_consume_bricks") == "1"; for (auto* item : ItemsIn(inventory, eInventoryType::BRICKS_IN_BBB)) { if (consume) { item->SetCount(0, false, false, false, eLootSourceType::INVENTORY); } else { inventory.MoveItemToInventory(item, eInventoryType::BRICKS, item->GetCount(), false); } } } struct SavedModel { LWOOBJID modelId{}; LWOOBJID blueprintId{}; NiPoint3 center{}; std::string sd0{}; // the model's own sd0 compressed LXFML }; // Splits a build into its models and stores each as a new ugc row (is_optimized 0: the UGC server makes its mesh // and icon). Every save makes new blueprint ids: the client caches blueprints by id. std::vector StoreModels(Entity& player, const std::string& sd0Data, const std::string& debugName) { std::vector saved; auto* character = player.GetCharacter(); if (!character || !character->GetParentUser()) return saved; std::istringstream sd0Stream(sd0Data); Sd0 sd0(sd0Stream); const auto lxfml = sd0.GetAsStringUncompressed(); if (lxfml.empty()) return saved; if (Game::config && Game::config->GetValue("save_lxfmls") == "1") { std::ofstream outFile("debug_lxfml_uncompressed_" + debugName + ".lxfml"); outFile << lxfml; } for (const auto& part : Lxfml::Split(lxfml)) { const auto [modelId, blueprintId] = ObjectIDManager::GetNewModelIDs(); Sd0 model = sd0; model.FromData(reinterpret_cast(part.lxfml.data()), part.lxfml.size()); auto stream = model.GetAsStream(); Database::Get()->InsertNewUgcModel(stream, blueprintId, character->GetParentUser()->GetAccountID(), character->GetID()); auto& entry = saved.emplace_back(); entry.modelId = modelId; entry.blueprintId = blueprintId; entry.center = part.center; for (const auto& chunk : model.GetAsVector()) entry.sd0.append(reinterpret_cast(chunk.data()), chunk.size()); } return saved; } } bool BrickByBrick::IsEmptyModel(const std::string_view sd0) { // The client clears its autosave with the bare sd0 header ("sd0" 01 ff) and no chunks return sd0.size() <= 5; } BrickByBrick::ModelRemoval BrickByBrick::PlanModelRemoval(const int32_t reason) { switch (static_cast(reason)) { case eDeleteReason::PICKING_MODEL_UP: return { .equip = true, .notifyPostDelete = true }; case eDeleteReason::BREAKING_MODEL_APART: return { .equip = false, .notifyPostDelete = true }; default: return { .equip = false, .notifyPostDelete = false }; } } BrickByBrick::Recovery BrickByBrick::PlanRecovery(const std::vector& modelsInBbb, const std::optional& autosave) { Recovery recovery; recovery.rebuild = autosave.has_value() && !IsEmptyModel(autosave->lxfml); if (recovery.rebuild) recovery.consume = autosave->sourceItems; for (const auto id : modelsInBbb) { if (std::ranges::find(recovery.consume, id) == recovery.consume.end()) recovery.giveBack.push_back(id); } return recovery; } LwoNameValue BrickByBrick::ModelItemConfig(const LWOOBJID blueprintId, const LWOOBJID userModelId, const std::string& behaviors) { // The keys a live server gave a brick built model item (AddItemToInventoryClientSync when picking one up) LwoNameValue config; config.Insert(u"blueprintid", blueprintId); config.Insert(u"userModelID", userModelId); config.Insert(u"userModelName", u""); config.Insert(u"userModelDesc", u""); config.Insert(u"userModelHasBhvr", !behaviors.empty() && behaviors.find_first_not_of("0,") != std::string::npos); config.Insert(u"userModelBehaviors", behaviors.empty() ? "0,0,0,0,0" : behaviors); config.Insert(u"userModelBehaviorSourceIDs", "0,0,0,0,0"); config.Insert(u"userModelOpt", true); config.Insert(u"userModelMod", 1); config.Insert(u"userModelPhysicsType", 2); return config; } LWOOBJID BrickByBrick::ConfigObjectId(const LwoNameValue& config, const std::u16string& key) { const auto it = config.find(key); if (it == config.end() || !it->second) return LWOOBJID_EMPTY; return GeneralUtils::TryParse(it->second->GetValueAsString()).value_or(LWOOBJID_EMPTY); } uint32_t BrickByBrick::InventoryToLoadInto(const uint32_t savedType) { if (savedType == eInventoryType::MODELS_IN_BBB) return eInventoryType::MODELS; if (savedType == eInventoryType::BRICKS_IN_BBB) return eInventoryType::BRICKS; return savedType; } LWOOBJID BrickByBrick::LoadModel(Entity& player, const LWOOBJID itemId) { auto* inventory = player.GetComponent(); if (!inventory) return LWOOBJID_EMPTY; auto* item = inventory->FindItemById(itemId); if (!item) { LOG("Player %llu opened model item %llu in brick by brick, but has no such item", player.GetObjectID(), itemId); return LWOOBJID_EMPTY; } const auto type = item->GetInventory()->GetType(); if (type == eInventoryType::MODELS_IN_BBB) return itemId; if (type != eInventoryType::MODELS) { LOG("Player %llu opened item %llu from inventory %i in brick by brick", player.GetObjectID(), itemId, type); return LWOOBJID_EMPTY; } return MoveKeepingId(*inventory, item, eInventoryType::MODELS_IN_BBB); } void BrickByBrick::Save(Entity& player, const LWOOBJID localId, const std::string& sd0Data) { ClientPackets::BlueprintSaveResponse response; response.localId = localId; auto* inventory = player.GetComponent(); auto* property = PropertyManagementComponent::Instance(); // Brick by brick building happens on the player's own property; the build becomes models placed there if (!inventory || !property || property->GetOwnerId() != player.GetObjectID()) { LOG("Player %llu saved a brick by brick model but is not on their own property", player.GetObjectID()); response.reasonCode = eBlueprintSaveResponseType::PlacementFailed; response.Send(player.GetSystemAddress()); return; } const auto models = StoreModels(player, sd0Data, std::to_string(localId)); if (models.empty()) { // BBB_COULD_NOT_GENERATE_MODEL; the client keeps the build response.reasonCode = eBlueprintSaveResponseType::ModelGenerationFailed; response.Send(player.GetSystemAddress()); return; } LOG_DEBUG("Split into %zu models", models.size()); // As live: the bricks are settled, then the response, then the models that were opened are gone SettleBricks(*inventory, true); response.reasonCode = eBlueprintSaveResponseType::EverythingWorked; for (const auto& model : models) { auto& responseModel = response.models.emplace_back(); responseModel.blueprintId = model.blueprintId; responseModel.data = model.sd0; } response.Send(player.GetSystemAddress()); for (auto* item : ItemsIn(*inventory, eInventoryType::MODELS_IN_BBB)) { item->SetCount(0, false, false, false, eLootSourceType::INVENTORY); } Database::Get()->DeleteBbbAutosave(player.GetObjectID()); for (const auto& model : models) { LwoNameValue config; config.Insert(u"blueprintid", model.blueprintId); property->SpawnModel(MODEL_OBJECT_LOT, model.modelId, model.center, QuatUtils::IDENTITY, config); } property->Save(); DashboardNotify::Changed("properties", property->GetId()); GameMessages::RequeryPropertyModels requery; requery.target = player.GetObjectID(); requery.SendToClient(player.GetSystemAddress()); } void BrickByBrick::Autosave(Entity& player, const std::string& sd0) { if (IsEmptyModel(sd0)) { Database::Get()->DeleteBbbAutosave(player.GetObjectID()); return; } auto* inventory = player.GetComponent(); IBbbAutosave::Info info; info.lxfml = sd0; if (inventory) info.sourceItems = IdsIn(*inventory, eInventoryType::MODELS_IN_BBB); info.updatedAt = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count(); Database::Get()->SetBbbAutosave(player.GetObjectID(), info); } void BrickByBrick::ReturnModel(Entity& player, const LWOOBJID itemId, const bool hasWorldTransform, const NiPoint3& position, const NiQuaternion& rotation) { auto* inventory = player.GetComponent(); if (inventory) { auto* item = inventory->FindItemById(itemId); if (item && item->GetInventory()->GetType() == eInventoryType::MODELS_IN_BBB) { auto* property = PropertyManagementComponent::Instance(); if (hasWorldTransform && property && property->GetOwnerId() == player.GetObjectID()) { property->PlaceModelFromItem(*item, position, rotation); property->SendModelsOnProperty(); } else { MoveKeepingId(*inventory, item, eInventoryType::MODELS); } } else { LOG("Player %llu returned model item %llu, which is not in their brick by brick inventory", player.GetObjectID(), itemId); } } // The autosave must not use up a model the player has back auto autosave = Database::Get()->GetBbbAutosave(player.GetObjectID()); if (autosave && std::erase(autosave->sourceItems, itemId) != 0) Database::Get()->SetBbbAutosave(player.GetObjectID(), *autosave); if (hasWorldTransform) { // The client waits in its saving state after sending this (BBBManager::SendUnUseBBBModel, 0x00b6b210); any // response with the local id it expects (none pending: 0) ends it. A code other than EverythingWorked keeps // the build the player is working on (EverythingWorked would clear it and leave brick mode). ClientPackets::BlueprintSaveResponse response; response.localId = LWOOBJID_EMPTY; response.reasonCode = eBlueprintSaveResponseType::PlacementFailed; response.Send(player.GetSystemAddress()); } } void BrickByBrick::MoveBricks(Entity& player, const GameMessages::MoveInventoryBatch& move) { const auto isBrickBag = [](const eInventoryType type) { return type == eInventoryType::BRICKS || type == eInventoryType::BRICKS_IN_BBB; }; if (!isBrickBag(move.srcBag) || !isBrickBag(move.dstBag) || move.srcBag == move.dstBag || move.moveLOT == LOT_NULL || move.count == 0) { LOG_DEBUG("Ignoring MoveInventoryBatch from %i to %i of %i", move.srcBag, move.dstBag, move.moveLOT); return; } auto* inventory = player.GetComponent(); if (!inventory) return; auto* source = inventory->GetInventory(move.srcBag); if (!source) return; const auto available = source->GetLotCount(move.moveLOT); const auto toMove = std::min(move.count, available); if (toMove == 0 || (!move.bAllowPartial && toMove < move.count)) { LOG("Player %llu moved %u of %i between brick inventories but has %u", player.GetObjectID(), move.count, move.moveLOT, available); return; } EconomyLedger::ScopedItemTransfer moving; // The client already took them out of the source bag (0x00ce1310), so that side is silent Item* item = move.startObjectID != LWOOBJID_EMPTY ? inventory->FindItemById(move.startObjectID) : nullptr; uint32_t left = toMove; while (left > 0) { if (!item || item->GetInventory() != source || item->GetLot() != move.moveLOT) item = source->FindItemByLot(move.moveLOT); if (!item) break; const auto delta = std::min(item->GetCount(), left); left -= delta; item->SetCount(item->GetCount() - delta, true, false); item = nullptr; } const auto moved = toMove - left; if (moved == 0) return; inventory->ReceiveItem(LWOOBJID_EMPTY, move.moveLOT, moved, eLootSourceType::RELOCATE, {}, LWOOBJID_EMPTY, false, { .inventory = move.dstBag, .showFlyingLoot = move.showFlyingLoot, .sourceInventory = move.srcBag }); } void BrickByBrick::EndSession(Entity& player) { RecoverUnfinishedBuild(player); } void BrickByBrick::OnPlayerLoaded(Entity& player) { RecoverUnfinishedBuild(player); } uint32_t BrickByBrick::RecoverUnfinishedBuild(Entity& player) { auto* inventory = player.GetComponent(); if (!inventory) return 0; const auto autosave = Database::Get()->GetBbbAutosave(player.GetObjectID()); auto recovery = PlanRecovery(IdsIn(*inventory, eInventoryType::MODELS_IN_BBB), autosave); const bool hadBricks = !ItemsIn(*inventory, eInventoryType::BRICKS_IN_BBB).empty(); if (!autosave && recovery.giveBack.empty() && !hadBricks) return 0; uint32_t rebuilt = 0; if (recovery.rebuild) { for (const auto& model : StoreModels(player, autosave->lxfml, "autosave_" + std::to_string(player.GetObjectID()))) { inventory->ReceiveItem(LWOOBJID_EMPTY, MODEL_ITEM_LOT, 1, eLootSourceType::INVENTORY, ModelItemConfig(model.blueprintId, model.modelId), model.modelId, false, { .inventory = eInventoryType::MODELS, .showFlyingLoot = false }); rebuilt++; } } if (rebuilt > 0) { // The rebuilt models replace the ones that were open when the autosave was made (they may already be back in // MODELS after a reload) for (const auto id : recovery.consume) { auto* item = inventory->FindItemById(id); if (item) item->SetCount(0, false, false, false, eLootSourceType::INVENTORY); } } else { for (const auto id : recovery.consume) { if (std::ranges::find(recovery.giveBack, id) == recovery.giveBack.end()) recovery.giveBack.push_back(id); } } for (const auto id : recovery.giveBack) { auto* item = inventory->FindItemById(id); if (item && item->GetInventory()->GetType() == eInventoryType::MODELS_IN_BBB) MoveKeepingId(*inventory, item, eInventoryType::MODELS); } SettleBricks(*inventory, rebuilt > 0); if (autosave) Database::Get()->DeleteBbbAutosave(player.GetObjectID()); LOG("Recovered the brick by brick build of %llu: %u models rebuilt, %zu models given back", player.GetObjectID(), rebuilt, recovery.giveBack.size()); if (rebuilt > 0) { GameMessages::RebuildBBBAutosaveMsg message; message.target = player.GetObjectID(); message.count = static_cast(rebuilt); message.SendToClient(player.GetSystemAddress()); } return rebuilt; }