Files
DarkflameServer/dGame/dInventory/Item.cpp
David Markowitz 76c2f380bf feat: re-write persistent object ID tracker (#1888)
* feat: re-write persistent object ID tracker

Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one

Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs

Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models

* Update comment and log

* fix: sqlite transaction bug

* fix colliding temp item ids

temp items should not be saved. would cause issues between worlds as experienced before this commit
2025-09-29 08:54:37 -05:00

592 lines
16 KiB
C++

#include "Item.h"
#include <sstream>
#include "ObjectIDManager.h"
#include "GeneralUtils.h"
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "PossessableComponent.h"
#include "CharacterComponent.h"
#include "eItemType.h"
#include "AssetManager.h"
#include "InventoryComponent.h"
#include "Loot.h"
#include "eObjectBits.h"
#include "eReplicaComponentType.h"
#include "eUseItemResponse.h"
#include "dZoneManager.h"
#include "ChatPackets.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "CDBrickIDTableTable.h"
#include "CDObjectSkillsTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDPackageComponentTable.h"
namespace {
const std::map<std::string, std::string> ExtraSettingAbbreviations = {
{ "assemblyPartLOTs", "ma" },
{ "blueprintID", "b" },
{ "userModelID", "ui" },
{ "userModelName", "un" },
{ "userModelDesc", "ud" },
{ "userModelHasBhvr", "ub" },
{ "userModelBehaviors", "ubh" },
{ "userModelBehaviorSourceID", "ubs" },
{ "userModelPhysicsType", "up" },
{ "userModelMod", "um" },
{ "userModelOpt", "uo" },
{ "reforgedLOT", "rl" },
};
}
Item::Item(const LWOOBJID id, const LOT lot, Inventory* inventory, const uint32_t slot, const uint32_t count, const bool bound, const std::vector<LDFBaseData*>& config, const LWOOBJID parent, LWOOBJID subKey, eLootSourceType lootSourceType) {
if (!Inventory::IsValidItem(lot)) {
return;
}
this->id = id;
this->lot = lot;
this->inventory = inventory;
this->slot = slot;
this->count = count;
this->bound = bound;
this->config = config;
this->parent = parent;
this->info = &Inventory::FindItemComponent(lot);
this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
this->subKey = subKey;
inventory->AddManagedItem(this);
}
Item::Item(
const LOT lot,
Inventory* inventory,
const uint32_t slot,
const uint32_t count,
const std::vector<LDFBaseData*>& config,
const LWOOBJID parent,
bool showFlyingLoot,
bool isModMoveAndEquip,
LWOOBJID subKey,
bool bound,
eLootSourceType lootSourceType) {
if (!Inventory::IsValidItem(lot)) {
return;
}
if (isModMoveAndEquip) {
showFlyingLoot = false;
}
this->lot = lot;
this->inventory = inventory;
this->slot = slot;
this->count = count;
this->config = config;
this->parent = parent;
this->id = LWOOBJID_EMPTY;
this->info = &Inventory::FindItemComponent(lot);
this->bound = info->isBOP || bound;
this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
this->subKey = subKey;
auto* const inventoryComponent = inventory->GetComponent();
GenerateID();
inventory->AddManagedItem(this);
auto* entity = inventoryComponent->GetParent();
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, static_cast<int>(this->count), subKey, lootSourceType);
if (isModMoveAndEquip) {
Equip();
LOG("Move and equipped (%i) from (%i)", this->lot, this->inventory->GetType());
Game::entityManager->SerializeEntity(inventoryComponent->GetParent());
}
}
LWOOBJID Item::GetId() const {
return id;
}
LOT Item::GetLot() const {
return lot;
}
uint32_t Item::GetCount() const {
return count;
}
uint32_t Item::GetSlot() const {
return slot;
}
std::vector<LDFBaseData*> Item::GetConfig() const {
return config;
}
std::vector<LDFBaseData*>& Item::GetConfig() {
return config;
}
const CDItemComponent& Item::GetInfo() const {
return *info;
}
bool Item::GetBound() const {
return bound;
}
Inventory* Item::GetInventory() const {
return inventory;
}
LWOOBJID Item::GetParent() const {
return parent;
}
LWOOBJID Item::GetSubKey() const {
return subKey;
}
PreconditionExpression* Item::GetPreconditionExpression() const {
return preconditions;
}
void Item::SetCount(const uint32_t value, const bool silent, const bool disassemble, const bool showFlyingLoot, eLootSourceType lootSourceType) {
if (value == count) {
return;
}
const auto delta = std::abs(static_cast<int32_t>(value) - static_cast<int32_t>(count));
const auto type = static_cast<eItemType>(info->itemType);
if (disassemble) {
if (value < count) {
for (auto i = 0; i < delta; ++i) {
Disassemble();
}
}
}
if (!silent) {
auto* entity = inventory->GetComponent()->GetParent();
if (value > count) {
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, LWOOBJID_EMPTY, lootSourceType);
} else {
GameMessages::SendRemoveItemFromInventory(entity, entity->GetSystemAddress(), id, lot, inventory->GetType(), delta, value);
}
}
count = value;
if (count == 0) {
RemoveFromInventory();
}
}
void Item::SetSlot(const uint32_t value) {
if (slot == value) {
return;
}
for (const auto& pair : inventory->GetItems()) {
auto* item = pair.second;
if (item->slot == value) {
item->slot = slot;
}
}
slot = value;
}
void Item::SetBound(const bool value) {
bound = value;
}
void Item::SetSubKey(LWOOBJID value) {
subKey = value;
}
void Item::SetInventory(Inventory* value) {
inventory->RemoveManagedItem(this);
inventory = value;
inventory->AddManagedItem(this);
}
void Item::Equip(const bool skipChecks) {
if (IsEquipped()) {
return;
}
inventory->GetComponent()->EquipItem(this, skipChecks);
}
void Item::UnEquip() {
if (!IsEquipped()) {
return;
}
inventory->GetComponent()->UnEquipItem(this);
}
bool Item::IsEquipped() const {
auto* component = inventory->GetComponent();
for (const auto& pair : component->GetEquippedItems()) {
const auto item = pair.second;
if (item.id == id) {
return true;
}
}
return false;
}
bool Item::Consume() {
auto* const skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
const auto skills = skillsTable->Query([this](const CDObjectSkills& entry) {
return entry.objectTemplate == static_cast<uint32_t>(lot);
});
auto success = false;
for (auto& skill : skills) {
if (skill.castOnType == 3) // Consumable type
{
success = true;
}
}
LOG_DEBUG("Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
const auto myLot = this->lot;
if (success && inventory->GetComponent()->RemoveItem(lot, 1, eInventoryType::ALL)) {
// Save this because if this is the last item in the inventory
// we may delete ourself (lol)
auto* missionComponent = inventory->GetComponent()->GetParent()->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::GATHER, myLot, LWOOBJID_EMPTY, "", -1);
}
return success;
}
void Item::UseNonEquip(Item* item) {
LOT thisLot = this->GetLot();
if (!GetInventory()) {
LOG_DEBUG("item %i has no inventory??", this->GetLot());
return;
}
auto* playerInventoryComponent = GetInventory()->GetComponent();
if (!playerInventoryComponent) {
LOG_DEBUG("no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
return;
}
auto* playerEntity = playerInventoryComponent->GetParent();
if (!playerEntity) {
LOG_DEBUG("no player entity attached to inventory? item id is %llu", this->GetId());
return;
}
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::MOUNT) {
if (Game::zoneManager->GetMountsAllowed()) {
playerInventoryComponent->HandlePossession(this);
} else {
ChatPackets::SendSystemMessage(playerEntity->GetSystemAddress(), u"Mounts are not allowed in this zone");
}
} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
if (Game::zoneManager->GetPetsAllowed()) {
const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
if (databasePet.lot != LOT_NULL) {
playerInventoryComponent->SpawnPet(this);
}
} else {
ChatPackets::SendSystemMessage(playerEntity->GetSystemAddress(), u"Pets are not allowed in this zone");
}
// This precondition response is taken care of in SpawnPet().
} else {
bool success = false;
auto inventory = item->GetInventory();
if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
auto* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
if (packageComponentId == 0) return;
auto* packCompTable = CDClientManager::GetTable<CDPackageComponentTable>();
auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
auto success = !packages.empty();
if (success) {
if (this->GetPreconditionExpression()->Check(playerInventoryComponent->GetParent())) {
auto* entityParent = playerInventoryComponent->GetParent();
// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
std::unordered_map<LOT, int32_t> rolledLoot{};
for (auto& pack : packages) {
auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
for (auto& loot : thisPackage) {
// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
auto existingLoot = rolledLoot.find(loot.first);
if (existingLoot == rolledLoot.end()) {
rolledLoot.insert(loot);
} else {
existingLoot->second += loot.second;
}
}
}
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
Loot::GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
item->SetCount(item->GetCount() - 1);
} else {
success = false;
}
} else {
GameMessages::SendUseItemRequirementsResponse(
playerInventoryComponent->GetParent()->GetObjectID(),
playerInventoryComponent->GetParent()->GetSystemAddress(),
eUseItemResponse::FailedPrecondition
);
success = false;
}
}
}
LOG_DEBUG("Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
GameMessages::SendUseItemResult(playerInventoryComponent->GetParent(), thisLot, success);
}
}
void Item::Disassemble(const eInventoryType inventoryType) {
for (auto* data : config) {
if (data->GetKey() == u"assemblyPartLOTs") {
auto modStr = data->GetValueAsString();
// This shouldn't be null but always check your pointers.
if (GetInventory()) {
auto inventoryComponent = GetInventory()->GetComponent();
if (inventoryComponent) {
auto entity = inventoryComponent->GetParent();
if (entity) entity->SetVar<std::string>(u"currentModifiedBuild", modStr);
}
}
std::vector<LOT> modArray;
std::stringstream ssData(modStr);
std::string token;
const auto deliminator = '+';
while (std::getline(ssData, token, deliminator)) {
const auto modLot = std::stoi(token.substr(2, token.size() - 1));
modArray.push_back(modLot);
}
for (const auto mod : modArray) {
inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::DELETION, inventoryType);
}
}
}
}
void Item::DisassembleModel(uint32_t numToDismantle) {
auto* table = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
auto query = CDClientDatabase::CreatePreppedStmt("SELECT render_asset, LXFMLFolder FROM RenderComponent WHERE id = ?;");
query.bind(1, static_cast<int>(componentId));
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull("render_asset")) {
return;
}
std::string renderAsset = std::string(result.getStringField("render_asset"));
// normalize path slashes
for (auto& c : renderAsset) {
if (c == '\\') c = '/';
}
std::string lxfmlFolderName = std::string(result.getStringField("LXFMLFolder"));
if (!lxfmlFolderName.empty()) lxfmlFolderName.insert(0, "/");
std::vector<std::string> renderAssetSplit = GeneralUtils::SplitString(renderAsset, '/');
if (renderAssetSplit.empty()) return;
std::string lxfmlPath = "BrickModels" + lxfmlFolderName + "/" + GeneralUtils::SplitString(renderAssetSplit.back(), '.').at(0) + ".lxfml";
auto file = Game::assetManager->GetFile(lxfmlPath.c_str());
if (!file) {
LOG("Failed to load %s to disassemble model into bricks, check that this file exists", lxfmlPath.c_str());
return;
}
std::stringstream data;
data << file.rdbuf();
uint32_t fileSize;
file.seekg(0, std::ios::end);
fileSize = static_cast<uint32_t>(file.tellg());
file.seekg(0, std::ios::beg);
if (fileSize == 0) return;
tinyxml2::XMLDocument doc;
if (doc.Parse(data.str().c_str(), data.str().size()) != tinyxml2::XML_SUCCESS) {
return;
}
auto* lxfml = doc.FirstChildElement("LXFML");
if (!lxfml) return;
auto* bricks = lxfml->FirstChildElement("Bricks");
std::string searchTerm = "Brick";
if (!bricks) {
searchTerm = "Part";
auto* scene = lxfml->FirstChildElement("Scene");
if (!scene) return;
auto* model = scene->FirstChildElement("Model");
if (!model) return;
bricks = model->FirstChildElement("Group");
if (!bricks) return;
}
auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
// First iteration gets the count
std::map<int32_t, int32_t> parts;
while (currentBrick) {
const char* const designID = currentBrick->Attribute("designID");
if (designID) {
const auto designId = GeneralUtils::TryParse<uint32_t>(designID);
if (!designId) {
LOG("Failed to parse designID %s", designID);
continue;
}
parts[designId.value()]++;
}
currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
}
auto* brickIDTable = CDClientManager::GetTable<CDBrickIDTableTable>();
// Second iteration actually distributes the bricks
for (const auto& [part, count] : parts) {
const auto partLocal = part;
const auto brickID = brickIDTable->Query([&](const CDBrickIDTable& entry) {
return entry.LEGOBrickID == partLocal;
});
if (brickID.empty()) continue;
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, count * numToDismantle, eLootSourceType::DELETION);
}
}
void Item::RemoveFromInventory() {
UnEquip();
count = 0;
inventory->RemoveManagedItem(this);
delete this;
}
Item::~Item() {
delete preconditions;
for (auto* value : config) {
delete value;
}
config.clear();
}
void Item::SaveConfigXml(tinyxml2::XMLElement& i) const {
tinyxml2::XMLElement* x = nullptr;
for (const auto* config : this->config) {
const auto& key = GeneralUtils::UTF16ToWTF8(config->GetKey());
const auto saveKey = ExtraSettingAbbreviations.find(key);
if (saveKey == ExtraSettingAbbreviations.end()) {
continue;
}
if (!x) {
x = i.InsertNewChildElement("x");
}
const auto dataToSave = config->GetString(false);
x->SetAttribute(saveKey->second.c_str(), dataToSave.c_str());
}
}
void Item::LoadConfigXml(const tinyxml2::XMLElement& i) {
const auto* x = i.FirstChildElement("x");
if (!x) return;
for (const auto& pair : ExtraSettingAbbreviations) {
const auto* data = x->Attribute(pair.second.c_str());
if (!data) continue;
const auto value = pair.first + "=" + data;
config.push_back(LDFBaseData::DataFromString(value));
}
}
LWOOBJID Item::GenerateID() {
auto* const inventoryComponent = inventory->GetComponent();
const bool isPlayer = inventoryComponent->GetParent()->IsPlayer();
LWOOBJID id{};
// Only players and non-proxy items get persistent IDs (since they are the only ones that will persist between worlds)
if (isPlayer && parent == LWOOBJID_EMPTY) {
id = ObjectIDManager::GetPersistentID();
} else {
id = ObjectIDManager::GenerateObjectID();
GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
GeneralUtils::SetBit(id, eObjectBits::CLIENT);
}
LOG("Parent %llu lot %u Generated id %u:%llu", parent, GetLot(), static_cast<uint32_t>(id), id);
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::MOUNT) {
GeneralUtils::SetBit(id, eObjectBits::CLIENT);
}
this->id = id;
return id;
}