The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.
- SetMissionTypeState message struct and handler: the state is stored on
the player's MissionComponent (byte-sized as the client keeps it,
LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
<ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
empty. Read back per <type>; old saves without <ts> load with none.
The client's reader (0x00d171c0) reads v from <ts> rather than from
each <type>, so it files every state under one type; the server keeps
the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
type instead of doing nothing.
Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>