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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>
75 lines
3.0 KiB
C++
75 lines
3.0 KiB
C++
// Charxml fields the client reads on load that DLU now saves. The formats are the ones live wrote (2011/2012 live
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// captures of the charxml the world server sent) and the client reads (legouniverse.exe 1.10.64).
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#include "GameDependencies.h"
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#include "CDClientDatabase.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "eMissionLockState.h"
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#include "tinyxml2.h"
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#include <string>
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#include <gtest/gtest.h>
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namespace {
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std::string Print(const tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLPrinter printer(nullptr, true);
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doc.Print(&printer);
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return printer.CStr();
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}
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void Parse(tinyxml2::XMLDocument& doc, const std::string& xml) {
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ASSERT_EQ(doc.Parse(xml.c_str()), tinyxml2::XML_SUCCESS);
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}
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}
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class CharacterSaveFieldsTests : public GameDependenciesTest {
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protected:
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void SetUp() override {
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SetUpDependencies();
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CDClientDatabase::Connect(":memory:"); // MissionComponent counts the achievements
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CDClientDatabase::ExecuteDML("CREATE TABLE Missions (id INTEGER, isMission INTEGER);");
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}
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void TearDown() override { TearDownDependencies(); }
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};
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// <mis><ts>: the states of the mission journal tabs, written after <cur> the way live wrote them.
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TEST_F(CharacterSaveFieldsTests, MissionTypeStatesRoundTrip) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mis><done/><cur/><ts><type v="Build"><st sub="" val="1"/></type><type v="Location"><st sub="Avant Gardens" val="1"/><st sub="Nimbus Station" val="2"/></type></ts></mis></obj>)");
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Entity player(20, info);
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auto* const missions = player.AddComponent<MissionComponent>(-1);
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missions->LoadFromXml(doc);
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const auto& states = missions->GetMissionTypeStates();
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ASSERT_EQ(states.size(), 2);
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EXPECT_EQ(states.at("Build").at(""), eMissionLockState::NEW);
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EXPECT_EQ(states.at("Location").at("Avant Gardens"), eMissionLockState::NEW);
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EXPECT_EQ(states.at("Location").at("Nimbus Station"), eMissionLockState::UNLOCKED);
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missions->SetMissionTypeState("Battle", "General", eMissionLockState::NEW);
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missions->UpdateXml(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><mis><done/><cur/><ts><type v="Battle"><st sub="General" val="1"/></type><type v="Build"><st sub="" val="1"/></type><type v="Location"><st sub="Avant Gardens" val="1"/><st sub="Nimbus Station" val="2"/></type></ts></mis></obj>)");
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Entity reloaded(21, info);
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auto* const reloadedMissions = reloaded.AddComponent<MissionComponent>(-1);
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reloadedMissions->LoadFromXml(doc);
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EXPECT_EQ(reloadedMissions->GetMissionTypeStates(), states);
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}
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// Saves from before <ts> was written load with no states and gain an empty <ts>.
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TEST_F(CharacterSaveFieldsTests, MissionTypeStatesMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mis><done/><cur/></mis></obj>)");
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Entity player(22, info);
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auto* const missions = player.AddComponent<MissionComponent>(-1);
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missions->LoadFromXml(doc);
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EXPECT_TRUE(missions->GetMissionTypeStates().empty());
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missions->UpdateXml(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><mis><done/><cur/><ts/></mis></obj>)");
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}
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