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Mapped from the 1.10.64 client and live captures (docs/BuildWorkflow.md). Model placement (PropertyManagementComponent): - A brick built model placed from the inventory spawned at the world origin with no rotation and without PlaceModelResponse/PreCreate, and was saved to properties_contents with ugc_id 0; it is now placed where the client put it, keeps its UGID and blueprint and is saved with them. - Picking up, putting away and taking apart a brick built model gave it to MODELS_IN_BBB and then deleted it; every way off the property now puts it in MODELS (carried when picked up), as live, with its blueprint config. Taking a premade model apart no longer deletes it either. - Placing and removing a model saves the property at once, so a crash or a disconnect before PropertyEditorEnd does not lose it. - DoneArrangingWithItem only answers when something new is picked (not when leaving), with the subject as build area; SetBuildModeConfirmed's warnVisitors matches live. Brick by brick (BrickByBrick): - BBBLoadItemRequest moves the model to MODELS_IN_BBB keeping its id and fails cleanly when the player has no such model. - MoveInventoryBatch moves bricks between BRICKS and BRICKS_IN_BBB (it was not handled, so the client and server disagreed until a relog). - BBBSaveRequest uses up the opened models, places the new ones through the property, returns the bricks (or uses them with bbb_consume_bricks=1), clears the autosave and sends RequeryPropertyModels. Every save makes new ugc rows (is_optimized 0, so the UGC server processes them). - Quick save: SetBBBAutosave is stored per character (bbb_autosave). - UnUseBBBModel puts a model back on the property where it was when it came from there, otherwise back in MODELS. - Leaving brick mode without a save, a disconnect or a crash: the autosave is rebuilt into models (RebuildBBBAutosaveMsg) or the opened models go back to MODELS. MODELS_IN_BBB is saved with the character now and loads into MODELS, BRICKS_IN_BBB into BRICKS. Fixes #1632 Fixes #159 Fixes #1565 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
390 lines
16 KiB
C++
390 lines
16 KiB
C++
#include "BrickByBrick.h"
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#include "BuildingMessages.h"
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#include "Character.h"
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#include "ClientPackets.h"
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#include "DashboardNotify.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "EconomyLedger.h"
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#include "eBlueprintSaveResponseType.h"
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#include "eInventoryType.h"
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#include "eLootSourceType.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GeneralUtils.h"
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#include "Inventory.h"
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#include "InventoryComponent.h"
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#include "InventoryMessages.h"
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#include "Item.h"
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#include "Logger.h"
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#include "Lxfml.h"
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#include "ObjectIDManager.h"
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#include "PropertyManagementComponent.h"
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#include "PropertyMessages.h"
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#include "Sd0.h"
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#include "User.h"
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#include <algorithm>
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#include <chrono>
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#include <cstring>
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#include <fstream>
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#include <ranges>
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#include <sstream>
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namespace {
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// Every item in one inventory, copied so the inventory can change while going through them
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std::vector<Item*> ItemsIn(InventoryComponent& inventory, const eInventoryType type) {
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std::vector<Item*> items;
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auto* bag = inventory.GetInventory(type);
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if (!bag) return items;
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for (auto* item : bag->GetItems() | std::views::values) items.push_back(item);
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return items;
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}
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std::vector<LWOOBJID> IdsIn(InventoryComponent& inventory, const eInventoryType type) {
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std::vector<LWOOBJID> ids;
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for (const auto* item : ItemsIn(inventory, type)) ids.push_back(item->GetId());
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return ids;
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}
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// Moves one unique item (a model) to another of the player's inventories keeping its object id, as a live server
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// did for BBBLoadItemRequest: RemoveItemFromInventory for the old place, AddItemToInventoryClientSync for the new.
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LWOOBJID MoveKeepingId(InventoryComponent& inventory, Item* item, const eInventoryType to) {
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if (!item) return LWOOBJID_EMPTY;
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const auto from = item->GetInventory()->GetType();
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if (from == to) return item->GetId();
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const auto id = item->GetId();
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const auto lot = item->GetLot();
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const auto count = item->GetCount();
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const auto subKey = item->GetSubKey();
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const auto bound = item->GetBound();
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const LwoNameValue config = item->GetConfig();
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EconomyLedger::ScopedItemTransfer moving;
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if (item->IsEquipped()) item->UnEquip();
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item->SetCount(0, false, false, false, eLootSourceType::RELOCATE);
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const auto received = inventory.ReceiveItem(id, lot, count, eLootSourceType::RELOCATE, config, subKey, bound,
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{ .inventory = to, .showFlyingLoot = false, .sourceInventory = from });
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return received.id;
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}
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// Bricks the player took into brick by brick building: used up by the model (as live did) when bbb_consume_bricks
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// is 1, otherwise back to the backpack (DLU's choice: building does not cost bricks).
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void SettleBricks(InventoryComponent& inventory, const bool usedByModel) {
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const bool consume = usedByModel && Game::config && Game::config->GetValue("bbb_consume_bricks") == "1";
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for (auto* item : ItemsIn(inventory, eInventoryType::BRICKS_IN_BBB)) {
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if (consume) {
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item->SetCount(0, false, false, false, eLootSourceType::INVENTORY);
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} else {
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inventory.MoveItemToInventory(item, eInventoryType::BRICKS, item->GetCount(), false);
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}
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}
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}
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struct SavedModel {
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LWOOBJID modelId{};
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LWOOBJID blueprintId{};
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NiPoint3 center{};
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std::string sd0{}; // the model's own sd0 compressed LXFML
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};
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// Splits a build into its models and stores each as a new ugc row (is_optimized 0: the UGC server makes its mesh
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// and icon). Every save makes new blueprint ids: the client caches blueprints by id.
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std::vector<SavedModel> StoreModels(Entity& player, const std::string& sd0Data, const std::string& debugName) {
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std::vector<SavedModel> saved;
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auto* character = player.GetCharacter();
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if (!character || !character->GetParentUser()) return saved;
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std::istringstream sd0Stream(sd0Data);
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Sd0 sd0(sd0Stream);
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const auto lxfml = sd0.GetAsStringUncompressed();
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if (lxfml.empty()) return saved;
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if (Game::config && Game::config->GetValue("save_lxfmls") == "1") {
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std::ofstream outFile("debug_lxfml_uncompressed_" + debugName + ".lxfml");
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outFile << lxfml;
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}
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for (const auto& part : Lxfml::Split(lxfml)) {
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const auto [modelId, blueprintId] = ObjectIDManager::GetNewModelIDs();
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Sd0 model = sd0;
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model.FromData(reinterpret_cast<const uint8_t*>(part.lxfml.data()), part.lxfml.size());
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auto stream = model.GetAsStream();
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Database::Get()->InsertNewUgcModel(stream, blueprintId, character->GetParentUser()->GetAccountID(), character->GetID());
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auto& entry = saved.emplace_back();
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entry.modelId = modelId;
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entry.blueprintId = blueprintId;
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entry.center = part.center;
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for (const auto& chunk : model.GetAsVector()) entry.sd0.append(reinterpret_cast<const char*>(chunk.data()), chunk.size());
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}
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return saved;
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}
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}
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bool BrickByBrick::IsEmptyModel(const std::string_view sd0) {
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// The client clears its autosave with the bare sd0 header ("sd0" 01 ff) and no chunks
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return sd0.size() <= 5;
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}
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BrickByBrick::ModelRemoval BrickByBrick::PlanModelRemoval(const int32_t reason) {
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switch (static_cast<eDeleteReason>(reason)) {
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case eDeleteReason::PICKING_MODEL_UP: return { .equip = true, .notifyPostDelete = true };
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case eDeleteReason::BREAKING_MODEL_APART: return { .equip = false, .notifyPostDelete = true };
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default: return { .equip = false, .notifyPostDelete = false };
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}
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}
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BrickByBrick::Recovery BrickByBrick::PlanRecovery(const std::vector<LWOOBJID>& modelsInBbb, const std::optional<IBbbAutosave::Info>& autosave) {
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Recovery recovery;
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recovery.rebuild = autosave.has_value() && !IsEmptyModel(autosave->lxfml);
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if (recovery.rebuild) recovery.consume = autosave->sourceItems;
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for (const auto id : modelsInBbb) {
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if (std::ranges::find(recovery.consume, id) == recovery.consume.end()) recovery.giveBack.push_back(id);
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}
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return recovery;
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}
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LwoNameValue BrickByBrick::ModelItemConfig(const LWOOBJID blueprintId, const LWOOBJID userModelId, const std::string& behaviors) {
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// The keys a live server gave a brick built model item (AddItemToInventoryClientSync when picking one up)
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LwoNameValue config;
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config.Insert<LWOOBJID>(u"blueprintid", blueprintId);
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config.Insert<LWOOBJID>(u"userModelID", userModelId);
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config.Insert<std::u16string>(u"userModelName", u"");
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config.Insert<std::u16string>(u"userModelDesc", u"");
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config.Insert<bool>(u"userModelHasBhvr", !behaviors.empty() && behaviors.find_first_not_of("0,") != std::string::npos);
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config.Insert<std::string>(u"userModelBehaviors", behaviors.empty() ? "0,0,0,0,0" : behaviors);
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config.Insert<std::string>(u"userModelBehaviorSourceIDs", "0,0,0,0,0");
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config.Insert<bool>(u"userModelOpt", true);
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config.Insert<int32_t>(u"userModelMod", 1);
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config.Insert<int32_t>(u"userModelPhysicsType", 2);
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return config;
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}
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LWOOBJID BrickByBrick::ConfigObjectId(const LwoNameValue& config, const std::u16string& key) {
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const auto it = config.find(key);
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if (it == config.end() || !it->second) return LWOOBJID_EMPTY;
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return GeneralUtils::TryParse<LWOOBJID>(it->second->GetValueAsString()).value_or(LWOOBJID_EMPTY);
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}
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uint32_t BrickByBrick::InventoryToLoadInto(const uint32_t savedType) {
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if (savedType == eInventoryType::MODELS_IN_BBB) return eInventoryType::MODELS;
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if (savedType == eInventoryType::BRICKS_IN_BBB) return eInventoryType::BRICKS;
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return savedType;
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}
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LWOOBJID BrickByBrick::LoadModel(Entity& player, const LWOOBJID itemId) {
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auto* inventory = player.GetComponent<InventoryComponent>();
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if (!inventory) return LWOOBJID_EMPTY;
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auto* item = inventory->FindItemById(itemId);
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if (!item) {
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LOG("Player %llu opened model item %llu in brick by brick, but has no such item", player.GetObjectID(), itemId);
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return LWOOBJID_EMPTY;
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}
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const auto type = item->GetInventory()->GetType();
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if (type == eInventoryType::MODELS_IN_BBB) return itemId;
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if (type != eInventoryType::MODELS) {
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LOG("Player %llu opened item %llu from inventory %i in brick by brick", player.GetObjectID(), itemId, type);
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return LWOOBJID_EMPTY;
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}
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return MoveKeepingId(*inventory, item, eInventoryType::MODELS_IN_BBB);
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}
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void BrickByBrick::Save(Entity& player, const LWOOBJID localId, const std::string& sd0Data) {
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ClientPackets::BlueprintSaveResponse response;
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response.localId = localId;
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auto* inventory = player.GetComponent<InventoryComponent>();
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auto* property = PropertyManagementComponent::Instance();
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// Brick by brick building happens on the player's own property; the build becomes models placed there
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if (!inventory || !property || property->GetOwnerId() != player.GetObjectID()) {
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LOG("Player %llu saved a brick by brick model but is not on their own property", player.GetObjectID());
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response.reasonCode = eBlueprintSaveResponseType::PlacementFailed;
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response.Send(player.GetSystemAddress());
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return;
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}
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const auto models = StoreModels(player, sd0Data, std::to_string(localId));
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if (models.empty()) {
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// BBB_COULD_NOT_GENERATE_MODEL; the client keeps the build
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response.reasonCode = eBlueprintSaveResponseType::ModelGenerationFailed;
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response.Send(player.GetSystemAddress());
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return;
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}
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LOG_DEBUG("Split into %zu models", models.size());
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// As live: the bricks are settled, then the response, then the models that were opened are gone
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SettleBricks(*inventory, true);
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response.reasonCode = eBlueprintSaveResponseType::EverythingWorked;
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for (const auto& model : models) {
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auto& responseModel = response.models.emplace_back();
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responseModel.blueprintId = model.blueprintId;
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responseModel.data = model.sd0;
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}
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response.Send(player.GetSystemAddress());
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for (auto* item : ItemsIn(*inventory, eInventoryType::MODELS_IN_BBB)) {
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item->SetCount(0, false, false, false, eLootSourceType::INVENTORY);
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}
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Database::Get()->DeleteBbbAutosave(player.GetObjectID());
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for (const auto& model : models) {
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LwoNameValue config;
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config.Insert<LWOOBJID>(u"blueprintid", model.blueprintId);
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property->SpawnModel(MODEL_OBJECT_LOT, model.modelId, model.center, QuatUtils::IDENTITY, config);
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}
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property->Save();
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DashboardNotify::Changed("properties", property->GetId());
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GameMessages::RequeryPropertyModels requery;
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requery.target = player.GetObjectID();
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requery.SendToClient(player.GetSystemAddress());
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}
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void BrickByBrick::Autosave(Entity& player, const std::string& sd0) {
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if (IsEmptyModel(sd0)) {
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Database::Get()->DeleteBbbAutosave(player.GetObjectID());
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return;
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}
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auto* inventory = player.GetComponent<InventoryComponent>();
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IBbbAutosave::Info info;
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info.lxfml = sd0;
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if (inventory) info.sourceItems = IdsIn(*inventory, eInventoryType::MODELS_IN_BBB);
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info.updatedAt = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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Database::Get()->SetBbbAutosave(player.GetObjectID(), info);
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}
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void BrickByBrick::ReturnModel(Entity& player, const LWOOBJID itemId, const bool hasWorldTransform, const NiPoint3& position, const NiQuaternion& rotation) {
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auto* inventory = player.GetComponent<InventoryComponent>();
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if (inventory) {
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auto* item = inventory->FindItemById(itemId);
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if (item && item->GetInventory()->GetType() == eInventoryType::MODELS_IN_BBB) {
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auto* property = PropertyManagementComponent::Instance();
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if (hasWorldTransform && property && property->GetOwnerId() == player.GetObjectID()) {
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property->PlaceModelFromItem(*item, position, rotation);
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property->SendModelsOnProperty();
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} else {
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MoveKeepingId(*inventory, item, eInventoryType::MODELS);
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}
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} else {
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LOG("Player %llu returned model item %llu, which is not in their brick by brick inventory", player.GetObjectID(), itemId);
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}
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}
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// The autosave must not use up a model the player has back
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auto autosave = Database::Get()->GetBbbAutosave(player.GetObjectID());
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if (autosave && std::erase(autosave->sourceItems, itemId) != 0) Database::Get()->SetBbbAutosave(player.GetObjectID(), *autosave);
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if (hasWorldTransform) {
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// The client waits in its saving state after sending this (BBBManager::SendUnUseBBBModel, 0x00b6b210); any
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// response with the local id it expects (none pending: 0) ends it. A code other than EverythingWorked keeps
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// the build the player is working on (EverythingWorked would clear it and leave brick mode).
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ClientPackets::BlueprintSaveResponse response;
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response.localId = LWOOBJID_EMPTY;
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response.reasonCode = eBlueprintSaveResponseType::PlacementFailed;
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response.Send(player.GetSystemAddress());
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}
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}
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void BrickByBrick::MoveBricks(Entity& player, const GameMessages::MoveInventoryBatch& move) {
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const auto isBrickBag = [](const eInventoryType type) { return type == eInventoryType::BRICKS || type == eInventoryType::BRICKS_IN_BBB; };
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if (!isBrickBag(move.srcBag) || !isBrickBag(move.dstBag) || move.srcBag == move.dstBag || move.moveLOT == LOT_NULL || move.count == 0) {
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LOG_DEBUG("Ignoring MoveInventoryBatch from %i to %i of %i", move.srcBag, move.dstBag, move.moveLOT);
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return;
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}
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auto* inventory = player.GetComponent<InventoryComponent>();
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if (!inventory) return;
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auto* source = inventory->GetInventory(move.srcBag);
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if (!source) return;
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const auto available = source->GetLotCount(move.moveLOT);
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const auto toMove = std::min(move.count, available);
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if (toMove == 0 || (!move.bAllowPartial && toMove < move.count)) {
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LOG("Player %llu moved %u of %i between brick inventories but has %u", player.GetObjectID(), move.count, move.moveLOT, available);
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return;
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}
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EconomyLedger::ScopedItemTransfer moving;
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// The client already took them out of the source bag (0x00ce1310), so that side is silent
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Item* item = move.startObjectID != LWOOBJID_EMPTY ? inventory->FindItemById(move.startObjectID) : nullptr;
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uint32_t left = toMove;
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while (left > 0) {
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if (!item || item->GetInventory() != source || item->GetLot() != move.moveLOT) item = source->FindItemByLot(move.moveLOT);
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if (!item) break;
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const auto delta = std::min(item->GetCount(), left);
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left -= delta;
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item->SetCount(item->GetCount() - delta, true, false);
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item = nullptr;
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}
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const auto moved = toMove - left;
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if (moved == 0) return;
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inventory->ReceiveItem(LWOOBJID_EMPTY, move.moveLOT, moved, eLootSourceType::RELOCATE, {}, LWOOBJID_EMPTY, false,
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{ .inventory = move.dstBag, .showFlyingLoot = move.showFlyingLoot, .sourceInventory = move.srcBag });
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}
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void BrickByBrick::EndSession(Entity& player) {
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RecoverUnfinishedBuild(player);
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}
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void BrickByBrick::OnPlayerLoaded(Entity& player) {
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RecoverUnfinishedBuild(player);
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}
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uint32_t BrickByBrick::RecoverUnfinishedBuild(Entity& player) {
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auto* inventory = player.GetComponent<InventoryComponent>();
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if (!inventory) return 0;
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const auto autosave = Database::Get()->GetBbbAutosave(player.GetObjectID());
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auto recovery = PlanRecovery(IdsIn(*inventory, eInventoryType::MODELS_IN_BBB), autosave);
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const bool hadBricks = !ItemsIn(*inventory, eInventoryType::BRICKS_IN_BBB).empty();
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if (!autosave && recovery.giveBack.empty() && !hadBricks) return 0;
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uint32_t rebuilt = 0;
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if (recovery.rebuild) {
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for (const auto& model : StoreModels(player, autosave->lxfml, "autosave_" + std::to_string(player.GetObjectID()))) {
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inventory->ReceiveItem(LWOOBJID_EMPTY, MODEL_ITEM_LOT, 1, eLootSourceType::INVENTORY, ModelItemConfig(model.blueprintId, model.modelId), model.modelId, false,
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{ .inventory = eInventoryType::MODELS, .showFlyingLoot = false });
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rebuilt++;
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}
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}
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if (rebuilt > 0) {
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// The rebuilt models replace the ones that were open when the autosave was made (they may already be back in
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// MODELS after a reload)
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for (const auto id : recovery.consume) {
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auto* item = inventory->FindItemById(id);
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if (item) item->SetCount(0, false, false, false, eLootSourceType::INVENTORY);
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}
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} else {
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for (const auto id : recovery.consume) {
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if (std::ranges::find(recovery.giveBack, id) == recovery.giveBack.end()) recovery.giveBack.push_back(id);
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}
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}
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for (const auto id : recovery.giveBack) {
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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<int32_t>(rebuilt);
|
|
message.SendToClient(player.GetSystemAddress());
|
|
}
|
|
return rebuilt;
|
|
}
|