Files
DarkflameServer/dGame/dUtilities/BrickByBrick.cpp
Aaron Kimbrell 6ce261c58c fix: brick by brick and model placement work the way the client expects
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>
2026-09-28 22:30:59 -05:00

390 lines
16 KiB
C++

#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 <algorithm>
#include <chrono>
#include <cstring>
#include <fstream>
#include <ranges>
#include <sstream>
namespace {
// Every item in one inventory, copied so the inventory can change while going through them
std::vector<Item*> ItemsIn(InventoryComponent& inventory, const eInventoryType type) {
std::vector<Item*> 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<LWOOBJID> IdsIn(InventoryComponent& inventory, const eInventoryType type) {
std::vector<LWOOBJID> 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<SavedModel> StoreModels(Entity& player, const std::string& sd0Data, const std::string& debugName) {
std::vector<SavedModel> 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<const uint8_t*>(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<const char*>(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<eDeleteReason>(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<LWOOBJID>& modelsInBbb, const std::optional<IBbbAutosave::Info>& 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<LWOOBJID>(u"blueprintid", blueprintId);
config.Insert<LWOOBJID>(u"userModelID", userModelId);
config.Insert<std::u16string>(u"userModelName", u"");
config.Insert<std::u16string>(u"userModelDesc", u"");
config.Insert<bool>(u"userModelHasBhvr", !behaviors.empty() && behaviors.find_first_not_of("0,") != std::string::npos);
config.Insert<std::string>(u"userModelBehaviors", behaviors.empty() ? "0,0,0,0,0" : behaviors);
config.Insert<std::string>(u"userModelBehaviorSourceIDs", "0,0,0,0,0");
config.Insert<bool>(u"userModelOpt", true);
config.Insert<int32_t>(u"userModelMod", 1);
config.Insert<int32_t>(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<LWOOBJID>(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<InventoryComponent>();
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<InventoryComponent>();
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<LWOOBJID>(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<InventoryComponent>();
IBbbAutosave::Info info;
info.lxfml = sd0;
if (inventory) info.sourceItems = IdsIn(*inventory, eInventoryType::MODELS_IN_BBB);
info.updatedAt = std::chrono::duration_cast<std::chrono::seconds>(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<InventoryComponent>();
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<InventoryComponent>();
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<InventoryComponent>();
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<int32_t>(rebuilt);
message.SendToClient(player.GetSystemAddress());
}
return rebuilt;
}