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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>
253 lines
7.2 KiB
C++
253 lines
7.2 KiB
C++
#pragma once
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#include "ePropertyPrivacyOption.h"
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#include <chrono>
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "LDFFormat.h"
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class Item;
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/**
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* Main component that handles interactions with a property, generally the plaques you see on properties.
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*/
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class PropertyManagementComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
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PropertyManagementComponent(Entity* parent, const int32_t componentID);
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static PropertyManagementComponent* Instance();
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/**
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* Event handler for when an entity requests information about this property, will send back whether it's owned, etc.
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* @param originator the entity that triggered the event
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* @param sysAddr the address to send game message responses to
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* @param author optional explicit ID for the property, if not set defaults to the originator
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*/
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void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr, LWOOBJID author = LWOOBJID_EMPTY);
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/**
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* Handles an OnUse event, telling the client who owns this property, etc.
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Sets the owner of this property
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* @param value the owner to set
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*/
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void SetOwnerId(LWOOBJID value);
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/**
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* Returns the ID of the owner of this property
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* @return the ID of the owner of this property
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*/
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LWOOBJID GetOwnerId() const;
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/**
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* Returns the owner of this property
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* @return the owner of this property
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*/
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Entity* GetOwner() const;
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/**
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* sets the owner of this property
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* @param value the owner to set
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*/
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void SetOwner(Entity* value);
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/**
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* Returns the paths that this property has
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* @return the paths that this property has
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*/
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std::vector<NiPoint3> GetPaths() const;
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/**
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* Returns the privacy options for this property
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* @return the privacy options for this property
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*/
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PropertyPrivacyOption GetPrivacyOption() const;
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/**
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* Updates the privacy option for this property
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* @param value the privacy option to set
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*/
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void SetPrivacyOption(PropertyPrivacyOption value);
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/**
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* Updates information of this property, saving it to the database
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* @param name the name to set for the property
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* @param description the description to set for the property
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*/
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void UpdatePropertyDetails(std::string name, std::string description);
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/**
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* Makes this property owned by the passed player ID, storing it in the database
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* @param playerId the ID of the entity that claimed the property
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*
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* @return If the claim is successful return true.
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*/
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bool Claim(LWOOBJID playerId);
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/**
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* Event triggered when the owner of the property starts building, will kick other entities out
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*/
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void OnStartBuilding();
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/**
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* Event triggered when the owner of the property finished building, will re-apply this property for moderation
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* request.
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*/
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void OnFinishBuilding();
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/**
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* Updates the position of a model on the property
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* @param id the ID of the model to reposition
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* @param position the position to place the model on
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* @param rotation the rotation to place the model on
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*/
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void UpdateModelPosition(LWOOBJID id, NiPoint3 position, NiQuaternion rotation);
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/**
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* Deletes a model for a property
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* @param id the ID of the model to delete
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* @param deleteReason the reason of the deletion, e.g. picked up or destroyed (in case of UGC)
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*/
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void DeleteModel(LWOOBJID id, int deleteReason);
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/**
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* Spawns a model on the property and records it in the property's models (not yet saved)
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* @param lot the model object's LOT (14 for a brick built model)
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* @param modelId the model's id in properties_contents (its UGID)
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* @param config extra config for the model object
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*/
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Entity* SpawnModel(LOT lot, LWOOBJID modelId, const NiPoint3& position, const NiQuaternion& rotation, const LwoNameValue& config);
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/**
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* Places a model item on the property, uses the item up and saves the property
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* @return the placed model's id, or LWOOBJID_EMPTY if it could not be placed
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*/
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LWOOBJID PlaceModelFromItem(Item& item, const NiPoint3& position, const NiQuaternion& rotation);
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// GetModelsOnProperty with every model on the property
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void SendModelsOnProperty() const;
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/**
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* Updates whether or not this property is approved by a moderator
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* @param value true if the property should be approved, false otherwise
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*/
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void UpdateApprovedStatus(bool value, const std::string& rejectionReason = "");
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// A moderator decided on this property from the dashboard (already saved): keep this world's copy in step
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void ApplyModeration(bool approved, const std::string& reason);
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/**
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* Loads all the models on this property from the database
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*/
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void Load();
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/**
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* Saves all the models from this property to the database
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*/
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void Save();
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/**
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* Adds a model to the cache of models
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* @param modelId the ID of the model
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* @param spawnerId the ID of the object that spawned the model
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*/
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void AddModel(LWOOBJID modelId, LWOOBJID spawnerId);
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/**
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* Returns all the models on this property, indexed by property ID, containing their spawn objects
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* @return all the models on this proeprty
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*/
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const std::map<LWOOBJID, LWOOBJID>& GetModels() const;
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LWOCLONEID GetCloneId() { return clone_Id; };
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LWOOBJID GetId() const noexcept { return propertyId; }
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// Reputation visitors just gave (PropertyReputation.h; the database is updated there), so property data shows it
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void AddReputation(uint32_t points) { reputation += points; }
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uint32_t GetReputation() const noexcept { return reputation; }
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void OnChatMessageReceived(const std::string& sMessage) const;
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private:
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/**
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* This
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*/
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static PropertyManagementComponent* instance;
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/**
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* The ID of the owner of this property
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*/
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LWOOBJID owner = LWOOBJID_EMPTY;
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/**
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* The LOT of this console
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*/
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uint32_t templateId = 0;
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/**
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* The unique ID for this property, if it's owned
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*/
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LWOOBJID propertyId = LWOOBJID_EMPTY;
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/**
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* The time since this property was claimed
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*/
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uint64_t claimedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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/**
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* The models that are placed on this property
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*/
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std::map<LWOOBJID /* ObjectID */, LWOOBJID /* SpawnerID */> models = {};
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/**
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* The name of this property
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*/
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std::string propertyName = "";
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/**
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* The clone ID of this property
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*/
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LWOCLONEID clone_Id = 0;
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/**
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* Whether a moderator was requested
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*/
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bool moderatorRequested = false;
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/**
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* The rejection reason for the property
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*/
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std::string rejectionReason = "";
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/**
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* The description of this property
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*/
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std::string propertyDescription = "";
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/**
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* The reputation of this property
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*/
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uint32_t reputation = 0;
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/**
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* The last time this property was updated
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*/
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uint32_t LastUpdatedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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/**
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* Determines which players may visit this property
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*/
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PropertyPrivacyOption privacyOption = PropertyPrivacyOption::Private;
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/**
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* The privacy setting before it was changed, saved to set back after a player finishes building
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*/
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PropertyPrivacyOption originalPrivacyOption = PropertyPrivacyOption::Private;
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};
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