Files
DarkflameServer/dGame/dInventory/Inventory.cpp
David Markowitz 76c2f380bf feat: re-write persistent object ID tracker (#1888)
* feat: re-write persistent object ID tracker

Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one

Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs

Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models

* Update comment and log

* fix: sqlite transaction bug

* fix colliding temp item ids

temp items should not be saved. would cause issues between worlds as experienced before this commit
2025-09-29 08:54:37 -05:00

336 lines
6.8 KiB
C++

#include "Inventory.h"
#include "GameMessages.h"
#include "Game.h"
#include "Item.h"
#include "InventoryComponent.h"
#include "eItemType.h"
#include "eReplicaComponentType.h"
#include "ObjectIDManager.h"
#include "eObjectBits.h"
#include "CDComponentsRegistryTable.h"
#include <ranges>
std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
1727, // GM Only - JetPack
2243, // GM Only - Hammer of Doom
3293, // GM Only - Flamethrower
3735, // GM Only - Large Jetpack
5873, // GM Only - Winged Helm of Speed
6407, // Gm Only - Hat of Pwnage
14442 // The jamesster jetpack
};
Inventory::Inventory(const eInventoryType type, const uint32_t size, const std::vector<Item*>& items, InventoryComponent* component) {
this->type = type;
this->size = size;
this->free = size;
this->component = component;
for (auto* item : items) {
AddManagedItem(item);
}
}
eInventoryType Inventory::GetType() const {
return type;
}
uint32_t Inventory::GetSize() const {
return size;
}
std::map<LWOOBJID, Item*>& Inventory::GetItems() {
return items;
}
std::map<uint32_t, Item*> Inventory::GetSlots() const {
std::map<uint32_t, Item*> slots;
for (const auto& pair : items) {
auto* item = pair.second;
slots.insert_or_assign(item->GetSlot(), item);
}
return slots;
}
InventoryComponent* Inventory::GetComponent() const {
return component;
}
uint32_t Inventory::GetLotCount(const LOT lot) const {
uint32_t count = 0;
for (const auto& pair : items) {
const auto* item = pair.second;
if (item->GetLot() == lot) {
count += item->GetCount();
}
}
return count;
}
void Inventory::SetSize(const uint32_t value) {
free += static_cast<int32_t>(value) - static_cast<int32_t>(size);
size = value;
GameMessages::SendSetInventorySize(component->GetParent(), type, static_cast<int>(size));
}
int32_t Inventory::FindEmptySlot() {
if (free <= 6) // Up from 1
{
if (type != ITEMS && type != VAULT_ITEMS && type != eInventoryType::VAULT_MODELS) {
uint32_t newSize = size;
if (type == MODELS) {
newSize = 240;
} else if (type == eInventoryType::VENDOR_BUYBACK) {
newSize += 9u;
} else {
newSize += 10u;
}
if (newSize > GetSize()) {
SetSize(newSize);
}
}
}
if (free == 0) {
return -1;
}
const auto slots = GetSlots();
for (auto i = 0u; i < size; ++i) {
if (slots.find(i) == slots.end()) {
return i;
}
}
return -1;
}
int32_t Inventory::GetEmptySlots() {
return free;
}
bool Inventory::IsSlotEmpty(int32_t slot) {
const auto slots = GetSlots();
const auto& index = slots.find(slot);
return index == slots.end();
}
Item* Inventory::FindItemById(const LWOOBJID id) const {
const auto& index = items.find(id);
if (index == items.end()) {
return nullptr;
}
return index->second;
}
Item* Inventory::FindItemByLot(const LOT lot, const bool ignoreEquipped, const bool ignoreBound) const {
Item* smallest = nullptr;
for (const auto& pair : items) {
auto* item = pair.second;
if (item->GetLot() != lot) {
continue;
}
if (ignoreEquipped && item->IsEquipped()) {
continue;
}
if (ignoreBound && item->GetBound()) {
continue;
}
if (smallest == nullptr) {
smallest = item;
continue;
}
if (smallest->GetCount() > item->GetCount()) {
smallest = item;
}
}
return smallest;
}
Item* Inventory::FindItemBySlot(const uint32_t slot) const {
const auto slots = GetSlots();
const auto index = slots.find(slot);
if (index == slots.end()) {
return nullptr;
}
return index->second;
}
Item* Inventory::FindItemBySubKey(LWOOBJID id) const {
for (const auto& item : items) {
if (item.second->GetSubKey() == id) {
return item.second;
}
}
return nullptr;
}
void Inventory::AddManagedItem(Item* item) {
const auto id = item->GetId();
if (items.find(id) != items.end()) {
LOG("Attempting to add an item with an already present id (%llu)!", id);
return;
}
const auto slots = GetSlots();
const auto slot = item->GetSlot();
if (slots.find(slot) != slots.end()) {
LOG("Attempting to add an item with an already present slot (%i)!", slot);
return;
}
items.insert_or_assign(id, item);
free--;
}
void Inventory::RemoveManagedItem(Item* item) {
const auto id = item->GetId();
if (items.find(id) == items.end()) {
LOG("Attempting to remove an item with an invalid id (%llu), lot (%i)!", id, item->GetLot());
return;
}
items.erase(id);
free++;
}
eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
auto itemComponent = FindItemComponent(lot);
const auto itemType = static_cast<eItemType>(itemComponent.itemType);
switch (itemType) {
case eItemType::BRICK:
return BRICKS;
case eItemType::BEHAVIOR:
return BEHAVIORS;
case eItemType::PROPERTY:
return PROPERTY_DEEDS;
case eItemType::MODEL:
case eItemType::PET_INVENTORY_ITEM:
case eItemType::LOOT_MODEL:
case eItemType::VEHICLE:
case eItemType::MOUNT:
return MODELS;
case eItemType::HAT:
case eItemType::HAIR:
case eItemType::NECK:
case eItemType::LEFT_HAND:
case eItemType::RIGHT_HAND:
case eItemType::LEGS:
case eItemType::LEFT_TRINKET:
case eItemType::RIGHT_TRINKET:
case eItemType::COLLECTIBLE:
case eItemType::CONSUMABLE:
case eItemType::CHEST:
case eItemType::EGG:
case eItemType::PET_FOOD:
case eItemType::PACKAGE:
case eItemType::LUP_MODEL:
return ITEMS;
case eItemType::QUEST_OBJECT:
case eItemType::UNKNOWN:
default:
return QUEST;
}
}
const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto* itemComponents = CDClientManager::GetTable<CDItemComponentTable>();
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
if (componentId == 0) {
LOG("Failed to find item component for (%i)!", lot);
return CDItemComponentTable::Default;
}
const auto& itemComponent = itemComponents->GetItemComponentByID(componentId);
return itemComponent;
}
bool Inventory::IsValidItem(const LOT lot) {
auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
return componentId != 0;
}
const std::vector<LOT>& Inventory::GetAllGMItems() {
return m_GameMasterRestrictedItems;
}
void Inventory::DeleteAllItems() {
while (!this->items.empty()) {
if (items.begin()->second) items.begin()->second->SetCount(0);
}
}
Inventory::~Inventory() {
for (auto item : items) {
delete item.second;
}
items.clear();
}
void Inventory::RegenerateItemIDs() {
std::map<LWOOBJID, Item*> newItems{};
for (auto* const item : items | std::views::values) {
const auto oldID = item->GetId();
const auto newID = item->GenerateID();
LOG("Updating item ID from %llu to %llu", oldID, newID);
newItems.insert_or_assign(newID, item);
}
// We don't want to delete the item pointers, we're just moving from map to map
items = newItems;
}