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The client reads the cooldowns still running from the charxml on load
(LWOSkillComponent::LoadFromSaveData 0x00c2a9c0): <skil sc="..."> split
on ';' and ':' (the delimiter string at 0x015b1714 is L";:") into a
cooldown group and the seconds left, each put in its cooldown map under
{hasCooldownGroup = 1, group}, the key it checks when the player casts a
skill of that group (0x00c11400). Live wrote <skil/> with nothing running
and e.g. <skil sc="17:15.6958;"/> otherwise (226 live charxmls; groups
8, 17 and 78 seen, the times below the groups' SkillBehavior cooldowns).
The claude-client-re-docs page described sc as "id;time" pairs; the
live saves and the delimiters show "group:time;".
DLU wrote no <skil>, so relogging or changing zones cleared every
cooldown (e.g. the 90 s imagination and faction skills).
- A player's successful cast (CastPlayerSkill) starts its
SkillBehavior.cooldowngroup's cooldown (groups 0 and up, cooldown > 0),
counted down in Update.
- Saved as live wrote it; loaded back when the player's SkillComponent
is created, so a cooldown survives several zone changes. Old saves
without <skil> load with none running.
Check in game: use a skill with a long cooldown (e.g. a faction kit's
special skill, a consumable with a cooldown), change zones or log out and
back in right away: its cooldown is still shown and counts down from
where it was (minus the loading time on the server).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
166 lines
6.7 KiB
C++
166 lines
6.7 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 "Character.h"
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#include "CharacterComponent.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 "SkillComponent.h"
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#include "CDSkillBehaviorTable.h"
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#include "CDClientManager.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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// char@ttip: the tooltip bits (the client reads it with GetLongLongValue). Live wrote it on every character.
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TEST_F(CharacterSaveFieldsTests, TooltipFlagsRoundTrip) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mf/><char ls="0" ttip="16777216"/></obj>)");
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Character character(1, nullptr);
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Entity player(23, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromXml(doc);
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EXPECT_EQ(characterComponent->GetTooltipFlags(), 16777216u);
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characterComponent->SetTooltipFlag(2, true);
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characterComponent->UpdateXml(doc);
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EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "16777220");
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Entity reloaded(24, info);
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auto* const reloadedComponent = reloaded.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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reloadedComponent->LoadFromXml(doc);
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EXPECT_EQ(reloadedComponent->GetTooltipFlags(), 16777220u);
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}
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// Saves from before ttip was written load with no tooltips flagged and gain ttip="0".
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TEST_F(CharacterSaveFieldsTests, TooltipFlagsMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mf/><char ls="0"/></obj>)");
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Character character(1, nullptr);
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Entity player(25, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromXml(doc);
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EXPECT_EQ(characterComponent->GetTooltipFlags(), 0u);
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characterComponent->UpdateXml(doc);
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EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "0");
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}
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// <skil sc>: the cooldown groups still running and the seconds left, as live wrote them (sc="17:15.6958;") and the
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// client reads them (split on ';' and ':').
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TEST_F(CharacterSaveFieldsTests, SkillCooldownsRoundTrip) {
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CDSkillBehavior skill{};
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skill.skillID = 394;
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skill.cooldowngroup = 17;
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skill.cooldown = 30.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[394] = skill;
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CDSkillBehavior ungrouped{};
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ungrouped.skillID = 395;
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ungrouped.cooldowngroup = static_cast<uint32_t>(-1);
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ungrouped.cooldown = 30.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[395] = ungrouped;
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><skil sc="8:26.6559;78:30.7363;"/></obj>)");
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Entity player(26, info);
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auto* const skills = player.AddComponent<SkillComponent>(-1);
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skills->LoadFromXml(doc);
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ASSERT_EQ(skills->GetCooldownGroups().size(), 2u);
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EXPECT_FLOAT_EQ(skills->GetCooldownGroups().at(8), 26.6559f);
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skills->Update(26.7f); // group 8 runs out
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skills->StartCooldown(394);
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skills->StartCooldown(395); // no group: not saved
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skills->UpdateXml(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><skil sc="17:30;78:4.0363;"/></obj>)");
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Entity reloaded(27, info);
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auto* const reloadedSkills = reloaded.AddComponent<SkillComponent>(-1);
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reloadedSkills->LoadFromXml(doc);
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EXPECT_EQ(reloadedSkills->GetCooldownGroups().size(), 2u);
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EXPECT_FLOAT_EQ(reloadedSkills->GetCooldownGroups().at(17), 30.0f);
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>().clear();
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}
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// Saves without <skil> load with no cooldowns and gain <skil/>, as live wrote it with none running.
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TEST_F(CharacterSaveFieldsTests, SkillCooldownsMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"/>)");
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Entity player(28, info);
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auto* const skills = player.AddComponent<SkillComponent>(-1);
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skills->LoadFromXml(doc);
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EXPECT_TRUE(skills->GetCooldownGroups().empty());
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skills->UpdateXml(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><skil/></obj>)");
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}
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