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Fix for 'Invalid Slot ID' messages, item loss during corpse looting, and possible item loss during LDoN/Adventure merchant purchases
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@ -1,5 +1,12 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 03/03/2015 ==
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Uleat: Fix for 'Invalid Slot ID' messages. Bag slot count is now enforced during database saves to eliminate existing 'hidden' duplicated items..sorry MQ2 users...
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Uleat: Fix for Item loss during corpse looting and possible item loss when purchasing items from LDoN or Adventure merchants. (cursor-related)
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== 02/27/2015 ==
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Uleat: Final 'tweak' for light sources until a valid issue arises. Wearable equipment now matches client behavior. Stackable light sources are bugged in the client..but, the current timer update implementation alleviates this condition.
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== 02/26/2015 ==
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Uleat: Updated light source criteria to (hopefully) match what the client uses (still needs tweaking)
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Uleat: Changed 'general' light source checks to accept the last valid light source (client behavior)
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@ -151,28 +151,31 @@ bool SharedDatabase::VerifyInventory(uint32 account_id, int16 slot_id, const Ite
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bool SharedDatabase::SaveInventory(uint32 char_id, const ItemInst* inst, int16 slot_id) {
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// If we never save tribute slots..how are we to ever benefit from them!!? The client
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// object is destroyed upon zoning - including its inventory object..and if tributes
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// don't exist in the database, then they will never be loaded when the new client
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// object is created in the new zone object... Something to consider...
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//
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// (we could add them to the 'NoRent' checks and dispose of after 30 minutes offline)
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//never save tribute slots:
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if(slot_id >= EmuConstants::TRIBUTE_BEGIN && slot_id <= EmuConstants::TRIBUTE_END)
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return true;
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if (slot_id >= EmuConstants::SHARED_BANK_BEGIN && slot_id <= EmuConstants::SHARED_BANK_BAGS_END) {
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// Shared bank inventory
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if (!inst)
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return DeleteSharedBankSlot(char_id, slot_id);
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else
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return UpdateSharedBankSlot(char_id, inst, slot_id);
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if (!inst) {
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return DeleteSharedBankSlot(char_id, slot_id);
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}
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else {
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// Needed to clear out bag slots that 'REPLACE' in UpdateSharedBankSlot does not overwrite..otherwise, duplication occurs
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// (This requires that parent then child items be sent..which should be how they are currently passed)
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if (Inventory::SupportsContainers(slot_id))
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DeleteSharedBankSlot(char_id, slot_id);
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return UpdateSharedBankSlot(char_id, inst, slot_id);
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}
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}
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else if (!inst) { // All other inventory
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return DeleteInventorySlot(char_id, slot_id);
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}
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// Needed to clear out bag slots that 'REPLACE' in UpdateInventorySlot does not overwrite..otherwise, duplication occurs
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// (This requires that parent then child items be sent..which should be how they are currently passed)
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if (Inventory::SupportsContainers(slot_id))
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DeleteInventorySlot(char_id, slot_id);
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return UpdateInventorySlot(char_id, inst, slot_id);
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}
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@ -209,7 +212,9 @@ bool SharedDatabase::UpdateInventorySlot(uint32 char_id, const ItemInst* inst, i
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// Save bag contents, if slot supports bag contents
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if (inst->IsType(ItemClassContainer) && Inventory::SupportsContainers(slot_id))
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for (uint8 idx = SUB_BEGIN; idx < EmuConstants::ITEM_CONTAINER_SIZE; idx++) {
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// Limiting to bag slot count will get rid of 'hidden' duplicated items and 'Invalid Slot ID'
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// messages through attrition (and the modded code in SaveInventory)
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for (uint8 idx = SUB_BEGIN; idx < inst->GetItem()->BagSlots && idx < EmuConstants::ITEM_CONTAINER_SIZE; idx++) {
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const ItemInst* baginst = inst->GetItem(idx);
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SaveInventory(char_id, baginst, Inventory::CalcSlotId(slot_id, idx));
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}
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@ -253,7 +258,9 @@ bool SharedDatabase::UpdateSharedBankSlot(uint32 char_id, const ItemInst* inst,
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// Save bag contents, if slot supports bag contents
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if (inst->IsType(ItemClassContainer) && Inventory::SupportsContainers(slot_id)) {
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for (uint8 idx = SUB_BEGIN; idx < EmuConstants::ITEM_CONTAINER_SIZE; idx++) {
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// Limiting to bag slot count will get rid of 'hidden' duplicated items and 'Invalid Slot ID'
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// messages through attrition (and the modded code in SaveInventory)
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for (uint8 idx = SUB_BEGIN; idx < inst->GetItem()->BagSlots && idx < EmuConstants::ITEM_CONTAINER_SIZE; idx++) {
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const ItemInst* baginst = inst->GetItem(idx);
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SaveInventory(char_id, baginst, Inventory::CalcSlotId(slot_id, idx));
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}
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@ -1217,9 +1217,9 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
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linker.SetLinkType(linker.linkItemInst);
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linker.SetItemInst(inst);
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auto item_link = linker.GenerateLink();
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auto item_link = linker.GenerateLink();
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client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str());
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client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str());
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if (!IsPlayerCorpse()) {
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Group *g = client->GetGroup();
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@ -882,28 +882,64 @@ bool Client::PutItemInInventory(int16 slot_id, const ItemInst& inst, bool client
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void Client::PutLootInInventory(int16 slot_id, const ItemInst &inst, ServerLootItem_Struct** bag_item_data)
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{
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Log.Out(Logs::Detail, Logs::Inventory, "Putting loot item %s (%d) into slot %d", inst.GetItem()->Name, inst.GetItem()->ID, slot_id);
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m_inv.PutItem(slot_id, inst);
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SendLootItemInPacket(&inst, slot_id);
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bool cursor_empty = m_inv.CursorEmpty();
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if (slot_id == MainCursor) {
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m_inv.PushCursor(inst);
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auto s = m_inv.cursor_cbegin(), e = m_inv.cursor_cend();
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database.SaveCursor(this->CharacterID(), s, e);
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}
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else {
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m_inv.PutItem(slot_id, inst);
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database.SaveInventory(this->CharacterID(), &inst, slot_id);
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}
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if(bag_item_data) { // bag contents
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int16 interior_slot;
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// our bag went into slot_id, now let's pack the contents in
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for(int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
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if(bag_item_data[i] == nullptr)
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// Subordinate items in cursor buffer must be sent via ItemPacketSummonItem or we just overwrite the visible cursor and desync the client
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if (slot_id == MainCursor && !cursor_empty) {
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// RoF+ currently has a specialized cursor handler
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if (GetClientVersion() < ClientVersion::RoF)
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SendItemPacket(slot_id, &inst, ItemPacketSummonItem);
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}
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else {
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SendLootItemInPacket(&inst, slot_id);
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}
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if (bag_item_data) {
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for (int index = 0; index < EmuConstants::ITEM_CONTAINER_SIZE; ++index) {
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if (bag_item_data[index] == nullptr)
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continue;
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const ItemInst *bagitem = database.CreateItem(bag_item_data[i]->item_id, bag_item_data[i]->charges, bag_item_data[i]->aug_1, bag_item_data[i]->aug_2, bag_item_data[i]->aug_3, bag_item_data[i]->aug_4, bag_item_data[i]->aug_5, bag_item_data[i]->aug_6, bag_item_data[i]->attuned);
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interior_slot = Inventory::CalcSlotId(slot_id, i);
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Log.Out(Logs::Detail, Logs::Inventory, "Putting bag loot item %s (%d) into slot %d (bag slot %d)", inst.GetItem()->Name, inst.GetItem()->ID, interior_slot, i);
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PutLootInInventory(interior_slot, *bagitem);
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const ItemInst *bagitem = database.CreateItem(
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bag_item_data[index]->item_id,
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bag_item_data[index]->charges,
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bag_item_data[index]->aug_1,
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bag_item_data[index]->aug_2,
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bag_item_data[index]->aug_3,
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bag_item_data[index]->aug_4,
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bag_item_data[index]->aug_5,
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bag_item_data[index]->aug_6,
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bag_item_data[index]->attuned
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);
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// Dump bag contents to cursor in the event that owning bag is not the first cursor item
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// (This assumes that the data passed is correctly associated..no safety checks are implemented)
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if (slot_id == MainCursor && !cursor_empty) {
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Log.Out(Logs::Detail, Logs::Inventory,
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"Putting bag loot item %s (%d) into slot %d (non-empty cursor override)",
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inst.GetItem()->Name, inst.GetItem()->ID, MainCursor);
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PutLootInInventory(MainCursor, *bagitem);
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}
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else {
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auto bag_slot = Inventory::CalcSlotId(slot_id, index);
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Log.Out(Logs::Detail, Logs::Inventory,
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"Putting bag loot item %s (%d) into slot %d (bag slot %d)",
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inst.GetItem()->Name, inst.GetItem()->ID, bag_slot, index);
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PutLootInInventory(bag_slot, *bagitem);
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}
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safe_delete(bagitem);
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}
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}
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