fix(housing): allow non-staff to place classic house pieces in customization (#2500)
## Summary House customization rejected ~40% of components — all classic/base tiles such as **sandstone** — for non-staff players. The pieces appeared briefly in the editor, then vanished before commit; only staff (GM+) could add them. ## Root cause A data-convention mismatch introduced when housing.bin support was added (#2329). - The OSI `housing.bin` encodes pre-AOS base pieces with the client **T2A** feature bit (`0x1`). - `walls.txt` (and RunUO) encode the same pieces as `FeatureMask = 0` (always valid). - `ComponentVerification.CheckValidity` validates against `ExpansionInfo.HousingFlags`, whose enum has no `0x1` bit, so base pieces failed `(HousingFlags & 0x1) != 0`. - `HouseFoundation.Designer_Build` only enforces `ValidPiece` for `AccessLevel < GameMaster`, so staff bypassed validation while players had placements rejected — the server re-sends the design state and the client rebuilds the house from it, erasing the just-placed piece. This only affects servers loading `housing.bin` from a UOP client; the old txt-only path (pre-#2329, like RunUO) was unaffected because base pieces are `0` there. ## Fix Normalize the `housing.bin` feature mask to the housing-tier bits on load (`& HousingFlags.HousingEJ`). Base pieces collapse to `0` (always valid, exactly as `walls.txt` encodes them); `AOS`/`SE`/`ML`/... pass through unchanged. Both data sources now produce an identical validity table, matching RunUO behavior. `CheckValidity` and the `val != -1` anti-cheat guard are unchanged. ## Verification - Parsed the real `housing.bin` from a 7.0.x client: sandstone (`0x345`) loads as `0x1` → `& HousingEJ` → `0` → valid; tier pieces (`0x40` SE, etc.) pass through; unregistered tiles stay `-1` → rejected. - Confirmed OSI's own files disagree for the same pieces: `walls.txt` base `FeatureMask = 0` vs `housing.bin` `0x1`. - `dotnet build` clean (0 warnings, 0 errors).
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1 changed files with 8 additions and 1 deletions
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@ -13,6 +13,13 @@ public static class ComponentVerification
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private static int[] _multiTable;
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private static bool _loaded;
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// housing.bin stores each component's feature mask in the client's feature-flag bit space, which
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// tags pre-AOS base pieces (e.g. sandstone) with low bits - notably T2A (0x1) - that HousingFlags
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// does not model. CheckValidity validates against HousingFlags, so strip everything except the
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// housing-tier bits when loading: base pieces collapse to 0 (always valid, exactly as walls.txt
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// encodes them) while AOS/SE/ML/... line up unchanged.
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private const int HousingTierMask = (int)HousingFlags.HousingEJ;
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public static bool IsItemValid(int itemID)
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{
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EnsureLoaded();
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@ -93,7 +100,7 @@ public static class ComponentVerification
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{
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reader.ReadUInt32LE(); // category_id
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reader.ReadUInt32LE(); // subcategory_id
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var featureMask = (int)reader.ReadUInt32LE();
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var featureMask = (int)reader.ReadUInt32LE() & HousingTierMask;
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reader.ReadUInt32LE(); // cliloc_id
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// fields_1
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