Commit graph

9 commits

Author SHA1 Message Date
SynPDX
86df62fd3e
fix(housing): register doors, and stop crashing on client component sheets (#2557)
## Summary

Players could not place **any door** while customizing a house, and placing other pieces could disconnect them outright. Staff saw neither problem: `HouseFoundation.Designer_Build` only enforces `ValidPiece` below `GameMaster`.

Original report and diagnosis by @SynPDX.

## Root cause 1 — no door is ever registered

The retail client's `doors.txt` separates its header rows with lines of **bare tabs** (it is the only sheet that does):

```
int<TAB>int<TAB>...<TAB>string
<TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB>      <-- 10 tabs, not an empty line
Category<TAB>Piece1<TAB>...<TAB>FeatureMask<TAB>Comment
<TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB><TAB>
0<TAB>1657<TAB>1659<TAB>...
```

`Spreadsheet.ReadLine` skipped a line only when `line.Length > 0`. A 10-tab line has length 10, so it was returned as the **names row** — every column ended up named `""`, `GetColumnID("Piece1")` and friends returned `-1`, and not one of the 230 door graphics was registered. Unregistered item IDs keep the `-1` sentinel, and `CheckValidity` rejects those, so `ValidPiece` refused every door.

ClassicUO skips these lines (`string.IsNullOrWhiteSpace` in `HouseCustomizationManager.ParseFile`), which is why the client happily offers doors the server then rejects.

Measured against a retail 7.0.x `doors.txt` using the shipped `Spreadsheet`:

| | `FeatureMask` column | door graphics registered |
|---|---|---|
| before | `-1` | **0** |
| after | `9` | **230** |

## Root cause 2 — `IndexOutOfRangeException` out of the packet handler

Every sheet ends in a cosmetic `Comment` column that ModernUO never reads, and client sheets write an empty comment as a plain newline with no trailing tab. `Split('\t')` then returns one field fewer than the header declares, and the parser indexed past the end:

```
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Server.Multis.Spreadsheet..ctor(String path)
   at Server.Multis.ComponentVerification.LoadSpreadsheet(...)
   at Server.Multis.ComponentVerification.IsItemValid(Int32 itemID)
   at Server.Multis.HouseFoundation.ValidPiece(Int32 itemID, Boolean roof)
   at Server.Multis.HouseFoundation.Designer_Build(NetState state, ...)
```

The client's own parser only requires the columns up to `FeatureMask` — ClassicUO's `CustomHouseMisc.Parse` guards on `scanf.Length >= 12` for a 13-column `misc.txt` — so such a row is valid data listing real pieces. Missing trailing fields are now treated as empty rather than dropping the row, which would unregister every piece the row lists and reproduce the door symptom.

`EnsureLoaded` also set `_loaded` before loading, so once the throw escaped, an all `-1` table stayed cached and rejected everything for players from then on — the same player-visible symptom as #2500.

## Also made explicit rather than accidental

- **Named the table sentinels.** `NotAComponent` (-1) is the anti-cheat guard and the initial state; `NoFeatureRequired` (0) is a piece with no expansion gate — how `walls.txt` encodes pre-AOS base pieces and what `housing.bin` collapses to under `HousingTierMask` (#2500).
- **A sheet with no `FeatureMask` column is refused and logged.** `GetInt32` on a missing column returns 0 = `NoFeatureRequired`, which would have silently marked every piece in that sheet unconditionally placeable regardless of expansion. This was previously only harmless by accident.
- **A sheet matching none of its expected tile columns is refused and logged** — that is what `doors.txt` was doing silently. Individual missing columns stay tolerated, since older sheets predate columns such as `walls.txt`'s `SecondAltWindowS`/`E`.
- **Catch per sheet**, so one unreadable file no longer costs the other six.
- **Header guards**: an empty file or a types-only file raised a `NullReferenceException`; a names row shorter than the types row indexed past the end.
- **Fall back to the component sheets when `housing.bin` cannot be read**, instead of passing `null` into a `SpanReader`.

`_loaded` is still set before loading, deliberately: this runs from the design packet handler, and retrying would re-read every sheet on each subsequent placement attempt.

Sheet precedence is **unchanged** — the client's copies stay authoritative and `Data/Components` remains the fallback.

## Verification

- Retail 7.0.x client `doors.txt` through the shipped `Spreadsheet`: 0 door graphics before, 230 after.
- 5 new tests in `SpreadsheetTests` covering the tab separators, the omitted trailing field, per-row recovery, and both header guards. All 5 fail against `main` and pass here.
- `dotnet build` clean (0 warnings, 0 errors); `UOContent.Tests` 642/642.
2026-08-04 20:05:28 -07:00
Kamron Batman
70276dcf52
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).
2026-06-22 08:47:10 -07:00
Kamron Batman
a9d2b0c01f
feat: Adds housing.bin support (#2329)
### Summary

Changes component verification so the order is now housing.bin, then txt files in client, then txt files in Data/Components folder on the server.
2026-02-08 19:10:23 -08:00
Kamron Batman
279b10dd0f
feat: Replaces params array with params ReadOnlySpan (#2125) 2025-02-13 21:19:02 -08:00
mdodkins
a9a2a89908
feat: Customize expansion and set maps on first boot (#1425) 2023-07-31 20:46:49 -07:00
Kamron Batman
8149620b0c
Fixes brace style (#248) 2020-09-13 21:49:46 -07:00
Kamron Batman
ad3775c4d7
Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Kamron Batman
1f651992d7
Updates formatting rules (#199) 2020-08-25 18:00:51 -07:00
Kamron Batman
8ec166bcd0
Adds assemblies config, fixes crash bugs. (#134) 2020-05-09 12:55:56 -07:00
Renamed from Projects/Scripts/Multis/ComponentVerification.cs (Browse further)