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Fix dropped items turning into empty entries after a world reload - #64
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Loading resized the object list to last_object_uid, which keeps counting up as items are picked up, so the list filled with empty drops. The count now comes from the saved data size, an empty blob no longer gets read, and the world data sends the real drop count instead of last_object_uid twice.
Up to standards ✅🟢 Issues
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| Metric | Results |
|---|---|
| Complexity | 0 |
| Duplication | 0 |
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leeendl
self-requested a review
October 3, 2026 22:27
leeendl
reviewed
Oct 3, 2026
| int i{}; | ||
| memcpy(&this->last_object_uid, u8, sizeof(u_int)); i += sizeof(u_int); // @todo real gt has this as 8 bits not just 4. | ||
| if (blob.size() >= sizeof(u_int)) memcpy(&this->last_object_uid, u8, sizeof(u_int)); | ||
| i += sizeof(u_int); // @todo real gt has this as 8 bits not just 4. |
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thank you! this was very clear. i'm sorry for one lining this and making it confusing. <3
leeendl
approved these changes
Oct 3, 2026
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Loading resized the object list to last_object_uid, which keeps counting up as items are picked up, so the list filled with empty drops. The count now comes from the saved data size, an empty blob no longer gets read, and the world data sends the real drop count instead of last_object_uid twice.