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fix: Fix NPE when removing character augments #277

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11 changes: 8 additions & 3 deletions Arrowgene.Ddon.Database/Sql/Core/DdonSqlDbEquippedAbility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -72,10 +72,15 @@ public bool ReplaceEquippedAbilities(uint commonId, JobId equippedToJob, List<Ab
{
// Remove previously equipped abilities
DeleteEquippedAbilities(connection, commonId, equippedToJob);
// Insert new ones
for (byte i = 0; i < abilities.Count; i++)

for (int i = 0; i < abilities.Count; i++)
{
Ability ability = abilities[i];
var ability = abilities[i];
if (ability == null)
{
continue;
}

byte slotNo = (byte)(i + 1);
InsertEquippedAbility(connection, commonId, equippedToJob, slotNo, ability);
}
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33 changes: 7 additions & 26 deletions Arrowgene.Ddon.GameServer/Characters/JobManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -518,35 +518,16 @@ public Ability SetAbility(IDatabase database, GameClient client, CharacterCommon

public void RemoveAbility(IDatabase database, CharacterCommon character, byte slotNo)
{
var equippedAbilities = character.EquippedAbilitiesDictionary[character.Job];
// TODO: Performance
List<Ability> equippedAbilities = character.EquippedAbilitiesDictionary[character.Job];
lock (equippedAbilities)
{
byte removedAbilitySlotNo = Byte.MaxValue;
for (int i = 0; i < equippedAbilities.Count; i++)
{
Ability equippedAbility = equippedAbilities[i];
byte equippedAbilitySlotNo = (byte)(i + 1);
if (character.Job == character.Job && equippedAbilitySlotNo == slotNo)
{
equippedAbilities[i] = null;
removedAbilitySlotNo = equippedAbilitySlotNo;
break;
}
}

for (int i = 0; i < equippedAbilities.Count; i++)
{
Ability equippedAbility = equippedAbilities[i];
byte equippedAbilitySlotNo = (byte)(i + 1);
if (character.Job == character.Job)
{
if (equippedAbilitySlotNo > removedAbilitySlotNo)
{
equippedAbilitySlotNo--;
}
}
}
// Seems client wants us to keep the abilities where it was added
// for the first time. So just null out the ability we want to remove
// in the position in the list. When inserting into the DB, we need to
// be careful and skip over null entries and continue to increment the
// slot index.
equippedAbilities[slotNo - 1] = null;
}

database.ReplaceEquippedAbilities(character.CommonId, character.Job, equippedAbilities);
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