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Old 2nd Nov 2010, 5:03 PM DefaultObject gets purged on transition to vacation worlds, help&tips appreciated #1
Buzzler
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A user brought up an issue with my Scribbling Pad. It gets purged from sim inventories on transition to vacation worlds. It doesn't re-appear on return.

Right now, I have no idea what might be the cause of this issue. All sims get reset on transition, but that's not it. I guess it happens in Sims3.Gameplay.Core.Bin.ExportHouseholdForTravel() which calls Sims3.SimIFace.CustomContent.DownloadContent.ExportLotContentsToTravelBin(). There's no chance to figure out what this stuff does, though, as all calls go to methods in the unmanaged code.

The Box Of Seeds doesn't get purged, so I looked for differences, but there are no striking differences. Of course, there are a few differences in the code, especially since the Scribbling Pad implements the ICarryable and IHasRouteRadius interfaces. Maybe it's something in the OBJD resource? I couldn't find any striking differences there, either.

Any ideas on that?

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Old 2nd Nov 2010, 10:40 PM #2
Kolipoki
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I haven't heard any complaints for my wand disappearing as well so maybe it has to do with the note pad's original code being homework? Does the same thing happen to one's homework in the inventory of the traveling sim? If not maybe the homework code has some sort of fix for it.
Old 3rd Nov 2010, 12:02 AM #3
Buzzler
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Quote:
Originally Posted by Kolipoki
I haven't heard any complaints for my wand disappearing as well so maybe it has to do with the note pad's original code being homework?
The ScribblingPad class isn't derived from Homework if that's what you mean. It's derived from GameObject, so there shouldn't be any code from Homework influencing the issue.

Quote:
Does the same thing happen to one's homework in the inventory of the traveling sim?
I just checked it: No, homework objects don't get purged. I'll make a fresh clone of the homework next to check the resources for differences. But I guess it has to be something in the code then. I have no idea what it might be, though.

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Old 3rd Nov 2010, 12:38 AM #4
Kolipoki
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Quote:
Originally Posted by Buzzler
The ScribblingPad class isn't derived from Homework if that's what you mean. It's derived from GameObject, so there shouldn't be any code from Homework influencing the issue.

I didn't mean that but the actual object itself though. Ins't it the same mesh of that of homework?
Old 3rd Nov 2010, 12:44 AM #5
Buzzler
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Quote:
Originally Posted by Kolipoki
I didn't mean that but the actual object itself though. Ins't it the same mesh of that of homework?
It's the same, yes. But everything that might affect that issue is located in the OBJD resource, right? And actual homework doesn't get purged...

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Old 3rd Nov 2010, 11:00 PM #6
Buzzler
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Ok, I found it. I had code in the ItemComponent.CanAddToInventoryCallback method to check whether the inventory.Parent belongs to the same lot as the object. I was unaware that the callback gets called on world transition. All the lot information seems to get completely mangled on world transition and seems to be unreliable to begin with. Especially mOwnerLot gets overwritten every time an object gets added to an inventory, so on arrival that field still references the sim's HomeLot in the home world and afterwards it references the HomeLot of the TravellerHousehold. I wasn't able to completely resolve the issue until I removed all related checks.

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