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AAEmu / AAEmu / 24307852060
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Build:
DEFAULT BRANCH: develop
Ran 12 Apr 2026 01:31PM UTC
Jobs 1
Files 2072
Run time 3min
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12 Apr 2026 01:29PM UTC coverage: 4.841% (-0.005%) from 4.846%
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feat(game): persist housing bound doodads with opt-in config flag (#1416)

* feat(game): persist housing bound doodads with opt-in config flag

Bound doodads (doors, windows, planters, drills, animals) are now saved
to the doodads table so their state (open/closed, fill level, growth
phase) survives server restarts. The feature is opt-in via a new
World.json flag, defaulting to the original behaviour.

Changes:
- House.CurrentStep setter marks each spawned bound doodad as persistent
  and saves it to the DB; IsBeingLoadedFromDb suppresses re-spawning
  during load (only active when UsePersistentHouseDoodads is true) so
  doodads are restored from the database instead of recreated from
  template data
- House.Delete() explicitly calls doodad.Delete() for persistent
  AttachedDoodads so bound doodad rows are cleaned up on demolition
- SpawnPersistentDoodads detects bound doodads by matching against the
  house template bindings and registers them in house.AttachedDoodads
  for correct Show/Hide/Delete handling alongside PlayerDoodads
- HousingManager.ReconcileBoundDoodads() runs after the Housing doodad
  load pass: spawns and saves any bound doodads missing from the DB
  (automatic first-run migration) and removes duplicates; includes null
  guard for missing doodad templates
- Adds World.UsePersistentHouseDoodads (bool, default false) to
  WorldConfig and AAEmu.Game/Configurations/World.json; all new code
  paths are gated on this flag so the original behaviour is fully
  preserved when it is not enabled

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix(game): address Greptile review issues on housing bound doodads

- Add null guard in House.CurrentStep setter after DoodadManager.Create()
  to handle missing doodad templates gracefully instead of throwing
  NullReferenceException
- Release ObjId for persistent doodads in House.Delete() to prevent
  entries leaking from the object ID pool on house demolition

Co-Authored-By: Claude Sonn... (continued)

0 of 84 new or added lines in 3 files covered. (0.0%)

2 existing lines in 1 file now uncovered.

3197 of 66041 relevant lines covered (4.84%)

0.05 hits per line

Uncovered Changes

Lines Coverage ∆ File
45
2.39
-0.15% AAEmu.Game/Core/Managers/HousingManager.cs
31
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0.0% AAEmu.Game/Models/Game/Housing/House.cs
8
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0.0% AAEmu.Game/Core/Managers/World/SpawnManager.cs

Coverage Regressions

Lines Coverage ∆ File
2
0.0
0.0% AAEmu.Game/Models/Game/Housing/House.cs
Jobs
ID Job ID Ran Files Coverage
1 24307852060.1 12 Apr 2026 01:31PM UTC 2072
4.84
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