feat(dashboard): reprocess or remove every model on a property

The property page gets a Reprocess all models button (ugc_manage): every
model placed on the property goes back to the UGC server's queue, made
again with the current settings (/api/ugc/reprocess with {property}).
Import models gets Remove all models (properties_import): deletes every
model placed on the property after the property id is typed in, refused
while the property is loaded in a world, as import is.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 10:18:07 -05:00
parent 25e223ce19
commit 6c45d4abdb
10 changed files with 74 additions and 1 deletions

View File

@@ -419,6 +419,7 @@ class TestSQLDatabase : public GameDatabase {
std::vector<IUgcModularBuild::PendingBuild> GetModularBuildsWithoutCombination(const uint32_t limit) override { return {}; }
std::optional<IUgc::ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) override { return {}; }
uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) override { return 0; }
uint64_t ResetPropertyUgcModelProcessing(const LWOOBJID propertyId) override { return 0; }
std::vector<IUgc::ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) override { return {}; }
std::vector<std::pair<IUgc::eProcessState, uint64_t>> GetUgcProcessCounts() override { return {}; }
std::vector<IUgcModularBuild::PendingBuild> GetModularBuildsToProcess(const uint32_t limit) override { return {}; }