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