mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-09 06:13:43 +00:00
feat: /reprocessproperty, make a property's models again and reload it
A GM 8 command: every brick built model on the property you are on goes back to the UGC server's queue. Once all are made (at most 15 minutes), everyone on the property is sent the new mesh checksums and transferred back into the same zone and clone, so their game loads the property again and downloads the new meshes. Swapping a model's mesh in place doesn't work in the client, so the whole property is loaded again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -123,6 +123,7 @@ These commands are primarily for development and testing. The usage of many of t
|
||||
|resurrect|`/resurrect`|Resurrects the player.|8|
|
||||
|setminifig|`/setminifig <body part> <minifig item id>`|Alters your player's minifig. Body part can be one of "Eyebrows", "Eyes", "HairColor", "HairStyle", "Pants", "LeftHand", "Mouth", "RightHand", "Shirt", or "Hands". Changing minifig parts could break the character so this command is limited to GMs.|1|
|
||||
|testmap|`/testmap <zone> (clone-id) (instance-id) (spawn-point)`|Transfers you to the given zone by id and clone id and then spawns you at the specified spawn point if one was specified. Ignores instance-id for now. Aliases: `/tm`.|1|
|
||||
|reprocessproperty|`/reprocessproperty`|Has the UGC server make every brick built model on the property you are on again (with the current UGC settings). When they are all made (at most 15 minutes), everyone on the property is sent back into it, so their game downloads the new meshes. Aliases: `/reloadpropertymodels`.|8|
|
||||
|reportproxphys|`/reportproxphys`|Prints to console the position and radius of proximity sensors.|9|
|
||||
|spawnphysicsverts|`/spawnphysicsverts`|Spawns a 1x1 brick at all vertices of phantom physics objects|8|
|
||||
|teleport|`/teleport <x/source player> (y) <z/target player>`|Teleports you. If no Y is given, you are teleported to the height of the terrain or physics object at (x, z). Any of the coordinates can use the syntax of an exact position (10.0), or a relative position (~+10.0). A ~ means use the current value of that axis as the base value. Addition or subtraction is supported (~+10) (~-10). If source player and target player are players that exist in the world, then the source player will be teleported to target player. Aliases: `/tele`, `/tp`.|6|
|
||||
|
||||
@@ -426,6 +426,12 @@ serving), the worlds:
|
||||
replaces what the client showed.
|
||||
A model made again unchanged (after eviction) isn't sent. Nothing polls: one message per batch of made models.
|
||||
|
||||
* **`/reprocessproperty`** (GM 8): every model placed on the property the player is on goes back to the UGC server's
|
||||
queue (`ResetPropertyUgcModelProcessing`). The world checks every 5 seconds; once none is pending (or after 15
|
||||
minutes) it sends every player in the world the new `model.nif` checksums and transfers them back into the same
|
||||
zone and clone. The client loads the property again and downloads the new meshes (its manifest cache has the new
|
||||
checksums, which its files don't match). Models of a reprocess skip the "made again" switch.
|
||||
|
||||
### Waiting while the owner is still building
|
||||
|
||||
A saved model isn't made right away: `InsertNewUgcModel` stores `process_after` = now + `ugc_debounce_seconds`
|
||||
|
||||
Reference in New Issue
Block a user