feat: web dashboard and playground work

The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 17:52:10 -05:00
parent 854d02f509
commit e213a7aeff
681 changed files with 88310 additions and 1321 deletions

View File

@@ -1,6 +1,7 @@
#include "ChatPacketHandler.h"
#include "PlayerContainer.h"
#include "Database.h"
#include <ctime>
#include <vector>
#include "BitStreamUtils.h"
#include "Game.h"
@@ -421,6 +422,30 @@ void ChatPacketHandler::HandleShowAll(Packet* packet) {
// the structure the client uses to send this packet is shared in many chat messages
// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
namespace {
// Whispers and team chat, for moderation (log_chat=0 turns chat logging off, log_private_chat=0 just these)
void LogChat(const PlayerData& sender, const std::string& channel, const std::string& message, LWOOBJID recipientId = LWOOBJID_EMPTY, const std::string& recipientName = "") {
if (Game::config->GetValue("log_chat") == "0" || Game::config->GetValue("log_private_chat") == "0") return;
IChatLog::ChatMessage entry;
entry.time = static_cast<int64_t>(std::time(nullptr));
entry.channel = channel;
entry.senderId = sender.playerID;
entry.senderName = sender.playerName;
entry.recipientId = recipientId == LWOOBJID_EMPTY ? 0 : recipientId;
entry.recipientName = recipientName;
entry.zoneId = sender.zoneID.GetMapID();
entry.instanceId = sender.zoneID.GetInstanceID();
entry.cloneId = sender.zoneID.GetCloneID();
entry.message = message;
try {
if (const auto info = Database::Get()->GetCharacterInfo(sender.playerID)) entry.accountId = info->accountId;
Database::Get()->InsertChatMessage(entry);
} catch (const std::exception& ex) {
LOG("Couldn't log a chat message: %s", ex.what());
}
}
}
void ChatPacketHandler::HandleChatMessage(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
@@ -451,6 +476,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
case eChatChannel::TEAM: {
auto* team = TeamContainer::GetTeam(playerID);
if (team == nullptr) return;
LogChat(sender, "team", message.GetAsString());
for (const auto memberId : team->memberIDs) {
const auto& otherMember = Game::playerContainer.GetPlayerData(memberId);
@@ -516,6 +542,7 @@ void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
// only freinds can whispr each other
for (const auto& fr : receiver.friends) {
if (fr.friendID == sender.playerID) {
LogChat(sender, "whisper", message.GetAsString(), receiver.playerID, receiver.playerName);
//To the sender:
SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::SENT);
//To the receiver: