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

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dCommon/ZoneFile.h Normal file
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#pragma once
#include <cstdint>
#include <iosfwd>
#include <map>
#include <string>
#include <vector>
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "LDFFormat.h"
#include "eWaypointCommandType.h"
/**
* A zone file (.luz) as the world server loads it (Zone::LoadZoneIntoMemory): its scenes, scene transitions and paths.
* Only reads; what the world does with the result (spawners, triggers, navmesh heights) stays in dZoneManager, so the
* dashboard reads zones with the same code.
*/
struct WaypointCommand {
eWaypointCommandType command{};
std::string data;
};
struct ZoneScene {
std::string filename;
uint32_t id{};
uint32_t sceneType{}; //0 = general, 1 = audio?
std::string name;
NiPoint3 unknown1;
float unknown2{};
uint8_t color_r{};
uint8_t color_g{};
uint8_t color_b{};
};
struct SceneTransitionInfo {
uint64_t sceneID{}; //id of the scene being transitioned to.
NiPoint3 position;
};
struct SceneTransition {
std::string name;
std::vector<SceneTransitionInfo> points;
float width{};
};
struct MovingPlatformPathWaypoint {
uint8_t lockPlayer{};
float wait{};
std::string departSound;
std::string arriveSound;
};
struct CameraPathWaypoint {
float time{};
float fov{};
float tension{};
float continuity{};
float bias{};
};
struct RacingPathWaypoint {
uint8_t isResetNode{};
uint8_t isNonHorizontalCamera{};
float planeWidth{};
float planeHeight{};
float shortestDistanceToEnd{};
};
struct PathWaypoint {
NiPoint3 position;
NiQuaternion rotation = QuatUtils::IDENTITY; // not included in all, but it's more convenient here
MovingPlatformPathWaypoint movingPlatform;
CameraPathWaypoint camera;
RacingPathWaypoint racing;
float speed{};
LwoNameValue config;
std::vector<WaypointCommand> commands;
};
enum class PathType : uint32_t {
Movement = 0,
MovingPlatform = 1,
Property = 2,
Camera = 3,
Spawner = 4,
Showcase = 5,
Race = 6,
Rail = 7
};
enum class PathBehavior : uint32_t {
Loop = 0,
Bounce = 1,
Once = 2
};
enum class PropertyPathType : int32_t {
Path = 0,
EntireZone = 1,
GenetatedRectangle = 2
};
enum class PropertyType : int32_t {
Premiere = 0,
Prize = 1,
LUP = 2,
Headspace = 3
};
enum class PropertyRentalPeriod : uint32_t {
Forever = 0,
Seconds = 1,
Minutes = 2,
Hours = 3,
Days = 4,
Weeks = 5,
Months = 6,
Years = 7
};
enum class PropertyAchievmentRequired : uint32_t {
None = 0,
Builder = 1,
Craftsman = 2,
SeniorBuilder = 3,
JourneyMan = 4,
MasterBuilder = 5,
Architect = 6,
SeniorArchitect = 7,
MasterArchitect = 8,
Visionary = 9,
Exemplar = 10
};
struct MovingPlatformPath {
std::string platformTravelSound;
uint8_t timeBasedMovement{};
};
struct PropertyPath {
PropertyPathType pathType{};
int32_t price{};
uint32_t rentalTime{};
uint64_t associatedZone{};
std::string displayName;
std::string displayDesc;
PropertyType type{};
uint32_t cloneLimit{};
float repMultiplier{};
PropertyRentalPeriod rentalPeriod{};
PropertyAchievmentRequired achievementRequired{};
// Player respawn coordinates in the main zone (not the property zone)
NiPoint3 playerZoneCoords;
float maxBuildHeight{};
};
struct CameraPath {
std::string nextPath;
uint8_t rotatePlayer{};
};
struct SpawnerPath {
LOT spawnedLOT{};
uint32_t respawnTime{};
int32_t maxToSpawn{};
uint32_t amountMaintained{};
LWOOBJID spawnerObjID;
uint8_t spawnerNetActive{};
};
struct Path {
uint32_t pathVersion{};
PathType pathType;
std::string pathName;
uint32_t flags{};
PathBehavior pathBehavior;
uint32_t waypointCount{};
std::vector<PathWaypoint> pathWaypoints;
SpawnerPath spawner;
MovingPlatformPath movingPlatform;
PropertyPath property;
CameraPath camera;
};
struct ZoneFile {
enum class FileFormatVersion : uint32_t { //Times are guessed.
PrePreAlpha = 30,
PreAlpha = 32,
LatePreAlpha = 33,
EarlyAlpha = 35,
Alpha = 36,
LateAlpha = 37,
Beta = 38,
Launch = 39,
Auramar = 40,
Latest = 41
};
FileFormatVersion fileFormatVersion{};
uint32_t mapRevision{};
uint32_t worldID{}; //should be equal to the MapID
NiPoint3 spawnpoint;
NiQuaternion spawnpointRotation = QuatUtils::IDENTITY;
std::vector<ZoneScene> scenes;
std::string zonePath; //Path to the .luz's folder as written in the file
std::string zoneRawPath; //Path to the .raw file of this zone.
std::string zoneName; //Name given to the zone by a level designer
std::string zoneDesc; //Description of the zone by a level designer
std::vector<SceneTransition> sceneTransitions;
uint32_t pathDataLength{};
uint32_t pathChunkVersion{};
std::vector<Path> paths;
/**
* Reads the whole file. Throws std::runtime_error (BinaryIO) if it ends early; the last value read may still come up
* short without a throw, so callers that must know check the stream afterwards.
*/
void Read(std::istream& file);
/**
* Reads only the start of the file: the version, spawn point, scenes and the terrain file's name, leaving the scene
* transitions and paths (most of the file in big zones) unread. Throws as Read does.
*/
void ReadHeader(std::istream& file);
private:
void ReadScene(std::istream& file);
void ReadSceneTransition(std::istream& file);
SceneTransitionInfo ReadSceneTransitionInfo(std::istream& file);
void ReadPath(std::istream& file);
};