mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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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>
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@@ -78,7 +78,7 @@ void Leaderboard::Serialize(RakNet::BitStream& bitStream) const {
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// Takes the resulting query from a leaderboard lookup and converts it to the LDF we need
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// to send it to a client.
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void QueryToLdf(Leaderboard& leaderboard, const std::vector<ILeaderboard::Entry>& leaderboardEntries) {
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using enum Leaderboard::Type;
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using enum eLeaderboardType;
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leaderboard.Clear();
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if (leaderboardEntries.empty()) return;
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@@ -232,33 +232,8 @@ std::vector<ILeaderboard::Entry> ProcessLeaderboard(
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}
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void Leaderboard::SetupLeaderboard(bool weekly) {
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const auto leaderboardType = LeaderboardManager::GetLeaderboardType(gameID);
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std::vector<ILeaderboard::Entry> leaderboardRes;
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switch (leaderboardType) {
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case Type::SurvivalNS:
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leaderboardRes = Database::Get()->GetNsLeaderboard(gameID);
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break;
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case Type::Survival:
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leaderboardRes = Database::Get()->GetAgsLeaderboard(gameID);
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break;
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case Type::Racing:
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[[fallthrough]];
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case Type::MonumentRace:
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leaderboardRes = Database::Get()->GetAscendingLeaderboard(gameID);
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break;
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case Type::ShootingGallery:
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[[fallthrough]];
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case Type::FootRace:
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[[fallthrough]];
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case Type::Donations:
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[[fallthrough]];
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case Type::None:
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[[fallthrough]];
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default:
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leaderboardRes = Database::Get()->GetDescendingLeaderboard(gameID);
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break;
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}
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// Shared with the dashboard's leaderboards so both rank the same way
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const auto leaderboardRes = Database::Get()->GetRankedLeaderboard(LeaderboardManager::GetLeaderboardType(gameID), gameID);
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const auto processedLeaderboard = ProcessLeaderboard(leaderboardRes, weekly, infoType, relatedPlayer, numResults);
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@@ -279,7 +254,7 @@ void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activi
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ILeaderboard::Score newScore{ .primaryScore = primaryScore, .secondaryScore = secondaryScore, .tertiaryScore = tertiaryScore };
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if (oldScore.has_value()) {
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bool lowerScoreBetter = leaderboardType == Leaderboard::Type::Racing || leaderboardType == Leaderboard::Type::MonumentRace;
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bool lowerScoreBetter = ILeaderboard::LowerIsBetter(leaderboardType);
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bool newHighScore = lowerScoreBetter ? newScore < oldScore : newScore > oldScore;
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// Nimbus station has a weird leaderboard where we need a custom scoring system
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if (leaderboardType == Leaderboard::Type::SurvivalNS) {
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