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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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@@ -1,4 +1,6 @@
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#include "TradingManager.h"
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#include "EconomyLedger.h"
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#include "dServer.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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@@ -160,23 +162,46 @@ void Trade::Complete() {
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}
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}
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// Now actually do the trade.
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// Now actually do the trade. Nothing is created or destroyed, so the economy ledger records transfers instead.
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EconomyLedger::ScopedItemTransfer transfer;
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characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::TRADE);
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characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::TRADE);
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for (const auto& tradeItem : m_ItemsA) {
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auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
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if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
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missionsA->Progress(eMissionTaskType::GATHER, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
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inventoryB->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::TRADE);
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}
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const auto zone = Game::server ? Game::server->GetZoneID() : 0;
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const auto recordCoins = [zone](const uint64_t coins, const LWOOBJID from, const LWOOBJID to) {
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if (coins == 0) return;
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EconomyLedger::RecordTransfer({ .method = IEconomyLedger::eTransferMethod::TRADE, .coins = static_cast<int64_t>(coins),
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.fromCharacter = from, .toCharacter = to, .zone = zone });
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};
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recordCoins(m_CoinsA, characterA->GetID(), characterB->GetID());
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recordCoins(m_CoinsB, characterB->GetID(), characterA->GetID());
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for (const auto& tradeItem : m_ItemsB) {
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auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
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if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
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missionsB->Progress(eMissionTaskType::GATHER, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
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inventoryA->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::TRADE);
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}
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const auto giveItems = [zone](const std::vector<TradeItem>& items, InventoryComponent* from, MissionComponent* fromMissions,
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InventoryComponent* to, const LWOOBJID fromCharacter, const LWOOBJID toCharacter) {
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for (const auto& tradeItem : items) {
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auto* itemToRemove = from->FindItemById(tradeItem.itemId);
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if (!itemToRemove) continue;
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// A whole item keeps its data (subkey, config) but gets a new object id, as upstream: reusing the id would
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// leave two objects with one id if the server stopped between the two players' saves. A stack merges into
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// the other player's stack. new_item_id records where the items ended up, so the chain can be followed.
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const bool whole = itemToRemove->GetCount() == tradeItem.itemCount;
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const auto config = itemToRemove->GetConfig();
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const auto subKey = itemToRemove->GetSubKey();
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const auto bound = itemToRemove->GetBound();
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itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
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fromMissions->Progress(eMissionTaskType::GATHER, tradeItem.itemLot, LWOOBJID_EMPTY, "", -static_cast<int32_t>(tradeItem.itemCount));
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const auto received = whole
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? to->ReceiveItem(LWOOBJID_EMPTY, tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::TRADE, config, subKey, bound)
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: to->ReceiveItem(LWOOBJID_EMPTY, tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::TRADE);
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EconomyLedger::RecordTransfer({ .method = IEconomyLedger::eTransferMethod::TRADE, .itemId = tradeItem.itemId, .newItemId = received.id,
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.lot = tradeItem.itemLot, .count = tradeItem.itemCount, .fromCharacter = fromCharacter, .toCharacter = toCharacter, .zone = zone,
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.merged = received.merged });
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}
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};
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giveItems(m_ItemsA, inventoryA, missionsA, inventoryB, characterA->GetID(), characterB->GetID());
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giveItems(m_ItemsB, inventoryB, missionsB, inventoryA, characterB->GetID(), characterA->GetID());
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characterA->SaveXMLToDatabase();
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characterB->SaveXMLToDatabase();
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