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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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@@ -40,6 +40,21 @@ namespace GameMessages {
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* of different types, each type representing a different group of items, see `eInventoryType` for a list of
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* inventories.
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*/
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// Where and how ReceiveItem puts items; the defaults suit items arriving from someone else
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struct ReceiveItemOptions {
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eInventoryType inventory = INVALID; // INVALID: the item's usual inventory
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bool showFlyingLoot = true;
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bool equip = false;
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int32_t preferredSlot = -1;
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eInventoryType sourceInventory = INVALID; // set when moving between the player's own inventories
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};
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// Which item or stack ReceiveItem put the items in
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struct ReceivedItem {
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LWOOBJID id = LWOOBJID_EMPTY; // LWOOBJID_EMPTY if nothing could be added
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bool merged = false; // joined a stack that was already there (and has a history of its own)
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};
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class InventoryComponent final : public Component {
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public:
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struct Group {
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@@ -145,6 +160,19 @@ public:
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int32_t preferredSlot = -1
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);
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/**
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* Receive items that already exist elsewhere (another player's inventory, the mail), keeping them traceable:
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* - a unique item (does not stack, or carries config/subkey) keeps its object id
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* - stackable items merge into this inventory's stack of the same LOT if there is one, taking that stack's id;
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* with nothing to merge into, a whole stack keeps its id and a partial one gets a new id
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* @param id the items' current object id, or LWOOBJID_EMPTY for part of a stack
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* @return the object id of the item or stack that received them, and whether that stack was already there
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*/
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ReceivedItem ReceiveItem(LWOOBJID id, LOT lot, uint32_t count, eLootSourceType lootSourceType, const LwoNameValue& config = {}, LWOOBJID subKey = LWOOBJID_EMPTY, bool bound = false, const ReceiveItemOptions& options = {});
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// Whether items of this LOT are one of a kind rather than stacking
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static bool IsUniqueLot(LOT lot);
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/**
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* Removes a LOT from the inventory
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* @param lot the lot to remove
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