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

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