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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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@@ -972,6 +972,31 @@ namespace GameMessages {
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int32_t setId{ -1 };
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};
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/**
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* The news screen's "Today's Top Properties" (GM 1510), the answer to GetHotPropertyData (GM 1511).
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* Client: GameMessage::NewsSendHotPropertiesInfoToClient, entries read by NewsHotPropertyInfo::Deserialize
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* (0x00c0cc20 in 1.10.64) and shown by LWOCharacterComponent::HotPropertyData (0x00cf83f0). See HotPropertySlots.h.
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*/
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struct NewsSendHotPropertiesInfoToClient : public NetGameMsg {
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NewsSendHotPropertiesInfoToClient() : NetGameMsg(MessageType::Game::SEND_HOT_PROPERTY_DATA) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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struct HotPropertyInfo {
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LWOOBJID propertyId{};
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LWOOBJID ownerId{};
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std::u16string ownerName;
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uint64_t reputation{};
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int32_t templateId{}; // PropertyTemplate id: picks the news screen slot
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std::u16string name;
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std::u16string description;
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float performanceCost{};
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uint64_t lastPublished{}; // unix time
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uint32_t cloneId{};
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};
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std::vector<HotPropertyInfo> properties;
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};
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struct ObjectLoaded : public GameMsg {
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ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}
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