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

@@ -238,6 +238,8 @@ namespace DEVGMCommands {
auto* player = PlayerManager::GetPlayer(splitArgs[0]);
if (player) {
const auto target = SlashCommandHandler::TargetOf(player);
if (!target || !SlashCommandHandler::MayActOn(entity, sysAddr, *target, SlashCommandLevels::eTargetRule::TOOLS, "kill")) return;
player->Smash(entity->GetObjectID());
ChatPackets::SendSystemMessage(sysAddr, u"It has been done, do you feel good about yourself now?");
return;
@@ -626,6 +628,11 @@ namespace DEVGMCommands {
ChatPackets::SendSystemMessage(sysAddr, u"Invalid x or source player not found.");
return;
}
if (sourcePlayer && sourcePlayer != entity) {
// Moving someone else: the same rules as moving their character on the dashboard
const auto target = SlashCommandHandler::TargetOf(sourcePlayer);
if (!target || !SlashCommandHandler::MayActOn(entity, sysAddr, *target, SlashCommandLevels::eTargetRule::OTHERS, "teleport")) return;
}
if (sourcePlayer) sourceEntity = sourcePlayer;
const auto z = ParseRelativeAxis(sourcePos.z, splitArgs[1]);
@@ -670,9 +677,22 @@ namespace DEVGMCommands {
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
// Only players this GM may move (never a higher GM level; their own level with manage_equal_rank)
const auto actorLevel = static_cast<uint8_t>(entity->GetGMLevel());
const auto actorAccountId = SlashCommandHandler::AccountOf(entity);
uint32_t skipped = 0;
for (auto* character : characters) {
const auto target = SlashCommandHandler::TargetOf(character);
if (target && SlashCommandHandler::TargetDenial(actorLevel, actorAccountId, target->gmLevel, target->accountId, SlashCommandLevels::eTargetRule::OTHERS) != AccountRules::eManageDenial::NONE) {
skipped++;
continue;
}
GameMessages::SendTeleport(character->GetObjectID(), pos, QuatUtils::IDENTITY, character->GetSystemAddress());
}
if (skipped > 0) {
ChatPackets::SendSystemMessage(sysAddr, u"/tpall: left " + GeneralUtils::to_u16string(skipped) +
u" player(s) where they are: you cannot move players with a higher GM level, or your own without the manage_equal_rank permission");
}
}
void Dismount(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
@@ -880,7 +900,7 @@ namespace DEVGMCommands {
const int32_t uscore = uscoreOptional.value();
CharacterComponent* character = entity->GetComponent<CharacterComponent>();
if (character) character->SetUScore(character->GetUScore() + uscore);
if (character) character->SetUScore(character->GetUScore() + uscore, static_cast<uint32_t>(eLootSourceType::MODERATION));
// MODERATION should work but it doesn't. Relog to see uscore changes
eLootSourceType lootType = eLootSourceType::MODERATION;
@@ -914,6 +934,10 @@ namespace DEVGMCommands {
return;
}
if (requestedPlayer->GetOwner() != entity) {
const auto target = SlashCommandHandler::TargetOf(requestedPlayer->GetOwner());
if (!target || !SlashCommandHandler::MayActOn(entity, sysAddr, *target, SlashCommandLevels::eTargetRule::OTHERS, "setlevel")) return;
}
entity = requestedPlayer->GetOwner();
}
const auto requestedLevelOptional = GeneralUtils::TryParse<uint32_t>(splitArgs[0]);
@@ -938,7 +962,7 @@ namespace DEVGMCommands {
// Set the UScore first
oldLevel = levelComponent->GetLevel();
characterComponent->SetUScore(result.getIntField(0, characterComponent->GetUScore()));
characterComponent->SetUScore(result.getIntField(0, characterComponent->GetUScore()), static_cast<uint32_t>(eLootSourceType::MODERATION));
// handle level up for each level we have passed if we set our level to be higher than the current one.
if (oldLevel < requestedLevel) {
@@ -1792,6 +1816,11 @@ namespace DEVGMCommands {
return;
}
if (targetPlayer != entity) {
// Runs commands with that player's GM level, so never as a higher GM level than the one running it
const auto target = SlashCommandHandler::TargetOf(targetPlayer);
if (!target || !SlashCommandHandler::MayActOn(entity, sysAddr, *target, SlashCommandLevels::eTargetRule::OTHERS, "execute")) return;
}
execEntity = targetPlayer;
i += 2;