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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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tests/dWebTests/ZonePathsTests.cpp
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92
tests/dWebTests/ZonePathsTests.cpp
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#include <gtest/gtest.h>
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#include "ZonePaths.h"
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namespace {
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// Builds a small .luz the way the client's files are laid out (little-endian)
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struct LuzWriter {
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std::string data;
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template<typename T> LuzWriter& Put(T value) { data.append(reinterpret_cast<const char*>(&value), sizeof(T)); return *this; }
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LuzWriter& Text(const std::string& text) { Put<uint8_t>(static_cast<uint8_t>(text.size())); data += text; return *this; }
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LuzWriter& Wide(const std::string& text) { Put<uint8_t>(static_cast<uint8_t>(text.size())); for (char c : text) Put<uint16_t>(static_cast<uint16_t>(c)); return *this; }
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LuzWriter& Point(float x, float y, float z) { return Put(x).Put(y).Put(z); }
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};
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std::string SampleZone() {
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LuzWriter w;
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w.Put<uint32_t>(41).Put<uint32_t>(3).Put<uint32_t>(1150); // version, revision, world
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w.Point(1, 2, 3).Put(1.0f).Put(0.0f).Put(0.0f).Put(0.0f); // spawn point and rotation
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w.Put<uint32_t>(1); // one scene
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w.Text("scene.lvl").Put<uint32_t>(1).Put<uint32_t>(0).Text("Global").Put<uint8_t>(1).Put<uint8_t>(2).Put<uint8_t>(3);
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w.Text("zone").Text("zone.raw").Text("Name").Text("Description");
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w.Put<uint32_t>(1); // one transition: 2 points in this version
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for (int i = 0; i < 2; i++) w.Put<uint64_t>(1).Point(0, 0, 0);
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w.Put<uint32_t>(0).Put<uint32_t>(1).Put<uint32_t>(3); // path data length, chunk version, 3 paths
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// A movement path: one waypoint with a command
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w.Put<uint32_t>(18).Wide("Patrol").Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<uint32_t>(1).Point(5, 0, 5).Put<uint32_t>(1).Wide("delay").Wide("2");
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// A spawner path: rotation and config per waypoint
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w.Put<uint32_t>(18).Wide("Spawner").Put<uint32_t>(4).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<int32_t>(6010).Put<uint32_t>(10).Put<int32_t>(1).Put<uint32_t>(1).Put<int64_t>(123).Put<uint8_t>(1);
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w.Put<uint32_t>(1).Point(1, 1, 1).Put(1.0f).Put(0.0f).Put(0.0f).Put(0.0f).Put<uint32_t>(0);
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// The property path
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w.Put<uint32_t>(8).Wide("PropertyPath").Put<uint32_t>(2).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<int32_t>(0).Put<int32_t>(1000).Put<uint32_t>(0).Put<uint64_t>(1100);
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w.Wide("Block Yard");
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w.Put<uint32_t>(4); for (char c : std::string("Desc")) w.Put<uint16_t>(static_cast<uint16_t>(c));
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w.Put<int32_t>(0).Put<uint32_t>(0).Put(1.0f).Put<uint32_t>(0).Put<uint32_t>(0).Point(0, 0, 0).Put(128.0f);
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w.Put<uint32_t>(3).Point(0, 0, 0).Point(10, 0, 0).Point(10, 0, 10);
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return w.data;
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}
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}
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TEST(ZonePathsTests, FindsThePropertyArea) {
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std::string error;
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const auto areas = ZonePaths::ReadPropertyAreas(SampleZone(), error);
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ASSERT_TRUE(areas) << error;
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ASSERT_EQ(areas->size(), 1u);
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const auto& area = areas->front();
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EXPECT_EQ(area.name, "PropertyPath");
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EXPECT_EQ(area.displayName, "Block Yard");
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EXPECT_EQ(area.maxBuildHeight, 128.0f);
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ASSERT_EQ(area.outline.size(), 3u);
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EXPECT_EQ(area.outline[1].x, 10.0f);
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EXPECT_EQ(area.outline[2].z, 10.0f);
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}
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TEST(ZonePathsTests, CutShortFilesFail) {
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const auto zone = SampleZone();
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for (const size_t length : { size_t{ 3 }, size_t{ 40 }, zone.size() / 2, zone.size() - 1 }) {
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std::string error;
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EXPECT_FALSE(ZonePaths::ReadPropertyAreas(zone.substr(0, length), error)) << length;
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EXPECT_FALSE(error.empty()) << length;
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}
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}
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TEST(ZonePathsTests, ReadsSceneFiles) {
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EXPECT_EQ(ZonePaths::ReadSceneFiles(SampleZone()), (std::vector<std::string>{ "scene.lvl" }));
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EXPECT_TRUE(ZonePaths::ReadSceneFiles("xx").empty());
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}
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// The 3D views read only the start of a zone file: the scenes and the terrain file's name, not the paths after them
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TEST(ZonePathsTests, ReadsTheHeaderWithoutPaths) {
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std::string error;
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const auto zone = SampleZone();
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const auto header = ZonePaths::ReadHeader(zone, error);
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ASSERT_TRUE(header.has_value()) << error;
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ASSERT_EQ(header->scenes.size(), 1u);
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EXPECT_EQ(header->scenes[0].name, "Global");
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EXPECT_EQ(header->zoneRawPath, "zone.raw");
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EXPECT_EQ(header->spawnpoint, NiPoint3(1, 2, 3));
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EXPECT_TRUE(header->paths.empty());
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EXPECT_TRUE(header->sceneTransitions.empty());
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// Everything after the zone's description can be missing or damaged
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const auto end = zone.find("Description") + std::string("Description").size();
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EXPECT_TRUE(ZonePaths::ReadHeader(zone.substr(0, end), error).has_value());
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EXPECT_FALSE(ZonePaths::ReadHeader(zone.substr(0, end - 1), error).has_value());
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EXPECT_FALSE(ZonePaths::Read(zone.substr(0, end), error).has_value());
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}
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