A world server answers the client's level editor: it remembers per connection
whether the editor is on (and never sends such a client a zone load), takes and
gives up the zone's lock, says whether files may be sent, takes them, sends the
zone's files, and reloads the zone. Who may is the same as for the dashboard's zone
file API: the account's editor level against zone_publish_gm_level, the zone's
editors or an admin, and the lock's holder to send files. Files are unpacked,
checked, written and packed on a worker thread, and every request is in the audit
log.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
A capped string now skips the characters it cut, so what follows it is read from the
right place. A request to join a private instance that is still starting is answered
once its world server is ready, instead of at once with an address nothing listens
on yet.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This reverts commit 4cf0909d. Nothing starts an edit mode instance any more. Its two
fixes that had nothing to do with edit mode come back in the next commit.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
For a file under maps/ master watches the file a world would read now: the override
when one is there, else the client's. An override that appears, changes or goes away
makes the instances that read another version stale, also for files from the packs.
The dashboard can hold a zone's automatic reloads (WORLD_RELOAD_HOLD, a new message
after the existing ones) until a reload of the zone is asked for. The status sent to
the dashboard counts what reloads did per zone.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
CreatePrivateZone carries editMode as one more byte, written only when set, so
a plain private zone is sent as before. Master keeps it on the instance, starts
the world server with -editmode 1, and gives a private instance's replacement
(a reload or a live update) the same flag. Nothing sets it yet.
A capped string now skips the characters it cut, so what follows it is read
from the right place. A request to join a private instance that is still
starting is answered once its world server is ready, instead of at once with
an address nothing listens on yet.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The master server dropped a transfer request it started no instance
for, so the world server never heard back and the player waited. It
now answers the request with an empty address and the reason in place
of the port: no room for another instance (max_instances), a zone that
is not in the ZoneTable, or another reason. A request for a private
zone that does not exist is answered the same way.
The world server passes this on as a TRANSFER_TO_WORLD without an
address, which the client shows as a failed map change, and leaves the
character where it is. The auth server fails the login when there is
no character select to send the player to.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
SetSessionKey, SessionKeyResponse and NewSessionAlert carry the key as
a 33 character string where the number was, which the auth, master and
world servers now pass. The packet decoder blanks that string in a
kept packet, and the packet tests write the string.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The key was a 32 bit number, sent to the client as the MD5 hash of its
decimal text. The client only stores the key and sends it back, so it
is now 16 bytes from the system entropy source written as 32 lowercase
hex characters, which fills the same 33 character field of the login
response.
The auth, master and world servers pass the key itself between them as
a 33 character string in place of the number: SET_SESSION_KEY,
SESSION_KEY_RESPONSE and NEW_SESSION_ALERT keep their IDs and carry the
string where the number was. The master server keeps one key for each
username, and a world server compares the key a client sends with the
one from the master server in constant time. A key stays valid until
the next login of its account replaces it, as before.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The reader the message structs share made room for the length it read,
up to the message limit, before it found that the stream held less.
The length now has to fit in the data the stream has left first.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
A world server passed every routed packet on to the chat server under
whatever message ID it carried. It now passes on the messages a client
sends, and SHOW_ALL only for the level the showall command needs. The
message ID is read as the full 32 bit number, the packet has to be long
enough to hold a chat packet and the sender needs a character.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The key came from the shared game random engine, which is seeded from
the start time. It now comes from std::random_device through a small
helper. The key stays a 32 bit number, so the packets do not change.
The master and world servers no longer write the key or its hash to
the log.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Live sent the reputation key as a 64-bit number (LDF type 8) in all 451
character data packets looked at; the server sent it as an object ID
(type 9). It now goes out as type 8 with the other keys live sent; the
packet without them keeps type 9, and both are read.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Every live character data packet (451 of 451) had legoclub=1, freetrial=0,
requiresrename=0, levelid and position.x/y/z + rotation.x/y/z/w next to
the keys already sent. LWOCharacterComponent::LoadConfigData (0x00c70f00)
reads requiresrename, legoclub and freetrial.
requiresrename is the character's refused-name state, levelid the zone id
(map, instance << 16, clone << 32) and the position and rotation are where
the player is put in the world.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Client::LoadConfigData (0x00cde200) reads txfring
from the character data; without it the client runs its inventory-full
tips (msgPlayerReady 0x00bde5e0) on every world load. Of 226 captured
live character data packets, 222 had the key, all true; the server never
wrote it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended message ID 50 (dashboard -> master): the update check's state and a
one-line summary. Master logs it whenever the summary changes, so the first
one after master starts says when an update is out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ReplicaDecoder mirrors Entity::WriteBaseReplicaData and each component's Serialize, keeps what each network ID is
per world instance, and shows the rest as bits when no layout fits. CaptureTool links the game: game messages are
decoded (and compared in replays), and decode --cdserver reads replica packets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The capture viewer's LU packet fields come from each struct's Deserialize and a member list generated from the
struct definitions (tools/gen_game_message_fields.py -> dNet/PacketFields.inc), replacing the hand-written list of
25. Secret members are never listed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A list cut short inside the flags was read as if complete; an older master's list, which has none, still
reads. The test checks every cut.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MATCH_TRANSFER is appended after GUILD_DISBAND (71); the chat ids from
CREATE_TEAM on are pinned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Busy property instances on changed files are kept (KEEP_UNTIL_EMPTY) instead
of saved, frozen and moved. Every instance acted on is marked outdated; the
files status carries the flag (bit 4).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Instances on an old binary or old zone files are marked outdated: routing,
private passwords and merges skip them. Outdated properties remind their
players every 10 minutes that an update is waiting (ANNOUNCE) and stop once
empty. A new instance of the same property waits for the old one to be gone
before its world server starts, so two worlds never save one property.
The server list carries the flag after the endpoints (read when present).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One entry each time the packets a character's client sends carry another zone or
instance, in time order, for following them across world servers in playback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (47-49); the pin test is
updated. A world sends its zone file list to master once it is ready.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master keeps the address and port auth, chat, the dashboard and the UGC
server report when they connect and sends them, with its own and every
world's, after the list's world states. A server's machine is the address
master sees its connection come from; loopback and master's external_ip are
master's machine. Servers can report another port than their RakNet one; the
UGC server reports its web port.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (46); the pin test is updated.
With names it tells a server which fdb copy and CDServer.sqlite to switch
to; without them it asks master to check the client's fdb now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Launching to a property started an extra clone 0 instance of the zone besides the property's own, because
the prep only carried the zone. PrepZone now carries the clone when there is one (written only then, so a
plain prep is unchanged).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CaptureTool (built next to the servers) replays packet bundles and compares the answers:
- replay: per bundle a fresh sandbox folder with copied server binaries, rewritten settings
(replay_sandbox=1, a new SQLite file inside the folder, ports from --port on, no dashboard),
read back before anything starts; sandbox-setup runs inside it to apply migrations and make
the replay account and the bundle's characters (setup mode); master is started, the stack is
stopped as one process group and the folder deleted unless kept
- with replay_sandbox=1 every server refuses a database that isn't SQLite, isn't inside its
own folder, or is replay_live_sqlite_path (Database::Connect); replay-target against a
running server needs --i-know-this-is-not-a-sandbox
- the fake client splits the recording into connections, logs in and picks the character
itself when the recording doesn't, fills in the target's account, session key and IDs,
learns server-made object IDs from replica constructions by LOT, follows the recorded
timing and waits for the answers a client waits for; the diff pairs answers by name (and
constructions by LOT) and ignores fields that differ between runs
- import-live converts the 2014 live captures (folders of *_traffic.zip; pcaps and encrypted
captures are left alone) into bundles, with secrets removed and CREATE_CHARACTER as setup
- anonymise makes local fixtures; docs/CaptureReplay.md describes capture, the bundle format,
portability rules, the sandbox and the replay
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Staff arm a packet capture on the dashboard; master passes MESSAGE_CAPTURE_CONTROL ARM to
every world, auth and chat and arms its own. Each server's PacketCapture tap (dServer receive,
and a send hook in RakPeer::Send so replica constructions are seen too) records into one
preallocated chunk per server and ships sealed chunks through master on the main loop when
capture_flush_bytes or capture_flush_interval_ms is reached; past capture_buffer_max_mb the
oldest chunks are dropped and the dashboard records a gap. Nothing is armed: one flag check.
- targets: an account (from its login; packets before the login are kept per connection
and added once auth or the world knows whose they are), a character (from when it is
picked), or everything; up to 8 at once (a bit each in the record mask)
- worlds and auth record their clients' packets and the master link messages of a captured
player (session keys by name, zone transfers by request, player added/removed, migration);
chat finds the player in each packet; master records server traffic for everything
- secrets are never recorded: structs that carry them (login request, login response user
key, world validation session key, session key messages between servers) are read,
blanked and written again before recording; auth keeps only the handshake and login
- PacketDecoder: a registry by service and message id names every packet and decodes the
registered structs; CaptureBundle is the file format (DLUBNDL1, metadata, records);
CaptureTools orders records on one timeline, pulls movement out, makes bundles portable
or anonymous and diffs replays
- the dashboard keeps packet captures in message_capture_sessions (capture_kind 1) and
their packets in a file under capture_dir, one write per batch; arming is audited
- MESSAGE_CAPTURE_CONTROL/DATA only gain appended enum values and trailing fields
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
dServer sends the frames with each traffic report, logs a frame over slow_frame_ms (default 250, reread on a settings reload) as one line with its heaviest path, and runs profiling sessions master forwards. Master routes the dashboard's requests to the named server, profiles itself and passes results on. Task 96.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An optional section after marker 3 carries the report's frame timing; older readers stop before it and reports without it still read. Phase times go with their count so readers with fewer or more phases read them. PROFILE_REQUEST and PROFILE_RESULT are appended to the master messages (44, 45). Task 96.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After a successful login the auth server stores the system description the
client sent (memory text, video card, processor fields, Windows version fields)
exactly as sent, on the main thread with the login's other writes. The address
is only kept while log_login_addresses is on; log_client_sysinfo (on) turns the
whole thing off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two optional sections at the end of the report, each after a marker
byte: every second's packets by peer with its HTTP requests from and to
other servers, and the busiest remote ends with the rest summed.
Reports without them still read (older servers), and older readers stop
before them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every server now splits its packet counts by peer: its own connections
(players on auth and worlds), its master link, or other servers (the
worlds on chat, every server on master, a world's chat link, which is
now counted too). HTTP requests carrying X-Darkflame-Server count as
another server's, the dashboard counts its own requests to the UGC
server, and each HTTP client address is counted. The report also gets
each RakNet connection's statistics (worlds name the player on it),
trimmed to the 32 busiest with the rest summed. Counting stays on the
main loop, except the dashboard's UGC fetches, which only touch the
locked recorder.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After serviceType the reply now sends major, minor, patch, a flags byte
(build kind in bits 0-1, dirty in bit 2), the first 32 bits of the commit
hash and a u16 length-prefixed build string, instead of the stale fixed
ASCII "0.1.3". unknown stays "DLU3". The 1.10.64 client reads only
netVersion and serviceType and never checks the length, so the extra
bytes are ignored. The build string is optional on read.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Connects GuildManager to the chat server (ChatGuilds): the client's GUILD_INVITE, GUILD_INVITE_RESPONSE, GUILD_LEAVE
and GUILD_GET_ALL (routed through its world), the worlds' GUILD_CREATE, GUILD_KICK, GUILD_SET_RANK and GUILD_DISBAND,
guild chat (GENERAL_CHAT_MESSAGE in channel 10, sent to the online members as channel 10 private chat, which the
client's guild tab shows, and logged as "guild"), guildmates told when a member logs in, out or changes worlds, and a
member's pending invite dropped when they log off. Client packets go through the member's world as WorldRoutePacket;
GUILD_GET_STATUS goes to the world itself.
Guild names: the chat filter's deny list refuses a name (dChatFilter::HasDenyList, since without a deny list the deny
check refuses everything); a name the allow list doesn't cover waits for moderation, as pet names do.
The dashboard's new player action GUILD_CHANGED goes from master to the chat server only (answered 1 when chat is
connected), which catches online members up. chatconfig.ini: guild_max_members (100) and guild_invite_timeout (600
seconds).
Check in game: nothing yet on its own (the world side makes guilds reachable). Server log: the chat server starts and
logs no unhandled guild packets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The guild packets of the 1.10.64 client (docs/Guilds.md) as Serialize/Deserialize structs, laid out the way the client's
packet handlers read them: GUILD_CREATE_RESPONSE, GUILD_INVITE, GUILD_INVITE_INITIAL_RESPONSE, _FINAL_RESPONSE,
_CONFIRM, GUILD_ADD_PLAYER, GUILD_REMOVE_PLAYER, GUILD_LOGIN_LOGOUT and GUILD_DATA (ClientPackets), the world packet
TMP_GUILD_CREATE the create box sends, the chat packets the client sends through its world (GUILD_INVITE,
GUILD_INVITE_RESPONSE, GUILD_LEAVE, GUILD_GET_ALL), DLU's world <-> chat packets (GUILD_CREATE, GUILD_KICK,
GUILD_GET_STATUS as the chat server's guild update to a world, and GUILD_SET_RANK and GUILD_DISBAND appended to
MessageType::Chat after CREATE_TEAM) and the game message DisplayGuildCreateBox (626). Fixed-size names always keep a
NUL, since the client reads them as C strings. Enums eGuildCreateResponse, eGuildInviteResponse,
eGuildInviteFinalResponse, eGuildRank and eGuildLeaveReason. Nothing sends them yet.
Check: GuildPacketsTests compares every packet with the bytes at the client's offsets. Nothing to check in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Before private (7), team (8) and local team (10) chat the client asks
the chat server for the minimum chat mode of the channel
(LWOChatComponent::RequestMinimumChatMode; it answers every other
channel itself) and hands the answer to its chat UI. DLU never
answered. Live answered chat mode 0 with the requested channel (74 of
74 team answers in the captures: 53 05 00 39 00 00 00 00 00 08).
The chat server now answers with the lowest chat mode among who reads
the channel (the sender and their online teammates, or the sender and
the recipient), using the GM level as the chat mode as DLU does
everywhere else; the private answer also echoes the recipient's name
and GM level (0 when offline). Inferred: the minimum for GMs (no live
GM sample) and the answer when the recipient is offline.
Check: type in team chat and whisper another player: the messages send
as before and the chat box shows no error; do the same with a GM in
the team.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
World packet 120 (UgcDownloadFailed: resType u32, blueprint ID, status
u32, character ID; lu_packets, 31 bytes after the 0x53 as the client
sends it) was logged as an unknown world packet. The client sends it
from LWOResMgr2Interface::FinishResourceRequest (0x0105e5c0) for every
blueprint file (player model, car or rocket build) whose request did not
end with HTTP 200, including files it did not download at all (status
0). Live: 1525 packets, 1520 with status 0 (all four file types, around
load and FetchModelMetadataRequest), 5 with 404. Live sent nothing back
and the sessions carried on.
The logout the client does on failed UGC downloads
(NET_DISCONNECT_FAILED_DOWNLOAD_UGC, MainThread_LogoutDueToConnectionFailures
0x0102b9c0) is its own decision after repeated connection failures to the
UGC HTTP server; there is no server message that prevents or triggers it.
So the server only records it: a log line for an HTTP failure (for
finding missing files on the UGC server), a debug line for status 0.
MessageType::World gains UGC_DOWNLOAD_FAILED = 120 (appended; the magic
enum range goes to 120).
Check in game: nothing changes for the player. With a property that has
models, load it: the world server log has no "Unknown world packet 120"
lines; if a model file is missing on the UGC server there is one "failed
to download blueprint" line naming it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adding or removing a grant sends the existing PLAYER_ACTION refresh through master to every world: REFRESH_ACCOUNT
for an account's grants, REFRESH_CHARACTER for a character's. A world with that account's sessions (or the loaded
character) drops the grants it kept, so the next command reads them again: no relog. The dashboard toasts whether the
player was online. The dashboard's own open pages already get the new rights on their next request, and their
WebSockets are checked again.
Check: with a character in game, grant it /spawn on the dashboard (toast: "Applied in game at once") and use /spawn
without relogging; remove the grant and /spawn is refused again at once. With the player offline the toast says it
applies when they next play.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With new binaries in place, master moves everything onto them while the
server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to
master):
- database migrations of the new build first; a failure stops there
- UGC finishes the jobs it is running (queued rows stay pending), auth
restarts, chat hands its teams to master for the next chat server; master
starts the new processes and retries ones that don't come back
- once the new chat server is up (CHAT_SERVER_READY) every world connects at
once and sends its players again (LoginSessionNotify resync, no login logged)
- every world instance is replaced with an instance migration: public worlds
and private ones (same password) at once, properties after the old instance
saved and froze the property (MIGRATE_PREPARE: no building, claiming or
saving there any more), activity zones and character select once their
players left or after a wait; empty instances just stop, zones in
prestart_worlds get a new one first
- the dashboard restarts last and picks the status up again
Players land where they stood (position carried in CarriedPlayerState, also on
properties and Moon Base). Draining instances get no new players
(InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the
world list. The order lives in LiveUpdateMachine.h without master state and is
unit tested; master's glue is LiveUpdateCoordinator. Master itself is not
replaced. Message IDs are appended only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A placed model's client (1.10.64, UGCUSE3DSERVICES=7:0) always loads its
blueprint's NIF and HKX (its BlueprintComponent sets renderUserGen and
physicsUserGen itself) and its LXFML, asks the world for each file's
manifest first and waits for the answer with no timeout.
With ugc_manifest=1 and the new ugc_manifest_models=1 (default 0) the world:
- leaves the models whose mesh the UGC server made out of the LXFML it
sends when a property loads,
- answers their NIF with the UGC server's checksum, their LXFML with the
stored LXFML's (worked out once and kept) and their HKX as not known,
- sends a model that isn't made its LXFML (once for the three requests),
so the client builds it itself and no model is left waiting.
When the UGC server writes a model's mesh with a new checksum it sends
UGC_MODELS_MADE (a new master message, appended) to the master, which
passes it to every world; a world with that model placed sends its
players the new NIF checksum and NotifyClientUGCModelReady (game message
909, the blueprint id), so clients switch to the served mesh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard shows worlds master has launched but that aren't connected
yet (Starting) and those shutting down, on the main page's world list
and in /api/worlds (state: starting|stopping), without a shutdown
button. Master's server list now carries each world's state (appended
after the UGC fields, one byte per world) and master pushes the list to
the dashboard whenever a world is launched, becomes ready, is told to
shut down or goes away, instead of the dashboard only seeing it on its
30 second poll. Starting worlds are kept apart from the running ones,
so counts, events and shutdown requests still only see running worlds.
prestart_worlds (masterconfig.ini, zone ids) lists the worlds master
starts when prestart_servers is on, instead of the hardcoded character
select (0) and Venture Explorer (1000), which stay the default when it
is missing or empty. It is on the Settings page as a zone list (restart
only), shown when prestart_servers is on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With UGCUSE3DSERVICES=7:0 (the client's default) the client asks its world for
a blueprint file's MD5 and size (REQUEST_UGC_MANIFEST_INFO, world 27) and then
downloads BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0. Layouts checked in
the 1.10.64 client: the request is a u64 blueprint id and a u8 resource type;
the answer (UGC_MANIFEST_RESPONSE, client 60) repeats them and adds a u8 valid,
the u32 size and the 16 byte MD5 of the inflated file, 37 bytes after the 0x53
exactly or the client drops it.
- dNet: WorldPackets::RequestUgcManifestInfo, ClientPackets::UgcManifestResponse
(eUgcResourceType), with byte tests against the client's layouts.
- Database: ugc_file_checksums (per model or module combination and file) and
ugc_modular_build.combination_id (migrations 89 / 72), GetUgcFileChecksum
looks a blueprint up as a model, else as a build through its combination.
- UGC server: every download is also written as .sd0 (Sd0::Compress); workers
hand the checksums back and the main thread stores them; old items get their
sd0 icon and checksum, and builds their combination id, once at start-up, a
few per tick; serves <dir>/BrickModels/UserMade/<bucket>/<id>.<ext>.sd0 under
client_path, /<folder>/UserBrickModels and the root (.hkx 404).
- World: UgcManifest answers on the main thread with one indexed query per
request; files not made yet are answered when they are (looked at again
every 5 seconds), and a model in its quiet period is made right away. No
worker threads, HTTP or file reads in the world.
Off by default (ugc_manifest=0): checked in game, the client then downloads
from http://127.0.0.1:80/lwoclient/UserBrickModels/ whatever its boot.cfg says
and logs the player out when it can't connect, so icons need the UGC server on
port 80 of each player's machine. docs/UgcServer.md has the details.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server list now carries whether master starts the UGC server, whether it
is connected and the pid it was started as. Settings reloads reach it like
auth and chat, and shutdown waits for it. The UGC server sends its totals and
storage with its traffic reports.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The character list selected index 0 and was ordered by last login, so
the characters swapped places on the selection screen after each
session. Live kept them in the order they were made and selected the
one with the latest last login (a new character counts as logged in
when it is made): 2014 captures show e.g. a new fourth character
appended and selected (index 3), and after the next login the list in
the same order with index 0 for the character played last.
Characters are now sorted by ID (creation order) and the one with the
latest last login is selected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>