Commit Graph

56 Commits

Author SHA1 Message Date
Aaron Kimbrell
db63fd2919 feat(ugc): ray_backend=embree-gpu traces on Intel GPUs with Embree's SYCL (optional build)
The third ray backend, so every machine has a library for it: Embree on x86
CPUs (embree), HIPRT on AMD and NVIDIA GPUs (hiprt), Embree through SYCL on
Intel Arc and Xe GPUs (embree-gpu).

- CMake option DLU_EMBREE_SYCL (off). dUgcServer/EmbreeSycl is a project of
  its own built by a SYCL compiler (DLU_SYCL_CXX; icpx through ONEAPI_ROOT or
  the path, or the open source DPC++'s clang++ through DPCPP_ROOT) as an
  external project: Embree 4.4 with EMBREE_SYCL_SUPPORT, linked statically and
  bound inside (-Bsymbolic, only its C functions exported, so it never meets
  the servers' own Embree), and the GPU kernels (nearest hit skipping a ray's
  triangle, any hit), into libdlu_embree_sycl next to the servers
- UgcRaysEmbreeGpu loads it the first time embree-gpu is asked for; one GPU for
  the process (embree_gpu_device picks it), the workers take turns, the
  occlusion rays in batches as for hiprt
- without the build, the library or a supported Intel GPU it falls back to
  embree and says why (the UGC server's log at start, --make-model on stderr)
- the option names, the settings page, the dashboard's picker, /reprocessproperty

Verified here: the default build and ctest; the SYCL build with the open source
DPC++ 7.1.0 (compiles, links against oneAPI's libsycl.so.9, exports only its C
functions); on this machine (no Intel GPU) it loads, finds no GPU and falls
back to embree. Not verified: tracing on an Intel GPU (none here).

Check: on a machine with an Intel Arc or Xe GPU and oneAPI, configure with
-DDLU_EMBREE_SYCL=ON and run UgcServer --make-model x.lxfml out embree-gpu;
the UGC tests then compare it with Embree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
edba81ff7c refactor(ugc): Embree is required; the hand-written ray hierarchies are gone
Embree 4 (always built) replaces the UGC server's own bounding volume
hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no
fallback to them. ray_backend is embree (default) or hiprt (optional build;
Embree when it can't be used).

Settings, stored options and stats that say builtin still read: it is embree
(UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker,
/reprocessproperty and --make-model offer embree and hiprt.

Tests: the backends are compared with Embree (hiprt when built), Embree against
rays whose hits are known, and the clutter's occlusion against what the old
hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the
pinned model hashes are unchanged with Embree.

Check: ray_backend=builtin in an ini still starts and uses embree; the
settings page offers Embree and HIPRT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
07154c58d2 refactor(ugc): remove the path traced hidden-face method; the renders are the only one
The path tracer that imitated LU Toolbox's Remove Hidden Faces took 17 to 100
times as long as the renders from 42 directions around the model, too heavy to
use. It goes with its settings (hsr_method, hsr_samples, hsr_bounces,
hsr_sample_spacing, hsr_min_points), its side by side tracing for GPUs and its
tests. The renders (UgcRender::VisibleFromAround) remove hidden faces as before
that method existed; their size is hsr_resolution (1024), and the memory
estimate counts their buffers again.

The hidden-face method is no longer a processing option: the dashboard's picker,
/reprocessproperty and --make-model take only the ray backend (the occlusion's)
and denoising. Options stored before (made_options, process_options,
ugc_process_runs, --make-model arguments) that name toolbox or fast still
parse; the word is skipped.

Check: the settings page has no hsr_method or path settings and has
hsr_resolution; /reprocessproperty embree toolbox still works (toolbox
ignored); models made with the defaults keep their hashes (UGC tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
ef3c74f715 feat(ugc): processing options per make, recorded per model with their times
Staff can make models again with other processing options than the UGC
settings' (ray backend, hidden-face method, denoising) and every make records
what made it, for comparing the options.

- migration mysql 99 / sqlite 82 (ugc_process_options): ugc.process_options
  (picked for the next make, cleared once made), ugc.made_options (what made
  the current files) and ugc_process_runs (every successful make: options,
  wall and CPU time, hidden faces', occlusion's and icon's time, bricks,
  triangles before and after)
- IUgc: ResetUgcModelProcessing and ResetPropertyUgcModelProcessing take the
  options; PendingModel carries them; RecordUgcModelRun, GetUgcRunSummaries;
  list entries have madeOptions and processOptions
- the UGC server applies a job's options over its settings and records the run
- /api/ugc/reprocess takes options ("embree fast oidn"); /api/ugc/options
  lists the choices, the settings' defaults and averages per combination
- /reprocessproperty [builtin|embree|hiprt] [toolbox|fast] [off|oidn], any
  order, all optional

Check: run the migration on MySQL and SQLite; /reprocessproperty embree fast
on a property, then the models' made_options and ugc_process_runs rows;
/api/ugc/options.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
cf6c5280ed fix(guilds): guild chat keeps its terminating zero
Members' clients read the chat text up to a terminating zero, as the client itself sends it; /g sent the text
without one, so the client read past it and showed extra characters ("test0>"). Check: guild chat shows exactly
what was typed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:52:50 -05:00
Aaron Kimbrell
f6f937955e feat(world): guilds in the world: create box, character component, guild commands
The world side of guilds (docs/Guilds.md):

- TMP_GUILD_CREATE, which the client's guild create box sends to its world, goes to the chat server as GUILD_CREATE.
- The character component reads the character's guild from the database when it loads (instead of the old unused "gn"
  and "gid" charxml attributes) and takes GUILD_GET_STATUS from the chat server; a change is serialized once (the
  client redraws the name billboard every time it reads a guild name). A name waiting for moderation isn't shown.
- Slash commands (the client has none for guilds): /g and /guild (guild chat; the client's guild tab sends /g, which
  goes through the chat filter and mute like zone chat, then to the chat server as channel 10), /guildcreate (opens the
  create box with DisplayGuildCreateBox), /gkick, /grank <name> <officer|veteran|recruit>, /gleader and
  /gdisband confirm.
- The Guild Master script (LOT 3001, L_GUILD_CREATE.lua: using it opens the create box). Live never placed it; GMs
  can spawn it.

Check in game (two accounts, a client with a FeatureGating row "guilds", 1, 0, 0 in its cdclient.fdb): /guildcreate,
make a guild (the name shows under yours, the guild button appears on the status bar); invite the second character
from the guild window, accept, both lists show both; guild chat tab; /grank, /gkick, /gleader; leave from the window;
log the second character out and in (guildmate logged off/in lines).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
8d57cc82cf feat: /reprocessproperty, make a property's models again and reload it
A GM 8 command: every brick built model on the property you are on goes
back to the UGC server's queue. Once all are made (at most 15 minutes),
everyone on the property is sent the new mesh checksums and transferred
back into the same zone and clone, so their game loads the property again
and downloads the new meshes. Swapping a model's mesh in place doesn't
work in the client, so the whole property is loaded again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:21 -05:00
Aaron Kimbrell
b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00
Aaron Kimbrell
f7f5d304d0 refactor: death, stun, buff and knockback game messages as structs
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.

The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.

Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:53 -05:00
Aaron Kimbrell
dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00
Aaron Kimbrell
5a9a3e380b refactor: master packets as structs
Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md,
PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the
master handlers of the world, chat and dashboard servers.

- dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo,
  RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded /
  PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50
  characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard),
  PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the
  dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList,
  ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send*
  functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a
  struct.
- The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard
  messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now
  and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged;
  master forwards them by re-serializing the struct instead of copying raw bytes.
- InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone
  transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and
  removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and
  the dashboard (server list, instance shutdown, config reload, announcements, player
  actions, message capture) send and read structs.
- The login stamps are a `stamps` field of RequestZoneTransfer and
  RequestZoneTransferResponse (read leniently as before: a message without them reads as
  empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers,
  as it did.
- InstanceManager::GetInstanceBySysAddr takes a const address.

Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of
the old writers and readers; MasterPacketsTests requires identical bytes for a grid of
inputs, checks the old readers read what the structs write, round trips and truncation,
hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what
"header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire
bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00
Aaron Kimbrell
796fd1b941 refactor: chat packets as structs
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.

- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
  Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
  AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
  GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
  AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
  TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
  The 77 bytes the handlers skipped are named fields now (the sender block the client
  fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
  (replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
  PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
  ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
  AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
  ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
  and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
  TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
  structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
  since it carries packets of other services): the target and the inner packet.
  ChatPacketHandler::SendRouted replaces the per-function route headers and
  SendRoutedMsg.

Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.

Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00
Aaron Kimbrell
b489ee59f8 refactor: world packets as structs
WorldPackets now holds what a client sends a world server, one struct per
packet with Serialize/Deserialize: Validation, CharacterListRequest,
CharacterCreateRequest, CharacterLoginRequest, GameMessage,
CharacterDeleteRequest, CharacterRenameRequest, LevelLoadComplete,
PositionUpdate, MailPacket, RoutePacket, StringCheck, GeneralChatMessage,
HandleFunness, UIHelpTop5. WorldServer's switch became a dispatch map of
handlers (each overrides Handle in WorldServer.cpp, logic unchanged:
dashboard hooks, LoadPlayer, chat logging, migration checks, message
inspector capture all still run); a packet that does not deserialize is
logged and dropped. UserManager's create/delete/rename take the structs.

The answers are ClientPackets (the CLIENT service): LoadStaticZone,
CharacterListResponse, CharacterCreateResponse, CharacterRenameResponse,
DeleteCharacterResponse, TransferToWorld, ServerStates, CreateCharacter,
ChatModerationString, MakeGMResponse, HTTPMonitorInfoResponse and
DebugOutput, built at the call sites (world server, UserManager, slash
commands, dashboard actions, components, migration). The world -> chat
forward of a routed packet is ChatPackets::RoutedFromClient. All
WorldPackets::Send* functions, HTTPMonitorInfo and the ClientPackets parse
functions are gone. The architecture doc now states the file rule: a
packet lives in the file of the ServiceType in its header.

No wire change. Verified against frozen verbatim copies of the old code
(tests/dGameTests/dNetTests/Legacy/WorldPacketsLegacy.h): every response
is sent through the old function and the struct over grids of inputs
(all enum values, strings of every length class, IDs, >64 moderation
segments, big XML) and must match byte for byte; every request is read
by the old code and the struct and must give the same values; plus
golden bytes, round trips, truncation checks and a field width mutation
that made the tests fail. Only differences: malformed requests are
dropped instead of handled with partial values, and LevelLoadComplete now
reads the zone ID the client sends after it (lu_packets and captures show
the 1.10.64 client always sends it; DLU ignored it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:49 -05:00
Aaron Kimbrell
e213a7aeff 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>
2026-09-28 22:30:43 -05:00
Aaron Kimbrell
2681cc51ff refactor: racing and vehicle game messages as structs
Converts the 12 racing / vehicle / modular assembly messages DLU sends
and the 8 it receives to NetGameMsgs in RacingMessages.{h,cpp}, adds
eRacingClientNotificationType for NotifyRacingClient's event type,
switches the callers (RacingControlComponent, CarBoostBehavior,
PossessorComponent, slash commands), registers the received messages
in GameMessageHandler's map and deletes the old functions. Handlers are
copied verbatim. Also moves the byte-equality test helpers into a
shared GameMessageTestUtils.h.

No wire change. Verified byte for byte against a frozen verbatim copy
of the old functions over an input grid, to one client and broadcast;
received messages compared with the old handlers' read sequences
(including all 16 optional-field combinations of
VehicleNotifyHitImaginationServer) and every truncated payload
rejected; hand computed golden bytes; round trips; a deliberate field
mutation made the tests fail. Layouts confirmed against the 1.10.64
client in Ghidra. Malformed received messages are
dropped (see the foundations commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:36 -05:00
Aaron Kimbrell
350d35dab5 chore: foundations for struct based packets and game messages
First step of moving hand written bitstream code to struct based
messages (see docs/PacketArchitecture.md). No wire changes.

- GameMsg is now only a server-internal event (delivered to handlers
  registered with RegisterMsg); NetGameMsg is a wire message with
  Send(sysAddr) (UNASSIGNED broadcasts), SendToClient(sysAddr) (one
  client, never broadcasts), WritePacket, Serialize, Deserialize and
  Handle. Mixing them up is now a compile error. NetGameMsgEvent<T> /
  DeliverLocally carry a wire message to local handlers; loot drops,
  pickup, the object debugger, GM invisibility and model RequestUse
  use them. The GM invisibility message keeps its target, so its bytes
  are unchanged.
- Behaviour change: GameMessageHandler logs and drops messages whose
  Deserialize fails instead of handling them with default fields (the
  4 messages already registered: RequestUse, RequestServerObjectInfo,
  ShootingGalleryFire, PickupItem).
- LUBitStream (kept as on main) gets a virtual destructor (Mail deleted
  derived packets through the base) and WritePacket, also used by
  ChatPackets::SendRoutedMsg with identical bytes.
- BitStreamUtils::WriteOptional/ReadOptional for default-flag fields
  and WriteLengthPrefixed/ReadLengthPrefixed for length prefixed
  strings.
- Every message ID enumerator (MessageType::*, ServiceType, Mail's
  wire enums) is pinned with static_asserts, so renumbering or removing
  one fails to compile.
- Tests: dServerMock copies each sent packet (it kept a pointer to the
  caller's destroyed BitStream); PacketTestUtils.h compares packets bit
  for bit; helper tests use hand computed golden bytes and equality
  with the hand written patterns they replace; compile-time checks
  keep the wire/internal split in place.
- docs/PacketArchitecture.md: survey, target architecture,
  conventions, verification method and migration plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:35 -05:00
David Markowitz
ccad52a5ce feat: testmap improvements (#2009)
* feat: testmap improvements

fixes #1191

removed the force flag because it would only work to let you softlock your character.

tested that taking the lego club door now spawns you at the lego club/ns lego club doors always vs letting you spawn where ever.

tested that a testmap no longer spawns you where you last were in a zone and instead spawns you at the spawn point

inspect allows you to inspect zoneControl and localCharacter now
updated docs with the new info

* Update Entity.cpp
2026-06-20 17:10:13 -05:00
David Markowitz
0101933f5c chore: cleanup pointer management for LDF data (#1995)
* change network settings from vector to LwoNameValue

* move settings on Entity to managed memory

* Migrate more members

* chore: remove pointer leakage from raw ldf pointers

* feedback

* fix ci
2026-06-14 20:54:52 -07:00
David Markowitz
93076dc36d chore: simplify metrics (#1987)
* chore: simplify metrics

rename to hpp and remove unused includes

* feedback
2026-06-08 21:42:32 -07:00
David Markowitz
a156a8fcba fix: security vulnerabilities (#1980)
* fix: security vulnerabilities

Tested that all functions related to the touched files work

will test sqlite on a CI build

* fix failing test

* ai feedback

* add buffer size checking

* use c_str

* dont log session key

* Try this for a mac definition

* be quiet apple
2026-06-07 20:59:11 -07:00
David Markowitz
86f8601bbd feat: various debug command improvements (#1934)
* feat: various debug command improvements

* add missing utility function

* Update dGame/dUtilities/SlashCommands/DEVGMCommands.cpp

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-11-16 13:48:16 -08:00
Aaron Kimbrell
11d44ffb98 feat: proper gminvs with ghosting (#1920)
* feat: proper gminvis ghosting

* address feedback

---------

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2025-11-15 16:43:33 -08:00
David Markowitz
74630b56c8 feat: Loot rework (#1909)
* feat: Loot rework

* Allow dupe powerup pickups

* change default team loot to shared
2025-10-15 00:53:39 -05:00
David Markowitz
fd6029ae10 feat: read from server macros folder as well (#1906) 2025-10-11 15:33:38 -07:00
David Markowitz
62ac65c520 feat: Mission Component debug (#1901)
* feat: Mission Component debug

* Add player argument to inspect command

* Add completion details

* Remove unlocalized server string

done on client instead
2025-10-05 22:13:27 -05:00
David Markowitz
6389876c6e feat: convert character ids to 64 bits (#1878)
* feat: convert character ids to 64 bits

remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server.  the bit does not exist and was a phantom in the first place.
Tested that a full playthrough of ag, ns and gf was still doable.  slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works.
migrating an old mysql database works . need to test an old sqlite database

* fix sqlite migration

* remove nd specific column migration
2025-09-19 01:12:23 -05:00
Copilot
154112050f feat: Implement Minecraft-style execute command with relative positioning (#1864)
* Initial plan

* Implement Minecraft-style execute command

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>

* Add relative positioning support to execute command using ~ syntax

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>

* update the parsing and fix chat response

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2025-09-08 22:35:18 -07:00
David Markowitz
f6c13d9ee6 Replace Quaternion with glm math (#1868) 2025-09-06 19:18:03 -07:00
jadebenn
3364884126 Consolidate serviceID enums into one enum (#1855)
* merge ServerType and ServiceID enums

* rename eConnectionType to ServiceType in preparation for enum unification

* unify ServiceID and ServiceType enums

* shrink ServiceType to an 8-bit integer

* fix linux compilation error and update gamemsg test

* return to uint16_t

* Update dNet/AuthPackets.cpp

Use cast instead of padding

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>

* Add default case to MasterServer.cpp

* move ref back to type

* Another formatting fix

* Fix comment to be more accurate

---------

Co-authored-by: jadebenn <9892985+jadebenn@users.noreply.github.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2025-08-20 20:26:48 -07:00
David Markowitz
24f4c9d413 feat: Destroyable component debug info (#1849)
tested that the ui now shows server and client info together if configured to do so
2025-07-23 04:08:39 -05:00
David Markowitz
ba964932b7 feat: debug for all physics components and fix inspect by ldf key (#1848) 2025-07-20 00:08:18 -05:00
David Markowitz
4c42eea819 feat: add despawn command (#1847) 2025-07-19 18:25:14 -05:00
David Markowitz
6b52cf67a0 feat: debug features and implement ObjectDebugger (#1846)
Move the -s and base features of inspect to the object debugger (this file is present in an unmodified, live client)
2025-07-19 05:11:32 -05:00
David Markowitz
9524198044 Update DEVGMCommands.cpp (#1840) 2025-06-29 17:23:11 -04:00
David Markowitz
a5d0788488 feat: barfight (#1839) 2025-06-29 17:18:59 -04:00
David Markowitz
3c244cce27 fix: large inventories and inspect not printing objectID (#1824) 2025-06-23 03:07:34 -04:00
David Markowitz
e42df5b02e feat: Add implementation for visited levels (#1795)
* feat: Add implementation for visited levels

* update to working code
2025-05-14 22:49:35 -05:00
David Markowitz
b31f9670d1 feat: shutdown command (#1780) 2025-04-24 15:41:26 -05:00
Aaron Kimbre
78e52904e5 address feedback 2025-02-01 01:51:46 -06:00
Aaron Kimbre
b01b3cc38d WIP debugging 2025-01-19 19:07:55 -06:00
Aaron Kimbre
b7c579fb84 make it compile and cleanup 2025-01-19 16:31:54 -06:00
Aaron Kimbre
7b1d6948c3 Overaul, need to test 2025-01-19 00:25:20 -06:00
jadebenn
77b42daca1 feat: Remove reinterpret_casts from AG race timer script and add method and chat command to get current server uptime (#1673)
* use steady_clock race timer

* formatting and const

* improve time interface

* added uptime chat command

* fix bug and update documentation

* inrease /uptime GM level requirement

* update GM level for /uptime (again)

* made changes according to feedback
2024-12-17 14:06:16 -06:00
David Markowitz
ba364800fe feat: allow for teleporting to player or relative position (#1683)
* allow for teleporting to player or relative position

* Update Commands.md

* Update Commands.md

* Update SlashCommandHandler.cpp
2024-12-17 13:39:28 -06:00
jadebenn
84d7c65717 consolidate the messagetype enums into a single namespace (#1647) 2024-11-17 18:39:44 -06:00
Aaron Kimbre
ff38503597 no feedback if empty 2024-06-03 22:51:46 -05:00
Aaron Kimbre
3f22bf5cc0 Add an easy way to stop spectating 2024-06-03 22:44:54 -05:00
Aaron Kimbre
1a14c29c39 add returns, lol 2024-06-03 22:29:21 -05:00
Aaron Kimbre
2ef45bd7ee use empty 2024-06-03 22:28:37 -05:00
Aaron Kimbre
b56d077892 feat: spectate command 2024-06-03 21:50:12 -05:00