The routes' own zone name helpers and the CDClient's English zone and
leaderboard header copies give way to GameText, so every name comes from
the locale in the viewer's language; the Network page's world labels,
mail, missions, leaderboards, item info (cached per language) and the
settings/vanity help strings too. Reward code 4 and the plaque text name
their zone from the locale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UGC page's model view now draws the glitter sparkle shapes (look
SPARKLE) flashing as the client's Distortion Directional shader makes
them: two layers of sparkles sliding at the client's rates (a tile in
24 s at three quarters the scale, a tile in 48 s), shown only where both
have one. Flecks are drawn as flat flakes of the fleck size and varied
brightness (addGlitter in scenery-core.js), no longer drifting (the game
never moves them). The LXFML views (the UGC page's second view, the
property and zone views) draw both on the glitter colors from
window.LDD_GLITTER, which now carries every glitter setting and is no
longer cached, so changing a glitter setting on the settings page
previews on any model's LXFML view without making it again.
Check in the dashboard (not the game): open a glitter model on the UGC
page; both views show still flecks and sparkles flashing on the glitter
bricks only; change glitter_sparkle_amount / glitter_fleck_size in the
settings and reopen the model: the LXFML view follows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fleck texture was 50 soft round blobs of one size, bright in the
middle and fading out, which read as a smudgy dot pattern. LEGO's glitter
bricks have many small flat flakes (about half a millimetre) of which
most look faint and a few catch the light. The flecks are now flat
flakes of glitter_fleck_size (0.05 model units, i.e. 0.5 mm; 0.7 to 1.3
of it) with a one-pixel edge, each as bright as its facet catches the
light (0.3 to 1 of glitter_fleck_opacity, 80%, weighted towards dim),
80 a tile by default. The texture grows (128 to 512) to keep a fleck 3
pixels wide. New settings glitter_fleck_size and glitter_fleck_opacity;
glitter_density defaults to 80. Only glitter output changes.
Check in game: reprocess a glitter model; close up, the flecks are small
crisp flakes of varied brightness, not blurry dots; from a few metres
the brick still reads as its color with a fine glitter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.
Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.
NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UGC server reads brickdb.zip and brickprimitives through DLU's
AssetManager (loose files first, then the client's packs, as the game
does), so packed clients and bricks added to a client work. It falls
back to loose files under res/ as before.
In the LU Toolbox palette (the default), a colour LU Toolbox doesn't
know but the client's Materials.xml has, such as one added to the brick
database, is drawn in its Materials.xml colour instead of black. Ids
neither knows stay LU Toolbox's black.
The dashboard's 3D viewers get the brick colours from the client's
Materials.xml (/api/bricks/materials.js) instead of a hardcoded copy, so
added colours show there too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Bearer keys (dlk_...) are checked per request against their owner's
current account (ban, lock, demotion, sign out everywhere stop or narrow
them at once) and their scope: permission routes need the permission in
scope, read-only keys only read, level-only routes need an all-permission
key, and session-only paths (sign-in, password, 2FA, key management)
are never reachable with a key. Per-key rate limit and daily quota with
429 and X-RateLimit/X-Quota/Retry-After headers; usage is written in
batches every minute. WebSocket subscriptions honour the scope too.
Routes to list, make, rotate and revoke keys; staff with
api_keys_manage can see and revoke others' keys under the rank rules.
POST /api/auth/token now makes an all-permission key. Audit entries for
create/rotate/revoke/denied, and actions done with a key are attributed
to "user (key name)".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Opening a zone the first time built its terrain, scene objects and manifests
and ran ImageMagick on the web thread, stalling the dashboard for seconds.
- Workers: the shared pool plus Workers::Reply (answer at once when built,
else from a worker via Web::Defer).
- terrain_chunks/terrain_layers/scene/paths/scenery/flairs (world3d, property
and showcase routes) and terrain textures go through it; results are built
once in OnceCaches, the .raw is read once per zone for chunks, layers and
flairs, deflated bodies are cached thread-safely.
- ImageMagick conversions are deduplicated and written under a temporary name.
- Workers don't query the CDClient, read settings or call mongoose: ZoneTable,
render components, flairs, object names, LOT kinds and terrain texture names
are read at startup; client_location is read once; base64 is plain C++.
- Logger writes one line at a time (mutex; localtime's buffer is shared).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard's web server answers one request at a time, so converting a big
.nif (glom files up to tens of MB) held up every other request, flairs included.
- dWeb: Web::Defer hands a request to another thread; the reply is sent from the
web thread on its next poll (DeferredQueue). A client that leaves first cancels
it and the late reply is dropped. The synchronous route API is unchanged.
- Web::Shutdown closes connections while the state their close events touch is
still alive; the destructor no longer runs handlers during static destruction
(stopping the dashboard aborted in ~WSClient).
- WorkerPool: priority lanes, with one thread only for urgent work (flairs,
small models, textures), and limited background work.
- Scenery: mesh and texture routes (and the showcase's) convert on the pool;
thread-safe memory and disk caches, one conversion per model at a time with
waiters sharing it; zones are converted ahead onto the disk cache while viewed.
- Setting scenery_workers (0: half the cores, 2 to 4).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>