Commit Graph

342 Commits

Author SHA1 Message Date
Aaron Kimbrell
1a8e4e387c feat(cdclient): content-addressed copies of the client's cdclient.fdb
FdbSnapshot names copies cdclient-<hash>.fdb / CDServer-<hash>.sqlite, writes
them under temporary names and renames them in, keeps a pointer file naming
the current pair, removes old copies, and decides when a changed file has
settled enough to hash. Nothing in it logs, so it can run on a worker.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:20:20 -05:00
Aaron Kimbrell
fb6d73e4bd feat(web): API key traffic is its own Network row, named after the key
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
569ac6fb31 feat(web): count HTTP clients by the account they were signed in as
Each address's requests are counted per signed-in account (the dashboard's
session or API key, as the auth middleware found it), so several people
behind one address stay apart, with the account's user name; a WebSocket
upgrade counts under its account.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
992abf9d8a feat(dashboard): Performance page with frame times, slow frames and flame graphs
The dashboard's own loop is framed too, with a scope per module update. Frame time and stacked phase charts per server, the servers' loop summary, longest frames, packet handling times, the last 50 slow frames with a nested timeline, and profiling sessions (profiling_run, GM 8) drawn as a flame graph with folded stacks to download. PerfHistory keeps it in memory and is unit tested; the layouts are tested with node. Task 96.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
d0c7b089ff feat(net): frame timing section in SERVER_TRAFFIC, profiling messages
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>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
06af6c3aaa feat(profiler): frame timing and scope trees of a server's main loop
Profiler.h: frames, named scopes and phases, recorded on the main thread only (other threads' scopes do nothing). Per second: frames, total and longest frame time, a mergeable frame time histogram (TrafficStats::Histogram) and time per phase. Per report: the packet types that took longest, the worst frames and the frames over a threshold with their heaviest scopes. Profiling sessions merge every frame's scope tree for a while into one (folded stacks for flame graphs). Optional Tracy client (DLU_TRACY, off by default) gets the same frames and scopes. Task 96.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
40d9364770 feat(locale): load every locale in locale.xml on request
Locale::LoadFromFile can keep the other locales' phrases too, and
GetPhrase(id, locale) answers in one of them, falling back to the default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:46 -05:00
Aaron Kimbrell
d670484b68 feat(dCommon): read cdclient.fdb in place through its hash buckets
FdbMappedFile maps a file read-only (CreateFileMapping/MapViewOfFile on
Windows, mmap elsewhere) and falls back to reading it into memory when
mapping fails. FdbReader reads the table and column headers from it and
looks rows up by their first column through the fdb's own buckets,
decoding every integer as little-endian with bounds checks, so the rows
never get copied out of the file.

Tests write small fdb files (collisions, text, int64, nulls) and read
them both mapped and from memory.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:45 -05:00
Aaron Kimbrell
05a99cef82 feat(dashboard): client_sysinfo permission and retention
client_sysinfo (GM 5, grantable) shows the client system info; the Log pruning
task deletes rows not seen for log_client_sysinfo_days (90).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:14 -05:00
Aaron Kimbrell
b67e0ba9ba feat(common): read the memory text the client sends at login
The login request's memoryStats is a run of short parts with no separators
(process working set and private bytes, memory load, physical memory, commit
limit, the 32-bit client's own address space, peaks). ParseMemoryStats splits
it into numbers; a text cut short keeps the parts before the cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:13 -05:00
Aaron Kimbrell
7e87f2a482 feat(dashboard): network summary, server detail and connection routes
The traffic topic now carries each server's rates with its split by
peer (null for servers that report none), link statistics and gauges.
New routes: /api/diagnostics/network, /network/server (message types
and a 10 minute series) and /network/connections (remote ends grouped
by address). Addresses need the new network_ips permission; without it
each is a salted token. They stay in memory from the last report only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:28:39 -05:00
Aaron Kimbrell
9e8f161dd8 feat(traffic): count traffic by peer and by connection
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>
2026-09-29 18:28:39 -05:00
Aaron Kimbrell
8e440d4928 feat(dashboard): reading whispers is its own permission
chat_dms (GM 8) reads whispers; chat_private is now team and guild chat only.
Adds chat_flag and chat_flag_review (GM 3). Both can be granted per account or
character with the permission grants.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:23:22 -05:00
Aaron Kimbrell
602acc0fe7 fix(nif): leave out a root node's rotation and translation
The client's render component sets the object's own position and
rotation on the root node it loads, over the stored ones, so a root's
turn never shows in game (its scale stays). NifFile now reads roots the
same way. LU Toolbox's .nif (root turned 90 degrees about X, the
NiLODNodes turned back) now stands up in icons and the dashboard's
views; every game .nif has an unturned root and reads as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:13:45 -05:00
Aaron Kimbrell
eb201d7b86 feat(ugc): processor processing option (native, toolbox-blender)
What makes a model's files becomes a processing option like ray_backend
and denoise: native (the UGC server) or toolbox-blender (LU Toolbox in
Blender). Old stored options parse as before; the retired hidden-face
word toolbox is still skipped and is not toolbox-blender.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:47:40 -05:00
Aaron Kimbrell
744bee40df feat: log the build identifier at startup and show it on the dashboard About page
Every server logs BuildInfo's build string as its version; the About page
also shows the build kind and commit, and log bundles name the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:29:46 -05:00
Aaron Kimbrell
97a6e27d56 build: generate a BuildInfo translation unit with version, commit, branch, dirty flag and build kind
cmake/BuildInfo.cmake runs on every build and rewrites the generated
BuildInfo.cpp only when something changed, so a new commit recompiles one
file and relinks. The build kind comes from DLU_BUILD_KIND
(release/ci/local) or CI=true, defaulting to local.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:29:46 -05:00
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
06be40471b feat(ugc): settings for the ray tracer, hidden-face method and denoising
New UGC settings (ugcconfig.ini and the dashboard's settings page):

- ray_backend: builtin (default), embree or hiprt (falls back to embree when
  the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
  around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)

UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.

Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
f73f4da0e4 fix(level): split a scene object's config as the client does
LDF_FROM_STRING (1.10.64, 0x010fa220) splits an object's config at
every comma and line break, leaves out empty entries and entries with
no '=', and sets each key=value it finds. The reader split at line
breaks only and parsed every piece, so an object with no config got an
empty entry of unknown type, and a value with a comma would have stayed
whole.

Live scene files are unchanged; objects in older client files with an
empty config no longer get the empty entry.

Check in game: every world spawns its objects as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:39:37 -05:00
Aaron Kimbrell
eb06bc86e0 perf(terrain): read a chunk's heights and mesh lists in one read each
The heights of a terrain chunk (millions of floats in the big zones)
and the mesh index lists were read one value at a time; they are now
read in one read each, as the client does (ReadBytesTimes4 /
RAWReadU16 with a count). The values are the same.

Check in game: nothing (terrain reads the same, only faster).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:39:37 -05:00
Aaron Kimbrell
93c7b1948f fix(terrain): read terrain files before version 32 as the client does
The client reads a terrain chunk of a file older than version 32
(1.10.64):
- its color map as width x width BGRA pixels, keeping the
  (width - 1) x (width - 1) before the last row and column, as RGBA
  (RAWReadColorandLightMaps); the reader kept all the pixels as
  written;
- its texture blend map's pixels as BGRA, kept as RGBA (0x0103aaf0);
- before version 31 no scene map, only a byte: the client's scene map is
  all scene 0 (RAWReadSceneMap); the reader had none.

A chunk of width or height 0, which the client reads (no heights, no
color map), no longer fails the whole file.

Live terrain files are version 32, so they read as before.

Check in game: nothing to check (no live terrain changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:39:37 -05:00
Aaron Kimbrell
695bcf2352 fix(level): change scene object config as the client does while loading it
ReadLvlObjectData (1.10.64, 0x0103ba20) changes an object's config as it
loads it:
- before version 47 a respawn time is in milliseconds: a float over 100
  or any u32 becomes that many seconds, as a float;
- a model spawner (LOT 176 with spawntemplate 14) gets its subkey as its
  blueprintid unless it has one, DisableModelBehaviors true unless set,
  and preventRenderWrapping true;
- before version 44 an object with sceneIDOverrideEnabled gets
  sceneLayerIDOverride 0.

LevelFile now makes the same changes. On live worlds 1906 spawners in
114 scene files of versions 45-46 have a u32 respawn time; the world
already divided those by 1000 but as an integer, so they now keep their
fraction (a 2500 ms respawn is 2.5 s, not 2 s). No live scene has a
model spawner; 62 objects of version 43 scenes get sceneLayerIDOverride.

Check in game: enemies and smashables respawn after the same time as
before on Forbidden Valley, Avant Gardens and Gnarled Forest.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:39:37 -05:00
Aaron Kimbrell
458fb601c9 fix(level): find a scene file's chunks and sections as the client does
SceneLoader::ReadLvlFile (1.10.64):
- chunked files: the file info chunk starts the file and gives where
  the environment, object and particle chunks start, 0 for none
  (DoLvlChunk, ReadLvlChunk1000); the reader walked the chunks one after
  another by their sizes instead;
- older files: the editor settings are a u32 size and that many bytes
  (SceneLoader::ReadEditorSettings, skipped by size); the reader took
  them for a u32 and then a count of 12 byte points;
- older files before version 3 have no objects for the client ("Level
  file is unsupported").

LevelFile now does the same. Every scene file on disk reads the same
objects as before.

Check in game: every world spawns its objects as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:39:37 -05:00
Aaron Kimbrell
96d73c30a4 fix(level): read scene objects as the client does
ReadLvlObjectData (1.10.64, 0x0103ba20) reads a scene object's last
field, from version 7 on, as a render technique count, and when it is
not 0 a 64 byte block and 133 bytes per technique (a 64 byte name, a
u32, a u8 and 16 floats) follow. The reader took the count for an
unknown u32 and read the next object from inside the techniques, and
read the u32 for every version. It also left the node type and glom ID
uninitialized when a file has none (or, for the node type, one outside
0-10); the client uses 1 for both.

The count is now SceneObject::renderTechniqueCount, the techniques are
skipped, and the defaults are the client's. Every scene file on disk
has no render techniques, so what they read is unchanged.

Check in game: every world spawns its objects as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
13a3d18789 fix(zone): adjust path values as the client does while reading them
LevelPath::FromBuffer (1.10.64) changes two values as it reads a path:
- a property path's reputation multiplier outside 0-1000 becomes 0;
- a camera waypoint's FOV in a path older than version 11 is divided
  by 1.25.

The reader kept both as written. Only camera paths of older client
files (versions 8-10) change; no live zone has either case.

Check in game: nothing to check (no live zone changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
83c2136e9a fix(zone): spawner and camera paths have their fields only from version 4
The client reads a spawner path's fields (LOT, respawn time, counts,
object ID) and a camera path's next path and rotate-player flag only
when the path is newer than version 3 (LevelPath::FromBuffer, 1.10.64:
pathVersion > 3). The reader read them for every version, which would
misread an older spawner or camera path from there on.

No zone file on disk has a spawner or camera path older than version 4,
so what they read is unchanged.

Check in game: nothing to check (no live zone changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
17425c1e44 fix(zone): read a zone's paths as the chunk the client reads
The client reads a zone file's paths as a chunk of its own
(LuzFile::ReadLUZFile copies the u32-sized chunk, ReadLUZPaths reads
it, 1.10.64) and drops every path when it refuses any of it:
- a chunk version of 2 or more, or 10000 paths or more (ReadLUZPaths);
- a path of version 19 or more, 10000 waypoints or more, or a
  waypoint with more than 99 name/value pairs (LevelPath::FromBuffer).

The reader read the paths straight from the file, trusting the chunk to
be well formed. It now reads the chunk by its size, reads the paths
from it with the client's limits, and when one is refused the zone has
no paths (logged), while the rest of the zone file still reads.

Every zone file on disk reads the same paths as before.

The unit tests' sample zones now give the path chunk its real length.

Check in game: moving platforms, NPC patrols and spawners work as
before on every world.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
ee9c6288cb fix(zone): a scene transition links the scenes of its first and last points
Scene transitions of versions 34-38 have five points. The client links
the scenes of the first and the last one (ZoneLoader::ReadZoneFile,
1.10.64: points[0] and points[count - 1], for every version); the scene
graph used the first two, so in those zones it linked a scene with the
one of the transition's second point instead.

Of the 130 five-point transitions on disk, six (all in one older client
zone) have a different scene at the second and last points; the rest
link the same scenes as before.
Live zones are unchanged.

Check in game: nothing to check (no live zone changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
6a8e8ece04 fix(zone): keep the scenes of a zone file the client loads
LuzReader::ReadScenes (1.10.64) keeps a zone's scenes by scene ID and
layer, so a later scene with the same ID and layer replaces an earlier
one. ZoneLoader::ReadZoneFile then goes through them in scene ID order
and
- leaves out every layer of a scene ID that has no layer 0 (General)
  scene;
- before version 41 loads only the layer 0 scene of each ID; from 41 on
  the other layers (Audio, FX) are loaded with it.

ZoneFile now keeps the scenes the same way, so the world loads the same
scenes as the client. No zone file on disk has a duplicate, a scene
without a General layer, or a non-General layer before version 41, and
their scenes are already in ID order: what every file reads is
unchanged.

Check in game: nothing to check (no live zone changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
9f390958f5 fix(zone): scenes of version 30-32 zone files are numbered like the client
Zone files before version 33 have no scene IDs. The client gives each
scene its index in the file as its ID, -1 past 255, with layer 0
(LuzReader::ReadScenes, 1.10.64, via the LWOSceneID from the loop
index); the reader left every such scene at ID 0, so a zone with several
scenes had them all collide on one ID.

The version 30 zones on disk have one scene each, so what they read is
unchanged.

Check in game: nothing to check on live worlds (all are version 36+).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
d4fc595e2d feat(zone): read zone files of every version the client reads
Zone files older than version 30 were refused. The client reads them
(1.10.64):
- LuzFile::ReadLUZFile reads a version below 20 as 20;
- LuzReader::ReadScenes reads a scene of a version 20-29 file as a bare
  u32 SceneTable ID, with no file name;
- ZoneLoader::ReadZoneFile takes those scenes in SceneTable ID order,
  looks each one up in the CDClient SceneTable and, when there is a
  row, makes it a scene with the next index (0, 1, ...; -1 past 255) as
  its ID and the row's sceneName as its file; a scene with no row is
  left out.

ZoneFile now reads these files (FileFormatVersion::Oldest = 20 for
anything older), keeps the SceneTable ID on ZoneScene::sceneTableID,
and ZoneFile::ResolveSceneTable does the lookup the client does; the
world looks the names up in the CDClient SceneTable.

The only such file on disk (version 20) now reads.

Check in game: nothing to check on live worlds (all are version 36+).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:36:35 -05:00
Aaron Kimbrell
431eddd5bd feat(dashboard): guilds page, guild name review and guild chat in the chat log
A Guilds page (Moderation, permission guilds_manage, GM 5 by default): every guild with its name status, member count,
leader and age, a pending-only switch, and per guild its members (with ranks) and history (guild_events). Staff can
approve a guild name that waits for review, reject it (the guild becomes "Guild <id>"), rename a guild (same name rules
as the game, unique without regard to case), remove a member (a leader's guild goes to the next member, the last
member's guild is deleted) and disband a guild. Every change is audited and added to the guild's history, and the chat
server is asked (GUILD_CHANGED through master) to tell the online members. Pending guild names also show in the Review
Queue. Guild chat ("guild" in the chat log) counts as private chat like whispers and team chat (chat_private), with its
own channel filter and Prometheus counter.

Check on the dashboard: /guilds lists a guild made in game; approve/reject/rename/remove/disband update the in-game guild
window and name billboard of online members; the Review Queue shows a guild whose name waits for review.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
e49c22374b feat(chat): GuildManager, the guild rules of the chat server
The chat server is the guild authority (docs/Guilds.md). GuildManager keeps guilds in the database (IGuilds) and tells
clients through their worlds, with every outside dependency behind hooks so the rules are tested without a server:

- Create: name rules (3-30 of letters, digits, space ' - ., no space at either end or twice), the chat filter's deny
  list refuses a name (BAD_NAME), names not on the allow list make the guild but wait for moderation (other players see
  no guild name until then), a taken name (case ignored) is EXISTS, someone in a guild can't make one.
- Invite / answer: leaders and officers invite; the client's answers for not online, already in a guild, invite pending
  and could not invite; one invite per player, answerable for 10 minutes and gone when the player logs off; a full guild
  (guild_max_members) takes nobody. The new member is a recruit; the inviter hears the answer and gets the list again,
  the other members get GUILD_ADD_PLAYER.
- Leave, and DLU's kick, rank and disband (the client has no controls for them): the leader kicks anyone, officers kick
  veterans and recruits; a leader who leaves hands the guild to the highest-ranked, longest-serving member, and the last
  one out ends it. Rank changes send everyone the list again (the client's GuildSetPlayerRank does nothing).
- GUILD_DATA for GUILD_GET_ALL, login/logout/world-change updates to guildmates, a guild that lost its leader (character
  deleted) gets one again, and GuildChanged catches online players up with what the dashboard did.
- Every change is a guild_events row. Each character's world gets GUILD_GET_STATUS with the guild and the name others
  may see.

Not connected to the chat server's packets yet.

Check: GuildManagerTests (18 tests) run every rule against an in-memory IGuilds. Nothing to check in game yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
130f3566cc wire: guild packets and DisplayGuildCreateBox as structs
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>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
d5563ad5da refactor(zone): LWOSCENEID lives with the zone code, its layer is an eSceneType
LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to
dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half
is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of
a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named
"Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the
three layers the zone files of every client on disk use. ZoneScene's
sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it
directly, and the dashboard compares against eSceneType::General instead
of 0. The zone checksum still hashes the layer's number.

Check in game: every world loads (the zone checksum the client checks is
unchanged), Nexus Tower included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
59e1d8f7c1 fix(level): read pre-chunk scene files of versions 31 and 33
Two fields of the scene files from before chunks were read for versions
the client does not read them for (SceneLoader::ReadLvlFile, 1.10.64):
- the "important" byte after the version and type is there only from
  version 32 (SceneLoader::ReadLvlHeader, 0x010117d0: headerVersion < 32 sets it to 0);
- the five strings after the skydome's file are there only from version
  34 (SceneLoader::ReadSkydomeInfo, 0x0102f550: headerVersion > 33); the reader took
  them from version 33.

Seven scenes of the alpha leak (versions 31 and 33: Gnarled_assetsMIKET,
dennis_gnarled_forest_02/_03-ninja/_03-pirate_0, scale_TEST_2,
scale_test_2_0, scale_test_general) now read with all their objects.
Every other scene file on disk reads the same objects as before.

Check in game: every world spawns its objects as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
e7ec11759e fix(zone): spawner paths have an activate-on-load byte only from version 9
The client reads a spawner path's activateOnLoad byte only when the
path is newer than version 8 (LevelPath::FromBuffer, 1.10.64:
pathVersion > 8) and otherwise keeps its default of 1
(Path::InitializeSpawnerInfo). The reader read the byte for every
version, which would misread an older spawner path from there on, and
its default was 0. The byte is now read from version 9, and an older
path's spawner is active on load as in the client.

No zone file on disk has a spawner path older than version 9, so what
the world spawns is unchanged.

Check in game: nothing to check (spawners on live worlds are unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
0d2fcc7dff feat(zone): read version 1-2 paths
Paths before version 3 are laid out differently (LevelPath::FromBuffer,
1.10.64: pathVersion < 3):
- the type is a u8-length wide string, "platform" for a moving platform
  and anything else ("npc") for a movement path, instead of a u32;
- the flags and behavior u32s follow as in later versions;
- every waypoint, whatever the path's type, has a rotation, lock player
  byte, speed and wait time and then its name/value pairs.

The reader treated the type name's first bytes as the type and misread
everything after it. The LUP group zones of the 0.179.12
client (lup_group_1b, _2a, _6a) now read with all their paths; one of
them read before with a garbage type on a waypoint-less path. Every
other zone reads the same as before (no live zone has a path older than
version 3).

Check in game: nothing to check on live worlds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
20f784e262 refactor(zone): read a waypoint's name/value pairs in ReadLdfConfig
The pairs a waypoint carries (waypoint commands on movement and rail
paths, LDF config on spawner paths) are read by one helper,
ZoneFile::ReadLdfConfig, so the legacy path format can read them too.
Nothing read changes: every zone file on disk reads the same.

Check in game: nothing new; spawners and moving NPCs behave as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
942d0ff8ad fix(zone): PrePreAlpha zone files have no zone name or description
The client reads a zone's name and description only when the file is
newer than version 30 (LuzFile::ReadLUZFile, 1.10.64: revision > 0x1e);
a version 30 file ends at its terrain file's name. The reader read both
strings for every version, so version 30 files ran off their end.

The four version 30 zones of the alpha leak (scale_TEST_ASSETS,
Gnarled_assetsMIKET, dennis_gnarled_forest_02/_03-ninja) now read. Some
of them have a stray name string after the terrain file's name, which
the client does not read either. Every newer file reads the same as
before.

Check in game: nothing to check on live worlds (none is version 30).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
69093c6816 fix(zone): zone files older than version 30 are refused
Before version 30 (PrePreAlpha) a zone file's scene is only a u32 scene
ID, with no scene file name (LuzReader::ReadScenes, 1.10.64:
revision < 30 reads the ID alone; LuzFile::ReadLUZFile treats anything
below 20 as 20). The reader read a file name and then an ID for those
versions, which is not the format, and the world could not load such a
zone's scenes anyway. Reading one now throws a runtime_error that says
why, before anything else is read.

No zone file of any client on disk is older than 30 except an unnamed
editor stub (a res/.luz, version 20).

Check in game: every world loads as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:17 -05:00
Aaron Kimbrell
04852fce7e fix(zone): zone files of version 37 have a u32 scene count
The scene count is a u8 before version 37 (LateAlpha) and a u32 from 37
on (LuzFile::ReadLUZFile, 1.10.64: revision < 37 reads a byte). The
reader took the u8 for 37 too, so version 37 files misread from their
scenes on and failed.

No live zone is version 37; four older LUP zones
now read in full.
Every other zone file on disk reads the same as before.

Check in game: nothing to check on live worlds (none is version 37).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:17 -05:00
Aaron Kimbrell
97a1453bf7 feat(zone): read the zone boundary lines of .luz files
Between the scenes and the terrain file's name a zone file has its
boundary lines: a u8 count, then per line a normal, a point, the
destination zone, the destination scene ID and a spawn location. The
reader took that spot for a u8-length "zone path" string, which is the
same bytes only when there are no boundaries; a zone with boundaries
would have misread everything after it.

The destination is one u32 in the client (LuzReader::ReadZoneBoundaryLines,
0x01018490 in 1.10.64: map ID in bits 0-15, instance ID in bits 16-31,
clone 0), read here as two u16s into an LWOZONEID with clone 0. The
boundaries are kept on ZoneFile::zoneBoundaries.

No zone of the 1.10.64 client (or any other client on disk) has
boundary lines, so what is read from them is unchanged.

Check in game: every world loads and zone transfers (launch pads,
rockets, portals) work as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:17 -05:00
Aaron Kimbrell
e9ff5f402d feat(world): read UgcDownloadFailed and log real download failures
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>
2026-09-29 03:44:06 -05:00
Aaron Kimbrell
8d6fe4b116 fix(ghosting): scene ghosting follows the client's scene streaming
Re-checked against client 1.10.64: Zone::Run calls StreamScenesAroundPosition
with the ghost reference position, and with the controlled object's own
position only when the two differ (ghost reference override on). The client
loads the scene under the reference point and the global scene; with the
override on it also loads the scene under the player and its connected
scenes. The cell lookup (floor(v + 0.5), x cell * resolution + z cell), the
transition pairs and FixupInvalidTransitions match what ZoneScenes does.

Scene ghosting now adds the scenes around the player while the ghost
reference is overridden (cinematics), and the comments say the server keeps
each scene's neighbours too (a superset, so objects across a transition
exist before the player crosses it).

Check in game (with ghosting_scenes=1): walk across scene transitions in
Avant Gardens and Gnarled Forest; objects on both sides show up and nothing
pops in at the line. Play a cinematic that moves the camera away (e.g. a
mission cinematic) and objects around the player stay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:42:02 -05:00
Aaron Kimbrell
821b7c8767 feat(dashboard): permission grants count in every dashboard permission check
What someone may do on the dashboard is now their GM level's permissions plus the grants on their account, minus its
denies (PermissionGrants.h). A deny beats a grant; denies never apply to GM 9, and settings and permissions_manage stay
GM 9 only. The account's grants are read with every request (like its GM level), so a change applies at once, and
they are passed through every check: RouteUtils::Can, CanViewCharacter, the rank rules (self_* and manage_equal_rank),
routes guarded by a permission, the templates' `can`, the API documentation, API access, API key scopes (a key never
does more than its owner may now) and WebSocket subscriptions.

New permission grants_manage (GM 9 by default) and the API to manage grants: GET /api/grants/catalog, GET /api/grants,
POST /api/grants, POST /api/grants/:id/remove. Nobody grants or takes away what they don't hold themselves (a
permission, every permission of a group, a command they may use, every command up to their own GM level), and only on
accounts the rank rules let them manage (their own with self_moderation). Commands with a fixed level or a floor
above GM 1 (/execute) can't be granted. Every change goes in the audit log (grant_permission, deny_permission,
remove_grant). Also: the Showcase gate and the traffic subscription now check their permission by name.

Check: grant a GM 2 account accounts_ban (it can ban, and the Ban button shows); deny a GM 8 account accounts_view (the
accounts list is refused); give an expiry a minute ahead and see it stop; try to grant a permission your account
doesn't have (refused); dWebTests PermissionGrantsTests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 01:16:38 -05:00
Aaron Kimbrell
fb7850fb9f fix(ugc): glitter sparkles that move on placed models
Why the glitter never moved: player models (LOT 14) are wrapped in
weeblewobble.kfm (RenderComponentWrapper 9845), so the client makes them
an LWOSkinnedRenderComponent, whose Run (0x00d6d3d0) updates the scene
graph (and so any NiTextureTransformController) only while animation is
enabled, and LWOModelBehaviorComponent::EnableAnimation (0x00be2740)
turns it off for modelType 2, which every placed property model is. The
root flags 0x102 added earlier are only read by the base render
component. Nothing in a placed model's .nif can move.

What does move: shader classes set globals in their own per-frame Run.
Distortion Directional (Ocean) (mapShaders 79, Run 0x010b90c0) slides
its texture layers by fixed shares of a tile a second, as the game's own
pond ripples (S79__pond_ripplesShape). Glitter bricks now get a sparkle
group, S79_GlitterSparkle_Model: their triangles lifted 0.005 off the
brick, vertex colors white tinted by the brick, UVs placed per brick,
alpha tested (ShaderCommon's alpha test phase, GREATEREQUAL 127), with a
stored texture of flat sparkles at alpha 230: one layer's sparkle alone
averages under the test, two meeting pass, so sparkles flash and go out
as the layers cross. The flecks stay (LEGO-AnimUV, now without the
controllers and flags that never ran). The icon and the dashboard's 3D
view leave the sparkles out.

New settings: shader_glitter_sparkle (79, 0 off), glitter_sparkle_size,
glitter_sparkle_amount, glitter_sparkle_tint, glitter_sparkle_brightness;
glitter_speed is now how fast sparkles flash (the sparkle tile). Only
glitter output changes; non-glitter models are byte-identical.

Check in game: reprocess a property with glitter models, then look at
them from a few angles and distances, on each graphics quality:
- sparkles flash on and off all over the glitter bricks, continuously
- no flickering fight between the sparkles and the brick surface
- transparent glitter bricks still see-through, flecks still visible
- nothing drawn where there is no glitter brick; icons unchanged
  apart from the flecks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:10 -05:00