The dashboard's API covers what it offered (online players, teams, announcements) with API keys, so the
chat server no longer runs a web server; its settings show as unused on the settings page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Links leave and enter on the sides that face each other (top and bottom when one box is above the
other), so moving a box no longer leaves links ending in the air.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A player on the servers' machine (or behind the same address as other players) was merged with the
servers' own links and everyone else there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The layout the viewer makes is kept in the browser, with a Reset layout button. A link's colour now
compares it with the busiest link right now instead of its own recent peak, which made steady links
look saturated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Next to Diagnostics (health_view): game and web clients, auth, chat,
worlds per zone (expandable), other reporting servers, master, the
dashboard and the UGC server, with a lane each way per link sized by
bytes/s, animated by packets/s and coloured by load against its own
5 minute peak. Estimated links (servers without a split) are dashed.
Clicking a box shows its links, busiest message types and a sparkline,
with a link to Diagnostics (which now takes ?server=). A connections
table lists each remote address; single clients can be drawn too.
Narrow screens get a list. Drawing stops while the tab is hidden.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Staff flag chat for review (chat_flag): one message or several from one
conversation, with who it is about and a note. The flag keeps a copy of the
messages and 10 before and after. The Chat Flags page (Inbox, badge for open
flags) filters by status, character and account; a flag links to the character,
the account (mute, warn, ban), their player reports, their other flags and the
conversation, and shows its history. Reviewers (chat_flag_review) mark it
actioned or dismissed, change the note, link a player report or comment; all of
it is in the flag's history and the audit log. The sidebar adds Team Chat.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Guild chat per guild (/chat_log/guild/<id>, from the guild's card), team chat by
team (/chat_log/teams) and a character's whispers by conversation
(/characters/<id>/whispers, chat_dms; opening one is audited), paged on the
server. The Chat Log filters by account and time range, shows the conversation
around a message, links to its history and marks flagged messages; messages can
be picked (shift-click for a range) to flag. The character page links to all of
them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
log_chat_days defaults to 30 (was 90). Pruning stays on the Log pruning task's
own database connection.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The chat server records the guild of guild chat, the team of team chat and what
the chat filter thinks of whispers, team and guild chat (delivered either way).
World servers mark filtered zone chat. Team IDs start from the chat server's
start time so a restart doesn't hand out the same team ID again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
chat_log gets guild_id, team_id and filtered (migrations mysql 100, sqlite 83),
and the chat log queries take a time range, a guild, a team, a conversation
between two characters and paging back by id. Whispers are their own visibility
switch (includeWhispers), apart from team and guild chat (includePrivate).
Whisper partners and teams that talked are listed with counts.
chat_flags, chat_flag_messages and chat_flag_events (mysql 101, sqlite 84) hold
flagged chat with a copy of the messages around it, its status, note, linked
player report and history. Open flags are in the dashboard snapshot.
Tests on SQLite alone (dDatabaseSqliteTests) and in the MySQL parity tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
MovementAIComponent::SetDestination cuts an enemy's path (chasing, tethering,
wandering) where it first walks into a wall its collision group can't cross,
so enemies no longer walk through the Sentinel camp walls, the Crux Prime and
property navmesh carvers, or the enemy blocking volumes. With nothing left to
walk the enemy stays put. Patrols along a level path, and movers without combat
AI, are left alone.
Adds a scenario test: an enemy chasing across an enemy only volume and across a
carver stops in front of it; the clear threat wall is a trigger, not a wall.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A fixed simple physics object, or a phantom volume, that its data marks as a
wall for enemies (a navmesh carver, or solid with a group only enemies touch)
adds its shape to the world's movement blockers, and takes it out again when it
goes away. Only shapes the server knows are used; an unknown asset's stand in
cube would be a guess, so it is logged and left out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enemies are moved along navmesh paths without collision, so a wall only stops
them if their path stops at it. dpWorld now keeps a list of such walls, each
with the collision filter it blocks with, and cuts a path where it first walks
into one (a little short of the wall; a mover inside one can walk out).
Which objects block comes from data (dpMovementBlockers::BlockingFilter):
- navmesh carvers (navmesh_carver in the level config, which the client reads
with add_to_navmesh and carver_only) block every mover;
- solid objects whose collision group touches enemies and not players (group 18,
e.g. "FV - Enemy Blocking Volume", "PR - Pet Blocker") block what that group
touches.
dpShapeBox gains SegmentEntry, a segment test against the rotated box.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The "Clear threat list Trigger Wall" names its physics test\POI_trigger_wall.hkx,
which the server only knew as env\POI_trigger_wall.hkx, so it got the 2x2x2
stand in cube and enemies walking past never touched it. Physics assets are now
also matched by file name, case blind, and the wall is its measured size
(1 x 12.98 x 20.45, base at its origin).
"Trigger Rectangle Box" (Trigger_Rectangle_Box.hkx, 8 x 8 x 4) gets its real
size too; it was a stand in cube as well.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Setup, settings, what niftools v0.1.1 needs changed to write LU
Toolbox's models, Blender 5.2, and timings and triangles against native
on five models.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Make again gets a Made by picker, /api/ugc/options lists the processor
choices and default, the settings page has the toolbox_* settings, and
/reprocessproperty takes native or toolbox-blender.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The processor setting and toolbox_* settings (Blender, LU-Toolbox-
Standalone, add-ons folder, brick and work folders, device, threads,
timeout). Models asking for toolbox-blender are made by the Blender
worker when it can run, else natively, logged at start, when it changes
and per make. /status has the worker's state; --make-model takes
toolbox-blender too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UgcToolbox runs LU Toolbox itself in an external Blender that stays up
and makes one model after another (dlu_toolbox_worker.py runs
LU-Toolbox-Standalone's steps: import, Process Model, Bake Lighting,
niftools export). JSON lines over its stdin and original stdout; it is
restarted after a crash, a timeout, 100 models or new settings, runs at
worker_nice with toolbox_threads, and its CPU time is charged to the
worker, which pauses it (SIGSTOP) while the CPU budget is overdrawn.
ProcessModelToolbox reads LU Toolbox's .nif back, counts its triangles
and draws the icon from it. Tests: option parsing, the fallback, the
protocol framing, the worker with a stand-in Blender (crash, hang,
failure, give-up), and LU Toolbox itself when DLU_TEST_TOOLBOX_* are set.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
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>
The client reads RebuildComponent.activityID over a level's activityID
unless the level sets actIDovrd, but live followed the level's: the AM
Center draw bridge (LOT 12047) has activityID 12047 without actIDovrd and
dropped no loot in 4 of 4 live completions, where the template's activity 6
would have dropped quickbuild rewards. DLU already does what live did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live GF Large Crates (LOT 1859, path CrateMast) and FV small white shrines
(LOT 3141, path gate_statue_quickbuild) dropped 1-point powerups outside
their template matrices, from the path's smashable_loot_matrix=1:29 with
smashable_loot_matrix_set=7:1. DLU already carries a spawner path's
waypoint config into the spawned entity's settings; this pins it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A quickbuild's HasItem preconditions took their items only when the build
completed and never gave them back. Live took them when the build started
and gave them back when it was cancelled: the FV Stone Warrior pedestal
(LOT 8551, precondition 99: 5 of LOT 6194) took the items at Building 5
times and added them back with the loot source Quickbuild on each of the 3
cancels in the live captures.
Preconditions now report their item costs instead of removing items while
checking. A quickbuild takes them at the start, gives them back on cancel
or a reset during the build, keeps them on completion, and gives them back
when the builder leaves the world mid-build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent AddItemToInventoryClientSync with loot_type_source Pickup for the
items of opened packages (token bags, surprise packs, the imaginite bag;
all 98 items added after a live UseNonEquipmentItem). DLU used Consumption.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent quickbuild completion loot (about 190 samples) and the dragon,
BONS, spider queen and Frakjaw chest and wishing well rewards with the
player who earned them as the DropClientLoot source and owner,
use_position true and the spawn position at the object. DLU used the object
as the source, so use_position was false.
DropActivityLoot now uses the player as the source by default. The growing
flowers and the VE mission console have no live samples and keep the
object as the source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivityRewards coins were always read from CurrencyTable npcminlevel 1.
Live used the reward row's ChallengeRating as the npcminlevel, and level 1
when the currency index has no row for that level:
- FV foot races (ChallengeRating 4, index 1) gave 36 and 48 coins, which
only level 4 (30-50) fits; level 1 is 3-5.
- Frakjaw's chest (activity 58, ChallengeRating 6) gave 250 each to a team
of 2: its currency indices 123-126 only have a level 6 row (500), so DLU
gave nothing.
- Quickbuilds, wishing wells and chests have ChallengeRating 1; survival
and the shooting galleries have ratings with no row and keep level 1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The booty dig chest (LOT 14590) is the one live drop that sent its items
before its 75 coins (5 of 5 live samples).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DLU sent a DropClientLoot for 0 coins with every drop whose coin range was
0, such as item-only smashables and scripted drops. None of the 3163 live
currency drops was for 0 coins.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent a drop's currency DropClientLoot before its item drops in 1498 of
1502 live drop groups that had both. DLU sent the coins last.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/UgcServer.md: embree-gpu in the processing options, the build option
DLU_EMBREE_SYCL (a SYCL compiler: oneAPI's icpx or the open source DPC++), the
library it builds and loads, the run time it needs, the GPUs it supports and
embree_gpu_device; which backend covers which hardware.
Check: the section against the settings page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
docs/UgcServer.md: "Hidden faces" describes the renders from 42 directions
(hsr_resolution) and what they remove that LU Toolbox keeps, and why the path
traced version was removed; the parity table says so. "Processing options" has
ray_backend (embree, hiprt) and denoise, how options stored with builtin,
toolbox or fast are read, and what the tests compare the backends with.
Check: the sections match the settings page and the UGC page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
docs/UgcServer.md gets "Processing options": the three settings and their
choices, how they compare with builtin/toolbox/off, the optional builds
(DLU_OIDN, DLU_HIPRT) and what they need, what each make records and where the
dashboard shows it; the migration, /reprocessproperty's options, the command
line's and the UGC page's buttons.
Check: the section reads right against the settings page and the UGC page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HIPRT (MIT) behind the CMake option DLU_HIPRT (off): its headers come from its
SDK (HIPRT_ROOT, else ROCm's /opt/rocm) and are copied next to the servers; its
library is loaded when first used (hiprtew), as HIP or CUDA are by Orochi
(MIT, fetched pinned by hash; CUDA when its toolkit is found). The trace
kernels (nearest hit skipping the triangle a ray leaves, any hit) are compiled
the first time and kept in cache/hiprt. One GPU context for the process
(hiprt_device picks the GPU); the workers take turns on it. When HIPRT, the
GPU or a scene's upload fails, Embree is used instead, and the UGC server logs
why at start.
For a GPU the rays go in batches (UgcRays::Scene gets batch queries; the CPU
backends answer them a ray at a time):
- hidden faces: with a batch backend the paths are traced side by side, a
bounce at a time (the path code split into Start, Scatter and Bounce, the one
by one tracing unchanged); the same paths with the same random numbers, so
the same triangles are decided (tested with builtin side by side)
- the occlusion bake and the denoised icons' traced occlusion always ask in
batches (the same rays, the same results)
Its symbols are hidden: the servers export theirs (-rdynamic), and HIPRT's
library, which has an Orochi of its own, would otherwise call ours.
Check: configure with -DDLU_HIPRT=ON on a machine with ROCm (or HIPRT's SDK)
and an AMD RDNA or NVIDIA GPU; UgcServer --make-model x.lxfml out hiprt; the
UGC tests (hits, hidden faces and occlusion against builtin); a build without
it leaves everything as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Intel Open Image Denoise 2 (Apache-2.0) behind the CMake option DLU_OIDN (off):
an installed OIDN is used when found, else Intel's release package (pinned by
hash) is downloaded and its libraries copied next to the servers.
A denoiser only removes noise that differs from pixel to pixel; the icons'
occlusion comes from the bake, per vertex, which it leaves as it is (checked:
white noise 0.17 -> 0.006 relative spread, per-vertex blocks unchanged). So
with denoise=oidn a model's icon is drawn from model.noao.nif (its colors
before the bake) with its occlusion traced per pixel of the supersampled image
(denoise_samples rays, default 4, with the bake's distance and strength and the
ray backend), box filtered and denoised at the icon's size, guided by the colors
and normals. The model keeps its baked occlusion. Icons drawn again from stored
files use the stored model.noao.nif the same way.
OIDN works on a thread of its own; its time is charged to the job's thread
(UgcThrottle::Charge), so the CPU budget and the recorded CPU time include it.
Check: configure with -DDLU_OIDN=ON; UgcServer --make-model x.lxfml out oidn
and compare its icon.png with one made with off; an OFF build leaves icons as
they were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>