Commit Graph

32 Commits

Author SHA1 Message Date
Aaron Kimbrell
264abfc0f3 feat(dashboard): UGC list sorts by when a model was made and by how long it took
The models list has separate Made (when) and Took (the time, CPU and
estimated memory) columns, each sortable in either direction; /api/ugc
takes sort=made (processed_at) besides sort=slowest, and the gallery can
sort by recently made.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
56c3a81db2 fix(dashboard): character inventory loads fast with thousands of items
The inventory modal drew every item of every tab into the page, and one
item details request for all of them (over the 500 a request allows, so
no tooltips at all). Now the items come from the summary API when the
modal opens and are drawn one tab at a time, 240 at a time as the tab
scrolls, with a filter by name or LOT. Each chunk's item details are
fetched with it (at most 500 a request) and a tooltip is made on first
hover. Player-built items get their UGC icon as their chunk is drawn
(UgcLinks.inventoryLinks and decorateItem).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
cd81cf4c74 feat(ugc): each make's CPU time and memory; durations in readable units
The UGC server records, with each successful make's time, the worker
thread's CPU time for it and the memory it estimated the job needs (the
figure its memory budget counts; not a measurement)
(process_cpu_ms and process_memory_kb on ugc and ugc_modular_build;
migrations sqlite 74, mysql 91). The UGC page shows them with the time
and duration ("took 12.4 s, CPU 11.9 s, ~96 MB RAM (est.)"), and
durations use the largest units that fit, up to days.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
90777e5c9d feat(ugc): when each creation was made and how long it took, on the UGC page
The UGC server records how long each successful make took (process_ms on
ugc and ugc_modular_build; migrations sqlite 73, mysql 90). The UGC page
shows it with the time it was made: in the models list's Made column
(sortable, slowest first), in the tiles' tooltips, in the item preview
and in an assembly's References. The gallery can sort by slowest to
make too. Makes from before this are shown without a duration.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
36cefc1ede feat(ugc): brick data through the client's assets; colours from Materials.xml everywhere
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>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
453f728b5e feat(dashboard): UGC List view and References as sortable DataTables
The UGC page's List view (models and car/rocket assemblies) and an
assembly's References panel are server-side DataTables like the rest of
the dashboard: sort by clicking a column heading, in either direction,
with the page length and sort remembered per user. They still read
/api/ugc and /api/ugc/assembly/builds, so the prefix search and filters
above the list keep working; the gallery keeps its own pager and sort.

/api/ugc takes reverse=1 for a sort's other direction (the model list's
SQL order and the assembly sort both flip), and the references endpoint
sorts by id, owner, account or state. Tests cover the reversed orders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
545d9e56e4 feat(dashboard): fuzzy settings search, several searches at once
Words in a search match in any order, each one as part of a word, as its
letters in order (dbnc finds debounce) or with one typo or swapped pair.
Commas or | separate searches: "rent, ugc icon" shows everything matching
either. Underscores and dots count as spaces, so "icon border" finds
ugc_icon_border.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
e5f3d6bd9d feat(dashboard): UGC settings beside what they change on the UGC page, their own Settings category
The settings catalog gives the UGC server a category of its own (serving,
processing, models, storage, icons). The UGC page shows those sections next to
the server status, the purge tools and the icon presets, read from the catalog
and saved through the Settings page's own path; each links to its entry on the
Settings page, which now opens a #file/name link at that setting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
0d14ba37cb feat(dashboard): UGC page lists assemblies, numbered pages, prefix search and sorting in the address
Cars and rockets are listed one per combination of modules, with their type,
module names and icons and how many builds use them; an assembly opens with the
icon editor and a References panel (its builds, owners, accounts and where
they are, paged and searchable). A build's link opens its assembly with the
build highlighted. Both lists page on the server with totals, numbered pages,
first/last, jump to page and a page size kept per user; the search box takes
field prefixes; filters, sort and page are kept in the address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
d0e6c96ead feat(dashboard): 3D icon pose editor on the UGC page
The icon editor shows a player model or a car or rocket's assembled modules
through the icon renderer's own camera (same perspective, framing and model
turn), with the icon's square outlined, a sun arrow and a debounced live
preview. Dragging moves the camera, turns the model, moves the sun or shifts
the icon; the wheel sets the border; every parameter's slider (grouped from
the parameter list) stays in step both ways. Save as the type's preset or the
item's own, go back to the preset or defaults, draw a type's icons again. A
presets section opens each type's editor on an example.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
4f77b239e3 feat(dashboard): assembled mesh route, icon parameter groups and preset samples, pose math in JS
GET /api/ugc/assembly converts the UGC server's assembled .nif for the 3D
view. The icon parameter list names each parameter's group; the kinds carry a
sample (a model, or the most used combination) to edit a preset on. The icon
preview is viewable as the /ugc page. ugc-pose-math.js mirrors UgcIconPose and
both are checked against one fixture (gtest and node).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
1d596d0efa feat(dashboard): restarts from 30 seconds; no "undefined" in the restart banner
Restarts can be scheduled in seconds (30 s to 24 h; minutes still accepted), with 30 second and 1 minute choices for
quick restarts. The restart banner only names who scheduled it when that is known: staff who manage restarts read it
from /api/server/restart, everyone else gets when and why from the status, which leaves the name out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
28dfc7f191 feat(dashboard): UGC details in the property 3D view and model list
Selecting a brick-built model in the 3D view shows its UGC data under
Selected: icons now and before, state, waiting until, UGC id, owner,
name and description, bricks, triangles before and after hidden faces
were removed, timings, and links to the UGC viewer, NIF and LXFML, with
Make again for UGC managers. The property page's model rows have the
same block, opened on demand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
42f1211ea2 feat(dashboard): open a creation on the UGC page from its link
/ugc?item=<id>&kind=model|modular opens that model's or car's viewer,
looking it up when it is not on the list's first page. Opening an item
puts it in the address bar, closing it takes it out, and Back and
Forward close and reopen it, so a creation can be shared or bookmarked.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
6fd3114a0f feat(dashboard): icon editor for any item, built from the parameter list
The editor on the UGC page works for player models as well as cars and
rockets: its sliders come from /api/ugc/icon/params (UgcIconParams), it
shows the item's kind (player models, or the build type named from the
client's data), previews with the UGC server, and saves the kind's preset or
the item's own values, resets them and draws a kind's icons again.

The light settings whose defaults changed have new names (icon_world_light,
icon_sun_light, icon_shadow_strength), so the darker values in existing
ugcconfig.ini files no longer apply. Request ids are read safely (a missing
id crashed the dashboard).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
5de59b99ef feat(ugc): models with no bricks are "empty", not failed
A model with no bricks has nothing to make: it gets its own state
(is_optimized = 3), isn't counted as a failure or retried, shows as Empty
on the UGC page (with its own filter and count), in the status and in
Prometheus, and its downloads answer 404 like HKX. State names come from
the enum (magic_enum). Migrations dlu/mysql/87 and dlu/sqlite/70 move the
rows that failed only because they had no bricks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
c4d2454e63 fix(ugc): write NIFs the way the game's own brick models are
Compared block by block with res/BrickModels/ndmade (and nif.xml for
20.3.0.9, LU's version, user version 0): every shape now has the same four
properties in the same order (material with glossiness 4, alpha blending by
the vertex alpha, specular off, vertex colors as ambient and diffuse), nodes
have flags 0x110 and shapes 0x10. A generated NIF put in place of a game
model and spawned in the 1.10.64 client renders with its colors.

Readers treat a blended shape as transparent only where it is see-through
(material or vertex alpha below 1), for the icons and the 3D view.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -05:00
Aaron Kimbrell
1a2758feab feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure
and contrast; with the defaults the icons' mean luminance matches the game's
own model icons (118 against 120 on a scratch set). Every icon parameter is
listed once (UgcIconParams: key, setting, range, default); the settings,
the dashboard's settings entries and the icon editor come from that list.
Presets per kind (player models, each car or rocket build type from
ModularBuildComponent) and overrides per model or module combination are in
ugc_icon_settings.

Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last
save before they're made (ugc.process_after); a client asking for one, the
owner leaving the world or a reset ends the wait.

Cars and rockets: one icon per combination of modules (sorted LOTs), shared
by every build of it; builds of a combination made already are marked made
right away, the client's per-blueprint downloads serve the shared files.

The dashboard can delete one item's files, purge by filter or all, preview
icons with any values on the UGC server (/admin routes, master password),
save presets and overrides, and draw a kind's icons again (icons only).

Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard
editor's lighting controls in the page script (routes are there), docs for
it, the empty-model state, /ugc?item= links, the shared fetch helper; the
storage size and property loading bugs are next.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -05:00
Aaron Kimbrell
4034e11229 feat(dashboard): draw generated models in the property 3D view
Player-built models the UGC server made are drawn from their NIF, falling back
to the LXFML; a Generated models switch turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
dce1c78336 feat(dashboard): UGC search, and UGC icons on property and character pages
UGC Search (/ugc_search) finds creations by name, id or LOT with where each
one is. Property pages and character inventories show the icon the UGC server
made of each creation, its state and a link to /ugc?item=&kind=, for whoever
may view the page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
95158f69b6 feat(dashboard): UGC gallery and viewer, reached through the dashboard
The /ugc page no longer needs the browser to reach the UGC server: the
dashboard fetches its status (/api/ugc/server/status), the files it made
(/api/ugc/files/<kind>/<id>/<file>) and its NIFs converted for the 3D view
(/api/ugc/mesh/<id>, NifFile like the scenery) from ugc_internal_url
(default http://127.0.0.1:2008) with libcurl on the worker threads, keeping
small answers briefly. ugc_public_url is only an "open on the UGC server"
link now.

The page gets an icon gallery beside the list, filtered by kind, state and a
search by id or owner (GetUgcProcessList/GetModularBuildProcessList take a
search), and a viewer: the generated NIF in 3D at any LOD, now or before it
was made again, with wireframe, vertex color and baked lighting switches, the
LXFML beside it, the icon now and before, and the stats with triangles before
and after hidden faces were removed. The status box shows CPU, memory, the
jobs' memory estimate with their limits, and throttling. The settings page
lists the UGC server's new settings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:07 -05:00
Aaron Kimbrell
5692e43381 feat(dashboard): show the UGC server on the home page and Server Health
Server Status gets a UGC row while master starts it, and staff with
health_view a UGC Server card: up time, waiting/made/failed, busy workers and
storage, linking to /ugc. Server Health adds UGC to the uptime history and a
Servers table with every server's process, memory, CPU and last report.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:05 -05:00
Aaron Kimbrell
c29454dcd6 feat(dashboard): API keys section on the account page
Make keys with a permission picker grouped like the Permissions page
(only the maker's own permissions), limits, restrictions and expiry;
the list shows scope, lost permissions, limits, today's use, last use
and requests, with rotate and revoke. Staff with api_keys_manage see
and revoke other accounts' keys under the rank rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:03 -05:00
Aaron Kimbrell
347a0a7286 feat(dashboard): UGC server page
Counts, a paged list and failures of what the UGC server made of players'
models and modular builds, making one, the failed ones or everything again
(new ugc_manage permission), the UGC server's live status and icons from
ugc_public_url, and a 3D view of a model's LXFML. The UGC settings are in the
settings catalog.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:57 -05:00
Aaron Kimbrell
9682556128 feat: store each named pet's LOT in pet_names
pet_names gets a pet_lot column (mysql 80, sqlite 63). The world writes
it whenever it saves a pet name, from the pet entity's LOT, and fills it
in for older rows when the owner loads into a world (from the pets the
game loads for that character, only where it is still missing).

The dashboard's pet name tables read pet_lot instead of scanning the
owner's character XML; pets without it yet show as Unknown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:57 -05:00
Aaron Kimbrell
330f02de30 fix(dashboard): texture alpha in 3D scenery follows the game's shaders
The viewer treated every blended texture's alpha as opacity, so models
whose shader uses the alpha for something else rendered see-through. The
scenery manifest now carries each model's shader (RenderComponent.
shader_id via mapShaders) and the multishader tag table; meshes carry
their S##__ tag, read the way LWOBaseRenderComponent::AddObjectToRenderPipe
does (S%d, else _S%d, outside 3..108 the LEGO shader). Per res/shaders:
the LEGO lighting shaders lerp the texture over the vertex colors
(decal), LEGO items and terrain meshes ignore its alpha, everything else
keeps opacity. Pure rules unit tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:57 -05:00
Aaron Kimbrell
2961089d6b feat(dashboard): breadcrumbs that follow how you reached a page
Detail pages carry a breadcrumb bar built from a per-tab trail in
sessionStorage: following a link from a page on the trail extends it,
going back to one cuts it there, and opening a page directly shows its
natural parents. The property 3D view's back button goes to the previous
crumb, and the property page renames its crumb once its name loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:57 -05:00
Aaron Kimbrell
931277e76c feat(dashboard): show each pet's icon and kind when moderating pet names
The pet name tables (Pet Names page and the review queue) get the pet's
LOT from its owner's save and its CDClient name, shown with the icon in
a new Pet column. Each owner on the page is read once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:55 -05:00
Aaron Kimbrell
49fc6e06e6 feat(dashboard): remember each user's table sort and page length
Every DataTable saves its order and page length to localStorage, keyed by
dashboard user, page (numeric path segments folded) and table id, and
restores it on load. Stale sorts on missing or unsortable columns are
dropped; storage failures are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:54 -05:00
Aaron Kimbrell
680615ba9f feat: optional property rent
Off unless property_rent_enabled is on. Each property world's rent comes from its PropertyTemplate
row (minimumPrice every rentDuration x durationType; Block Yard is free), unless the new Property
Rent dashboard page sets another price or period (property_rent_manage). Rent is taken from the
owner's coins shortly after their character loads, with a mail receipt; unpaid rent is mailed and,
after property_rent_grace_days, makes the property private until it is paid, like live. The
property management component refuses public or best friends privacy while rent is overdue and a
property world that loads overdue makes itself private. Property game messages are unchanged.

Fixes #943

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:52 -05:00
Aaron Kimbrell
b2403b09ea feat: contraband list with flagging and optional removal
Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).

Fixes #1563

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:52 -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