client_sysinfo (migrations mysql 102, sqlite 85) keeps the system description
each account's client sent at login, exactly as sent, plus the physical memory
read from it. While nothing but the memory in use changes, the account's newest
row gets the new time and one more login; otherwise a new row starts. Log
pruning deletes rows not seen for a while (eLog::CLIENT_SYSINFO) and deleting
an account deletes its rows.
Tests on SQLite alone (dDatabaseSqliteTests) and in the MySQL parity tests.
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>
Four tables (MySQL migration 97, SQLite 80) and the IGuilds interface with MySQL, SQLite and TestSQL implementations,
for the guild system (docs/Guilds.md). A guild has a name (unique without regard to case), a name status like
pet_names (1 waiting for moderation, 2 approved), its founder and when it was made. A character is in at most one guild
(guild_members, with its rank: 1 leader, 2 officer, 3 veteran, 4 recruit, the client's names, and when it joined) and
has at most one pending invite (guild_invites). guild_events is each guild's history and outlives the guild. Deleting a
character removes its membership and the invites to and from it. Nothing uses the tables yet.
Check: both migrations run on a fresh and an existing database; DatabaseParityTests Guilds passes against MariaDB
(DLU_TEST_MYSQL_HOST) and SQLite gives the same results. Nothing to check in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new table, permission_grants (MySQL migration 96, SQLite 79), and the IPermissionGrants interface with MySQL, SQLite
and TestSQL implementations. A row grants (or with deny, takes away) a dashboard permission, a slash command, a
permission category or every command up to a GM level, for one account or one character, with an optional expiry, who
granted it and when, and a note. Rows are never deleted: removing one sets revoked_at/revoked_by, so the table is also
the history. Nothing reads it yet.
Check: both migrations run on a fresh and an existing database; DatabaseParityTests PermissionGrants passes against
MariaDB (DLU_TEST_MYSQL_HOST) and SQLite gives the same results.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IUgcLookup: search ugc and ugc_modular_build by id, creator, property, model
name or LOT, and find where a creation is placed or mailed. The SQL is shared
by MySQL and SQLite (UgcLookupSql.h).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hashed API keys with scope, restrictions, limits, expiry and batched
usage counters, for MySQL and SQLite, with test stubs and parity tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One row per server and minute (packets, bytes, resends, HTTP requests, errors,
bytes and latency percentiles), written in batches and read summed into
buckets for the longer chart ranges.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client sends SetBBBAutosave (996) with the model being built every five
minutes, before an AFK kick and before quitting, and expects the server to
rebuild an unfinished model later (RebuildBBBAutosaveMsg). This keeps the
last one per character with the model items that were in the BBB inventory
at the time. MySQL 82 / SQLite 65; parity test included.
Refs #1632
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Property worlds now give their property reputation for the time other people spend on it, which
fills the property lists and the news screen's Today's Top Properties. Visitors are counted per
account; the owner's account, accounts linked to it and staff don't count. A visit earns nothing
for the first property_reputation_min_visit seconds (WorldConfig's propertyReputationDelay), then
each active minute (the visitor moved) earns reputationPerMinute times a multiplier, for a capped
number of minutes per visit. Repeat visitors earn less the more recent days they already gave
reputation, and each visitor and each property have a daily cap. Every parameter is a setting;
what each account gave each property per day is kept in property_reputation_visits. The rules are
pure functions with unit tests.
Fixes#636Fixes#637
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
* feat: convert character ids to 64 bits
remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server. the bit does not exist and was a phantom in the first place.
Tested that a full playthrough of ag, ns and gf was still doable. slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works.
migrating an old mysql database works . need to test an old sqlite database
* fix sqlite migration
* remove nd specific column migration
* simplify leaderboard code, fully abstract database
* update exception catching
* update exception catching and sql references, remove ugc from gamemessages
fix deleting model
remove unrelated changes
Update GameMessages.cpp
* remove ugc from gamemessages
* Update GameMessages.cpp
* Update Leaderboard.cpp
* bug fixes
* fix racing leaderboard
* remove extra stuff
* update
* add sqlite
* use a default for optimizations
* update sqlite
* Fix limits on update and delete
* fix bugs
* use definition to switch between databases
* add switch for different backends
* fix include guard and includes
* always build both
* add mysql if block
* Update Database.cpp
* add new options and add check to prevent overriding mysql
* correct config names
* Update README.md
* Update README.md
* merge to 1 sql file for sqlite database
* move to sqlite folder
* add back mysql migrations
* Update README.md
* add migration to correct the folder name or mysql
* yes aron
* updates
* Update CMakeLists.txt
* dont use paths at all, add where check to only update if folder name still exist
check also doesnt check for slashes and assumes one will be there since it will be.
* default dont auto create account
for releases we can change this flag
* default 0
* add times played query
* fix leaderboard not incrementing on a not better score
* add env vars with defaults for docker
* use an "enum"
* default to mariadb
* Update .env.example
* update exception catching and sql references, remove ugc from gamemessages
fix deleting model
remove unrelated changes
Update GameMessages.cpp
* remove ugc from gamemessages
* feat: reward codes
this is for giving rewards across characters as the did in live.
Tested that the default config works
Tested that all claim codes work
Tested that saving and loading claim codes work
Tested that mail sends correctly
* newlines
* include array
* delete cascade
* newline
* address feedback
* Database: Convert to proper namespace
* Database: Use base class and getter
* Database: Move files around
* Database: Add property Management query
Database: Move over user queries
Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval
deleting characters deletes the selcted one
refreshing the character page shows the last character you logged in as
tested all my characters show up when i login
tested that you can delete all 4 characters and the correct character is selected each time
tested renaming, approving names as gm0
Database: Add ugc model getter
Hey it works, look I got around the mariadb issue.
Database: Add queries
Database: consolidate name query
Database: Add friends list query
Update name of approved names query
Documentation
Database: Add name check
Database: Add BFF Query
Database: Move BFF Setter
Database: Move new friend query
Database: Add remove friend queries
Database: Add activity log
Database: Add ugc & prop content removal
Database: Add model update
Database: Add migration queries
Database: Add character and xml queries
Database: Add user queries
Untested, but compiling code
Need to test that new character names are properly assigned in the following scenarios
gm 0 and pre-approved name
gm 0 and unapproved name
gm 9 and pre-approved name
gm 9 and unapproved name
Database: constify function arguments
Database: Add pet queries
* Database: Move property model queries
Untested. Need to test
placing a new model
moving existing one
removing ugc model
placing ugc model
moving ugc model(?)
changing privacy option variously
change description and name
approve property
can properly travel to property
* Property: Move stale reference deletion
* Database: Move performance update query
* Database: Add bug report query
* Database: Add cheat detection query
* Database: Add mail send query
* Untested code
need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs
* Update CDComponentsRegistryTable.h
Database: Rename and add further comments
Datavbase: Add comments
Add some comments
Build: Fix PCH directories
Database: Fix time
thanks apple
Database: Fix compiler warnings
Overload destructor
Define specialty for time_t
Use string instead of string_view for temp empty string
Update CDTable.h
Property: Update queries to use mapId
Database: Reorganize
Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure
Folders: Rename to GameDatabase
MySQL: Remove MySQL Specifier from table
Database: Move Tables to Interfaces
Database: Reorder functions in header
Database: Simplify property queries
Database: Remove unused queries
Remove extra query definitions as well
Database: Consolidate User getters
Database: Comment logs
Update MySQLDatabase.cpp
Database: Use generic code
Playkey: Fix bad optional access
Database: Move stuff around
WorldServer: Update queries
Ugc reduced by many scopes
use new queries
very fast
tested that ugc still loads
Database: Add auth queries
I tested that only the correct password can sign into an account.
Tested that disabled playkeys do not allow the user to play the game
Database: Add donation query
Database: add objectId queries
Database: Add master queries
Database: Fix mis-named function
Database: Add slash command queries
Mail: Fix itemId type
CharFilter: Use new query
ObjectID: Remove duplicate code
SlashCommand: Update query with function
Database: Add mail queries
Ugc: Fix issues with saving models
Resolve large scope blocks as well
* Database: Add debug try catch rethrow macro
* General fixes
* fix play key not working
* Further fixes
---------
Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>