Every LU MessageType has a struct or is listed as never used by this server; every game message struct reads;
samples of each family and of sent game messages read back; replica constructions, updates and destructions written
by the server's own serializers read back. Generator finds constructors defined in the .cpp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Links the game for its message structs, reads the components of every LOT at startup, and decodes a capture's
replica packets once, in timeline order, on a worker thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ReplicaDecoder mirrors Entity::WriteBaseReplicaData and each component's Serialize, keeps what each network ID is
per world instance, and shows the rest as bits when no layout fits. CaptureTool links the game: game messages are
decoded (and compared in replays), and decode --cdserver reads replica packets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameMessageDecoder reads every NetGameMsg struct (generated member lists in GameMessageFields.inc) instead of 10
hand-written ones; DisplayTooltip gets the Deserialize it lacked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The capture viewer's LU packet fields come from each struct's Deserialize and a member list generated from the
struct definitions (tools/gen_game_message_fields.py -> dNet/PacketFields.inc), replacing the hand-written list of
25. Secret members are never listed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A list cut short inside the flags was read as if complete; an older master's list, which has none, still
reads. The test checks every cut.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MATCH_TRANSFER is appended after GUILD_DISBAND (71); the chat ids from
CREATE_TEAM on are pinned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Busy property instances on changed files are kept (KEEP_UNTIL_EMPTY) instead
of saved, frozen and moved. Every instance acted on is marked outdated; the
files status carries the flag (bit 4).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Property instances are left out of the replace plan. Once the database is
up to date every instance running at the start is marked outdated, and a
zone that already got a new instance is not started again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Instances on an old binary or old zone files are marked outdated: routing,
private passwords and merges skip them. Outdated properties remind their
players every 10 minutes that an update is waiting (ANNOUNCE) and stop once
empty. A new instance of the same property waits for the old one to be gone
before its world server starts, so two worlds never save one property.
The server list carries the flag after the endpoints (read when present).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Metal was drawn with metalness 1 in the room environment at half strength with one
sun, so metal groups came out nearly black. The game's metal keeps the vertex
color (lit, plus a reflection tinted by it), so metal is now part metal with a
stronger reflection, the environment is brighter and a sky over ground fill
lights the sides away from the sun.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LU Toolbox's metallic table also has colors the client's Materials.xml types
shinyPlastic, such as 131, the grey of many baseplates, so whole baseplates went
into S88_Metal_Model. Metal now comes from the Materials.xml types (shinySteel)
and the settings' colors only; the table still gives colors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live: when the position feed reports the followed player only in another world,
load its scene, keep following and toast where they went. Capture playback: load
every zone's movement, switch the scene at the followed character's world change
(forward and when seeking back), follow a lone captured character from the start,
and mark world changes on the replay slider.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
followedMove (live feed), worldAt/captureSwitch (capture playback), worldMarkers and
markersHtml, with node tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
/api/inspector/sessions/:id/worlds lists the captured characters' moves between
world servers with the zone's name from the locale; /positions also returns them,
takes ?zone=all and names each track's character and zone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One entry each time the packets a character's client sends carry another zone or
instance, in time order, for following them across world servers in playback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master hashes each reported file on a worker, polls size and mtime every
world_watch_seconds (a change must hold still for one poll), and replaces
stale instances with the instance migration (Mythran shift, or seamless
with world_reload_seamless=1); empty ones are stopped. Also on WORLD_RELOAD.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (47-49); the pin test is
updated. A world sends its zone file list to master once it is ready.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ZoneFileLog keeps the .luz, .lvl, .lutriggers, terrain .raw and navmesh a
world read while loading its zone: absolute path of the loose file (or
the name in the pack), size and an FNV-1a hash of the bytes read.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live filled a NewMail notice with the mail it was about: the mail ID, the
player, the attachment (LOT -1 without one) and a count of 1, and at load sent
one notice per unread mail. DLU sent one notice with every field 0 and the
unread total as the count. The answer to NotificationRequest names the player
and no mail, with LOT -1 and the unread count, as live's did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Six columns squeezed into a phone's width drew the boxes over each other; the diagram now keeps at least
1100 px and its card scrolls, with the lists and tooltips following the scroll.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard keeps master's server list endpoints and joins them into the
Network summary: its listening port and its machine as a token, since the
summary goes to every open page. The connection list maps the tokens to
addresses for viewers with network_ips. The dashboard reports its web port.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master keeps the address and port auth, chat, the dashboard and the UGC
server report when they connect and sends them, with its own and every
world's, after the list's world states. A server's machine is the address
master sees its connection come from; loopback and master's external_ip are
master's machine. Servers can report another port than their RakNet one; the
UGC server reports its web port.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Boxes are named with their listening port, instance rows show theirs and
player rows their remote ports (with network_ips). With servers on more than
one machine each machine's boxes sit in a labelled frame with its totals,
foldable into one box and remembered per browser; links between machines are
dash-dotted with a diamond half way. Tooltips, details and the List view name
each server's machine. One machine draws no frames.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Server boxes and instance rows carry the listening port, player rows their
remote ports when the list has them. With servers on more than one machine
the graph lists the machines with their totals, a zone on several machines
is a box per machine, a folded machine is one box, and the layout stacks
each machine's boxes in a framed band; links between machines are marked.
One machine lays out as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live followed pushGameState with NotifyClientObject OpenMail to the mailbox, and
ToggleMail with CloseMail. The mailbox's client script uses them to mark itself
in use (no interact icon, no second use) while the Mail UI is open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The empty and one-entry mail list, the notification layout and the mailbox's
pushGameState/ToggleMail/OpenMail/CloseMail messages, checked against the
client's layout and live captures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master copies the fdb at startup, polls its size and mtime every
cdclient_watch_seconds, builds the new copy and CDServer.sqlite on a
worker, switches itself, writes the pointer file, tells every world and
keeps the last two copies.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Worlds, the UGC server and the dashboard open the pair named in
resServer/cdclient-current (CDServer.sqlite without an fdb when there is
none). Worlds switch to a new pair on CDCLIENT_RELOAD between frames.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (46); the pin test is updated.
With names it tells a server which fdb copy and CDServer.sqlite to switch
to; without them it asks master to check the client's fdb now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CDClientSnapshot converts a copy of the client's fdb into its own
CDServer-<hash>.sqlite with the cdserver migrations applied, on its own
connection. CDClientDatabase::Reconnect opens the new file before letting go
of the old one; CDClientManager::Reload empties every table (old entries kept
alive so references from spawned objects stay valid), retires the old fdb view
and loads again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
So a worker can make a new CDServer.sqlite without touching the shared
CDClient connection or the logger.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>