Commit Graph

361 Commits

Author SHA1 Message Date
Aaron Kimbrell
4a7cac4f35 feat(chat): activity lobby state machine for matchmaking across worlds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 04:29:59 -05:00
Aaron Kimbrell
e11493008d feat(net): MATCH_REQUEST and MATCH_TRANSFER chat packets and the chat server's MatchUpdate
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>
2026-09-30 04:29:59 -05:00
Aaron Kimbrell
d71e44f3e1 feat(world-reload): keep properties until empty
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 Every instance acted on is marked outdated; the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>
2026-09-30 04:29:54 -05:00
Aaron Kimbrell
891f21daa9 feat(live-update): never move properties; mark old instances outdated
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up to date every instance running at the start is marked outdated, and a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>
2026-09-30 04:29:54 -05:00
Aaron Kimbrell
8f891229e6 feat(master): outdated instances take nobody new and stop once empty
Instances on an old binary or old zone files are marked outdated: routing,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 Outdated properties remind their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>
2026-09-30 04:29:54 -05:00
Aaron Kimbrell
19b6443fb4 fix(ugc): metal look only from the client's material types
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>
2026-09-30 03:50:37 -05:00
Aaron Kimbrell
12c5b34a5d feat(world3d): scene switch and world marker rules for following across worlds
followedMove (live feed), worldAt/captureSwitch (capture playback), worldMarkers and
markersHtml, with node tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 03:21:53 -05:00
Aaron Kimbrell
d8900c5d68 feat(net): CaptureTools::Worlds lists each captured character's world visits
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>
2026-09-30 03:21:53 -05:00
Aaron Kimbrell
16545d573e feat(master): watch world zone files and replace instances that loaded old ones
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>
2026-09-30 02:51:21 -05:00
Aaron Kimbrell
ab395a1af9 feat(net): WORLD_FILES, WORLD_RELOAD and WORLD_FILES_STATUS master messages
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>
2026-09-30 02:51:21 -05:00
Aaron Kimbrell
b629766182 fix(mail): new mail notices in live's form
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>
2026-09-30 02:51:21 -05:00
Aaron Kimbrell
b0819df5b6 feat(dashboard): Network summary has each server's port and machine
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>
2026-09-30 02:39:24 -05:00
Aaron Kimbrell
a93f5f810b feat(master): the server list names each server's port and machine
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>
2026-09-30 02:39:24 -05:00
Aaron Kimbrell
a110594c9e feat(dashboard): Network model has ports, machines and cross-machine links
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>
2026-09-30 02:39:24 -05:00
Aaron Kimbrell
7f96a0a406 test(mail): pin mail packet and mailbox message bytes
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>
2026-09-30 02:34:40 -05:00
Aaron Kimbrell
1f87b2557d feat(cdclient): servers open master's fdb copy, never the client's file
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>
2026-09-29 23:20:20 -05:00
Aaron Kimbrell
b05b84ff30 feat(net): CDCLIENT_RELOAD master message
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>
2026-09-29 23:20:20 -05:00
Aaron Kimbrell
27a4564fec feat(cdclient): make a new CDServer.sqlite off-thread and swap tables in place
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>
2026-09-29 23:20:20 -05:00
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
2e7bea3be8 fix(dashboard): a closed Game clients box keeps its links to worlds with idle players
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:15:31 -05:00
Aaron Kimbrell
f86f173cae fix(dashboard): Network page in six columns with chat in its own, boxes that leave room, links spread along each side
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:14:40 -05:00
Aaron Kimbrell
79d69bf4ac fix(master): a rocket launch preps the clone the player is going to
Launching to a property started an extra clone 0 instance of the zone besides the property's own, because
the prep only carried the zone. PrepZone now carries the clone when there is one (written only then, so a
plain prep is unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:11:20 -05:00
Aaron Kimbrell
b6518caa9c test(capture): fixtures check client game messages, with a synthetic fixture
The fixture check now also reads every recorded client game message with the
struct the server reads it with (GameMessageHandler::CreateReceived) and writes
it again: it must read the whole message and give back the same bits. Game
message fields are decoded with the server's structs in the fixture tests.

A synthetic fixture, built in the test from the server's own structs (login,
position update, a client game message), goes through the export steps
(portable, anonymised, saved, read again) and passes the same checks; recorded
fixtures stay in tests/fixtures-local and are never committed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:34:35 -05:00
Aaron Kimbrell
0b58b3ec97 test: clear the game globals the test fixture deletes
GameDependenciesTest deleted the logger, config and managers but left the
pointers set, so a later test without the fixture (packet capture) logged
through a freed logger and crashed when the whole suite ran.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:34:34 -05:00
Aaron Kimbrell
332bc04ce8 feat(capture): record whole packets of an account, a character or everything on every server
Staff arm a packet capture on the dashboard; master passes MESSAGE_CAPTURE_CONTROL ARM to
every world, auth and chat and arms its own. Each server's PacketCapture tap (dServer receive,
and a send hook in RakPeer::Send so replica constructions are seen too) records into one
preallocated chunk per server and ships sealed chunks through master on the main loop when
capture_flush_bytes or capture_flush_interval_ms is reached; past capture_buffer_max_mb the
oldest chunks are dropped and the dashboard records a gap. Nothing is armed: one flag check.

- targets: an account (from its login; packets before the login are kept per connection
  and added once auth or the world knows whose they are), a character (from when it is
  picked), or everything; up to 8 at once (a bit each in the record mask)
- worlds and auth record their clients' packets and the master link messages of a captured
  player (session keys by name, zone transfers by request, player added/removed, migration);
  chat finds the player in each packet; master records server traffic for everything
- secrets are never recorded: structs that carry them (login request, login response user
  key, world validation session key, session key messages between servers) are read,
  blanked and written again before recording; auth keeps only the handshake and login
- PacketDecoder: a registry by service and message id names every packet and decodes the
  registered structs; CaptureBundle is the file format (DLUBNDL1, metadata, records);
  CaptureTools orders records on one timeline, pulls movement out, makes bundles portable
  or anonymous and diffs replays
- the dashboard keeps packet captures in message_capture_sessions (capture_kind 1) and
  their packets in a file under capture_dir, one write per batch; arming is audited
- MESSAGE_CAPTURE_CONTROL/DATA only gain appended enum values and trailing fields

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:34:34 -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
c57ef49b15 feat(dashboard): Network groups open in place as a filterable list in their box
An open group (game clients, web clients, a zone's instances) keeps one box
that grows by its rows, at most 8 in view with the rest scrolled. Each row
in view is a link end of its own with only its member's traffic, and the
open box's header has none. Members are filtered by name, account or user,
instance and (with network_ips) address, in a steady order; web clients
show the dashboard user.

The filter and rows are HTML over the SVG, made once and then moved and
updated in place, so live updates keep the typed text, the focus and the
scroll; links follow the list's scroll. The box grows and shrinks with its
list, and the List view nests the members under their group with the same
filter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00
Aaron Kimbrell
2fb68cd20e feat(dashboard): Network connections name the web client's dashboard user
Web clients are one entry per address and signed-in account, with user and
account_id; the user is shown without network_ips too, the address then
masked as before.

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
6230d35518 test(dashboard): fail when game text is written into the pages
GameTextJs scans templates, scripts and the routes' strings for the
game's zone, item and character names and currency labels, with an
allowlist for legitimate uses and a self check of the scanner.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:47 -05:00
Aaron Kimbrell
a6fc67a4bb feat(dashboard): GameText, the game's text in the viewer's language
One helper for game text on the dashboard: zone names, locale phrases,
localized table columns, %[key] expansion and the game's currency words,
looked up in the viewer's language (a cookie pick, else Accept-Language),
falling back to en_US and then the key or id. Unit tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:46 -05:00
Aaron Kimbrell
8cbae8bb22 test(cdclient): benchmark startup and a big inventory with and without the fdb
Skipped unless DLU_FDB_BENCH_XML names a character save; prints startup
time, inventory load time and resident memory (private and file-backed,
on Linux) for DLU_FDB_BENCH_MODE=fdb or sqlite.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:46 -05:00
Aaron Kimbrell
a4fa7eb30a perf(cdclient): read ComponentsRegistry, ItemComponent and Objects from the fdb
The world and master servers pass the client's res/cdclient.fdb to
CDClientManager. When it opens, these three tables, all looked up by
their first column, find rows through the fdb's buckets instead of each
process caching the whole table: ComponentsRegistry keeps nothing,
ItemComponent and Objects keep only the entries asked for (their API
returns references). Ids whose rows CDServer.sqlite changes are loaded
from SQLite at startup and win. Without an fdb (or with one whose
columns don't match) the tables load from CDServer.sqlite as before.

ItemComponent and Objects now fill entries from one template for both
sources instead of copies of the same field list.

Tests cover the SQLite changes on top of the fdb, the no-fdb and
unmapped paths, and, when DLU_CLIENT_RES points at a client, every id of
the three tables through the fdb against CDServer.sqlite.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:46 -05:00
Aaron Kimbrell
17eb26fb1d feat(cdclient): open the client's fdb next to CDServer.sqlite
CDFdb opens cdclient.fdb once per process and hands out a table when its
columns match the CDServer.sqlite table of the same name. CDServer.sqlite
stays the source of truth: the CDServer migrations change a few rows, so
FindChangedKeys compares both files row by row (a hash per row, summed
per key) and returns the keys that differ, for the tables to read from
SQLite. RowFields reads an fdb row with CppSQLite3Query's accessors and
defaults, so a table fills its entries from either file with one piece
of code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:45 -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
94b411a32e feat(combat): TacArc picks its targets in the client's order
The client's TacArcBehavior::Cast (0x00fb2d10) sorts the targets in the arc nearest first, or by weight when
distance_weight or angle_weight is set (sortWithWeights, 0x00f58cd0: distance_weight * (max range - distance) /
max range + angle_weight * (180 - angle) / 180, heaviest first). With use_attack_priority, SortByAttackPriority
(0x00f72900) then buckets them by GetAttackPriority, lowest first, keeping that order inside each bucket; only the
DestroyableComponent answers it, and an object without one counts as 1. DoHit keeps the first max targets.

Nothing else ranks targets: enemies are taken over nearer smashables only because their attack_priority (1) is
lower than most smashables' (10). use_attack_priority is off when a behavior does not set it (TacArcBehavior::
Initialize, 0x00f9b980), as before.

The server sorted by distance only and ignored the flag, so a one-target swing hit the nearest crate instead of the
enemy behind it. OrderTargets now does the client's ordering, with equal targets in ascending id order (the order
the client's id set hands them over in); the chosen targets are still written in ascending id order (issue 1045).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:44:48 -05:00
Aaron Kimbrell
c44af311ad feat(dashboard): client system info, as reported by the client
Account pages get a Client system info (as reported) card (client_sysinfo):
every description the account's client sent at login, newest first, with the
raw values, the memory text split into numbers and each field's caveat. The
address is only shown with logs_audit. The Client System Info page (Logs &
Health) shows the spread across players from each account's newest report:
Windows version, video card, memory buckets, processor count and client build,
marked as client-reported and approximate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:22 -05:00
Aaron Kimbrell
7bc41f2246 feat(db): client system info as reported by the client
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>
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
9b00e437e8 fix(dashboard): Network connections are one entry per player or per connection, not per address
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>
2026-09-29 19:07:27 -05:00
Aaron Kimbrell
a824ff9914 feat(dashboard): drag the Network page's boxes around; links coloured against the busiest link
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>
2026-09-29 18:41:35 -05:00
Aaron Kimbrell
6a59da1748 fix(dashboard): web clients sit right of the dashboard on the Network page
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:38:17 -05:00
Aaron Kimbrell
e6b7677c1f feat(dashboard): Network page with a live traffic flow diagram
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>
2026-09-29 18:28:39 -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
3b778065cf feat(traffic): send the peer split and connections in SERVER_TRAFFIC
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>
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
f3a49991d4 feat(dashboard): guild, team and whisper chat histories
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>
2026-09-29 18:23:23 -05:00