The client sends SetLastCustomBuild (890, a u32-length wide string;
other references) with its rocket build, e.g. "1:14454;1:4714;1:4715;", when it
assembles the rocket the player carries: after EquipInventory at a
launchpad and on load when landing (202 live packets). It stores it as
lastUsedRocketInfo (LWOCharacterComponent::SendMessage 0x00d34330) and
reads it back from char@lcbp on load (0x00ca4910). Live saved lcbp in the
same format on every character.
DLU dropped the message and only set lcbp when the server equipped the
rocket. The handler now keeps the client's build as the rocket config
(saved as lcbp). It does not change whether the player lands on the next
load: DLU uses an empty config to skip the landing after non-rocket
transfers, and that still happens when the server clears it.
Check in game: build a new rocket in the rocket builder, launch from a
launchpad and land: the rocket shown on landing and the builder's default
next time are the new build. Teleport to another world without a rocket
(e.g. from a property): no landing animation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client sends SetTooltipFlag (469: bFlag, then the tooltip,
2 live packets, both tooltip 24) when a tooltip has been shown, and
follows it with SetFlag for the same ID. DLU dropped it and never wrote
char@ttip, so the client's tooltip bits reset on every load.
- SetTooltipFlag message struct and handler: the bit is set or cleared on
the CharacterComponent exactly as the client does it
(LWOCharacterComponent::SendMessage 0x00d34330): tooltips above 127 are
ignored, set = 1 << tooltip, clear = mask ~1 << tooltip (which also
clears the lower bits), shifts of 64 or more give 0.
- Saved as char@ttip, a 64-bit value (the client reads it with
GetLongLongValue in LoadFromSaveData 0x00ca4910). Live wrote it on
every character (226 live charxmls: "0" or "16777216" = tooltip 24).
Old saves without it load with 0.
Check in game: on a new character, trigger a first-time tooltip (e.g.
the one about an item or a new area), change zones and log out and back
in: the character loads normally and the same tooltip does not come back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.
- SetMissionTypeState message struct and handler: the state is stored on
the player's MissionComponent (byte-sized as the client keeps it,
LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
<ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
empty. Read back per <type>; old saves without <ts> load with none.
The client's reader (0x00d171c0) reads v from <ts> rather than from
each <type>, so it files every state under one type; the server keeps
the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
type instead of doing nothing.
Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live, on every equip and unequip (captures: 22,422 ChangeObjectWorldState,
4,269 equip effects, 245 UncastSkill):
- ChangeObjectWorldState on the item to everyone: ATTACHED when equipped,
INVENTORY when unequipped, proxies (sub-items) included.
- The equip-<slot> / unequip-<slot> effect on the wearer to everyone
(effect -1, priority 1.07), the slot picked from the item's equip location
as the client's ItemComponent does (0x00cdafb0): special_l left,
special_r right, hair head, clavicle, chest, legs; none for others (e.g. a
rocket's Extra_1); the item's equipEffects with "equip"/"unequip" when it
has one; no equip effect for noEquipAnimation items, no unequip effect for
proxies.
- Order when an item replaces another: the new item's state and effect,
then the old item's, then the old item's proxies taken away
(RemoveItemFromInventory, UnEquipInventory with ignoreCooldown,
ChangeObjectWorldState INVENTORY, to the player), then UncastSkill for
the old item's equip skills (castOnType 1, not its proxies'), then its
skill removed and the new one added, then the new item's proxies.
- An equipped item taken out of the inventory is followed by
UnEquipInventory (ignoreCooldown) to the player.
DLU sent none of these (only the rocket's ChangeObjectWorldState, which
now comes from equipping it, before RocketEquipped as live).
Check in game (with a second player watching): equip and unequip a hat, a
sword, a shield, a shirt, pants and a backpack; both players see the equip
animation/effect. Put a ninja hood on, then another hat over it: the hood's
back piece disappears and its passive effects end (no lingering aura or
stat). Launch a rocket: it is still shown during the launch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ChangeObjectWorldState's state is optional on the wire (a flag, then the
state when it isn't INWORLD): live sent 80 80 00 00 00 for ATTACHED. DLU
wrote the bare u32, so the client read the rocket's ATTACHED as INWORLD.
UnEquipInventory gets its optional replacementObjectID (the client always
sends the flag; the server-sent copies in the captures have it too), so it
can be sent server -> client.
New UncastSkill (1206, server -> client: the client ends its running
instance of the skill, LWOSkillComponent::msgUncastSkill 0x00bd86d0).
Tests: all three against live capture bytes.
Check in game: launch a rocket; the rocket is shown in the player's hands
during the launch animation (for the launcher and players nearby).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent TotalArmorRepaired / TotalImaginationRestored with what a repair
or restore applied, 0 included (1,050 and 2,148 zeros in the captures: a
power-up picked up at full), and never a TotalDamageHealed or
TotalDamageTaken of 0. DLU counted every change of the value instead, so
setting stats up (loading, respawning, level changes) counted as healing
and a heal at full health counted as 0 damage taken.
Now Heal, Repair and Imagine count what they applied; health lost and
imagination spent still count wherever they change.
Check in game: pick up an armor or imagination power-up when full; the
passport's Armor Repaired / Imagination Restored stay the same. Take damage
and heal; Damage Taken and Damage Healed go up by what the bar shows.
Respawn: Damage Healed doesn't jump.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The passport totals for coins, bricks and enemies came from the client's
ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts;
live's server counted the totals itself and told the client
(UpdatePlayerStatistic). Now:
- CurrencyCollected (the amount gained) right after every SetCurrency that
raised the coins (pickups, missions, achievements, selling, activities);
none for losses. Captures: 15,815 pickups + mission/achievement/vendor/
activity gains, all with the stat; no loss had one.
- BricksCollected (the count) after every add to the bricks inventory the
client is told about (captures: 999 of 1,010, pickups and relocations).
- The kill counts go to the killer right after Die, before the loot:
EnemiesSmashed when the DestructibleComponent's isnpc is set, else
SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538
smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI
and counted as a smashable). Neither while racing. Before, every kill was
a SmashablesSmashed.
- ModifyPlayerZoneStatistic from the client only updates the zone counts,
so nothing is counted twice.
Check in game: pick up coins, sell an item, finish a mission, pick up
bricks, smash a stromling and a crate; each passport number goes up by the
right amount at once and stays the same after relogging (no double counts).
The per-zone statistics still go up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent UpdatePlayerStatistic (1481) server -> client for every statistic
the server counted (59,933 messages in the captures, none client -> server);
DLU only counted them, so the passport stayed stale until the next login.
CharacterComponent::UpdatePlayerStatistic now tells the player's client what
it counts (not what a client reported), with the amount left out when it is
1, byte for byte as the live samples.
MetersTraveled: whole meters now count (each position update's distance was
cut to a whole number before, so short steps never counted) and go to the
client once 25 have gathered (live's values were nearly all 25-33 while
moving) and the rest, 0 included, when the player is taken down on leaving
the world (live sent one more after TRANSFER_TO_WORLD). DistanceDriven goes
out every 10 seconds of racing (inferred: live sent it every few hundred
packets, about 1300 units at race speed).
Check in game: open the passport's statistics page, walk around, collect a
power-up, complete a mission; the numbers go up without relogging. Walk
25+ meters; Meters Traveled matches what the passport shows after
relogging. Change worlds and relog: the meters were kept.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Re-checked against client 1.10.64: Zone::Run calls StreamScenesAroundPosition
with the ghost reference position, and with the controlled object's own
position only when the two differ (ghost reference override on). The client
loads the scene under the reference point and the global scene; with the
override on it also loads the scene under the player and its connected
scenes. The cell lookup (floor(v + 0.5), x cell * resolution + z cell), the
transition pairs and FixupInvalidTransitions match what ZoneScenes does.
Scene ghosting now adds the scenes around the player while the ghost
reference is overridden (cinematics), and the comments say the server keeps
each scene's neighbours too (a superset, so objects across a transition
exist before the player crosses it).
Check in game (with ghosting_scenes=1): walk across scene transitions in
Avant Gardens and Gnarled Forest; objects on both sides show up and nothing
pops in at the line. Play a cinematic that moves the camera away (e.g. a
mission cinematic) and objects around the player stay.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Nav.refresh() fetches the current page and compares the server's HTML
now with the HTML the page started from; only what differs is patched
into the live page (text, attributes, class changes, rows added or
taken away). Typed input stays (the browser keeps what the user
changed while the default value follows the server), and parts built
by the page's scripts are left alone. Where a patch would lose
script-built or script-bound parts, or the page's layout changed, the
page is swapped in again with its scripts, keeping the scroll
position, open tabs, open folding parts and typed input; while the
user is typing it offers a refresh instead.
Live.refreshPage (account, character, bug report and play key pages)
uses it instead of reloading the page, and the "This changed while you
were editing" banner's Refresh does too.
Check: open a play key; in another tab change its uses or active
switch: the first tab's values and badge change without a reload,
and notes typed there stay. Same on a bug report page with a half
typed resolution when it's resolved elsewhere. On a character page,
an in-game save updates it without losing the open tab or scroll.
Test: NavRulesJs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
nav.js (loaded on every signed-in page) follows links and GET forms to
other dashboard pages by fetching the page and swapping in its <main>,
title, page styles and page scripts; the sidebar, top bar and live
WebSocket stay. History entries, back/forward (with scroll positions,
also kept for a reload), deep links, #hash filters and breadcrumbs keep
working. What the old page set up is taken down first: its
document/window listeners, setInterval timers, Live watchers and
topics, DataTables, dialogs and what it appended to <body>. Page
scripts run again in order; DOMContentLoaded/load handlers they add run
once they have all run. A thin bar shows while loading; a failed fetch
shows an inline error with Try again / Open it normally.
Falls back to a normal load for anything that isn't a signed-in
dashboard page, when the account or permissions changed, and for pages
with module scripts or an import map (World 3D, property view and 3D,
UGC server) or data-nav="reload", and when leaving those. Unsaved-change
prompts (beforeunload) are asked before swapping.
Check: click around the sidebar and into accounts/characters: no white
flash, the footer's live indicator stays "live", back/forward return to
the same scroll position, breadcrumbs follow the path (Accounts > an
account > a character). Activity Log links with #search= still filter.
System Log's server picker works. Leaving Settings with a change asks
first. World 3D and a property's 3D view still load (normally). Pages
that poll (Server Health, Instance Load) stop polling once left
(browser network tab). Test: NavRulesJs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The menu's groups stay open or closed from page to page
(localStorage "dash.sidebar", this browser only), applied by an inline
script right after the menu so the first paint already shows them. The
group of the current page opens and stays open until it is closed. A
new top bar button hides the menu on wide screens; that choice is
applied in <head>, also before the first paint.
Check: open and close a few menu groups, switch pages and reload; the
groups stay as left, with no flicker. On a wide window the menu button
left of the user menu hides the menu, and it stays hidden across pages
and reloads. Narrow screens: the Menu button still slides the menu out.
Test: SidebarStateJs (ctest, needs node).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A command may be used when the character's GM level allows it or a grant does: a grant of the command, of every
command up to a GM level, or of the dashboard permission the command follows (so accounts_kick covers /kick). A deny
of any of those takes it away even when the level allows it, except from GM 9 accounts (also while they play at a
lower level). Grants never take anyone below a command's floor above GM 1 (/execute), and commands the client handles
keep their fixed level. Expired grants count for nothing. The grants are the account's and the logged-in
character's, read from the database the first time a command is used and kept on the User. /help lists the commands
a player may use this way. The self and rank rules for commands that act on another player count grants of self_* and
manage_equal_rank too. A denied command says it was taken away.
Check: grant a GM 0 account /spawn (or "every command up to GM 8") on the dashboard, relog, and /spawn works and
shows in /help; deny /spawn from a GM 8 character: "it was taken away"; grant accounts_kick and /kick works (the rank
rules still apply to whom). dGameTests SlashCommandGrantsTest.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What someone may do on the dashboard is now their GM level's permissions plus the grants on their account, minus its
denies (PermissionGrants.h). A deny beats a grant; denies never apply to GM 9, and settings and permissions_manage stay
GM 9 only. The account's grants are read with every request (like its GM level), so a change applies at once, and
they are passed through every check: RouteUtils::Can, CanViewCharacter, the rank rules (self_* and manage_equal_rank),
routes guarded by a permission, the templates' `can`, the API documentation, API access, API key scopes (a key never
does more than its owner may now) and WebSocket subscriptions.
New permission grants_manage (GM 9 by default) and the API to manage grants: GET /api/grants/catalog, GET /api/grants,
POST /api/grants, POST /api/grants/:id/remove. Nobody grants or takes away what they don't hold themselves (a
permission, every permission of a group, a command they may use, every command up to their own GM level), and only on
accounts the rank rules let them manage (their own with self_moderation). Commands with a fixed level or a floor
above GM 1 (/execute) can't be granted. Every change goes in the audit log (grant_permission, deny_permission,
remove_grant). Also: the Showcase gate and the traffic subscription now check their permission by name.
Check: grant a GM 2 account accounts_ban (it can ban, and the Ban button shows); deny a GM 8 account accounts_view (the
accounts list is refused); give an expiry a minute ahead and see it stop; try to grant a permission your account
doesn't have (refused); dWebTests PermissionGrantsTests.
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>
GET /api/chat_filter/test?message=&chat=normal|free says whether the
filter would stop a message from a player below GM 2, word by word and
why: blocked or allowed on the staff lists, in chatplus_en_us.txt, an
approved character name, not allowed, in blocklist.dcf, or no
blocklist.dcf (free chat then stops everything). It follows
dChatFilter::IsSentenceOkay: words split at spaces, normalized the same
way. ModerationTools::ExplainMessage, unit tested.
Check: dWebTests ChatFilterWordsTest.Explain*; the API with a word from
each list, in normal and free chat.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New Mail page (/mail, characters_mail, under Moderation): every in-game
mail newest first and live, with sender and receiver linked to their
character and account, the attachment with its icon and name (waiting
or claimed), and the state (unread, read, deleted by the player with
the time). Filters: state, character (sent or received), account,
text. Open shows the body, the attachment's item ID, subkey and data.
Locale keys in mail (%[MissionEmail_12_subjectText], the game's sender
name) are shown as the client shows them, from locale.xml; the stored
text stays under "Stored text". LocaleText::Expand, unit tested.
The character Mailbox uses the same view. Staff see mail the player
deleted (marked) and a link to the character's mail on the Mail page;
the owner sees only what is still in the mailbox, without account IDs.
/api/characters/:id/mail keeps its old fields and adds the new ones.
Check: /mail with each filter, Open on game, staff and player mail,
a mission mail's subject translated; a character's Mailbox as staff
and as the owner after deleting a mail in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IMail::GetMailHistory and CountMailHistory return mail rows as stored,
deleted mail included, newest first, with the sender's and receiver's
accounts. Filters: character (sent or received), account, text in the
subject, body or a name (LIKE wildcards matched literally), state
(unread, read, attachment waiting, claimed, deleted) and whether to
include deleted mail. MySQL and SQLite share the SQL (MailSql.h).
Check: parity test ParitySeeded.Mail (GetMailHistory).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deleting mail in game now sets mail.deleted_at (migrations mysql 95,
sqlite 78) instead of removing the row. Every read for the game skips
deleted mail: the mailbox, a single mail (claim, read, delete), the
unread count, the economy scan of waiting attachments and the UGC
lookup of mailed models. Deleting a character still removes its mail.
Check: delete a mail in game; it leaves the mailbox, the unread count
drops, and the row is still in the mail table with deleted_at set.
Parity test: ParitySeeded.Mail (DeleteMail).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fleck texture was 50 soft round blobs of one size, bright in the
middle and fading out, which read as a smudgy dot pattern. LEGO's glitter
bricks have many small flat flakes (about half a millimetre) of which
most look faint and a few catch the light. The flecks are now flat
flakes of glitter_fleck_size (0.05 model units, i.e. 0.5 mm; 0.7 to 1.3
of it) with a one-pixel edge, each as bright as its facet catches the
light (0.3 to 1 of glitter_fleck_opacity, 80%, weighted towards dim),
80 a tile by default. The texture grows (128 to 512) to keep a fleck 3
pixels wide. New settings glitter_fleck_size and glitter_fleck_opacity;
glitter_density defaults to 80. Only glitter output changes.
Check in game: reprocess a glitter model; close up, the flecks are small
crisp flakes of varied brightness, not blurry dots; from a few metres
the brick still reads as its color with a fine glitter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Why the glitter never moved: player models (LOT 14) are wrapped in
weeblewobble.kfm (RenderComponentWrapper 9845), so the client makes them
an LWOSkinnedRenderComponent, whose Run (0x00d6d3d0) updates the scene
graph (and so any NiTextureTransformController) only while animation is
enabled, and LWOModelBehaviorComponent::EnableAnimation (0x00be2740)
turns it off for modelType 2, which every placed property model is. The
root flags 0x102 added earlier are only read by the base render
component. Nothing in a placed model's .nif can move.
What does move: shader classes set globals in their own per-frame Run.
Distortion Directional (Ocean) (mapShaders 79, Run 0x010b90c0) slides
its texture layers by fixed shares of a tile a second, as the game's own
pond ripples (S79__pond_ripplesShape). Glitter bricks now get a sparkle
group, S79_GlitterSparkle_Model: their triangles lifted 0.005 off the
brick, vertex colors white tinted by the brick, UVs placed per brick,
alpha tested (ShaderCommon's alpha test phase, GREATEREQUAL 127), with a
stored texture of flat sparkles at alpha 230: one layer's sparkle alone
averages under the test, two meeting pass, so sparkles flash and go out
as the layers cross. The flecks stay (LEGO-AnimUV, now without the
controllers and flags that never ran). The icon and the dashboard's 3D
view leave the sparkles out.
New settings: shader_glitter_sparkle (79, 0 off), glitter_sparkle_size,
glitter_sparkle_amount, glitter_sparkle_tint, glitter_sparkle_brightness;
glitter_speed is now how fast sparkles flash (the sparkle tile). Only
glitter output changes; non-glitter models are byte-identical.
Check in game: reprocess a property with glitter models, then look at
them from a few angles and distances, on each graphics quality:
- sparkles flash on and off all over the glitter bricks, continuously
- no flickering fight between the sparkles and the brick surface
- transparent glitter bricks still see-through, flecks still visible
- nothing drawn where there is no glitter brick; icons unchanged
apart from the flecks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every glitter brick had the same flecks in the same places: the UVs were
the vertex positions projected on an axis plane, so bricks a whole tile
apart (and every brick of the same shape at the same spot in its own
model) looked identical. Each brick now has a number of its own
(UgcGlitter::BrickSeed, from the model's id and the brick's index, kept
per vertex in Mesh::brickSeeds) that turns the projection by an angle
and moves it by an offset under a tile, differently for each axis
plane. A model made again gets the same patterns; every LOD of a brick
the same one. The icon now draws the flecks on the UVs the .nif has
(Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts
the same pattern on every brick as before). Non-glitter models are
byte-identical (hash tests unchanged).
Check in game: reprocess a model with several glitter bricks of the
same shape; the fleck patterns differ from brick to brick.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Drops the analysis views (objects, loot odds, missions, skills, behavior
trees, activities, zones), the name search and the 3D preview, with
their API routes and CDClientRules.h. What stays: the table list,
paging, sort, any-column search, column filters, and linked values that
open the target table filtered to that ID. Old links such as
/cdclient#/object/<LOT> (UGC page, world view) now open the Objects
table filtered to that LOT.
Check in the dashboard: CDClient Browser lists every table; open one,
sort by a column, add a filter, search, page; click a LOT or loot
matrix value; /cdclient#/object/1727 opens Objects id = 1727.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A client asks for a served model's HKX and is answered with the model's
LXFML, so it builds its own collision. That build also writes the
client's own .nif over the served one it downloaded and caches that
file's MD5 as the NIF's manifest info (client 1.10.64:
LWOBBBInterface::GenerateModelFromLxfml 0x00b6c220, MainThread_Process-
ModelResponse 0x00b5a1e0; valid entries never expire, 0x010186d0). On the
next load of the property the client used its cached checksum and file
without asking, and drew its own build instead of the served mesh.
Now, before the property's objects are constructed for a player, the
world sends them the served NIF checksum of every made model placed there
(UgcManifest::OnPropertyLoading). A client whose cached checksum is its
own build's downloads the served mesh again; one that has it already
downloads nothing. Nothing is sent unless ugc_manifest and
ugc_manifest_models are 1.
Check in game (ugc_manifest=1, ugc_manifest_models=1): visit a property
with made models, leave, come back in the same session (and after a
client restart): the models show the served mesh every time, and still
have collision.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When a model finishes on the UGC server while players are on the property,
each client was sent the served NIF checksum, NotifyClientUGCModelReady and
the model constructed again at once. A client that was sent the model's
LXFML shortly before (the property load, a request for a model not made
yet, the owner's brick by brick save) is still building it then: the build
writes its own .nif over BrickModels/UserMade/<id>.nif and caches that
file's MD5 as the NIF's manifest info when it finishes (client 1.10.64:
LWOBBBInterface::GenerateModelFromLxfml 0x00b6c220, MainThread_Process-
ModelResponse 0x00b5a1e0), undoing the switch, so it kept its own build.
That is the usual case: another player's client asks for a model the owner
just placed, gets its LXFML, and that request makes the UGC server make the
model at once.
Now such a client is switched 30 seconds after the last LXFML sent to it
(UgcManifest::ServedMeshSwitches, BUILD_SETTLE); another LXFML sent
meanwhile starts the wait again. Other clients are switched at once, as
before. The served checksum is looked up when the switch happens. HKX
requests are still answered with the LXFML, so collision stays the
client's own.
Check in game (ugc_manifest=1, ugc_manifest_models=1, two accounts on one
property): the owner saves a new model; within about 30 s of the UGC
server making it, the other player's copy blinks out and back with the
served mesh (vertex AO, look of the dashboard's viewer), and still has
collision (walk into it). The owner's copy switches the same way. The
world log shows "Switching ... to the served mesh of model ...".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent UpdatePlayerStatistic (1481) server to client; the struct
already reads and writes those packets. Documents what the client does
with it. Needs the FromLiveCapture test helper.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Game message 1726 (optional object ID, default 0), as the 1.10.64 client
reads it. Live sent it to every player when an object left the world;
nothing sends it yet. Tested against a live capture packet. Needs the
FromLiveCapture test helper.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds FromLiveCapture, which reads a whole captured game message packet
into a struct and requires the struct to write the same bytes back, and
checks DownloadPropertyData (716) with an unowned property packet from
the 2011/2012 live captures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 1.10.64 client's message table (GameMessage::<Name>::Initialize) names
792 DeletePropertyResponse, 793 CreateModelFromClient, 915
PropertyModerationAction and 916 PropertyModerationActionResponse.
Only the enum names change; the IDs stay pinned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The page held one-off repairs from Nexus Dashboard (approve known pet
names, find/delete orphaned pet names, remove every buff, fix property
clone IDs, list mission rewards without a commendation price). Removed
the page, its sidebar entry, its /api/maintenance/* routes, the
`maintenance` permission and the two database calls only it used
(GetAllPetNames, FixPropertyCloneIds). The scheduled tasks (lift expired
bans, fill in pet owners, approve known pet names) and property model
import/removal stay.
Check: the Admin sidebar group has no Maintenance link; /maintenance is
a 404; the Tasks page still lists "Approve known pet names" and "Fill in
pet owners"; property import still works; the Permissions page no
longer lists "Data maintenance".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
StartRailMovement's bDamageImmune, bNoAggro and bShowNameBillboard came
only from the level keys rail_activator_damage_immune, rail_no_aggro and
rail_show_name_billboard, which 23 of the 80 level rails do not have, so
those rails sent false. The client reads the same flags from the
RailActivatorComponent row (DamageImmune, NoAggro, ShowNameBillboard; all
11 rows are 1) in LWOPlayerForcedMovementComponent::LoadRailData
(0x00c85dc0), and the message's values replace the row's unless bUseDB
(msgStartRailMovement 0x00ccd9c0). The server now takes the row's value
and lets a level key replace it when the key is there. Wire format is
unchanged; only the flag values sent for the 23 rails change (to true,
matching the 5 live samples).
In game: ride the 23 rails without the keys, all in the Ninjago earth gauntlet
(earthgauntlet levels: dart spinners, 8 spinners, millstones, boss) near enemies: you are not
damaged or targeted while riding, and name billboards behave as on the
other rails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A level object's smashable_loot_matrix replaces the DestructibleComponent
LootMatrixIndex when smashable_loot_matrix_set is true or absent and the
matrix is not -1, as the client resolves it
(LWODestroyableComponent::LoadConfigData 0x00c44cb0). DLU only read the
key in BaseInteractDropLootServer, so tagged smashables dropped their
template's loot. Resolution in DestroyableComponent::GetLevelLootMatrix,
with tests. No wire change.
In game: smash level smashables that carry smashable_loot_matrix_set=1
(11 level objects in the 1.10.64 levels) and ones with a matrix but no _set key; they drop the
level's loot instead of the template's. Ordinary smashables
(smashable_loot_matrix_set=0) drop what they did before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client (LWODestroyableComponent::LoadConfigData 0x00c44cb0) uses a
level object's set_faction only when override_faction is absent or true;
with override_faction=0 LoadDataFromTemplate (0x00c9f900) puts the
DestructibleComponent factionList back. 2948 level objects have
override_faction=0, and DLU applied their set_faction anyway. The
resolution is now DestroyableComponent::GetLevelFactions, with tests.
No wire change.
In game: enemies and smashables placed in levels with a set_faction but
override_faction=0 (most smashables, many enemies) are targeted and
aggro as before for the common case; check a few enemies in AG/GF/FV
still fight you and friendly objects are not attacked, and that
smashables still smash and give credit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entering build mode pushes the equipped items (PushEquippedItems); the
thinking hat and a model picked up off the property are then equipped
until PopEquippedItems puts the old equipment back. A character save in
between (the world's periodic save, a disconnect, a zone change) wrote
what was equipped at that moment, so a carried brick built model (LOT
6662) was saved in MODELS with eq="true" and equipped again on every
load. While the equipment is pushed, the save now writes the pushed
equipment as equipped instead. Nothing is dropped from the save.
In game: on a property, pick up a brick built model and carry it, wait
for a save (or log out) while carrying it, log back in: the model is in
the Models bag, not equipped, and your normal gear is worn. Characters
already saved with an equipped model keep it until it is put away or
the save is cleaned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client registers SetPropertyModerationStatus as 1594
(GameMessage::SetPropertyModerationStatus sets id 0x63a; no client
code uses 1593). The enum had the two names one slot off. Names only;
the IDs are unchanged and the pin tests still check both values.
In game: nothing changes; neither message is sent yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The client puts a shape in its sorted, blended pass only when its
NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags
0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn
solid with blending off. Transparent (and transparent glitter) shapes now
get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own
brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models
with a transparent brick change; the others are byte for byte the same.
- dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and
Processing/ (the CMakeLists says what each holds); includes are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Stopping waited for every worker to finish its model, and with the path
traced hidden-face removal a big model takes minutes, so a restart hung.
UgcThrottle::Cancel(true) (set by UgcProcessor::Stop) makes Checkpoint,
which the long loops already call, throw UgcThrottle::Cancelled; the worker
abandons the job without writing or recording anything, so its row stays
waiting and is made again after the restart. The throttle's sleeps wake to
check it. Previews answer 503.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- IUgc::GetUgcProcessTotals sums what the UGC server made, for models and
for car and rocket builds: count, time spent (and how many are timed),
CPU time, average and slowest, average and most memory (estimate),
bricks, triangles and triangles saved (models whose count before hidden
face removal is known). /api/ugc returns them as totals and the UGC page
shows a card for each kind. Parity tested.
- Player models no longer have a shared icon preset: every one is a
different size and shape, so its icon is fitted to it from the settings.
The UGC server ignores a kind:model preset, the dashboard refuses to save
one, and the icon editor hides the type buttons for models. One model's
own icon values still work. Car and rocket build types keep theirs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game shader views looked up each shader's technique in the manifest's
"techniques". Property scenery manifests are cached by browsers for a day
(world ones for an hour), so after the update a browser drew the property
view from the manifest the older server had sent, which has no
techniques: every shader fell back to LEGO, whose decal texture alpha
laid the see-through tree, rock and water textures over white vertex
colors. Nimbus Isle came out with white trees, rocks and water, a yellow
build surface and a solid white build border.
- Manifest URLs carry the conversion format the views are written for
(?format=5, scenery-core.js SCENERY_FORMAT), so a kept manifest from
an older server is never used; SceneryCoreJs checks it matches
Scenery.cpp FORMAT_VERSION.
- A manifest without techniques (an older server's) is drawn with the
viewer's own lights and its textureAlpha table instead of every
shader guessed as LEGO.
- A material whose NiAlphaController animates its alpha is drawn at its
highest key. The AnimAlpha shaders now use the material alpha, and
effects resting at 0 in the file (the Venture Explorer's lightning)
had vanished. Conversion format 5.
Checked by rendering the world view of every zone with models and the
property view of every property template (headless, fixed cameras)
before and after, and the Nimbus Isle property with a manifest stripped
of its techniques, which reproduced the white look.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 42 depth renders only saw faces in direct view, so faces reached only by
bounced light (interiors, recesses, rooms seen through openings) were removed.
UgcHsr traces the paths LU Toolbox's Cycles bake traces, directly from points
on each opaque triangle, and removes a triangle only when none of its paths
reaches the sky:
- points in rows along the triangle's longest side, hsr_sample_spacing apart
(0.1143, 7 x 7 on a stud-sized square), at least hsr_min_points (28, the
texels LU Toolbox bakes for a triangle), at most 4096
- hsr_samples (8) paths from each point, at most hsr_bounces (8) bounces, as
Cycles 3.1 samples the bake material (Principled BSDF defaults: Burley
diffuse and GGX specular, defensive sampling, Filter Glossy, 4 glossy
bounces, Russian roulette from the second bounce, ensure_valid_reflection);
no direct sky sampling (Cycles doesn't sample a flat world as a light)
- hsr_ground_plane: LU Toolbox's black box under LDD's floor
- decided per triangle, deterministic per model; triangles without area removed
- the VC pre-pass isn't done
Checked against LU Toolbox's operator in Blender 3.1.2 on the same meshes (27
models, 937,814 triangles): 501,362 removed there, 501,172 here, differences
as large as LU Toolbox's own between seeds. optimize_resolution is retired;
remove_hidden_faces=0 makes the same files as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- resources/*.ini list the 73 settings the catalog knew but the files left
out (dashboard AI helper, backups, metrics, public status, strikes,
property rent and reputation, chat log, contraband, logins...), with
their title, description and default. The test
ShippedFilesListEveryCatalogSetting keeps it that way; with
DLU_WRITE_INI_TEMPLATES=1 it writes the missing ones.
- ConfigSync forgets a setting row when its key has left a file the
server read: from the file, no value set on the dashboard, not a
permission level. Before, rows of removed keys stayed forever.
- Docs: where setting rows come from and when they go, the templates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With new binaries in place, master moves everything onto them while the
server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to
master):
- database migrations of the new build first; a failure stops there
- UGC finishes the jobs it is running (queued rows stay pending), auth
restarts, chat hands its teams to master for the next chat server; master
starts the new processes and retries ones that don't come back
- once the new chat server is up (CHAT_SERVER_READY) every world connects at
once and sends its players again (LoginSessionNotify resync, no login logged)
- every world instance is replaced with an instance migration: public worlds
and private ones (same password) at once, properties after the old instance
saved and froze the property (MIGRATE_PREPARE: no building, claiming or
saving there any more), activity zones and character select once their
players left or after a wait; empty instances just stop, zones in
prestart_worlds get a new one first
- the dashboard restarts last and picks the status up again
Players land where they stood (position carried in CarriedPlayerState, also on
properties and Moon Base). Draining instances get no new players
(InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the
world list. The order lives in LiveUpdateMachine.h without master state and is
unit tested; master's glue is LiveUpdateCoordinator. Master itself is not
replaced. Message IDs are appended only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
"Clear threat list Trigger Wall" (LOT 13632) on the NS medium property was
drawn as a big red wall: nothing in its data hides it, its client script
does (scripts/02_client/map/general/l_set_invisible.lua sets it invisible in
onRenderComponentReady). The scenery now reads each object's client script
once and treats an object as hidden, like renderDisabled, when a
self:SetVisible{visible = false} is directly in onStartup or
onRenderComponentReady (not under a condition). 12 LOTs match: trigger
volumes, effect containers, a scripted camera, dummies, booty chests (shown
once dug). They show with Hidden objects on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client updates an object's scene graph each frame only when its root
NiNode has the selective update bit (0x02; LWOBaseRenderComponent::Run
0x00d5d770 via NiAVObject::GetSelectiveUpdate 0x00413050). Our roots had
0x110, so a glitter model was updated once when it loaded and its texture
controllers never moved. A model with moving glitter now has 0x102 on its
root and the glitter group's nodes and 0x1A on the glitter shapes, as the
client's own AG ocean; still glitter and everything else keep the flags
they had.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.
Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.
NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
/reprocessproperty and the dashboard's Reprocess all models mark the
property's models as priority (ugc.priority, migrations mysql 94 and sqlite
77). The UGC server takes priority models first, polls them even when its
queue is full, and puts them at its front, as it does cars and rockets. The
flag clears once a model is made.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.
The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.
A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>