Commit Graph

155 Commits

Author SHA1 Message Date
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
381800fe5e feat(dashboard): Network groups open and close smoothly
A labelled button (▸ 3 instances, ▸ each, ▾ group) or a double click opens a group; its members stack
where the group is (or was dragged to), boxes glide to their new places and new ones fade in. Rows keep
a fixed pitch, so opening a group only moves its own column, and open groups are remembered per browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:30:31 -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
05a99cef82 feat(dashboard): client_sysinfo permission and retention
client_sysinfo (GM 5, grantable) shows the client system info; the Log pruning
task deletes rows not seen for log_client_sysinfo_days (90).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:14 -05:00
Aaron Kimbrell
55775d9623 feat(auth): keep the client's system info at login
After a successful login the auth server stores the system description the
client sent (memory text, video card, processor fields, Windows version fields)
exactly as sent, on the main thread with the login's other writes. The address
is only kept while log_login_addresses is on; log_client_sysinfo (on) turns the
whole thing off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:14 -05:00
Aaron Kimbrell
1e5660512e refactor(chat): remove the chat server's web API
The dashboard's API covers what it offered (online players, teams, announcements) with API keys, so the
chat server no longer runs a web server; its settings show as unused on the settings page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:09:02 -05:00
Aaron Kimbrell
8948e2e81a fix(dashboard): Network links follow dragged boxes; Diagram or List, no Auto
Links leave and enter on the sides that face each other (top and bottom when one box is above the
other), so moving a box no longer leaves links ending in the air.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:07:27 -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
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
6c43753fb2 feat(dashboard): chat flags queue
Staff flag chat for review (chat_flag): one message or several from one
conversation, with who it is about and a note. The flag keeps a copy of the
messages and 10 before and after. The Chat Flags page (Inbox, badge for open
flags) filters by status, character and account; a flag links to the character,
the account (mute, warn, ban), their player reports, their other flags and the
conversation, and shows its history. Reviewers (chat_flag_review) mark it
actioned or dismissed, change the note, link a player report or comment; all of
it is in the flag's history and the audit log. The sidebar adds Team Chat.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:23:23 -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
Aaron Kimbrell
6fd0dbd723 feat(dashboard): keep chat for 30 days by default
log_chat_days defaults to 30 (was 90). Pruning stays on the Log pruning task's
own database connection.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:23:23 -05:00
Aaron Kimbrell
8e440d4928 feat(dashboard): reading whispers is its own permission
chat_dms (GM 8) reads whispers; chat_private is now team and guild chat only.
Adds chat_flag and chat_flag_review (GM 3). Both can be granted per account or
character with the permission grants.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:23:22 -05:00
Aaron Kimbrell
063361711b feat(dashboard): pick and compare the processor
Make again gets a Made by picker, /api/ugc/options lists the processor
choices and default, the settings page has the toolbox_* settings, and
/reprocessproperty takes native or toolbox-blender.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:47:40 -05:00
Aaron Kimbrell
744bee40df feat: log the build identifier at startup and show it on the dashboard About page
Every server logs BuildInfo's build string as its version; the About page
also shows the build kind and commit, and log bundles name the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:29:46 -05:00
Aaron Kimbrell
db63fd2919 feat(ugc): ray_backend=embree-gpu traces on Intel GPUs with Embree's SYCL (optional build)
The third ray backend, so every machine has a library for it: Embree on x86
CPUs (embree), HIPRT on AMD and NVIDIA GPUs (hiprt), Embree through SYCL on
Intel Arc and Xe GPUs (embree-gpu).

- CMake option DLU_EMBREE_SYCL (off). dUgcServer/EmbreeSycl is a project of
  its own built by a SYCL compiler (DLU_SYCL_CXX; icpx through ONEAPI_ROOT or
  the path, or the open source DPC++'s clang++ through DPCPP_ROOT) as an
  external project: Embree 4.4 with EMBREE_SYCL_SUPPORT, linked statically and
  bound inside (-Bsymbolic, only its C functions exported, so it never meets
  the servers' own Embree), and the GPU kernels (nearest hit skipping a ray's
  triangle, any hit), into libdlu_embree_sycl next to the servers
- UgcRaysEmbreeGpu loads it the first time embree-gpu is asked for; one GPU for
  the process (embree_gpu_device picks it), the workers take turns, the
  occlusion rays in batches as for hiprt
- without the build, the library or a supported Intel GPU it falls back to
  embree and says why (the UGC server's log at start, --make-model on stderr)
- the option names, the settings page, the dashboard's picker, /reprocessproperty

Verified here: the default build and ctest; the SYCL build with the open source
DPC++ 7.1.0 (compiles, links against oneAPI's libsycl.so.9, exports only its C
functions); on this machine (no Intel GPU) it loads, finds no GPU and falls
back to embree. Not verified: tracing on an Intel GPU (none here).

Check: on a machine with an Intel Arc or Xe GPU and oneAPI, configure with
-DDLU_EMBREE_SYCL=ON and run UgcServer --make-model x.lxfml out embree-gpu;
the UGC tests then compare it with Embree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
edba81ff7c refactor(ugc): Embree is required; the hand-written ray hierarchies are gone
Embree 4 (always built) replaces the UGC server's own bounding volume
hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no
fallback to them. ray_backend is embree (default) or hiprt (optional build;
Embree when it can't be used).

Settings, stored options and stats that say builtin still read: it is embree
(UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker,
/reprocessproperty and --make-model offer embree and hiprt.

Tests: the backends are compared with Embree (hiprt when built), Embree against
rays whose hits are known, and the clutter's occlusion against what the old
hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the
pinned model hashes are unchanged with Embree.

Check: ray_backend=builtin in an ini still starts and uses embree; the
settings page offers Embree and HIPRT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
07154c58d2 refactor(ugc): remove the path traced hidden-face method; the renders are the only one
The path tracer that imitated LU Toolbox's Remove Hidden Faces took 17 to 100
times as long as the renders from 42 directions around the model, too heavy to
use. It goes with its settings (hsr_method, hsr_samples, hsr_bounces,
hsr_sample_spacing, hsr_min_points), its side by side tracing for GPUs and its
tests. The renders (UgcRender::VisibleFromAround) remove hidden faces as before
that method existed; their size is hsr_resolution (1024), and the memory
estimate counts their buffers again.

The hidden-face method is no longer a processing option: the dashboard's picker,
/reprocessproperty and --make-model take only the ray backend (the occlusion's)
and denoising. Options stored before (made_options, process_options,
ugc_process_runs, --make-model arguments) that name toolbox or fast still
parse; the word is skipped.

Check: the settings page has no hsr_method or path settings and has
hsr_resolution; /reprocessproperty embree toolbox still works (toolbox
ignored); models made with the defaults keep their hashes (UGC tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
07dbf30dc8 feat(ugc): ray_backend=hiprt traces on the GPU with HIPRT and Orochi (optional build)
HIPRT (MIT) behind the CMake option DLU_HIPRT (off): its headers come from its
SDK (HIPRT_ROOT, else ROCm's /opt/rocm) and are copied next to the servers; its
library is loaded when first used (hiprtew), as HIP or CUDA are by Orochi
(MIT, fetched pinned by hash; CUDA when its toolkit is found). The trace
kernels (nearest hit skipping the triangle a ray leaves, any hit) are compiled
the first time and kept in cache/hiprt. One GPU context for the process
(hiprt_device picks the GPU); the workers take turns on it. When HIPRT, the
GPU or a scene's upload fails, Embree is used instead, and the UGC server logs
why at start.

For a GPU the rays go in batches (UgcRays::Scene gets batch queries; the CPU
backends answer them a ray at a time):
- hidden faces: with a batch backend the paths are traced side by side, a
  bounce at a time (the path code split into Start, Scatter and Bounce, the one
  by one tracing unchanged); the same paths with the same random numbers, so
  the same triangles are decided (tested with builtin side by side)
- the occlusion bake and the denoised icons' traced occlusion always ask in
  batches (the same rays, the same results)

Its symbols are hidden: the servers export theirs (-rdynamic), and HIPRT's
library, which has an Orochi of its own, would otherwise call ours.

Check: configure with -DDLU_HIPRT=ON on a machine with ROCm (or HIPRT's SDK)
and an AMD RDNA or NVIDIA GPU; UgcServer --make-model x.lxfml out hiprt; the
UGC tests (hits, hidden faces and occlusion against builtin); a build without
it leaves everything as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
2e2e8153e2 feat(ugc): denoise=oidn traces icons' occlusion per pixel and denoises it (optional build)
Intel Open Image Denoise 2 (Apache-2.0) behind the CMake option DLU_OIDN (off):
an installed OIDN is used when found, else Intel's release package (pinned by
hash) is downloaded and its libraries copied next to the servers.

A denoiser only removes noise that differs from pixel to pixel; the icons'
occlusion comes from the bake, per vertex, which it leaves as it is (checked:
white noise 0.17 -> 0.006 relative spread, per-vertex blocks unchanged). So
with denoise=oidn a model's icon is drawn from model.noao.nif (its colors
before the bake) with its occlusion traced per pixel of the supersampled image
(denoise_samples rays, default 4, with the bake's distance and strength and the
ray backend), box filtered and denoised at the icon's size, guided by the colors
and normals. The model keeps its baked occlusion. Icons drawn again from stored
files use the stored model.noao.nif the same way.

OIDN works on a thread of its own; its time is charged to the job's thread
(UgcThrottle::Charge), so the CPU budget and the recorded CPU time include it.

Check: configure with -DDLU_OIDN=ON; UgcServer --make-model x.lxfml out oidn
and compare its icon.png with one made with off; an OFF build leaves icons as
they were.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
1700b7e2e3 feat(dashboard): pick processing options for Make again; compare them on the UGC page
The UGC page's Make again buttons (a model's, the failed ones, everything) use
the ray tracer, hidden-face method and denoising picked next to them (the
settings' when left alone). The List view's new Options column shows what made
each model and what its next make will use; "Processing options compared"
shows every combination the made models used with its makes, models and the
average time, CPU time, hidden faces', occlusion's and icon's time and share of
triangles removed per make.

Check: the three selects next to Make again (models only); make a model again
with embree fast and see its Options column and the comparison table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
ef3c74f715 feat(ugc): processing options per make, recorded per model with their times
Staff can make models again with other processing options than the UGC
settings' (ray backend, hidden-face method, denoising) and every make records
what made it, for comparing the options.

- migration mysql 99 / sqlite 82 (ugc_process_options): ugc.process_options
  (picked for the next make, cleared once made), ugc.made_options (what made
  the current files) and ugc_process_runs (every successful make: options,
  wall and CPU time, hidden faces', occlusion's and icon's time, bricks,
  triangles before and after)
- IUgc: ResetUgcModelProcessing and ResetPropertyUgcModelProcessing take the
  options; PendingModel carries them; RecordUgcModelRun, GetUgcRunSummaries;
  list entries have madeOptions and processOptions
- the UGC server applies a job's options over its settings and records the run
- /api/ugc/reprocess takes options ("embree fast oidn"); /api/ugc/options
  lists the choices, the settings' defaults and averages per combination
- /reprocessproperty [builtin|embree|hiprt] [toolbox|fast] [off|oidn], any
  order, all optional

Check: run the migration on MySQL and SQLite; /reprocessproperty embree fast
on a property, then the models' made_options and ugc_process_runs rows;
/api/ugc/options.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
06be40471b feat(ugc): settings for the ray tracer, hidden-face method and denoising
New UGC settings (ugcconfig.ini and the dashboard's settings page):

- ray_backend: builtin (default), embree or hiprt (falls back to embree when
  the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
  around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)

UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.

Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
33402425e4 feat(dashboard): pending guild names count on the Review Queue and Guilds badges
The dashboard snapshot counts guilds whose name waits for moderation; the moderation counts (WebSocket and
/api/moderation/counts) include it, the Review Queue badge adds it for staff with guilds_manage, and the Guilds menu
entry has its own badge. Check: create a guild with a name off the allow list: both badges go up; approve it: they
go down.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 08:46:34 -05:00
Aaron Kimbrell
7066860067 fix(dashboard): System Log groups world server logs by zone, not by clone and instance
Each WorldServer_<zone>_<clone>_<instance>_<time>.log (and older WorldServer_<zone>_<instance>_<time>.log) file set
made its own server entry; they're now grouped under WorldServer_<zone>, and the file picker still shows the full
names. Check: the Server picker lists one entry per zone and its file list holds every clone and instance.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:30:58 -05:00
Aaron Kimbrell
431eddd5bd feat(dashboard): guilds page, guild name review and guild chat in the chat log
A Guilds page (Moderation, permission guilds_manage, GM 5 by default): every guild with its name status, member count,
leader and age, a pending-only switch, and per guild its members (with ranks) and history (guild_events). Staff can
approve a guild name that waits for review, reject it (the guild becomes "Guild <id>"), rename a guild (same name rules
as the game, unique without regard to case), remove a member (a leader's guild goes to the next member, the last
member's guild is deleted) and disband a guild. Every change is audited and added to the guild's history, and the chat
server is asked (GUILD_CHANGED through master) to tell the online members. Pending guild names also show in the Review
Queue. Guild chat ("guild" in the chat log) counts as private chat like whispers and team chat (chat_private), with its
own channel filter and Prometheus counter.

Check on the dashboard: /guilds lists a guild made in game; approve/reject/rename/remove/disband update the in-game guild
window and name billboard of online members; the Review Queue shows a guild whose name waits for review.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
d1eec7dacb feat(chat): the chat server handles guilds
Connects GuildManager to the chat server (ChatGuilds): the client's GUILD_INVITE, GUILD_INVITE_RESPONSE, GUILD_LEAVE
and GUILD_GET_ALL (routed through its world), the worlds' GUILD_CREATE, GUILD_KICK, GUILD_SET_RANK and GUILD_DISBAND,
guild chat (GENERAL_CHAT_MESSAGE in channel 10, sent to the online members as channel 10 private chat, which the
client's guild tab shows, and logged as "guild"), guildmates told when a member logs in, out or changes worlds, and a
member's pending invite dropped when they log off. Client packets go through the member's world as WorldRoutePacket;
GUILD_GET_STATUS goes to the world itself.

Guild names: the chat filter's deny list refuses a name (dChatFilter::HasDenyList, since without a deny list the deny
check refuses everything); a name the allow list doesn't cover waits for moderation, as pet names do.

The dashboard's new player action GUILD_CHANGED goes from master to the chat server only (answered 1 when chat is
connected), which catches online members up. chatconfig.ini: guild_max_members (100) and guild_invite_timeout (600
seconds).

Check in game: nothing yet on its own (the world side makes guilds reachable). Server log: the chat server starts and
logs no unhandled guild packets.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00
Aaron Kimbrell
fd141c232b feat(dashboard): the UGC page replaces UGC Search
The UGC Search page and the UGC page searched the same things (owner,
account, property, the name and description a player gave a model, LOT,
UGC / blueprint id) with the same SQL. The UGC page's lists are now the
one search:

- models' List view has a Where column: placed on a property (with the
  name given there and a link to the model in the property's 3D view),
  in a mail or in the creator's inventories, or not found
  (/api/ugc?where=1, UgcLinks::Whereabouts as before)
- owners link to their character and, with accounts_view, account
- while searching, the kind buttons say how many models and how many
  cars and rockets match (/api/ugc "matches")
- /ugc_search?q= redirects to /ugc?view=list&q=; the menu's UGC Search
  entry is now UGC, which opens the UGC page (it was only under Server
  Admin, for ugc_manage)
- References lose their Find button (Where it is has the same) and name
  the inventory a build is in

The ugc-search page and script are removed; /api/ugc_links/search stays
for API users.

Check: the menu's UGC entry; an old /ugc_search?q= link opens the UGC
list with the search filled in; owner:, account:, property:, name:,
lot: and id: searches, and the counts on the kind buttons; the Where
column's links (property, 3D, character, account).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:22:08 -05:00
Aaron Kimbrell
e159d7b768 feat(dashboard): the cars and rockets table has the models table's columns
The UGC page's assemblies (cars and rockets) list had its own columns.
It now has the models' columns and sorts, minus Saved: ID and Owner (the
newest build and its creator, and how many other owners), State, Made,
Took, CPU and RAM (the latest make of any build, and the cost of the make
the UGC server did for the combination; builds that shared the made icon
cost nothing), Size (the module count), File (the build type and its
modules) and Where (how many builds and owners use it, opening
References). The gallery sorts the same way.

Check: UGC page, Cars and rockets, List: every column sorts both ways on
the server, and the gallery's sort list has the same sorts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:22:07 -05:00
Aaron Kimbrell
e4991f0118 feat(dashboard): a simpler UGC card on Diagnostics
The card had the UGC page's counts per state for both kinds, totals since
the server started and the last makes, which the UGC page's lists cover.
It now says whether the UGC server is up (throttled, paused), how many
items wait and failed (linking to the failed ones), its busy workers,
CPU, memory and stored files.

/api/diagnostics/ugc read the database on a worker thread; the counts are
now read on the web thread and the worker only fetches the UGC server's
status.

Check: Diagnostics with the UGC server enabled: the card is short, reads
right while it's up, throttled and stopped, and the failed link opens the
failed ones.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:22:07 -05:00
Aaron Kimbrell
d5563ad5da refactor(zone): LWOSCENEID lives with the zone code, its layer is an eSceneType
LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to
dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half
is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of
a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named
"Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the
three layers the zone files of every client on disk use. ZoneScene's
sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it
directly, and the dashboard compares against eSceneType::General instead
of 0. The zone checksum still hashes the layer's number.

Check in game: every world loads (the zone checksum the client checks is
unchanged), Nexus Tower included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:18 -05:00
Aaron Kimbrell
5b1be32e06 feat(ghosting): scene ghosting on by default
ghosting_scenes defaults to 1 in the worldconfig.ini template, the settings
catalog and when the key is missing. Zones without a terrain scene map keep
distance ghosting; ghosting_scenes=0 turns it off everywhere.

Check in game: with a fresh worldconfig.ini the world server log says
"Scene ghosting is on" in Avant Gardens; objects appear by scene (the whole
scene you are in and its neighbours) instead of within 100-150 units. In a
zone without a scene map (e.g. a property) the log says it is off and
ghosting is by distance.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:42:02 -05:00
Aaron Kimbrell
2629b41e6c feat(dashboard): the top bar shows the server name while the menu is hidden
With the menu hidden on a wide screen the page had no name or link
home left; the top bar now shows "DarkflameServer" (linking home) then,
as it already does on narrow screens.

Check: hide the menu with the top bar's menu button on a wide window:
"DarkflameServer" appears beside it and opens Home; showing the menu
again hides it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:12:14 -05:00
Aaron Kimbrell
1c1bf38431 fix(dashboard): account history reloads without a script error
The account page throttled its account_notes watcher around the check
of which account changed, but a throttled call gets no event, so every
change threw "Cannot read properties of undefined (reading 'id')" and
the history never reloaded. The check now runs first and only the
reload is throttled.

Check: lock or unlock an account (or add a note from another tab): the
history list on its page updates, and the browser console shows no
error.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:12:14 -05:00
Aaron Kimbrell
c70b163701 feat(dashboard): account and character pages update without reloading
Actions on an account (ban, mute, lock, GM level, email) and on a
character (edit, restoring a version, saving its XML) show the result
in place (reloadInPlace) instead of reloading the page. Deleting an
account goes back to Accounts without leaving the deleted account in
the history. After an in-place update (dash:refreshed) the pages show
the server's values again the way they do on load: last logins and the
mute end in the browser's time, and the GM level picker (unless a new
level is being picked).

Check: lock and unlock an account: the badge changes with no reload.
Change an account's GM level from another tab: the first tab's level
picker follows. Edit a character's items: the page updates when the
dialog closes. A character's last login updates when they log in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:12:13 -05:00
Aaron Kimbrell
172706ee51 feat(dashboard): bug report, play key and system log pages update without reloading
reloadInPlace() and goTo(url) (common.js) show the page again or open
another one through nav.js, or reload/load normally without it.
Resolving a bug report updates the page in place; deleting a bug
report or play key goes back to its list without leaving the deleted
page in the history. The System Log's server and file pickers and its
Refresh button swap the page in (Refresh keeps the scroll position).
The AI helper's "open the account" goes through nav.js too.

Check: resolve a bug report: the Resolved badge and text appear with no
reload. Delete a play key: back on Play Keys, and Back doesn't return
to the deleted key. System Log: picking a server or file and Refresh
change the log without a white flash.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:12:13 -05:00
Aaron Kimbrell
b66bae6a9c feat(dashboard): pages about one row update in place instead of reloading
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>
2026-09-29 02:12:13 -05:00
Aaron Kimbrell
f58255ab8a feat(dashboard): change pages without reloading the dashboard
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>
2026-09-29 02:12:13 -05:00
Aaron Kimbrell
f13d15b4dd feat(dashboard): the sidebar keeps its open groups and can be hidden
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>
2026-09-29 02:12:13 -05:00
Aaron Kimbrell
641fd72969 feat: online players get grant changes at once
Adding or removing a grant sends the existing PLAYER_ACTION refresh through master to every world: REFRESH_ACCOUNT
for an account's grants, REFRESH_CHARACTER for a character's. A world with that account's sessions (or the loaded
character) drops the grants it kept, so the next command reads them again: no relog. The dashboard toasts whether the
player was online. The dashboard's own open pages already get the new rights on their next request, and their
WebSockets are checked again.

Check: with a character in game, grant it /spawn on the dashboard (toast: "Applied in game at once") and use /spawn
without relogging; remove the grant and /spawn is refused again at once. With the player offline the toast says it
applies when they next play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 01:16:50 -05:00
Aaron Kimbrell
868f34123f feat(dashboard): grants on the Permissions page and on account and character pages
A Grants tab on the Permissions page (with grants_manage: every grant in force, the history, and a form that asks
whose it is, searching accounts or characters by name), and a Permission grants card on account and character pages
(the account's or character's grants and history; the form with grants_manage). The form picks the kind (dashboard
permission, in-game command, every permission of a category, every command up to a GM level) and searches what to
grant among only what the signed-in user may grant; grant or deny, an optional expiry and a note. In-force grants have
a Remove button when the user may remove them. Players see their own grants, read-only. The Permissions page (and its
menu entry) now opens with permissions_manage or grants_manage; the GM level tabs still need permissions_manage.

Check: as GM 9, add a grant and a deny from the Permissions page and from an account and a character page, with and
without an expiry; remove one; the lists and history update (also in a second tab). As a GM 8 given grants_manage:
only the Grants tab shows, and only permissions and commands GM 8 has are offered. As a player: your own account page
lists your grants without a form.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 01:16:49 -05:00
Aaron Kimbrell
821b7c8767 feat(dashboard): permission grants count in every dashboard permission check
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>
2026-09-29 01:16:38 -05:00
Aaron Kimbrell
dc1c5fb36b feat(dashboard): redesign the Chat Filter page
Three sections with one-line explanations instead of paragraphs:
- Test a message: normal or best friends' free chat, the verdict, each
  word with why, and Block/Allow/Remove per word.
- Staff lists: one table for Blocked and Allowed with search, a list
  filter and 50 per page. Block, Allow, move and Remove open a
  confirmation showing where the word stands and the recent chat the
  change affects (the old "What would blocking it stop?" checks).
- Word files: each file's size in one line; chatplus_en_us.txt words
  searchable, 200 per page with Previous/Next; click a word to test it.
All existing APIs are unchanged and still used. docs/Dashboard.md
rewritten for the page.

Check: /chat_filter: test a message in both chats, add, move and remove
a word (confirm and cancel), search and page both lists, copy file
words into Allowed, Re-apply in running worlds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:59:50 -05:00
Aaron Kimbrell
29edb18298 feat(dashboard): test a message against the chat filter
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>
2026-09-29 00:59:50 -05:00
Aaron Kimbrell
9a5a9a274f feat(dashboard): Mail page with every mail, translated text and deleted mail
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>
2026-09-29 00:59:50 -05:00
Aaron Kimbrell
e42fd45c1f feat(dashboard): glitter sparkles and flecks in the UGC 3D views
The UGC page's model view now draws the glitter sparkle shapes (look
SPARKLE) flashing as the client's Distortion Directional shader makes
them: two layers of sparkles sliding at the client's rates (a tile in
24 s at three quarters the scale, a tile in 48 s), shown only where both
have one. Flecks are drawn as flat flakes of the fleck size and varied
brightness (addGlitter in scenery-core.js), no longer drifting (the game
never moves them). The LXFML views (the UGC page's second view, the
property and zone views) draw both on the glitter colors from
window.LDD_GLITTER, which now carries every glitter setting and is no
longer cached, so changing a glitter setting on the settings page
previews on any model's LXFML view without making it again.

Check in the dashboard (not the game): open a glitter model on the UGC
page; both views show still flecks and sparkles flashing on the glitter
bricks only; change glitter_sparkle_amount / glitter_fleck_size in the
settings and reopen the model: the LXFML view follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:11 -05:00