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>
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>
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>
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>
A placed model's client (1.10.64, UGCUSE3DSERVICES=7:0) always loads its
blueprint's NIF and HKX (its BlueprintComponent sets renderUserGen and
physicsUserGen itself) and its LXFML, asks the world for each file's
manifest first and waits for the answer with no timeout.
With ugc_manifest=1 and the new ugc_manifest_models=1 (default 0) the world:
- leaves the models whose mesh the UGC server made out of the LXFML it
sends when a property loads,
- answers their NIF with the UGC server's checksum, their LXFML with the
stored LXFML's (worked out once and kept) and their HKX as not known,
- sends a model that isn't made its LXFML (once for the three requests),
so the client builds it itself and no model is left waiting.
When the UGC server writes a model's mesh with a new checksum it sends
UGC_MODELS_MADE (a new master message, appended) to the master, which
passes it to every world; a world with that model placed sends its
players the new NIF checksum and NotifyClientUGCModelReady (game message
909, the blueprint id), so clients switch to the served mesh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TrafficStats keeps packets and bytes in and out per second and the busiest
packet and game message types. dServer counts at its send and receive calls
and adds RakNet's connection statistics (datagrams, resends, ping); the report
goes to master as SERVER_TRAFFIC (appended), which passes it to the dashboard.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).
Fixes#1563
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md,
PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the
master handlers of the world, chat and dashboard servers.
- dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo,
RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded /
PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50
characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard),
PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the
dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList,
ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send*
functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a
struct.
- The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard
messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now
and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged;
master forwards them by re-serializing the struct instead of copying raw bytes.
- InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone
transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and
removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and
the dashboard (server list, instance shutdown, config reload, announcements, player
actions, message capture) send and read structs.
- The login stamps are a `stamps` field of RequestZoneTransfer and
RequestZoneTransferResponse (read leniently as before: a message without them reads as
empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers,
as it did.
- InstanceManager::GetInstanceBySysAddr takes a const address.
Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of
the old writers and readers; MasterPacketsTests requires identical bytes for a grid of
inputs, checks the old readers read what the structs write, round trips and truncation,
hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what
"header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire
bytes changed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>