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>
The three pages had in-page tabs linking to each other, the same links
as the Logs & Health sidebar group. Removed the tabs (health_tabs
template); each page is still in the sidebar. Diagnostics gets an
<h2> heading like the other two, since the tab was its only title. The
log pages had no tabs.
Check: Server Health, Instance Load and Diagnostics open from the
sidebar with no tab row; Diagnostics shows its heading; the range and
server controls still sit on the right.
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>
Purge all ran on the UGC server's main thread inside the dashboard's
request: it measured and deleted every stored folder, then updated rows one
by one, and the main thread (downloads, the master link, the database)
waited minutes for it. Now a purge answers at once and a file thread lists,
measures and deletes the folders; the main thread applies what it removed
and updates the rows a few hundred a tick. No new item is started while a
purge runs, and items being made when it starts are left alone, so no worker
writes into a folder being deleted. One purge at a time. The storage cap's
clean-up lists and deletes on the same thread. The UGC page shows the
purge's progress (/status purge).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fmt.property(id, name) links a property's page and adds a small 3D button
straight to its 3D view. Used everywhere a property is linked: the
properties list and top slots, moderation, character pages' related
properties, UGC search and the UGC page's placements, the home page, the
chat log, player reports and report notes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Flair tints are the terrain file's color bytes over 255, times the flair
model's own vertex colors (FlairAssets::AppendRenderBuffer divides by
255.0). The manifests said 63, so in the game shaders' sRGB maths tints
of up to 4 turned the flairs white (Battle Against Frakjaw's leaves).
Conversion format 6, so flair manifests kept by browsers are fetched
again.
- BasicShaders, AlphaAsAlpha and Flair.fx multiply the light by the vertex
color and only then clamp, as the COLOR0 output; the views clamped the
light first, so a light brighter than 1 no longer lifted darker vertex
colors.
- Docs: the flair tint, the clamp, and that AlphaAsAlpha cards show their
backs (Cullmode none) from outside a playable area.
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>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
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>
A world that still thinks it is connected when CHAT_SERVER_READY arrives sends
its players at once; should that link be the retired chat server's, not yet
noticed as gone, they are sent again once the world reconnects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/LiveUpdate.md: how to start one, the order, each kind of instance, the
states, routing, moving players and properties, messages, settings, what a
player sees and the limits. SeamlessTransfer.md, Commands.md and Dashboard.md
point to it.
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>
Glitter plastic has its flecks set in it; they catch the light as the view
moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting
flecks read as something flowing over the brick, so glitter_speed defaults
to 0: still flecks and no controllers. 1 and up still drift.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
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>
A GM 8 command: every brick built model on the property you are on goes
back to the UGC server's queue. Once all are made (at most 15 minutes),
everyone on the property is sent the new mesh checksums and transferred
back into the same zone and clone, so their game loads the property again
and downloads the new meshes. Swapping a model's mesh in place doesn't
work in the client, so the whole property is loaded again.
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>
NULL is the owner (every model placed before this, and dashboard imports).
Read by GetPropertyModels and GetModel, written by InsertNewPropertyModel on
MySQL and SQLite, with a parity test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tested in game: shader_metal 88, shader_brushed 89 and shader_glow 46 are
now the defaults, with brushed_colors defaulting to the drum lacquered
298,300,1002,1004 and transparent_colors to 129. Empty list settings take
the default; none turns a list off. The three shader ids set to 0 still
write live's all-plastic models byte for byte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sending every model's LXFML at property load and then switching to the
served mesh (served checksum, NotifyClientUGCModelReady, the model
constructed again) left the client drawing its own build. Now made models'
LXFML is left out of the property load again: the client downloads and
draws the served mesh, and when it asks for the HKX it gets the LXFML,
builds the model and loads its own HKX, so the model has collision while
the mesh drawn stays the served one. The load-time switch is removed; the
switch for a model made again while players are there stays.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone was saved on a property but the position wasn't (the physics
component kept its own "not a property" check), so logging back in put the
character at their old main world coordinates on the property map, outside
it. Both now use Character::SavesLocationInThisZone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Switching characters keeps the connection (the client sends
CHARACTER_LIST_REQUEST to the world it's in), so the per-client UGC state
(waiting requests, pending mesh switches, the 3-switches-per-model cap)
carried over to the next character. It's now dropped as on a disconnect.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Taken down and constructed again in the same batch, the client dropped the
construction of the object it hadn't deleted yet, and most models
disappeared. The construction now follows a second later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When execl failed in the forked child (seen when WorldServer was being
relinked as a property world was started), the child carried on as a copy of
the master: it logged "WorldServer PID is 0" and kept running, and the
player waiting for that world stayed stuck. The child now reports the error
and exits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>