Tests that open an in-memory CDClient with only their tables left it connected, so later tests that make their own tables when none is connected failed (DestroyableTest, MovementBlockerScenarioTest, QuickBuildCompleteTests in a full run).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's LWOPlatform logic (ArrivedAtWaypoint 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint, the waypoint speeds) runs on the server: stopped at a waypoint (25 at an end) for its wait, then travelling (2), serialized on arrival and departure as in the NT mover captures; constructions carry the path and the mover state; RequestPlatformResync gets the current state, percent and position. The LOT 9483 timers are gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended message ID 50 (dashboard -> master): the update check's state and a
one-line summary. Master logs it whenever the summary changes, so the first
one after master starts says when an update is out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pure part of the update check: tag versions compared numerically, the latest
release and compare answers read (GitHub's error bodies refused), and the
running build worded for people ("release v3.0.0", "a local development
build of commit 1a2b3c4d with uncommitted changes"). Tested with small
hand-written samples of the answers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In a capture replay, each model stands where the capture saw it at the
playhead (the UGC server's mesh for a brick built model when it has one, a box
otherwise), appearing, moving and vanishing with the timeline both ways; the
Property tab shows the property data of that moment and the models standing,
and behavior messages are ticks on the timeline. In a replay of recorded
positions on one property instance, the models placed now are drawn and
labelled as now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CaptureProperty::Build reads, per world of a capture, the property it was:
each model (constructed with a model component, or a brick built model) with
its LOT, object, spawner, blueprint and behavior count and where it stood per
time span, from its constructions, serializations and destruction; the
DownloadPropertyData of that map and the GetModelsOnProperty counts; and the
events: placed (a PlaceModelResponse with the model made at that position,
before or after it), moved, removed (with the DeleteModelFromClient reason),
editing, and behavior messages.
CaptureTool property <bundle> --cdserver prints it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A compressed construction config is a u32 uncompressed size, a u32 compressed
size and the zlib bytes: the reader took the first size for the second and lost
its place, so live model constructions never read. It now inflates and reads
the entries.
A model's item component isn't made (Entity::Initialize): its model component
writes the item info. The layout left the registry's item component in, so a
premade model's components read one block twice and didn't match. Live writes
the same bits from its item component, so both now read exactly.
Tested with a live placed model's construction and the server's own model.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every live capture decoded: 83 of 60,659 constructions and 5 of 609,919
serializations now don't read exactly (was about 1 in 10 constructions, and
the decode aborted on text that isn't UTF-8).
- trigger component (header trigger bit): a bit and the trigger ID, last
- BBB component on objects listing component 107 (characters)
- local space info, buff immunities, phantom physics distance, skills in
progress, a choice build's setting
- moving platform: path when dirty, then subcomponents while a 1 bit comes
before one (mover and simple mover)
- pet: names under the dirty bit, on updates too; no item or model component
- models: the plain model block, or the mutable one (behaviors, editing
info) when the config has propertyObjectID or inInventory; the UGC block
is the item's
- zone file variants: markedAsPhantom (phantom physics) and renderDisabled
(no render data)
- compressed LDF: u32 uncompressed and compressed sizes, inflated and shown
as entries
- narrow text that isn't UTF-8 is shown byte by byte, and the capture tool
prints invalid text with replacements instead of aborting
Tests use live byte samples for each.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client reads the moderation and names bit whenever the pet component is
dirty, on updates as well as on construction (LWOPetComponent::Deserialize),
and live wrote a 0 there on updates. DLU wrote it only on construction, so
on an update the client took the next component's first bit (a combat AI's
dirty bit) for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client reads a moving platform's subcomponents while a 1 bit comes
before one (LWOMovingPlatformComponent::Deserialize), as live wrote them.
DLU wrote the mover without the closing 0 bit, so the client took the next
component's first bit for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's word check before sending is a light one; the server is the full filter. In normal (whitelist) chat, block list phrases are now stopped even when each word is allowed, and allowed phrases (from the dashboard or a line with spaces in the allowed words file) let their words through together. The dashboard can allow phrases and its message test explains both.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The account page lists the account's reports as a table and the Client System Info page lists every report (or each account's newest), sortable and searchable by account name or video card; a row opens every field. Values that say little about the real system are marked, and every caveat is a tooltip on the value and column.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The shipped list's hashes are 64-bit FNV-1a (checked against a sample of
its words), so it is written again as version 3: same hashes, duplicates
dropped, sorted. Nothing else changes; it can be replaced by building
from blocklist.txt. issue 215
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The filter stored and compared words by std::hash<std::string> in size_t,
which differs between standard libraries and platforms, so a .dcf made on
one system never matched on another and the block list never worked
there (issue 215).
- ChatFilterCore.h: 64-bit FNV-1a over the entry's bytes, ASCII lower
case, fixed-width uint64_t everywhere stored or compared.
- .dcf version 3: little-endian magic, version, longest entry in words,
uint64 count and sorted uint64 hashes. Version 2 files are refused:
the allowed words cache is rebuilt from its .txt, an old
blocklist.dcf is logged as unreadable.
- The servers build blocklist.dcf from a plain blocklist.txt next to
them (one word or phrase per line) when it is newer.
- Blocked entries can be phrases: runs of consecutive words up to the
longest entry, the whole run marked. Whitelist chat still checks one
word at a time, as the client does.
- Dashboard: the chat filter API reads blocklist.dcf the same way
(status, phrase length), accepts blocked phrases, refuses allowed
ones, and explains phrase matches in its message test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A pet chasing across a "PR - Pet Blocker" stops in front of it; a
carver_only navmesh carver added without an object stops an enemy and goes
away with the physics world; carver_only alone blocks nothing; a Robot City
hedge's blocker has the size and offset of its collision shape.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Covers the key names and name value types, a pickup from an object, from the
player and from an object that is gone, metrics after an item's config (and
not kept on the item), a removal's loot source, and a quickbuild taking its
item cost with itself as the source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every LU MessageType has a struct or is listed as never used by this server; every game message struct reads;
samples of each family and of sent game messages read back; replica constructions, updates and destructions written
by the server's own serializers read back. Generator finds constructors defined in the .cpp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A list cut short inside the flags was read as if complete; an older master's list, which has none, still
reads. The test checks every cut.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MATCH_TRANSFER is appended after GUILD_DISBAND (71); the chat ids from
CREATE_TEAM on are pinned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Busy property instances on changed files are kept (KEEP_UNTIL_EMPTY) instead
of saved, frozen and moved. Every instance acted on is marked outdated; the
files status carries the flag (bit 4).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Property instances are left out of the replace plan. Once the database is
up to date every instance running at the start is marked outdated, and a
zone that already got a new instance is not started again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Instances on an old binary or old zone files are marked outdated: routing,
private passwords and merges skip them. Outdated properties remind their
players every 10 minutes that an update is waiting (ANNOUNCE) and stop once
empty. A new instance of the same property waits for the old one to be gone
before its world server starts, so two worlds never save one property.
The server list carries the flag after the endpoints (read when present).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LU Toolbox's metallic table also has colors the client's Materials.xml types
shinyPlastic, such as 131, the grey of many baseplates, so whole baseplates went
into S88_Metal_Model. Metal now comes from the Materials.xml types (shinySteel)
and the settings' colors only; the table still gives colors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
followedMove (live feed), worldAt/captureSwitch (capture playback), worldMarkers and
markersHtml, with node tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One entry each time the packets a character's client sends carry another zone or
instance, in time order, for following them across world servers in playback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master hashes each reported file on a worker, polls size and mtime every
world_watch_seconds (a change must hold still for one poll), and replaces
stale instances with the instance migration (Mythran shift, or seamless
with world_reload_seamless=1); empty ones are stopped. Also on WORLD_RELOAD.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (47-49); the pin test is
updated. A world sends its zone file list to master once it is ready.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live filled a NewMail notice with the mail it was about: the mail ID, the
player, the attachment (LOT -1 without one) and a count of 1, and at load sent
one notice per unread mail. DLU sent one notice with every field 0 and the
unread total as the count. The answer to NotificationRequest names the player
and no mail, with LOT -1 and the unread count, as live's did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard keeps master's server list endpoints and joins them into the
Network summary: its listening port and its machine as a token, since the
summary goes to every open page. The connection list maps the tokens to
addresses for viewers with network_ips. The dashboard reports its web port.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master keeps the address and port auth, chat, the dashboard and the UGC
server report when they connect and sends them, with its own and every
world's, after the list's world states. A server's machine is the address
master sees its connection come from; loopback and master's external_ip are
master's machine. Servers can report another port than their RakNet one; the
UGC server reports its web port.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Server boxes and instance rows carry the listening port, player rows their
remote ports when the list has them. With servers on more than one machine
the graph lists the machines with their totals, a zone on several machines
is a box per machine, a folded machine is one box, and the layout stacks
each machine's boxes in a framed band; links between machines are marked.
One machine lays out as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The empty and one-entry mail list, the notification layout and the mailbox's
pushGameState/ToggleMail/OpenMail/CloseMail messages, checked against the
client's layout and live captures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Worlds, the UGC server and the dashboard open the pair named in
resServer/cdclient-current (CDServer.sqlite without an fdb when there is
none). Worlds switch to a new pair on CDCLIENT_RELOAD between frames.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Appended at the end of MessageType::Master (46); the pin test is updated.
With names it tells a server which fdb copy and CDServer.sqlite to switch
to; without them it asks master to check the client's fdb now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CDClientSnapshot converts a copy of the client's fdb into its own
CDServer-<hash>.sqlite with the cdserver migrations applied, on its own
connection. CDClientDatabase::Reconnect opens the new file before letting go
of the old one; CDClientManager::Reload empties every table (old entries kept
alive so references from spawned objects stay valid), retires the old fdb view
and loads again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>