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The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch: accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes they need. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
#pragma once
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#include <cstdint>
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#include <optional>
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#include <string>
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#include "json.hpp"
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struct HTTPContext;
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/**
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* Live events staff start from the dashboard (Live Events page, live_events_manage): treasure hunts, bonus
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* multipliers, invasion waves and celebrations, for a set time in chosen zones. The event is stored (ILiveOps), announced
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* in game, and every world server of its zones runs it per instance (LiveEvents.h in dGame) and reports progress.
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*/
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namespace LiveEventRoutes {
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void RegisterRoutes();
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// Main loop: end events whose time is up (announcing how they went)
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void Update();
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// Running events for the public status page: [{title, type, zones, ends_at}]
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nlohmann::json PublicJson();
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// Tell every world to load the running live events and open challenges again
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void ReloadWorlds();
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// A live event part of a scheduled event (EventParts.h): {type, title, message, zones, instance, config}, checked as
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// when starting one on the Live Events page. The cleaned-up part, or nullopt and error
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std::optional<nlohmann::json> CheckPart(const nlohmann::json& body, std::string& error);
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// Start one now, running until endsAt (at most the longest a live event may run). Its id, or nullopt and error
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std::optional<uint64_t> StartPart(const nlohmann::json& body, int64_t endsAt, const HTTPContext& actor, std::string& error, std::string& message);
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// End it early; false when it had already ended
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bool EndPart(uint64_t id, const HTTPContext& actor, const std::string& reason);
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bool Running(uint64_t id);
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}
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