Files
DarkflameServer/dDashboardServer/routes/ReportRoutes.h
Aaron Kimbrell 2d1ef0e370 feat: web dashboard and playground work
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>
2026-09-27 09:33:10 -05:00

49 lines
2.0 KiB
C++

#pragma once
// Economy reports: coin/U-score/item flows, transfers between players, item tracing and duplicate scans
void RegisterReportRoutes();
#include "json.hpp"
#include <functional>
#include <string>
/**
* Scan every character and unclaimed mail for duplicated object ids in the background; the result is also what the
* Duplicates tab shows. done runs on the main thread. Returns false if a scan is already running.
*/
bool StartDuplicateScan(std::function<void(const nlohmann::json& scan, const std::string& error)> done);
#include <cstdint>
#include <optional>
// A zone's terrain as the map reports use it (heights quantized to 16 bits, base64), cached; nullopt without a client
std::optional<std::string> ZoneTerrainJson(uint32_t zoneId);
#include "Raw.h"
// A zone's terrain file (.raw) read whole, as its .luz names it; nullopt without client files or when it's damaged
std::optional<Raw::Raw> ZoneRaw(uint32_t zoneId);
// Every terrain chunk of a zone as the client draws it (heights, textures, color and blend maps); nullopt without files
std::optional<std::string> ZoneTerrainChunksJson(uint32_t zoneId);
/**
* The rest of a zone's terrain file, for the 3D world view's terrain layers: per chunk (in ZoneTerrainChunksJson's
* order) the scene of each terrain cell, plus the scenes found with their names from the .luz, the game's scene colors
* and their share of the terrain. Cached; nullopt without files.
*/
std::optional<std::string> ZoneTerrainLayersJson(uint32_t zoneId);
// A terrain texture (mapTextureResource ID) as a PNG
std::optional<std::string> TerrainTextureFile(uint32_t textureId);
// A zone's property build areas (outline and height limit) from its .luz; nullopt without client files
std::optional<nlohmann::json> ZonePropertyAreasJson(uint32_t zoneId);
// Where a player can be put in a zone: [{name, lot, x, y, z}] from its scene files; nullopt without client files
std::optional<nlohmann::json> ZoneSpawnPointsJson(uint32_t zoneId);
// Economy source id (as a string) -> name, for labelling flows
nlohmann::json EconomySourceNames();