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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>
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#ifndef __IFEATUREDPROPERTIES__H__
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#define __IFEATUREDPROPERTIES__H__
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "dCommonVars.h"
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/**
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* What each slot of the news screen's "Today's Top Properties" panel shows, chosen on the dashboard.
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* A slot is a PropertyTemplate row (see HotPropertySlots.h); a slot without a row shows its world's top property.
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*/
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class IFeaturedProperties {
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public:
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struct FeaturedSlot {
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uint32_t templateId{};
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uint8_t mode{}; // HotPropertySlots::eMode
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LWOOBJID propertyId{}; // the picked property (mode PICKED), 0 otherwise
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int64_t updatedAt{};
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std::string updatedBy;
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uint32_t zoneId{}; // the property world it shows a property of; 0: the slot's own
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};
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// The whole panel's settings (featured_properties_settings)
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struct FeaturedSettings {
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bool fullAuto{}; // ignore the slots' rows: the top properties across every property world
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int64_t updatedAt{};
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std::string updatedBy;
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};
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virtual std::vector<FeaturedSlot> GetFeaturedPropertySlots() = 0;
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// Insert or replace the row of slot.templateId
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virtual void SetFeaturedPropertySlot(const FeaturedSlot& slot) = 0;
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// The defaults (per slot) when nothing was saved yet
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virtual FeaturedSettings GetFeaturedPropertiesSettings() = 0;
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virtual void SetFeaturedPropertiesSettings(const FeaturedSettings& settings) = 0;
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};
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#endif //!__IFEATUREDPROPERTIES__H__
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