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https://github.com/DarkflameUniverse/DarkflameServer.git
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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>
124 lines
5.0 KiB
C++
124 lines
5.0 KiB
C++
#pragma once
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <optional>
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#include <sstream>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Raw.h"
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/**
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* A zone's terrain (.raw) as a single top-down height grid for the dashboard's map reports. The file is read by Raw
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* (dCommon), which the 3D views use too; the rest is pure (no files or database) so it can be unit tested.
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*
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* Each chunk has a world offset (x, z), a vertex grid (width x height), a scale (world units between vertices) and
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* heights where heightMap[width * i + j] is the vertex at x = offsetX + i * scale, z = offsetZ + j * scale. Checked
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* against object positions in Avant Gardens.
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*/
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namespace TerrainMap {
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struct Grid {
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float minX{};
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float minZ{};
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float step{}; // world units between grid samples
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uint32_t width{}; // samples along x
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uint32_t height{}; // samples along z
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float minY{};
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float maxY{};
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std::vector<float> heights; // row-major by z: heights[z * width + x]; NaN where there is no terrain
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};
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// A .raw file read whole (Raw::ReadRaw); nullopt when it's damaged or has no chunks. Takes the bytes to avoid a copy.
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inline std::optional<Raw::Raw> Read(std::string data) {
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std::istringstream stream(std::move(data));
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Raw::Raw raw;
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if (!Raw::ReadRaw(stream, raw) || raw.chunks.empty()) return std::nullopt;
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for (const auto& chunk : raw.chunks) {
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// Every use divides by the scale and walks the heights
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if (!(chunk.scaleFactor > 0.0f) || chunk.width == 0 || chunk.height == 0 || chunk.heightMap.size() != static_cast<size_t>(chunk.width) * chunk.height) return std::nullopt;
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}
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return raw;
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}
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/**
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* The terrain as a grid, sampling every `stride` vertices so large zones stay small.
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* @param maxSamples the grid is thinned until neither side exceeds this
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*/
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inline std::optional<Grid> Parse(const Raw::Raw& raw, uint32_t maxSamples = 512) {
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const auto& chunks = raw.chunks;
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if (chunks.empty()) return std::nullopt;
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const float scale = chunks.front().scaleFactor;
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Grid grid;
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grid.minX = chunks.front().offsetX;
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grid.minZ = chunks.front().offsetZ;
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float maxX = grid.minX, maxZ = grid.minZ;
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for (const auto& chunk : chunks) {
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grid.minX = std::min(grid.minX, chunk.offsetX);
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grid.minZ = std::min(grid.minZ, chunk.offsetZ);
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maxX = std::max(maxX, chunk.offsetX + (chunk.width - 1) * chunk.scaleFactor);
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maxZ = std::max(maxZ, chunk.offsetZ + (chunk.height - 1) * chunk.scaleFactor);
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}
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const auto verticesX = static_cast<uint32_t>(std::lround((maxX - grid.minX) / scale)) + 1;
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const auto verticesZ = static_cast<uint32_t>(std::lround((maxZ - grid.minZ) / scale)) + 1;
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uint32_t stride = 1;
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while ((verticesX + stride - 1) / stride > maxSamples || (verticesZ + stride - 1) / stride > maxSamples) stride++;
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grid.step = scale * stride;
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grid.width = (verticesX + stride - 1) / stride;
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grid.height = (verticesZ + stride - 1) / stride;
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grid.heights.assign(static_cast<size_t>(grid.width) * grid.height, std::nanf(""));
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grid.minY = INFINITY;
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grid.maxY = -INFINITY;
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for (const auto& chunk : chunks) {
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const auto offsetX = static_cast<int64_t>(std::lround((chunk.offsetX - grid.minX) / scale));
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const auto offsetZ = static_cast<int64_t>(std::lround((chunk.offsetZ - grid.minZ) / scale));
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for (uint32_t i = 0; i < chunk.width; i++) {
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const auto vx = offsetX + static_cast<int64_t>(std::lround(i * chunk.scaleFactor / scale));
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if (vx < 0 || vx % stride != 0) continue;
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for (uint32_t j = 0; j < chunk.height; j++) {
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const auto vz = offsetZ + static_cast<int64_t>(std::lround(j * chunk.scaleFactor / scale));
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if (vz < 0 || vz % stride != 0) continue;
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const auto gx = static_cast<uint32_t>(vx / stride), gz = static_cast<uint32_t>(vz / stride);
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if (gx >= grid.width || gz >= grid.height) continue;
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const float y = chunk.heightMap[static_cast<size_t>(chunk.width) * i + j];
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if (!std::isfinite(y)) continue;
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grid.heights[static_cast<size_t>(gz) * grid.width + gx] = y;
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grid.minY = std::min(grid.minY, y);
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grid.maxY = std::max(grid.maxY, y);
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}
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}
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}
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if (!std::isfinite(grid.minY)) return std::nullopt;
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return grid;
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}
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// Parse a .raw file's bytes into a grid
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inline std::optional<Grid> Parse(std::string_view data, uint32_t maxSamples = 512) {
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const auto raw = Read(std::string(data));
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return raw ? Parse(*raw, maxSamples) : std::nullopt;
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}
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/**
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* Heights quantized to 16 bits (0 = minY, 65534 = maxY, 65535 = no terrain), little-endian, for sending to the
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* browser, which shades them itself.
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*/
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inline std::string Quantize(const Grid& grid) {
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std::string out;
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out.resize(grid.heights.size() * 2);
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const float range = grid.maxY - grid.minY;
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for (size_t i = 0; i < grid.heights.size(); i++) {
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const float y = grid.heights[i];
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uint16_t value = 65535;
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if (std::isfinite(y)) value = static_cast<uint16_t>(range > 0 ? std::lround((y - grid.minY) / range * 65534.0f) : 0);
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out[i * 2] = static_cast<char>(value & 0xFF);
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out[i * 2 + 1] = static_cast<char>(value >> 8);
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}
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return out;
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}
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}
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