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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>
29 lines
1.3 KiB
C++
29 lines
1.3 KiB
C++
#pragma once
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struct MessageCaptureData;
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/**
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* The game message inspector (developer tool): staff capture the game messages one online player sends and
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* receives, watch them live and look at them again later. The world holding the player captures and sends batches
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* through master (MessageCapture.h); the dashboard numbers them, pushes them to the message_capture socket topic and
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* saves every capture with its messages' raw bytes in the database (IMessageCaptures) while it runs, so a capture
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* outlives the dashboard. Captures follow the player across zone changes and always end at their time limit. The
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* Message capture pruning task deletes saved captures past inspector_session_days or over inspector_max_mb.
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*/
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namespace Inspector {
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// After the database is up, before Scheduler::Initialize: registers the pruning task and picks up the captures that
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// were running when the dashboard stopped (still within their time: carried on; otherwise marked ended)
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void Initialize();
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void RegisterRoutes();
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// MESSAGE_CAPTURE_DATA from a world, via master
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void HandleData(const MessageCaptureData& data);
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// Main loop: push new messages to browsers, save them, find the player again after a zone change, end captures on time
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void Update();
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// Save what hasn't been yet (running captures stay unfinished, to be carried on at the next start)
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void Shutdown();
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}
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