Files
DarkflameServer/dDashboardServer/routes/MaintenanceRoutes.cpp
Aaron Kimbrell 1a2758feab feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure
and contrast; with the defaults the icons' mean luminance matches the game's
own model icons (118 against 120 on a scratch set). Every icon parameter is
listed once (UgcIconParams: key, setting, range, default); the settings,
the dashboard's settings entries and the icon editor come from that list.
Presets per kind (player models, each car or rocket build type from
ModularBuildComponent) and overrides per model or module combination are in
ugc_icon_settings.

Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last
save before they're made (ugc.process_after); a client asking for one, the
owner leaving the world or a reset ends the wait.

Cars and rockets: one icon per combination of modules (sorted LOTs), shared
by every build of it; builds of a combination made already are marked made
right away, the client's per-blueprint downloads serve the shared files.

The dashboard can delete one item's files, purge by filter or all, preview
icons with any values on the UGC server (/admin routes, master password),
save presets and overrides, and draw a kind's icons again (icons only).

Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard
editor's lighting controls in the page script (routes are there), docs for
it, the empty-model state, /ugc?item= links, the shared fetch helper; the
storage size and property loading bugs are next.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -05:00

285 lines
15 KiB
C++

#include "MaintenanceRoutes.h"
#include <chrono>
#include <map>
#include <set>
#include <sstream>
#include "RouteUtils.h"
#include "ServerState.h"
#include "WSRoutes.h"
#include "Background.h"
#include "Scheduler.h"
#include "PlayerActions.h"
#include "ClientAssets.h"
#include "Database.h"
#include "CDClientDatabase.h"
#include "Game.h"
#include "Logger.h"
#include "eHTTPMethod.h"
#include "GeneralUtils.h"
#include "Lxfml.h"
#include "Sd0.h"
#include "tinyxml2.h"
#include "CharacterXml.h"
#include "ObjectIDManager.h"
using namespace RouteUtils;
namespace {
// Requests are capped at 3 MB by the web server, and JSON escaping makes the body bigger than the LXFML
constexpr size_t MAX_IMPORT_BYTES = 2 * 1024 * 1024;
bool AnyoneOnline() {
const auto state = ServerState::GetServerStateJson();
return state["stats"].value("onlinePlayers", 0u) > 0;
}
// Every pet in every inventory: pet id -> the character holding it
std::map<LWOOBJID, LWOOBJID> PetHolders(GameDatabase& db, size_t& characters) {
std::map<LWOOBJID, LWOOBJID> holders;
db.ForEachCharacterXml([&](LWOOBJID characterId, const std::string& xml) {
characters++;
for (const auto& pet : CharacterXml::Pets(xml)) holders[pet.id] = characterId;
});
return holders;
}
// Pets named before the game saved owners: look each one up in the inventories once (0: nobody has it)
void FillInPetOwners(Scheduler::RunPtr run) {
const auto unknown = Database::Get()->GetPetsWithUnknownOwner();
if (unknown.empty()) return run->Finish(true, "Every pet name has its owner");
run->Log(std::to_string(unknown.size()) + " pet name(s) without an owner; reading inventories");
const bool queued = Background::Run("pet_owners", [unknown](GameDatabase& db) -> nlohmann::json {
size_t characters = 0;
const auto holders = PetHolders(db, characters);
size_t found = 0;
for (const auto pet : unknown) {
const auto holder = holders.find(pet);
db.SetPetOwner(pet, holder == holders.end() ? 0 : holder->second);
if (holder != holders.end()) found++;
}
return { {"characters", characters}, {"found", found}, {"missing", unknown.size() - found} };
}, [run](nlohmann::json result, const std::string& error) {
if (!error.empty()) return run->Finish(false, "Failed: " + error);
BroadcastTableChanged("pet_names");
run->Finish(true, "Read " + std::to_string(result["characters"].get<size_t>()) + " characters: " + std::to_string(result["found"].get<size_t>()) +
" owner(s) found, " + std::to_string(result["missing"].get<size_t>()) + " pet(s) no one has any more");
});
if (!queued) run->Finish(false, "Already running");
}
bool PropertyInstanceRunning(LWOCLONEID cloneId) {
std::lock_guard lock(ServerState::g_StatusMutex);
return std::ranges::any_of(ServerState::g_WorldInstances, [cloneId](const WorldInstanceInfo& world) { return world.cloneID == cloneId; });
}
}
void RegisterMaintenanceTasks() {
Scheduler::Register({ "lift_expired_bans", "Lift expired bans",
"Unbans accounts whose temporary ban has ended (players are also let in at login once it has).", "5 * * * *",
[](Scheduler::RunPtr run) {
const auto now = static_cast<int64_t>(std::time(nullptr));
const auto lifted = Database::Get()->LiftExpiredBans(now);
for (const auto accountId : lifted) {
Database::Get()->InsertAccountNote({ 0, accountId, "unban", "Temporary ban ended", "[server]", now });
BroadcastTableChanged("accounts", std::to_string(accountId));
}
run->Finish(true, std::to_string(lifted.size()) + " ban(s) lifted");
} });
Scheduler::Register({ "pet_owners", "Fill in pet owners",
"The game saves who owns a pet when it is named. Pets named before that are looked up in the characters' inventories "
"once; this does nothing when every pet name already has its owner.", "*/30 * * * *", FillInPetOwners });
Scheduler::Register({ "pet_names_auto_approve", "Approve known pet names",
"Approves pending pet names that were already approved for another pet.", "0 * * * *",
[](Scheduler::RunPtr run) {
const auto approved = Database::Get()->ApprovePreviouslyApprovedPetNames();
if (approved > 0) {
Database::Get()->InsertAuditLog(0, "[system]", "auto_approve_pet_names", std::to_string(approved) + " pet name(s)", 0, 0);
BroadcastTableChanged("pet_names");
}
run->Finish(true, "Approved " + std::to_string(approved) + " pet name(s)");
} });
}
void RegisterMaintenanceRoutes() {
Route(eHTTPMethod::POST, "/api/maintenance/pet_names/auto_approve", Perm("maintenance"), "Approve pending pet names that were approved for another pet before",
[](HTTPReply& reply, const HTTPContext& context) {
const auto approved = Database::Get()->ApprovePreviouslyApprovedPetNames();
Audit(context, "auto_approve_pet_names", std::to_string(approved) + " pet name(s)");
if (approved) BroadcastTableChanged("pet_names");
JsonSuccess(reply, { {"message", "Approved " + std::to_string(approved) + " pet name(s)"} });
});
Route(eHTTPMethod::POST, "/api/maintenance/pet_names/orphans", Perm("maintenance"),
"Find (or with {delete: true}, remove) pet names whose pet no longer exists. Runs in the background: returns {requestId}",
[](HTTPReply& reply, const HTTPContext& context) {
const auto body = ParseBody(context);
const bool remove = body && body->value("delete", false);
const auto requestId = PlayerActions::Begin(context.accountId, std::chrono::minutes(30));
const auto actor = context;
const bool queued = Background::Run("pet_name_orphans", [remove](GameDatabase& db) -> nlohmann::json {
size_t characters = 0;
const auto holders = PetHolders(db, characters);
const auto names = db.GetAllPetNames();
nlohmann::json orphans = nlohmann::json::array();
for (const auto& [id, name] : names) {
if (!holders.contains(id)) orphans.push_back({ {"id", std::to_string(id)}, {"name", name} });
}
nlohmann::json result{
{"characters", characters}, {"petsFound", holders.size()}, {"petNames", names.size()},
{"orphaned", orphans.size()}, {"sample", nlohmann::json(orphans.begin(), orphans.begin() + std::min<size_t>(orphans.size(), 20))}
};
if (!remove) return result;
// A mismatch in how ids are stored would make every name look orphaned; never delete in that case
if (!names.empty() && orphans.size() * 2 > names.size()) {
result["refused"] = "Refusing to delete: more than half of all pet names look orphaned, which suggests an ID mismatch rather than real orphans";
return result;
}
for (const auto& orphan : orphans) db.RejectPetName(std::stoll(orphan["id"].get<std::string>()));
result["deleted"] = orphans.size();
return result;
}, [requestId, actor](nlohmann::json result, const std::string& error) {
if (!error.empty()) return PlayerActions::Finish(requestId, { false, "The scan failed: " + error });
if (result.contains("refused")) return PlayerActions::Finish(requestId, { false, result["refused"].get<std::string>(), result });
if (result.contains("deleted")) {
Audit(actor, "delete_orphaned_pet_names", std::to_string(result["deleted"].get<size_t>()) + " pet name(s)");
BroadcastTableChanged("pet_names");
}
PlayerActions::Finish(requestId, { true, std::to_string(result["orphaned"].get<size_t>()) + " orphaned pet name(s)" +
(result.contains("deleted") ? ", deleted" : ""), result });
});
if (!queued) {
PlayerActions::Finish(requestId, { false, "This scan is already running" });
return JsonError(reply, eHTTPStatusCode::CONFLICT, "This scan is already running");
}
JsonSuccess(reply, { {"requestId", requestId} });
});
Route(eHTTPMethod::POST, "/api/maintenance/remove_buffs", Perm("maintenance"),
"Remove every buff from every character (only while nobody is online). Body: {dry_run}. Runs in the background: returns {requestId}",
[](HTTPReply& reply, const HTTPContext& context) {
const auto body = ParseBody(context);
const bool dryRun = !body || body->value("dry_run", true);
if (!dryRun && AnyoneOnline()) return JsonError(reply, eHTTPStatusCode::CONFLICT, "Players are online; their worlds would overwrite this. Try again when nobody is online.");
const auto requestId = PlayerActions::Begin(context.accountId, std::chrono::minutes(30));
const auto actor = context;
const bool queued = Background::Run("remove_buffs", [dryRun](GameDatabase& db) -> nlohmann::json {
// First pass only records ids so no writes happen while the cursor is open
std::vector<LWOOBJID> withBuffs;
db.ForEachCharacterXml([&](LWOOBJID id, const std::string& xml) {
if (xml.find("<buff") != std::string::npos) withBuffs.push_back(id);
});
if (dryRun) return { {"characters", withBuffs.size()}, {"dryRun", true} };
uint32_t changed = 0;
for (const auto id : withBuffs) {
tinyxml2::XMLDocument doc;
const auto xml = db.GetCharacterXml(id);
if (doc.Parse(xml.c_str()) != tinyxml2::XML_SUCCESS) continue;
auto* dest = doc.FirstChildElement("obj") ? doc.FirstChildElement("obj")->FirstChildElement("dest") : nullptr;
auto* buff = dest ? dest->FirstChildElement("buff") : nullptr;
if (!buff) continue;
dest->DeleteChild(buff);
tinyxml2::XMLPrinter printer(nullptr, true);
doc.Print(&printer);
db.UpdateCharacterXml(id, printer.CStr());
changed++;
}
return { {"characters", changed}, {"dryRun", false} };
}, [requestId, actor](nlohmann::json result, const std::string& error) {
if (!error.empty()) return PlayerActions::Finish(requestId, { false, "Failed: " + error });
const auto count = result["characters"].get<size_t>();
if (result["dryRun"].get<bool>()) return PlayerActions::Finish(requestId, { true, std::to_string(count) + " character(s) have buffs", result });
Audit(actor, "remove_all_buffs", std::to_string(count) + " character(s)");
PlayerActions::Finish(requestId, { true, "Removed buffs from " + std::to_string(count) + " character(s)", result });
});
if (!queued) {
PlayerActions::Finish(requestId, { false, "This is already running" });
return JsonError(reply, eHTTPStatusCode::CONFLICT, "This is already running");
}
JsonSuccess(reply, { {"requestId", requestId} });
});
Route(eHTTPMethod::POST, "/api/maintenance/fix_clone_ids", Perm("maintenance"), "Repair properties whose clone ID doesn't match their owner's",
[](HTTPReply& reply, const HTTPContext& context) {
const auto fixed = Database::Get()->FixPropertyCloneIds();
Audit(context, "fix_property_clone_ids", std::to_string(fixed) + " propert(ies)");
if (fixed) BroadcastTableChanged("properties");
JsonSuccess(reply, { {"fixed", fixed}, {"message", "Fixed " + std::to_string(fixed) + " propert" + (fixed == 1 ? "y" : "ies")} });
});
Route(eHTTPMethod::GET, "/api/maintenance/missing_commendation_items", Perm("maintenance"), "Mission reward items with no commendation vendor price (game data check)",
[](HTTPReply& reply, const HTTPContext& context) {
auto rows = CDClientDatabase::ExecuteQuery(
"SELECT DISTINCT r.lot FROM ("
"SELECT reward_item1 AS lot FROM Missions UNION SELECT reward_item2 FROM Missions "
"UNION SELECT reward_item3 FROM Missions UNION SELECT reward_item4 FROM Missions) r "
"LEFT JOIN ComponentsRegistry cr ON cr.id = r.lot AND cr.component_type = 11 "
"LEFT JOIN ItemComponent ic ON ic.id = cr.component_id "
"WHERE r.lot > 0 AND (ic.commendationLOT IS NULL OR ic.commendationCost IS NULL) ORDER BY r.lot;");
nlohmann::json items = nlohmann::json::array();
while (!rows.eof()) {
const LOT lot = rows.getIntField("lot");
items.push_back({ {"lot", lot}, {"name", ClientAssets::ItemName(lot)} });
rows.nextRow();
}
JsonReply(reply, eHTTPStatusCode::OK, { {"items", items} });
});
Route(eHTTPMethod::POST, "/api/properties/:id/import", Perm("properties_import"), "Import LXFML models onto a property. Body: {lxfml, position: [x,y,z] (optional)}",
[](HTTPReply& reply, const HTTPContext& context) {
const auto propertyId = PathId<LWOOBJID>(context.path, 2);
const auto body = ParseBody(context);
if (!propertyId) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid ID");
if (!body) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid JSON");
const auto property = Database::Get()->GetPropertyInfo(*propertyId);
if (!property) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Property not found");
const auto owner = Database::Get()->GetCharacterInfo(property->ownerId);
if (!owner) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Property owner not found");
// A loaded property keeps its own list of models and saves it back, which would drop ours
if (PropertyInstanceRunning(property->cloneId)) return JsonError(reply, eHTTPStatusCode::CONFLICT, "This property is loaded in a world right now; try again when nobody is on it");
const std::string lxfml = body->value("lxfml", "");
if (lxfml.empty() || lxfml.size() > MAX_IMPORT_BYTES) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Provide LXFML up to 2 MB");
tinyxml2::XMLDocument check;
if (check.Parse(lxfml.c_str()) != tinyxml2::XML_SUCCESS || !check.FirstChildElement("LXFML")) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "That is not an LXFML file");
std::optional<NiPoint3> position;
if (body->contains("position") && (*body)["position"].is_array() && (*body)["position"].size() == 3) {
const auto& p = (*body)["position"];
position = NiPoint3(p[0].get<float>(), p[1].get<float>(), p[2].get<float>());
}
// Split into separate models and centre each on its own origin, exactly as the game does for new builds
const auto models = Lxfml::Split(lxfml);
if (models.empty()) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "No bricks found in that LXFML");
nlohmann::json created = nlohmann::json::array();
for (const auto& split : models) {
// The world servers' ObjectIDManager, as for a model built in game
const auto [modelId, blueprintId] = ObjectIDManager::GetNewModelIDs();
// Start from an empty (header-only) sd0 buffer, then compress the model into it
std::stringstream header(std::string(Sd0::SD0_HEADER, 5));
Sd0 sd0(header);
sd0.FromData(reinterpret_cast<const uint8_t*>(split.lxfml.data()), split.lxfml.size());
auto stream = sd0.GetAsStream();
Database::Get()->InsertNewUgcModel(stream, blueprintId, owner->accountId, owner->id, 0);
IPropertyContents::Model model;
model.id = modelId;
model.ugcId = blueprintId;
model.lot = 14;
model.position = position ? *position + split.center - models.front().center : split.center;
model.rotation = QuatUtils::IDENTITY;
Database::Get()->InsertNewPropertyModel(*propertyId, model, "Objects_14_name");
created.push_back(std::to_string(modelId));
}
Audit(context, "import_property_models", std::to_string(created.size()) + " model(s) onto property " + std::to_string(*propertyId));
BroadcastTableChanged("properties", std::to_string(*propertyId));
JsonSuccess(reply, { {"models", created}, {"message", "Imported " + std::to_string(created.size()) + " model(s)"} });
});
}