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🧰 A menu in game./worldapi alone opens a chest menu: WorldAPI’s state, a code for the admin panel, tokens to see, create (type the name in chat), and revoke, panel accounts, groups, and a config reload. The subcommands stay.
🔗 A link to the panel. With the new panel.publicUrl in config.yml, /worldapi admin sends a clickable link that opens the panel with the code already filled in.
🖥️ The panel grows.
A Worlds section edits time, weather, difficulty, game rules, and the border, and shows entities, the busiest chunks, a locate box, and containers near a point.
Inventories, ender chests, and chests show real item icons, and their slots take part of a stack, put an item in, or clear.
Enchantments read as in the game’s tooltip, one per line with Roman numerals and curses in red.
A player’s page lists every advancement by tab, and every death a page at a time.
The file editor highlights YAML, JSON, .properties, TOML, and logs.
A link with ?code= opens the sign-in with the code filled in.
🖼️ Item icons for the panel at GET /icons/{key}. Mojang’s textures can’t ship in the jar, so WorldAPI downloads the game’s client for the server’s version from Mojang once, into plugins/WorldAPI/cache, and reads icons from it. panel.icons: false turns this off.
✂️ Take part of a stack.POST …/slots/{slot}/take with an amount takes items from a player’s inventory, ender chest, or a container, and leaves the rest with its enchantments and name.
📝 ops.json, whitelist.json, and the ban lists are writable through /files. WorldAPI applies the new content through the server, which saves the file itself, so nothing it keeps in memory gets lost. Every file says why when it stays read-only (readOnlyReason).
POST /server/commands runs commands as the console, so say reads “[Server] …” in game instead of “[FeedbackForwardingSender] …”. The output is what the command printed to the console.