feat(ugc): brick data through the client's assets; colours from Materials.xml everywhere

The UGC server reads brickdb.zip and brickprimitives through DLU's
AssetManager (loose files first, then the client's packs, as the game
does), so packed clients and bricks added to a client work. It falls
back to loose files under res/ as before.

In the LU Toolbox palette (the default), a colour LU Toolbox doesn't
know but the client's Materials.xml has, such as one added to the brick
database, is drawn in its Materials.xml colour instead of black. Ids
neither knows stay LU Toolbox's black.

The dashboard's 3D viewers get the brick colours from the client's
Materials.xml (/api/bricks/materials.js) instead of a hardcoded copy, so
added colours show there too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 17:47:00 -05:00
parent 453f728b5e
commit 36cefc1ede
11 changed files with 136 additions and 191 deletions

View File

@@ -12,6 +12,7 @@
#include <set>
#include <thread>
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "CDClientDatabase.h"
#include "ConfigSync.h"
@@ -389,11 +390,37 @@ namespace {
return client.empty() ? std::filesystem::path{} : std::filesystem::path(client) / "res";
}
// Brick files through the client's assets, packed or unpacked (loose files first, as the game reads them). Made on
// the main thread; the AssetManager is only read after that, so the workers may call it at once.
UgcBricks::FileReader ClientReader() {
const auto client = Game::config->GetValue("client_location");
if (client.empty()) return {};
std::shared_ptr<AssetManager> assets;
try {
assets = std::make_shared<AssetManager>(client);
} catch (const std::exception& e) {
LOG("Couldn't open the client's assets at %s (%s); reading loose files only", client.c_str(), e.what());
return {};
}
return [assets](const std::string& relative) -> std::optional<std::string> {
char* data = nullptr;
uint32_t length = 0;
try {
if (!assets->GetFile(relative, &data, &length)) return std::nullopt;
} catch (const std::exception&) {
return std::nullopt; // a pack the index names but that isn't there
}
std::string out(data, length);
free(data);
return out;
};
}
// Command line tools: make one model's or modular build's files into a folder, without a database
int MakeFromCommandLine(const std::string& mode, const std::string& input, const std::filesystem::path& output) {
const auto res = ResPath();
const auto settings = ReadSettings();
UgcBricks::BrickLibrary library(res, 0);
UgcBricks::BrickLibrary library(res, 0, ClientReader());
if (!library.LoadMaterials()) std::cerr << "Couldn't read Materials.xml from " << (res / "brickdb.zip") << "; bricks will be grey\n";
UgcJobs::Outcome outcome;
const auto start = std::chrono::steady_clock::now();
@@ -491,7 +518,7 @@ int main(int argc, char** argv) {
ServiceType::UGC, Game::config, &Game::lastSignal, masterPassword);
Game::server = g_Server;
UgcBricks::BrickLibrary library(res, 0);
UgcBricks::BrickLibrary library(res, 0, ClientReader());
if (!library.LoadMaterials()) LOG("Couldn't read Materials.xml from %s; bricks will be grey", (res / "brickdb.zip").string().c_str());
auto outputDir = std::filesystem::path(Game::config->GetValue("ugc_output_dir").empty() ? "ugc" : Game::config->GetValue("ugc_output_dir"));