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feat(ugc): processing totals on the UGC page; no shared icon preset for player models
- IUgc::GetUgcProcessTotals sums what the UGC server made, for models and for car and rocket builds: count, time spent (and how many are timed), CPU time, average and slowest, average and most memory (estimate), bricks, triangles and triangles saved (models whose count before hidden face removal is known). /api/ugc returns them as totals and the UGC page shows a card for each kind. Parity tested. - Player models no longer have a shared icon preset: every one is a different size and shape, so its icon is fitted to it from the settings. The UGC server ignores a kind:model preset, the dashboard refuses to save one, and the icon editor hides the type buttons for models. One model's own icon values still work. Car and rocket build types keep theirs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -420,6 +420,7 @@ class TestSQLDatabase : public GameDatabase {
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std::optional<IUgc::ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) override { return {}; }
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uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) override { return 0; }
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uint64_t ResetPropertyUgcModelProcessing(const LWOOBJID propertyId) override { return 0; }
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IUgc::ProcessTotals GetUgcProcessTotals(const bool modular) override { return {}; }
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std::vector<IUgc::ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) override { return {}; }
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std::vector<std::pair<IUgc::eProcessState, uint64_t>> GetUgcProcessCounts() override { return {}; }
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std::vector<IUgcModularBuild::PendingBuild> GetModularBuildsToProcess(const uint32_t limit) override { return {}; }
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