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 58d9267acc
commit 47a4c23a0d
11 changed files with 136 additions and 191 deletions

View File

@@ -161,11 +161,19 @@ namespace UgcBricks {
return contents.str();
}
BrickLibrary::BrickLibrary(std::filesystem::path res, uint32_t lod) : m_Res(std::move(res)), m_Lod(std::min<uint32_t>(lod, 2)) {}
BrickLibrary::BrickLibrary(std::filesystem::path res, uint32_t lod, FileReader reader)
: m_Res(std::move(res)), m_Lod(std::min<uint32_t>(lod, 2)), m_Reader(std::move(reader)) {}
std::optional<std::string> BrickLibrary::Read(const std::string& relative) const {
if (m_Reader) {
if (auto data = m_Reader(relative)) return data;
}
const auto path = ResolvePath(m_Res, relative);
return path ? ReadFile(*path) : std::nullopt;
}
bool BrickLibrary::LoadMaterials() {
const auto zipPath = ResolvePath(m_Res, "brickdb.zip");
const auto zip = zipPath ? ReadFile(*zipPath) : std::nullopt;
const auto zip = Read("brickdb.zip");
const auto xml = zip ? ReadZipEntry(*zip, "Materials.xml") : std::nullopt;
if (!xml) return false;
auto materials = ParseMaterials(*xml);
@@ -185,6 +193,11 @@ namespace UgcBricks {
return it != m_Materials.end() ? it->second : Material{};
}
bool BrickLibrary::HasMaterial(uint32_t id) const {
// Written once before the workers start, only read after
return m_Materials.contains(id);
}
std::shared_ptr<const std::vector<Geometry>> BrickLibrary::GetDesign(uint32_t design, std::optional<uint32_t> lodLevel) {
const uint32_t lod = std::min<uint32_t>(lodLevel.value_or(m_Lod), 2);
const uint64_t key = (static_cast<uint64_t>(lod) << 32) | design;
@@ -197,8 +210,7 @@ namespace UgcBricks {
const auto folder = "brickprimitives/lod" + std::to_string(lod) + "/";
for (uint32_t index = 0; index < MAX_GEOMETRY_PARTS; index++) {
const auto name = std::to_string(design) + ".g" + (index == 0 ? "" : std::to_string(index));
const auto path = ResolvePath(m_Res, folder + name);
const auto data = path ? ReadFile(*path) : std::nullopt;
const auto data = Read(folder + name);
if (!data) break;
auto geometry = ParseGeometry(*data);
if (!geometry) break;