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feat(ugc): answer the client's UGC manifest requests without 3D services
With UGCUSE3DSERVICES=7:0 (the client's default) the client asks its world for a blueprint file's MD5 and size (REQUEST_UGC_MANIFEST_INFO, world 27) and then downloads BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0. Layouts checked in the 1.10.64 client: the request is a u64 blueprint id and a u8 resource type; the answer (UGC_MANIFEST_RESPONSE, client 60) repeats them and adds a u8 valid, the u32 size and the 16 byte MD5 of the inflated file, 37 bytes after the 0x53 exactly or the client drops it. - dNet: WorldPackets::RequestUgcManifestInfo, ClientPackets::UgcManifestResponse (eUgcResourceType), with byte tests against the client's layouts. - Database: ugc_file_checksums (per model or module combination and file) and ugc_modular_build.combination_id (migrations 89 / 72), GetUgcFileChecksum looks a blueprint up as a model, else as a build through its combination. - UGC server: every download is also written as .sd0 (Sd0::Compress); workers hand the checksums back and the main thread stores them; old items get their sd0 icon and checksum, and builds their combination id, once at start-up, a few per tick; serves <dir>/BrickModels/UserMade/<bucket>/<id>.<ext>.sd0 under client_path, /<folder>/UserBrickModels and the root (.hkx 404). - World: UgcManifest answers on the main thread with one indexed query per request; files not made yet are answered when they are (looked at again every 5 seconds), and a model in its quiet period is made right away. No worker threads, HTTP or file reads in the world. Off by default (ugc_manifest=0): checked in game, the client then downloads from http://127.0.0.1:80/lwoclient/UserBrickModels/ whatever its boot.cfg says and logs the player out when it can't connect, so icons need the UGC server on port 80 of each player's machine. docs/UgcServer.md has the details. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -484,6 +484,25 @@ bool ClientPackets::BlueprintLoadItemResponse::Deserialize(RakNet::BitStream& bi
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return true;
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}
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void ClientPackets::UgcManifestResponse::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(blueprintId);
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bitStream.Write(resourceType);
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bitStream.Write<uint8_t>(valid ? 1 : 0);
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bitStream.Write(fileSize);
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for (const auto byte : md5) bitStream.Write(byte);
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}
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bool ClientPackets::UgcManifestResponse::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(blueprintId));
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VALIDATE_READ(bitStream.Read(resourceType));
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uint8_t validByte{};
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VALIDATE_READ(bitStream.Read(validByte));
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valid = validByte != 0;
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VALIDATE_READ(bitStream.Read(fileSize));
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for (auto& byte : md5) VALIDATE_READ(bitStream.Read(byte));
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return true;
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}
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namespace {
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// A zone ID as three fields: map (u16), instance (u16), clone (u32)
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void WriteZone(RakNet::BitStream& bitStream, const LWOZONEID& zoneID) {
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