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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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@@ -6,6 +6,7 @@
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#ifndef CLIENTPACKETS_H
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#define CLIENTPACKETS_H
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#include <array>
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#include <cstdint>
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#include <ctime>
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#include <set>
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@@ -18,6 +19,7 @@
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#include "eAddFriendResponseType.h"
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#include "eAddIgnoreResponse.h"
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#include "eBlueprintSaveResponseType.h"
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#include "eUgcResourceType.h"
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#include "MessageType/Client.h"
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#include "MessageType/Game.h"
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#include "NiPoint3.h"
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@@ -264,6 +266,23 @@ namespace ClientPackets {
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LWOOBJID itemId{};
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LWOOBJID destItemId{};
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};
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// Server -> client. The answer to REQUEST_UGC_MANIFEST_INFO: the MD5 and size of one of a blueprint's files as the
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// client has it after downloading and inflating it (BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0 from the UGC
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// server). The client checks a file it has against it and downloads the file when it differs; with valid 0 it uses
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// a file it has as it is and downloads it only when it has none. The client ignores the answer unless it is exactly
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// this long (37 bytes after the 0x53).
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struct UgcManifestResponse : public LUBitStream {
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UgcManifestResponse() : LUBitStream(ServiceType::CLIENT, MessageType::Client::UGC_MANIFEST_RESPONSE) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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LWOOBJID blueprintId{};
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eUgcResourceType resourceType{};
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bool valid{}; // A byte
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uint32_t fileSize{}; // Of the inflated file
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std::array<uint8_t, 16> md5{}; // Of the inflated file, as bytes
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};
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};
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/**
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