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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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19
migrations/dlu/mysql/89_ugc_file_checksums.sql
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migrations/dlu/mysql/89_ugc_file_checksums.sql
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/* UGC server: ugc_file_checksums holds the MD5 (lowercase hex) and size of each file it made, as the game client has
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it after inflating the download (kind 0: a player model, storage_id its ugc id; kind 1: a combination of car or
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rocket modules, storage_id the combination's id). ugc_modular_build.combination_id is the combination a build was
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made as (0 until the UGC server has seen it). Worlds read both to answer the client's REQUEST_UGC_MANIFEST_INFO.
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See docs/UgcServer.md. */
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CREATE TABLE IF NOT EXISTS ugc_file_checksums (
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kind INT NOT NULL,
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storage_id BIGINT NOT NULL,
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file VARCHAR(32) NOT NULL,
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md5 CHAR(32) NOT NULL,
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size INT UNSIGNED NOT NULL,
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PRIMARY KEY (kind, storage_id, file)
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);
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SET @dlu_column = (SELECT IF(COUNT(*) = 0, 'ALTER TABLE ugc_modular_build ADD COLUMN combination_id BIGINT NOT NULL DEFAULT 0', 'DO 0') FROM information_schema.columns
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WHERE table_schema = DATABASE() AND table_name = 'ugc_modular_build' AND column_name = 'combination_id');
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PREPARE dlu_column_stmt FROM @dlu_column;
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EXECUTE dlu_column_stmt;
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DEALLOCATE PREPARE dlu_column_stmt;
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migrations/dlu/sqlite/72_ugc_file_checksums.sql
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migrations/dlu/sqlite/72_ugc_file_checksums.sql
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/* UGC server: the checksums of the files it made and each car or rocket build's combination. See the MySQL migration. */
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CREATE TABLE IF NOT EXISTS ugc_file_checksums (
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kind INTEGER NOT NULL,
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storage_id BIGINT NOT NULL,
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file TEXT NOT NULL,
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md5 TEXT NOT NULL,
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size INTEGER NOT NULL,
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PRIMARY KEY (kind, storage_id, file)
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);
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ALTER TABLE ugc_modular_build ADD COLUMN combination_id BIGINT NOT NULL DEFAULT 0;
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