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feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure and contrast; with the defaults the icons' mean luminance matches the game's own model icons (118 against 120 on a scratch set). Every icon parameter is listed once (UgcIconParams: key, setting, range, default); the settings, the dashboard's settings entries and the icon editor come from that list. Presets per kind (player models, each car or rocket build type from ModularBuildComponent) and overrides per model or module combination are in ugc_icon_settings. Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last save before they're made (ugc.process_after); a client asking for one, the owner leaving the world or a reset ends the wait. Cars and rockets: one icon per combination of modules (sorted LOTs), shared by every build of it; builds of a combination made already are marked made right away, the client's per-blueprint downloads serve the shared files. The dashboard can delete one item's files, purge by filter or all, preview icons with any values on the UGC server (/admin routes, master password), save presets and overrides, and draw a kind's icons again (icons only). Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard editor's lighting controls in the page script (routes are there), docs for it, the empty-model state, /ugc?item= links, the shared fetch helper; the storage size and property loading bugs are next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -25,7 +25,10 @@ public:
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std::stringstream& sd0Data,
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const uint64_t blueprintId,
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const uint32_t accountId,
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const LWOOBJID characterId) = 0;
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const LWOOBJID characterId,
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// Unix seconds before which the UGC server doesn't make it (0: right away). The owner's other models waiting
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// to be made wait until then too (they may be edited again).
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const int64_t processAfter) = 0;
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// Get the property models for the given property id.
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virtual std::vector<IPropertyContents::Model> GetPropertyModels(const LWOOBJID& propertyId) = 0;
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@@ -29,7 +29,7 @@ public:
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virtual void DeleteUgcModelData(const LWOOBJID& modelId) = 0;
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// Inserts a new UGC model into the database.
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virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml) = 0;
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virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml, const int64_t processAfter) = 0;
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virtual std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) = 0;
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@@ -53,6 +53,7 @@ public:
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std::string error;
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bool bakeAo{};
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std::string details; // modular builds: the modules (ldf_config)
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int64_t processAfter{}; // models: Unix seconds before which it isn't made (the quiet period after a save)
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};
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// A model waiting to be made: its id, stored LXFML (sd0) and the attempts so far
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@@ -62,9 +63,14 @@ public:
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uint32_t attempts{};
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};
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// Up to `limit` pending models, the least tried and then the newest first
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// Up to `limit` pending models whose quiet period is over (process_after), the least tried and then the newest first
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virtual std::vector<PendingModel> GetUgcModelsToProcess(const uint32_t limit) = 0;
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// Ends the quiet period of a waiting model (a client asked for it), or of all a character's waiting models (they
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// left the property)
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virtual void ExpediteUgcModel(const LWOOBJID id) = 0;
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virtual void ExpediteUgcModels(const LWOOBJID characterId) = 0;
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// Records an attempt: the new state, how many attempts there have been, why it failed (empty when it didn't) and
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// whether lighting was baked in; processed_at becomes now
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virtual void SetUgcModelProcessed(const LWOOBJID id, const eProcessState state, const uint32_t attempts, const std::string_view error, const bool bakeAo) = 0;
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@@ -28,6 +28,15 @@ public:
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virtual uint64_t ResetModularBuildProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
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virtual std::vector<IUgc::ProcessInfo> GetModularBuildProcessList(const std::optional<IUgc::eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
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virtual std::vector<std::pair<IUgc::eProcessState, uint64_t>> GetModularBuildProcessCounts() = 0;
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// How many builds there are of each ldf_config as stored (the same modules may be written differently)
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virtual std::vector<std::pair<std::string, uint64_t>> GetModularBuildConfigCounts() = 0;
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// Icon settings (UgcIconParams JSON) set on the dashboard for a target: "kind:<kind>" (a preset for player models or
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// a car or rocket build type), "model:<id>" or "combo:<modules key>" (one item's or combination's own)
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virtual std::optional<std::string> GetUgcIconSettings(const std::string_view target) = 0;
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virtual void SetUgcIconSettings(const std::string_view target, const std::string_view params) = 0;
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virtual void DeleteUgcIconSettings(const std::string_view target) = 0;
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};
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#endif //!IUGCMODULARBUILD_H
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