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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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@@ -1,6 +1,7 @@
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#include "UgcJobs.h"
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#include <chrono>
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#include <cmath>
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#include <sstream>
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#include "json.hpp"
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@@ -66,7 +67,14 @@ namespace UgcJobs {
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}
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}
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Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed) {
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bool IconFromNif(const std::string& nif, const UgcRender::IconOptions& options, UgcStorage::Files& files, std::string& error) {
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const auto readBack = NifFile::Parse(nif, 0, error);
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if (!readBack) return false;
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AddIcon(files, UgcModel::FromNif(*readBack), options);
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return true;
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}
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Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed, const UgcIconParams::Values& iconValues) {
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Outcome outcome;
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const auto started = std::chrono::steady_clock::now();
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const auto lxfml = LxfmlFromBlob(blob);
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@@ -169,18 +177,15 @@ namespace UgcJobs {
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}
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// The icon is drawn from the .nif just made (its most detailed LOD, read back like any client .nif), so it
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// shows what the game shows: the colors with their variation, hidden faces removed, the baked lighting. The
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// lighting is in its vertex colors already, so the icon adds no occlusion of its own.
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// shows what the game shows: the colors with their variation, hidden faces removed, the baked lighting.
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const auto iconStart = std::chrono::steady_clock::now();
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auto iconOptions = settings.icon;
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UgcIconParams::Apply(iconOptions, iconValues);
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std::string nifError;
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const auto readBack = NifFile::Parse(nif, 0, nifError);
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if (!readBack) {
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if (!IconFromNif(nif, iconOptions, outcome.files, nifError)) {
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outcome.error = "the .nif made can't be read back for the icon: " + nifError;
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return outcome;
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}
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auto iconOptions = settings.icon;
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iconOptions.ao.enabled = false;
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AddIcon(outcome.files, UgcModel::FromNif(*readBack), iconOptions);
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const double iconMs = Since(iconStart);
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stats["ms"] = { { "build", std::lround(buildMs) }, { "hiddenSurfaces", std::lround(hsrMs) }, { "ambientOcclusion", std::lround(aoMs) },
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@@ -228,10 +233,19 @@ namespace UgcJobs {
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outcome.error = "the modules have no triangles";
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return outcome;
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}
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auto options = settings.modularIcon;
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auto options = ModularIconOptions(input, settings);
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options.modelRotation = build->additionalRotation * options.modelRotation;
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AddIcon(outcome.files, model, options);
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outcome.files["combo.json"] = nlohmann::json{ { "key", input.key }, { "buildType", input.buildType } }.dump();
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outcome.ok = true;
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return outcome;
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}
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UgcRender::IconOptions ModularIconOptions(const ModularInput& input, const Settings& settings) {
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auto options = settings.icon;
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UgcIconParams::Apply(options, input.iconValues);
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return options;
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}
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}
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