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>
This commit is contained in:
Aaron Kimbrell
2026-09-27 13:51:04 -05:00
parent 0c1253cd16
commit 9d2ad053fd
42 changed files with 1576 additions and 136 deletions

View File

@@ -12,9 +12,11 @@
#include <thread>
#include <vector>
#include "DeferredReply.h"
#include "dCommonVars.h"
#include "json_fwd.hpp"
#include "UgcBricks.h"
#include "UgcIconParams.h"
#include "UgcJobs.h"
#include "UgcStorage.h"
@@ -69,6 +71,46 @@ public:
// Main thread: whether an item's files can be served, queuing it to be made when it exists but they're missing
Availability Request(Kind kind, LWOOBJID id);
// Main thread: the id an item's files are stored under. A car or rocket's are its combination's (every build of
// the same modules shares one icon); 0 when a build's modules can't be told.
LWOOBJID StorageId(Kind kind, LWOOBJID id);
/**
* Main thread: renders an icon with `values` (UgcIconParams, over the settings) without storing it, on a worker
* (within the budgets, ahead of the queue); `reply` gets the PNG. A player model's is drawn from its stored .nif, a
* car or rocket's from `modules`. False (and `error`) when there's nothing to draw from.
*/
bool QueuePreview(Kind kind, LWOOBJID id, const std::string& modules, const UgcIconParams::Values& values, DeferredReply reply, std::string& error);
// Main thread: queues every stored icon of a kind ("model", or "build<type>" for cars and rockets) to be drawn again
// with the current settings, presets and overrides; only icons (models' from their stored .nif). How many.
size_t RegenerateIcons(const std::string& kind);
enum class eAfterDelete {
ON_DEMAND, // rows stay made; the files are made again when something asks for them
NOW, // rows go back to waiting, so they're made again soon
GONE, // rows are marked failed ("deleted"), so they aren't made again until someone asks for that
};
struct DeleteRequest {
Kind kind{};
std::vector<LWOOBJID> ids; // models, or builds (their combinations are deleted); empty with `all`
bool all{};
int64_t olderThanDays{}; // only files made longer ago than this (0: any)
int64_t unusedDays{}; // only files not asked for in this long (0: any)
eAfterDelete after{ eAfterDelete::ON_DEMAND };
};
struct DeleteResult {
size_t deleted{};
uint64_t bytes{};
size_t busy{}; // being made right now, left alone
std::vector<std::string> notes;
};
// Main thread: deletes stored files. Items being made are skipped, so a worker never writes what is being deleted.
DeleteResult Delete(const DeleteRequest& request);
// Main thread: what the server is doing, for /status
nlohmann::json Status() const;
@@ -98,6 +140,9 @@ private:
UgcJobs::ModularInput modular; // modular builds
uint64_t memory{}; // estimated bytes it needs
size_t parts{};
DeferredReply preview; // an icon preview: answered with the PNG, nothing stored
bool iconOnly{}; // a model's icon drawn again from its stored .nif
UgcIconParams::Values iconValues; // models: the preset and override (UgcIconParams)
};
struct Done {
@@ -107,9 +152,12 @@ private:
UgcJobs::Outcome outcome;
uint64_t bytes{};
double milliseconds{};
bool iconOnly{};
};
void Poll();
// Main thread: the icon values for a kind and an item (the kind's preset, then the item's override)
UgcIconParams::Values IconValues(const std::string& kind, const std::string& itemTarget);
void Collect();
void Record(const Done& done);
void Worker();
@@ -137,7 +185,11 @@ private:
std::vector<std::thread> m_Threads;
// Main thread only
std::set<std::pair<Kind, LWOOBJID>> m_InFlight;
std::set<std::pair<Kind, LWOOBJID>> m_InFlight; // models, and builds waiting for their combination
std::set<LWOOBJID> m_ComboJobs; // combinations being made
std::map<LWOOBJID, std::vector<std::pair<LWOOBJID, uint32_t>>> m_ComboRows; // combination -> builds (id, attempts) waiting for it
std::map<LWOOBJID, LWOOBJID> m_ComboOf; // build -> combination (StorageId)
uint64_t m_Reused{}; // builds whose combination was made already
std::chrono::steady_clock::time_point m_NextPoll{};
std::chrono::steady_clock::time_point m_NextEviction{};
std::map<std::pair<Kind, LWOOBJID>, std::pair<std::chrono::steady_clock::time_point, Availability>> m_Recent; // answers for missing files