feat(ugc): placed models from the UGC server without 3D services

A placed model's client (1.10.64, UGCUSE3DSERVICES=7:0) always loads its
blueprint's NIF and HKX (its BlueprintComponent sets renderUserGen and
physicsUserGen itself) and its LXFML, asks the world for each file's
manifest first and waits for the answer with no timeout.

With ugc_manifest=1 and the new ugc_manifest_models=1 (default 0) the world:
- leaves the models whose mesh the UGC server made out of the LXFML it
  sends when a property loads,
- answers their NIF with the UGC server's checksum, their LXFML with the
  stored LXFML's (worked out once and kept) and their HKX as not known,
- sends a model that isn't made its LXFML (once for the three requests),
  so the client builds it itself and no model is left waiting.

When the UGC server writes a model's mesh with a new checksum it sends
UGC_MODELS_MADE (a new master message, appended) to the master, which
passes it to every world; a world with that model placed sends its
players the new NIF checksum and NotifyClientUGCModelReady (game message
909, the blueprint id), so clients switch to the served mesh.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 19:12:48 -05:00
parent dce2037d9d
commit 9d76fe9550
18 changed files with 508 additions and 44 deletions

View File

@@ -603,6 +603,15 @@ namespace GameMessages {
return true;
}
void NotifyClientUGCModelReady::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(blueprintID);
}
bool NotifyClientUGCModelReady::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(blueprintID));
return true;
}
void UGObjectMetadata::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(userModelID);
bitStream.Write(blueprintID);

View File

@@ -242,6 +242,19 @@ namespace GameMessages {
int32_t count{};
};
// Server -> client, to a placed model. Its blueprint's files were made (again) on the UGC server: the client's
// BlueprintComponent with that blueprint flushes its cached NIF, HKX and LXFML and requests the NIF and HKX again
// (LWOBlueprintComponent::OnNotifyClientUGCModelReady, 0x00ca6430; the payload is the blueprint id only,
// GameMessage::NotifyClientUGCIconReady::Serialize 0x00daae30 is shared with it). The client keeps using its
// cached manifest entry, so the new checksum is sent first (UgcManifestResponse). See docs/UgcServer.md.
struct NotifyClientUGCModelReady : public NetGameMsg {
NotifyClientUGCModelReady() : NetGameMsg(MessageType::Game::NOTIFY_CLIENT_UGC_MODEL_READY) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
LWOOBJID blueprintID{};
};
// A model's user generated data (UGObjectMetadata::Serialize, 0x00f5f590)
struct UGObjectMetadata {
LWOOBJID userModelID{};