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feat: UGC server that makes and serves player models' meshes and icons
A new server (dUgcServer, started by master with enable_ugc_server=1) that takes unprocessed ugc and ugc_modular_build rows from the database and makes what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden faces removed, ambient occlusion baked into vertex colors) and a 128px DDS icon for player models, rendered by a software rasterizer from the client's LDD brick primitives, and icons for cars and rockets assembled from their modules per ModularBuildComponent/ModuleComponent. It serves them, with the models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under a size cap. Processing state lives in ugc.is_optimized plus new processed_at, process_attempts and process_error columns (and the same on ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon and records named node transforms for the modules' attach points. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,6 +1,9 @@
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#pragma once
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#include <cstdint>
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#include <optional>
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#include <string>
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#include <string_view>
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namespace ZCompression {
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uint32_t GetMaxCompressedLength(uint32_t nLenSrc);
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@@ -8,5 +11,14 @@ namespace ZCompression {
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int32_t Compress(const uint8_t* abSrc, uint32_t nLenSrc, uint8_t* abDst, uint32_t nLenDst);
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int32_t Decompress(const uint8_t* abSrc, uint32_t nLenSrc, uint8_t* abDst, uint32_t nLenDst, int32_t& nErr);
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// `data` as a gzip file (RFC 1952), what HTTP clients and the game client's UGC downloads inflate
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std::string Gzip(std::string_view data);
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// A gzip file's contents; nullopt when it isn't one or is damaged
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std::optional<std::string> Gunzip(std::string_view data);
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// Raw deflate data (no zlib or gzip header, as in zip files) that inflates to `size` bytes; nullopt when it doesn't
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std::optional<std::string> InflateRaw(std::string_view data, size_t size);
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}
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