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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>
This commit is contained in:
58
dUgcServer/UgcCdClient.cpp
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58
dUgcServer/UgcCdClient.cpp
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#include "UgcCdClient.h"
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#include <optional>
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#include "CDClientDatabase.h"
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#include "UgcModular.h"
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namespace {
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constexpr int32_t MODULE_COMPONENT = 28;
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constexpr int32_t RENDER_COMPONENT = 2;
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}
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namespace UgcCdClient {
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bool GatherModular(const std::string& modules, UgcJobs::ModularInput& input, std::string& error) {
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const auto lots = UgcModular::ParseModuleLots(modules);
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if (lots.empty()) {
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error = "no modules in \"" + modules + "\"";
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return false;
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}
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std::optional<int32_t> buildType;
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for (const auto lot : lots) {
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auto moduleQuery = CDClientDatabase::CreatePreppedStmt(
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"SELECT m.partCode, m.buildType, m.xml FROM ComponentsRegistry cr JOIN ModuleComponent m ON m.id = cr.component_id "
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"WHERE cr.id = ? AND cr.component_type = ? LIMIT 1;");
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moduleQuery.bind(1, static_cast<int>(lot));
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moduleQuery.bind(2, MODULE_COMPONENT);
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auto moduleRow = moduleQuery.execQuery();
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if (moduleRow.eof()) {
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error = "LOT " + std::to_string(lot) + " is not a module";
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return false;
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}
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UgcJobs::ModuleInput module;
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module.lot = lot;
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module.partCode = static_cast<uint32_t>(moduleRow.getIntField("partCode", 0));
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module.moduleXml = moduleRow.getStringField("xml", "");
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if (!buildType) buildType = moduleRow.getIntField("buildType", 0);
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auto renderQuery = CDClientDatabase::CreatePreppedStmt(
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"SELECT rc.render_asset FROM ComponentsRegistry cr JOIN RenderComponent rc ON rc.id = cr.component_id "
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"WHERE cr.id = ? AND cr.component_type = ? LIMIT 1;");
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renderQuery.bind(1, static_cast<int>(lot));
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renderQuery.bind(2, RENDER_COMPONENT);
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auto renderRow = renderQuery.execQuery();
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if (!renderRow.eof()) module.renderAsset = renderRow.getStringField("render_asset", "");
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input.modules.push_back(std::move(module));
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}
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auto buildQuery = CDClientDatabase::CreatePreppedStmt("SELECT xml FROM ModularBuildComponent WHERE buildType = ? ORDER BY id LIMIT 1;");
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buildQuery.bind(1, *buildType);
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auto buildRow = buildQuery.execQuery();
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if (buildRow.eof()) {
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error = "no ModularBuildComponent for build type " + std::to_string(*buildType);
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return false;
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}
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input.buildXml = buildRow.getStringField("xml", "");
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return true;
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}
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}
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