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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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dUgcServer/UgcCdClient.h
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dUgcServer/UgcCdClient.h
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#pragma once
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#include <string>
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#include "UgcJobs.h"
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// What the UGC server reads from the CDClient (main thread only: the CDClient connection isn't shared with workers)
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namespace UgcCdClient {
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// A modular build's modules (ugc_modular_build.ldf_config) with their render assets and module data, and the
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// ModularBuildComponent of their build type; false and `error` when it can't be put together
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bool GatherModular(const std::string& modules, UgcJobs::ModularInput& input, std::string& error);
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}
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