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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/UgcFormats.h
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dUgcServer/UgcFormats.h
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#pragma once
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#include <string>
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#include <string_view>
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#include <vector>
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#include "UgcModel.h"
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#include "UgcRender.h"
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/**
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* The files the UGC server writes: the mesh as a Gamebryo .nif the client loads, icons as .png and .dds, and the
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* client's .checksum files for its downloads. Pure (data in, bytes out).
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*/
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namespace UgcFormats {
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struct NifShape {
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std::string name;
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const UgcModel::Mesh* mesh{};
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bool transparent{};
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};
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/**
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* A Gamebryo 20.3.0.9 file (user version 0, as the client's own meshes): a root NiNode named `rootName` with one
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* NiTriShape per shape (at most 65535 vertices and triangles each: UgcModel::Split), with vertex colors that are
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* the diffuse and ambient color (NiVertexColorProperty), a white NiMaterialProperty, and for transparent shapes an
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* NiAlphaProperty blending with the vertex alpha.
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*/
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std::string WriteNif(const std::string& rootName, const std::vector<NifShape>& shapes);
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// PNG (8-bit RGBA)
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std::string EncodePng(const UgcRender::Image& image);
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// DDS, uncompressed 32-bit BGRA without mipmaps
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std::string EncodeDds(const UgcRender::Image& image);
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// Lowercase hex MD5 of `data`
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std::string Md5Hex(std::string_view data);
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// What the client reads from a UGC file's .checksum: the MD5 and size of the file as it is after inflating it
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std::string ChecksumXml(std::string_view data);
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}
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