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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:
115
dUgcServer/UgcProcessor.h
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115
dUgcServer/UgcProcessor.h
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#pragma once
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#include <chrono>
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#include <condition_variable>
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#include <cstdint>
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#include <deque>
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#include <filesystem>
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#include <map>
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#include <mutex>
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#include <set>
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#include <string>
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#include <thread>
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#include <vector>
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#include "dCommonVars.h"
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#include "json_fwd.hpp"
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#include "UgcBricks.h"
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#include "UgcJobs.h"
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#include "UgcStorage.h"
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/**
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* The UGC server's queue. The main thread (Update) takes pending rows from the database, gathers each one's input
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* (the stored LXFML, or a modular build's modules from the CDClient) and hands it to the worker threads; they make
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* and write the files; the main thread records the outcome in the database. Workers never touch the database, the
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* CDClient or the network.
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*/
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class UgcProcessor {
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public:
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using Kind = UgcStorage::Kind;
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struct Config {
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uint32_t pollIntervalMs{ 2000 };
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uint32_t pollBatch{ 32 };
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uint32_t maxAttempts{ 3 };
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uint64_t maxStorageBytes{}; // 0: no limit
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size_t threads{ 2 };
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};
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UgcProcessor(Config config, UgcStorage& storage, UgcBricks::BrickLibrary& library, UgcJobs::Settings settings);
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~UgcProcessor();
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void Start();
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// Waits for the jobs that are running; queued ones are dropped (they stay pending in the database)
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void Stop();
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// Main thread: poll, dispatch, record results, keep the storage under its cap
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void Update();
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enum class Availability {
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READY, // the files are there
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QUEUED, // it exists and is being made (again)
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UNKNOWN, // no such item, or it failed
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};
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// Main thread: whether an item's files can be served, queuing it to be made when it exists but they're missing
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Availability Request(Kind kind, LWOOBJID id);
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// Main thread: what the server is doing, for /status
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nlohmann::json Status() const;
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private:
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struct Job {
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Kind kind{};
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LWOOBJID id{};
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uint32_t attempts{};
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std::string blob; // models: the stored LXFML
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UgcJobs::ModularInput modular; // modular builds
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};
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struct Done {
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Kind kind{};
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LWOOBJID id{};
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uint32_t attempts{};
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UgcJobs::Outcome outcome;
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uint64_t bytes{};
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double milliseconds{};
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};
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void Poll();
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void Collect();
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void Record(const Done& done);
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void Worker();
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Config m_Config;
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UgcStorage& m_Storage;
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UgcBricks::BrickLibrary& m_Library;
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UgcJobs::Settings m_Settings;
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mutable std::mutex m_Mutex;
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std::condition_variable m_Wake;
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std::deque<Job> m_Jobs;
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std::deque<Done> m_Done;
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size_t m_Active{};
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bool m_Stopping{};
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std::vector<std::thread> m_Threads;
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// Main thread only
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std::set<std::pair<Kind, LWOOBJID>> m_InFlight;
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std::chrono::steady_clock::time_point m_NextPoll{};
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std::chrono::steady_clock::time_point m_NextEviction{};
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std::map<std::pair<Kind, LWOOBJID>, std::pair<std::chrono::steady_clock::time_point, Availability>> m_Recent; // answers for missing files
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uint64_t m_StoredBytes{};
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uint64_t m_Made{};
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uint64_t m_Failed{};
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uint64_t m_Evicted{};
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struct LogEntry {
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Kind kind{};
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LWOOBJID id{};
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bool ok{};
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double milliseconds{};
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std::string message;
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int64_t time{};
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};
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std::deque<LogEntry> m_Log; // the last results
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};
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