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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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@@ -38,7 +38,6 @@ set(DWEBTESTS_SOURCES
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"WorkerPoolTests.cpp"
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"OnceCacheTests.cpp"
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"${PROJECT_SOURCE_DIR}/dDashboardServer/routes/WorkerPool.cpp"
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"${PROJECT_SOURCE_DIR}/dDashboardServer/routes/NifFile.cpp"
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"BackupFilesTests.cpp"
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"SecurityFixesTests.cpp"
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"${PROJECT_SOURCE_DIR}/dDashboardServer/routes/BackupFiles.cpp"
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