feat: convert 3D scenery models on worker threads with deferred replies

The dashboard's web server answers one request at a time, so converting a big
.nif (glom files up to tens of MB) held up every other request, flairs included.

- dWeb: Web::Defer hands a request to another thread; the reply is sent from the
  web thread on its next poll (DeferredQueue). A client that leaves first cancels
  it and the late reply is dropped. The synchronous route API is unchanged.
- Web::Shutdown closes connections while the state their close events touch is
  still alive; the destructor no longer runs handlers during static destruction
  (stopping the dashboard aborted in ~WSClient).
- WorkerPool: priority lanes, with one thread only for urgent work (flairs,
  small models, textures), and limited background work.
- Scenery: mesh and texture routes (and the showcase's) convert on the pool;
  thread-safe memory and disk caches, one conversion per model at a time with
  waiters sharing it; zones are converted ahead onto the disk cache while viewed.
- Setting scenery_workers (0: half the cores, 2 to 4).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 19:10:18 -05:00
parent 97ac7d04ef
commit bab092e5ee
21 changed files with 1309 additions and 176 deletions

View File

@@ -5,9 +5,13 @@
#include <cstring>
#include <filesystem>
#include <fstream>
#include <future>
#include <map>
#include <memory>
#include <mutex>
#include <set>
#include <sstream>
#include <thread>
#include <unordered_map>
#include <unordered_set>
@@ -16,6 +20,8 @@
#include "ReportRoutes.h"
#include "RouteUtils.h"
#include "TtlCache.h"
#include "Web.h"
#include "WorkerPool.h"
#include "WorldScene.h"
#include "ZonePaths.h"
@@ -194,6 +200,9 @@ namespace {
std::map<std::string, size_t> index; // res path -> its index in assets
std::string json;
std::optional<std::string> flairs; // the flairs' manifest, built when first asked for (their models join assets)
std::unordered_set<std::string> flairModels; // res paths of the flairs' models, converted ahead of others
bool warmedScenery{}; // WarmUp queued the scenery's models
bool warmedFlairs{}; // and the flairs'
size_t IndexOf(const std::string& path) {
const auto [it, added] = index.try_emplace(path, assets.size());
@@ -277,6 +286,7 @@ namespace {
const auto model = models.find(flair.id);
if (model == models.end() || model->second.empty() || !std::isfinite(flair.position.x)) continue;
assetOf.push_back(scenery.IndexOf(model->second));
scenery.flairModels.insert(model->second);
for (const auto value : { flair.position.x, flair.position.y, flair.position.z }) positions.push_back(Round(value, 100.0));
// Radians about x, y and z, applied in that order
const double c1 = std::cos(flair.rotation.x / 2), c2 = std::cos(flair.rotation.y / 2), c3 = std::cos(flair.rotation.z / 2);
@@ -316,74 +326,170 @@ namespace {
return data;
}
// Keeps the disk cache under DISK_CACHE_BYTES by removing the least recently written files
void StoreOnDisk(const std::filesystem::path& target, const std::string& data) {
static std::optional<uintmax_t> total;
std::error_code ec;
std::filesystem::create_directories(CACHE_DIR, ec);
if (!total) {
total = 0;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) *total += entry.is_regular_file(ec) ? entry.file_size(ec) : 0;
/**
* The converted models on disk (CACHE_DIR), kept under DISK_CACHE_BYTES by removing the least recently written
* files. Any thread.
*/
class DiskCache {
public:
void Store(const std::filesystem::path& target, const std::string& data) {
std::lock_guard lock(m_Mutex);
std::error_code ec;
std::filesystem::create_directories(CACHE_DIR, ec);
CountLocked();
if (m_Total + data.size() > DISK_CACHE_BYTES) {
std::vector<std::pair<std::filesystem::file_time_type, std::filesystem::path>> files;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) {
if (entry.path().extension() == ".bin") files.emplace_back(entry.last_write_time(ec), entry.path());
}
std::sort(files.begin(), files.end());
for (const auto& [time, path] : files) {
if (m_Total + data.size() <= DISK_CACHE_BYTES * 3 / 4) break;
const auto size = std::filesystem::file_size(path, ec);
if (std::filesystem::remove(path, ec)) m_Total -= std::min(m_Total, size);
}
}
// Written next to the target and renamed, so a reader never sees half a file
std::ostringstream temporary;
temporary << target.string() << "." << std::this_thread::get_id() << ".tmp";
{
std::ofstream file(temporary.str(), std::ios::binary | std::ios::trunc);
if (!file.write(data.data(), static_cast<std::streamsize>(data.size()))) return;
}
const auto existed = std::filesystem::exists(target, ec);
std::filesystem::rename(temporary.str(), target, ec);
if (!ec && !existed) m_Total += data.size();
}
if (*total + data.size() > DISK_CACHE_BYTES) {
std::vector<std::pair<std::filesystem::file_time_type, std::filesystem::path>> files;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) files.emplace_back(entry.last_write_time(ec), entry.path());
std::sort(files.begin(), files.end());
for (const auto& [time, path] : files) {
if (*total + data.size() <= DISK_CACHE_BYTES * 3 / 4) break;
const auto size = std::filesystem::file_size(path, ec);
if (std::filesystem::remove(path, ec)) *total -= std::min(*total, size);
// Bytes in the cache
uintmax_t Total() {
std::lock_guard lock(m_Mutex);
CountLocked();
return m_Total;
}
private:
void CountLocked() {
if (m_Counted) return;
m_Counted = true;
std::error_code ec;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) {
if (entry.path().extension() == ".tmp") std::filesystem::remove(entry.path(), ec); // left by a crash
else m_Total += entry.is_regular_file(ec) ? entry.file_size(ec) : 0;
}
}
const auto temporary = target.string() + ".tmp";
{
std::ofstream file(temporary, std::ios::binary | std::ios::trunc);
if (!file.write(data.data(), static_cast<std::streamsize>(data.size()))) return;
std::mutex m_Mutex;
uintmax_t m_Total{};
bool m_Counted{};
};
DiskCache g_Disk;
using Bytes = std::shared_ptr<const std::string>;
// A TtlCache any thread may use
class SharedCache {
public:
SharedCache(std::chrono::seconds ttl, size_t maxBytes) : m_Cache(ttl, maxBytes) {}
Bytes Get(const std::string& key) {
std::lock_guard lock(m_Mutex);
const auto cached = m_Cache.Get(key);
return cached ? *cached : nullptr;
}
std::filesystem::rename(temporary, target, ec);
if (!ec) *total += data.size();
void Put(const std::string& key, Bytes value) {
if (!value) return;
std::lock_guard lock(m_Mutex);
const auto weight = value->size() + 256;
m_Cache.Put(key, std::move(value), weight);
}
private:
std::mutex m_Mutex;
TtlCache<std::string, Bytes> m_Cache;
};
SharedCache g_Models(std::chrono::hours(1), MESH_CACHE_BYTES); // "path|lod" -> NifFile::Encode's output
SharedCache g_Embedded(std::chrono::hours(1), MESH_CACHE_BYTES); // "path#block" -> DDS of a texture stored in a .nif
// Conversions under way ("path|lod"), so a model asked for twice at once is converted once and both get it
std::mutex g_ConvertingMutex;
std::map<std::string, std::shared_future<Bytes>> g_Converting;
std::string ModelKey(const std::string& path, uint32_t lod) { return path + "|" + std::to_string(lod); }
// Where model `path` at `lod` is kept on disk, named after the source file's size and time so a changed client
// file is converted again
std::filesystem::path DiskPath(const std::string& key, const std::filesystem::path& file) {
std::error_code ec;
const auto size = std::filesystem::file_size(file, ec);
const auto time = std::filesystem::last_write_time(file, ec).time_since_epoch().count();
const auto diskKey = key + "|" + std::to_string(size) + "|" + std::to_string(time) + "|" + std::to_string(FORMAT_VERSION);
return CACHE_DIR / (std::to_string(Fnv1a(diskKey)) + ".bin");
}
Bytes Convert(const std::string& path, uint32_t lod, const std::filesystem::path& file, const std::filesystem::path& target) {
if (auto encoded = ReadWhole(target)) return std::make_shared<const std::string>(std::move(*encoded));
const auto data = ReadWhole(file);
if (!data) return nullptr;
std::string error;
const auto model = NifFile::Parse(*data, lod, error);
if (!model) {
LOG_DEBUG("Could not read %s: %s", path.c_str(), error.c_str());
return nullptr;
}
const auto folder = FolderOf(path);
std::vector<std::string> textures; // per mesh: a res path, "#<block>" for one stored in the .nif, or empty
for (const auto& mesh : model->meshes) {
if (mesh.material.embeddedTexture >= 0) textures.push_back("#" + std::to_string(mesh.material.embeddedTexture));
else textures.push_back(mesh.material.texture.empty() ? std::string{} : FindTexture(folder, mesh.material.texture));
}
auto encoded = std::make_shared<const std::string>(NifFile::Encode(*model, textures));
g_Disk.Store(target, *encoded);
return encoded;
}
/**
* Model `path` at `lod` in NifFile::Encode's format. Converting a big .nif takes a moment, so results are kept in
* memory (MESH_CACHE_BYTES) and on disk (DISK_CACHE_BYTES), keyed by the file's size and time so a changed client
* file is converted again.
* Model `path` (on disk at `file`) at `lod` in NifFile::Encode's format. Converting a big .nif takes a moment, so
* results are kept in memory (MESH_CACHE_BYTES; unless `keep` is false, for conversions ahead of time) and on disk
* (DISK_CACHE_BYTES). Any thread; the same model asked for again while it converts waits for that conversion.
*/
std::shared_ptr<const std::string> Encoded(const std::string& path, uint32_t lod) {
static TtlCache<std::string, std::shared_ptr<const std::string>> memory(std::chrono::hours(1), MESH_CACHE_BYTES);
const auto key = path + "|" + std::to_string(lod);
if (auto cached = memory.Get(key)) return *cached;
Bytes Encoded(const std::string& path, uint32_t lod, const std::filesystem::path& file, bool keep = true) {
const auto key = ModelKey(path, lod);
if (auto cached = g_Models.Get(key)) return cached;
const auto file = ClientAssets::ResolveResFile(path);
if (!file) return nullptr;
std::error_code ec;
const auto size = std::filesystem::file_size(*file, ec);
const auto time = std::filesystem::last_write_time(*file, ec).time_since_epoch().count();
const auto diskKey = key + "|" + std::to_string(size) + "|" + std::to_string(time) + "|" + std::to_string(FORMAT_VERSION);
const auto target = CACHE_DIR / (std::to_string(Fnv1a(diskKey)) + ".bin");
auto encoded = ReadWhole(target);
if (!encoded) {
const auto data = ReadWhole(*file);
if (!data) return nullptr;
std::string error;
const auto model = NifFile::Parse(*data, lod, error);
if (!model) {
LOG_DEBUG("Could not read %s: %s", path.c_str(), error.c_str());
return nullptr;
std::promise<Bytes> promise;
std::shared_future<Bytes> converting;
bool mine = false;
{
std::lock_guard lock(g_ConvertingMutex);
const auto it = g_Converting.find(key);
if (it != g_Converting.end()) {
converting = it->second;
} else {
converting = promise.get_future().share();
g_Converting.emplace(key, converting);
mine = true;
}
const auto folder = FolderOf(path);
std::vector<std::string> textures; // per mesh: a res path, "#<block>" for one stored in the .nif, or empty
for (const auto& mesh : model->meshes) {
if (mesh.material.embeddedTexture >= 0) textures.push_back("#" + std::to_string(mesh.material.embeddedTexture));
else textures.push_back(mesh.material.texture.empty() ? std::string{} : FindTexture(folder, mesh.material.texture));
}
encoded = NifFile::Encode(*model, textures);
StoreOnDisk(target, *encoded);
}
auto shared = std::make_shared<const std::string>(std::move(*encoded));
memory.Put(key, shared, shared->size() + 256);
return shared;
if (!mine) {
auto result = converting.get();
if (keep) g_Models.Put(key, result);
return result;
}
Bytes result;
try {
result = Convert(path, lod, file, DiskPath(key, file));
} catch (const std::exception& ex) {
LOG("Could not convert %s: %s", path.c_str(), ex.what());
}
if (keep) g_Models.Put(key, result);
{
std::lock_guard lock(g_ConvertingMutex);
g_Converting.erase(key);
}
promise.set_value(result);
return result;
}
// The "textures" list of an encoded model's header
@@ -409,12 +515,145 @@ namespace {
uint32_t LodOf(const HTTPContext& context) {
return std::min(GeneralUtils::TryParse<uint32_t>(QueryValue(context.queryString, "lod")).value_or(0), MAX_LOD);
}
// ---- Converting on worker threads, so a big model never holds up the web server's one thread ----
WorkerPool g_Pool;
constexpr uintmax_t SMALL_MODEL_BYTES = 256 * 1024; // .nif files this small convert in the pool's fast lane
constexpr uintmax_t LARGE_MODEL_BYTES = 4 * 1024 * 1024; // and this big wait behind everything smaller
constexpr auto WARM_IDLE = std::chrono::seconds(90); // converting a zone ahead stops once nobody has asked for it this long
constexpr uintmax_t WARM_DISK_BYTES = DISK_CACHE_BYTES * 3 / 4; // and when the disk cache is this full (it never evicts for it)
constexpr size_t WARM_MAX_MODELS = 4000;
// When someone last asked for something of a zone, and the LOD they last asked a model at
struct Activity {
std::chrono::steady_clock::time_point last;
uint32_t lod{ 1 }; // the world view's default detail
};
std::mutex g_ActivityMutex;
std::map<uint32_t, Activity> g_Activity;
void Touch(uint32_t zoneId, std::optional<uint32_t> lod = std::nullopt) {
std::lock_guard lock(g_ActivityMutex);
auto& activity = g_Activity[zoneId];
activity.last = std::chrono::steady_clock::now();
if (lod) activity.lod = *lod;
}
// The zone's activity while someone views it, nullopt once nobody has for WARM_IDLE
std::optional<Activity> Viewed(uint32_t zoneId) {
std::lock_guard lock(g_ActivityMutex);
const auto it = g_Activity.find(zoneId);
if (it == g_Activity.end() || std::chrono::steady_clock::now() - it->second.last > WARM_IDLE) return std::nullopt;
return it->second;
}
// Flairs (small, and drawn around the camera) and small models first; big ones behind the rest
WorkerPool::ePriority PriorityOf(const ZoneScenery& zone, const std::string& path, const std::filesystem::path& file) {
if (zone.flairModels.contains(path)) return WorkerPool::ePriority::URGENT;
std::error_code ec;
const auto size = std::filesystem::file_size(file, ec);
if (ec || size <= SMALL_MODEL_BYTES) return WorkerPool::ePriority::URGENT;
return size >= LARGE_MODEL_BYTES ? WorkerPool::ePriority::LARGE : WorkerPool::ePriority::NORMAL;
}
uint64_t WarmGroup(uint32_t zoneId) { return static_cast<uint64_t>(zoneId) + 1; }
/**
* Convert models of a zone ahead of time (onto the disk cache), at the LOD its viewer last asked for, while
* someone views it. The lowest priority: only when nothing else waits. Smallest first; `front` puts these before
* the zone's other queued ones (the flairs). Web thread.
*/
void WarmUp(uint32_t zoneId, const std::vector<std::string>& paths, bool front) {
if (!g_Pool.Running() || paths.empty()) return;
Files(); // built here: workers only read it
struct Item {
std::string path;
std::filesystem::path file;
uintmax_t size{};
};
std::vector<Item> items;
std::set<std::string> seen;
std::error_code ec;
for (const auto& path : paths) {
if (!seen.insert(path).second) continue;
const auto file = ClientAssets::ResolveResFile(path);
if (file) items.push_back({ path, *file, std::filesystem::file_size(*file, ec) });
}
std::stable_sort(items.begin(), items.end(), [](const Item& a, const Item& b) { return a.size < b.size; });
if (items.size() > WARM_MAX_MODELS) items.resize(WARM_MAX_MODELS);
const auto group = WarmGroup(zoneId);
// Queued at the front in reverse, so they still run smallest first
if (front) std::reverse(items.begin(), items.end());
for (auto& item : items) {
g_Pool.Submit(WorkerPool::ePriority::BACKGROUND, [zoneId, group, path = std::move(item.path), file = std::move(item.file)] {
const auto activity = Viewed(zoneId);
if (!activity || g_Disk.Total() >= WARM_DISK_BYTES) {
g_Pool.Cancel(group);
return;
}
const auto key = ModelKey(path, activity->lod);
std::error_code ec;
if (g_Models.Get(key) || std::filesystem::exists(DiskPath(key, file), ec)) return;
Encoded(path, activity->lod, file, false);
}, group, front);
}
}
// Warm the zone's models when its manifest is asked for (again after nobody viewed it for a while)
void WarmScenery(uint32_t zoneId, ZoneScenery& zone, bool flairs) {
if (!Viewed(zoneId)) zone.warmedScenery = zone.warmedFlairs = false;
Touch(zoneId);
auto& warmed = flairs ? zone.warmedFlairs : zone.warmedScenery;
if (warmed) return;
warmed = true;
if (flairs) WarmUp(zoneId, { zone.flairModels.begin(), zone.flairModels.end() }, true);
else WarmUp(zoneId, zone.assets, false);
}
// The texture `name` of model `path` (textures[slot] of its encoded form) as a DDS file. Any thread.
std::optional<std::string> TextureBytes(const std::string& path, const std::filesystem::path& modelFile, const std::vector<std::string>& textures,
const std::string& name, const std::filesystem::path& res) {
if (!name.starts_with('#')) {
const auto file = ClientAssets::ResolveResFile(name, res);
return file ? ReadWhole(*file) : std::nullopt;
}
// Stored inside the model: reading a big .nif again for each of its textures would be slow, so they're kept
if (const auto cached = g_Embedded.Get(path + name)) return *cached;
const auto data = ReadWhole(modelFile);
const auto block = GeneralUtils::TryParse<int32_t>(name.substr(1));
if (!data || !block) return std::nullopt;
// Every texture of the file at once, since the browser asks for them together
for (const auto& other : textures) {
if (other == name) continue;
const auto otherBlock = other.starts_with('#') ? GeneralUtils::TryParse<int32_t>(other.substr(1)) : std::nullopt;
auto file = otherBlock ? NifFile::EmbeddedTexture(*data, *otherBlock) : std::nullopt;
if (file) g_Embedded.Put(path + other, std::make_shared<const std::string>(std::move(*file)));
}
auto dds = NifFile::EmbeddedTexture(*data, *block);
if (dds) g_Embedded.Put(path + name, std::make_shared<const std::string>(*dds));
return dds;
}
// The model path of `asset` in the zone's manifests, or a 404 reply
const std::string* AssetPath(HTTPReply& reply, uint32_t zoneId, uint32_t asset) {
auto& zone = Zone(zoneId);
// The flairs' models join the list when their manifest is first built (a browser may still have it cached)
if (zone && asset >= zone->assets.size()) Flairs(zoneId, *zone);
if (!zone || asset >= zone->assets.size()) {
JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such model in this zone");
return nullptr;
}
return &zone->assets[asset];
}
}
namespace Scenery {
std::optional<std::string> ZoneJson(uint32_t zoneId) {
const auto& zone = Zone(zoneId);
auto& zone = Zone(zoneId);
if (!zone) return std::nullopt;
WarmScenery(zoneId, *zone, false);
return zone->json;
}
@@ -426,61 +665,85 @@ namespace Scenery {
std::optional<std::string> FlairsJson(uint32_t zoneId) {
auto& zone = Zone(zoneId);
if (!zone) return std::nullopt;
return Flairs(zoneId, *zone);
const auto& flairs = Flairs(zoneId, *zone);
WarmScenery(zoneId, *zone, true);
return flairs;
}
void ReplyMesh(HTTPReply& reply, uint32_t zoneId, uint32_t asset, uint32_t lod) {
auto& zone = Zone(zoneId);
// The flairs' models join the list when their manifest is first built (a browser may still have it cached)
if (zone && asset >= zone->assets.size()) Flairs(zoneId, *zone);
if (!zone || asset >= zone->assets.size()) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such model in this zone");
const auto encoded = Encoded(zone->assets[asset], std::min(lod, MAX_LOD));
if (!encoded) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Could not read this model");
Binary(reply, *encoded);
void ReplyMesh(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t lod) {
const auto* found = AssetPath(reply, zoneId, asset);
if (!found) return;
const auto path = *found;
lod = std::min(lod, MAX_LOD);
Touch(zoneId, lod);
if (const auto cached = g_Models.Get(ModelKey(path, lod))) return Binary(reply, *cached);
const auto file = ClientAssets::ResolveResFile(path);
if (!file) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Could not read this model");
Files(); // built here: workers only read it
const auto deferred = Web::Defer(reply, context);
g_Pool.Submit(PriorityOf(*Zone(zoneId), path, *file), [deferred, path, lod, file = *file] {
if (deferred.Cancelled()) return;
HTTPReply out;
const auto encoded = Encoded(path, lod, file);
if (encoded) Binary(out, *encoded);
else JsonError(out, eHTTPStatusCode::NOT_FOUND, "Could not read this model");
deferred.Send(std::move(out));
});
}
void ReplyTexture(HTTPReply& reply, uint32_t zoneId, uint32_t asset, uint32_t slot, uint32_t lod) {
auto& zone = Zone(zoneId);
if (zone && asset >= zone->assets.size()) Flairs(zoneId, *zone);
if (!zone || asset >= zone->assets.size()) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such model in this zone");
const auto encoded = Encoded(zone->assets[asset], std::min(lod, MAX_LOD));
const auto textures = encoded ? TexturesOf(*encoded) : std::vector<std::string>{};
if (slot >= textures.size() || textures[slot].empty()) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such texture");
const auto& texture = textures[slot];
std::optional<std::string> dds;
if (texture.starts_with('#')) {
// Stored inside the model: reading a big .nif again for each of its textures would be slow, so they're kept
static TtlCache<std::string, std::shared_ptr<const std::string>> embedded(std::chrono::hours(1), MESH_CACHE_BYTES);
const auto key = zone->assets[asset] + texture;
if (const auto cached = embedded.Get(key)) return Binary(reply, **cached);
const auto data = ClientAssets::ReadResFile(zone->assets[asset]);
const auto block = GeneralUtils::TryParse<int32_t>(texture.substr(1));
if (data && block) {
// Every texture of the file at once, since the browser asks for them together
for (const auto& other : textures) {
const auto otherBlock = other.starts_with('#') ? GeneralUtils::TryParse<int32_t>(other.substr(1)) : std::nullopt;
auto file = otherBlock ? NifFile::EmbeddedTexture(*data, *otherBlock) : std::nullopt;
if (!file) continue;
const auto bytes = file->size();
embedded.Put(zone->assets[asset] + other, std::make_shared<const std::string>(std::move(*file)), bytes);
}
dds = NifFile::EmbeddedTexture(*data, *block);
}
void ReplyTexture(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t slot, uint32_t lod) {
const auto* found = AssetPath(reply, zoneId, asset);
if (!found) return;
const auto path = *found;
lod = std::min(lod, MAX_LOD);
Touch(zoneId, lod);
const auto file = ClientAssets::ResolveResFile(path);
if (!file) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such texture");
Files();
// Quick when the model is converted already and the texture is a file of its own, or one kept from its model
auto priority = WorkerPool::ePriority::URGENT;
if (const auto cached = g_Models.Get(ModelKey(path, lod))) {
const auto textures = TexturesOf(*cached);
if (slot < textures.size() && textures[slot].starts_with('#') && !g_Embedded.Get(path + textures[slot])) priority = PriorityOf(*Zone(zoneId), path, *file);
} else {
dds = ClientAssets::ReadResFile(texture);
priority = PriorityOf(*Zone(zoneId), path, *file);
}
if (!dds) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Could not read this texture");
Binary(reply, std::move(*dds));
const auto deferred = Web::Defer(reply, context);
g_Pool.Submit(priority, [deferred, path, lod, slot, file = *file, res = ClientAssets::ResFolder()] {
if (deferred.Cancelled()) return;
HTTPReply out;
const auto encoded = Encoded(path, lod, file);
const auto textures = encoded ? TexturesOf(*encoded) : std::vector<std::string>{};
if (slot >= textures.size() || textures[slot].empty()) {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "No such texture");
} else if (auto dds = TextureBytes(path, file, textures, textures[slot], res)) {
Binary(out, std::move(*dds));
} else {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "Could not read this texture");
}
deferred.Send(std::move(out));
});
}
void Shutdown() {
g_Pool.Stop();
}
void RegisterRoutes() {
auto threads = Game::config ? Game::config->GetValue<uint32_t>("scenery_workers", 0) : 0;
if (threads == 0) threads = static_cast<uint32_t>(WorkerPool::DefaultThreads(std::thread::hardware_concurrency()));
threads = std::clamp<uint32_t>(threads, 2, 16);
// Converting ahead of time never takes more than half of the threads besides the fast lane
g_Pool.Start(threads, std::max<size_t>(1, (threads - 1) / 2));
LOG("Converting scenery models with %u threads", threads);
Route(eHTTPMethod::GET, "/api/scenery/:zone/mesh/:asset", 0,
"Model `asset` of a zone's scenery (see the scenery routes of properties and /world3d), converted from the client's .nif. Query: ?lod=0 (most detailed) to 3",
[](HTTPReply& reply, const HTTPContext& context) {
const auto zone = PathId<uint32_t>(context.path, 2);
const auto asset = PathId<uint32_t>(context.path, 4);
if (!zone || !asset) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid zone or model");
ReplyMesh(reply, *zone, *asset, LodOf(context));
ReplyMesh(reply, context, *zone, *asset, LodOf(context));
});
Route(eHTTPMethod::GET, "/api/scenery/:zone/texture/:asset/:slot", 0,
@@ -490,7 +753,7 @@ namespace Scenery {
const auto asset = PathId<uint32_t>(context.path, 4);
const auto slot = PathId<uint32_t>(context.path, 5);
if (!zone || !asset || !slot) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid zone, model or texture");
ReplyTexture(reply, *zone, *asset, *slot, LodOf(context));
ReplyTexture(reply, context, *zone, *asset, *slot, LodOf(context));
});
}
}