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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>
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@@ -342,7 +342,7 @@ void RegisterShowcaseRoutes() {
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if (!zone) return;
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const auto asset = PathId<uint32_t>(context.path, 5);
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if (!asset) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid model");
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Scenery::ReplyMesh(reply, *zone, *asset, lodOf(context));
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Scenery::ReplyMesh(reply, context, *zone, *asset, lodOf(context));
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});
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Route(eHTTPMethod::GET, "/api/showcase/scenery/:zone/texture/:asset/:slot", PUBLIC, "A scenery texture of a property zone as DDS for the showcase's 3D view",
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@@ -352,6 +352,6 @@ void RegisterShowcaseRoutes() {
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const auto asset = PathId<uint32_t>(context.path, 5);
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const auto slot = PathId<uint32_t>(context.path, 6);
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if (!asset || !slot) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid model or texture");
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Scenery::ReplyTexture(reply, *zone, *asset, *slot, lodOf(context));
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Scenery::ReplyTexture(reply, context, *zone, *asset, *slot, lodOf(context));
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});
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}
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