mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-18 02:32:50 +00:00
fix(ugc): switch a client to a served mesh only once its own build is done
When a model finishes on the UGC server while players are on the property, each client was sent the served NIF checksum, NotifyClientUGCModelReady and the model constructed again at once. A client that was sent the model's LXFML shortly before (the property load, a request for a model not made yet, the owner's brick by brick save) is still building it then: the build writes its own .nif over BrickModels/UserMade/<id>.nif and caches that file's MD5 as the NIF's manifest info when it finishes (client 1.10.64: LWOBBBInterface::GenerateModelFromLxfml 0x00b6c220, MainThread_Process- ModelResponse 0x00b5a1e0), undoing the switch, so it kept its own build. That is the usual case: another player's client asks for a model the owner just placed, gets its LXFML, and that request makes the UGC server make the model at once. Now such a client is switched 30 seconds after the last LXFML sent to it (UgcManifest::ServedMeshSwitches, BUILD_SETTLE); another LXFML sent meanwhile starts the wait again. Other clients are switched at once, as before. The served checksum is looked up when the switch happens. HKX requests are still answered with the LXFML, so collision stays the client's own. Check in game (ugc_manifest=1, ugc_manifest_models=1, two accounts on one property): the owner saves a new model; within about 30 s of the UGC server making it, the other player's copy blinks out and back with the served mesh (vertex AO, look of the dashboard's viewer), and still has collision (walk into it). The owner's copy switches the same way. The world log shows "Switching ... to the served mesh of model ...". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
#include "UgcManifest.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <chrono>
|
||||
#include <map>
|
||||
#include <set>
|
||||
@@ -51,7 +52,8 @@ namespace {
|
||||
|
||||
std::vector<Waiting> g_Waiting;
|
||||
std::chrono::steady_clock::time_point g_NextRetry{};
|
||||
std::map<std::pair<SystemAddress, LWOOBJID>, std::chrono::steady_clock::time_point> g_LxfmlSent;
|
||||
// LXFMLs sent to clients (building those models) and the switches to served meshes waiting for them
|
||||
UgcManifest::ServedMeshSwitches g_Switches;
|
||||
std::map<LWOOBJID, IUgc::FileChecksum> g_LxfmlChecksums;
|
||||
|
||||
// Placed models to construct again for a client once its flush is done
|
||||
@@ -71,6 +73,8 @@ namespace {
|
||||
};
|
||||
std::optional<PropertyReload> g_PropertyReload;
|
||||
|
||||
void RunDueSwitches(std::chrono::steady_clock::time_point now);
|
||||
|
||||
bool ManifestOn() {
|
||||
// Off unless set: a client whose boot.cfg doesn't point it at the UGC server downloads from its built-in
|
||||
// http://127.0.0.1:80/lwoclient and is logged out when it can't connect there (docs/UgcServer.md)
|
||||
@@ -140,8 +144,7 @@ namespace {
|
||||
// no such model
|
||||
bool SendLxfml(const SystemAddress& sysAddr, LWOOBJID blueprintId) {
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
std::erase_if(g_LxfmlSent, [now](const auto& sent) { return now - sent.second > LXFML_RESEND_AFTER; });
|
||||
if (g_LxfmlSent.contains({ sysAddr, blueprintId })) return true;
|
||||
if (g_Switches.SentWithin(sysAddr, blueprintId, LXFML_RESEND_AFTER, now)) return true;
|
||||
|
||||
auto model = Database::Get()->GetUgcModel(blueprintId);
|
||||
if (!model) return false;
|
||||
@@ -150,7 +153,7 @@ namespace {
|
||||
response.reasonCode = eBlueprintSaveResponseType::EverythingWorked;
|
||||
response.models.push_back({ blueprintId, model->lxfmlData.str() });
|
||||
response.Send(sysAddr);
|
||||
g_LxfmlSent[{ sysAddr, blueprintId }] = now;
|
||||
g_Switches.LxfmlSent(sysAddr, blueprintId, now);
|
||||
// Its mesh is wanted: a model still in its quiet period after a save is made now
|
||||
Database::Get()->ExpediteUgcModel(blueprintId);
|
||||
LOG_DEBUG("Sent the LXFML of %llu for the client to build", static_cast<unsigned long long>(blueprintId));
|
||||
@@ -158,6 +161,42 @@ namespace {
|
||||
}
|
||||
}
|
||||
|
||||
void UgcManifest::ServedMeshSwitches::LxfmlSent(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::time_point now) {
|
||||
std::erase_if(m_LxfmlSent, [now](const auto& sent) { return now - sent.second >= BUILD_SETTLE; });
|
||||
const Key key{ sysAddr, blueprintId };
|
||||
m_LxfmlSent[key] = now;
|
||||
// A switch now would be undone by the build this starts
|
||||
if (const auto due = m_Due.find(key); due != m_Due.end()) due->second = std::max(due->second, now + BUILD_SETTLE);
|
||||
}
|
||||
|
||||
bool UgcManifest::ServedMeshSwitches::SentWithin(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::duration within, const Clock::time_point now) const {
|
||||
const auto sent = m_LxfmlSent.find({ sysAddr, blueprintId });
|
||||
return sent != m_LxfmlSent.end() && now - sent->second < within;
|
||||
}
|
||||
|
||||
void UgcManifest::ServedMeshSwitches::Schedule(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::time_point now) {
|
||||
const Key key{ sysAddr, blueprintId };
|
||||
auto due = now;
|
||||
if (const auto sent = m_LxfmlSent.find(key); sent != m_LxfmlSent.end()) due = std::max(due, sent->second + BUILD_SETTLE);
|
||||
if (const auto pending = m_Due.find(key); pending != m_Due.end()) due = std::max(due, pending->second);
|
||||
m_Due[key] = due;
|
||||
}
|
||||
|
||||
std::vector<UgcManifest::ServedMeshSwitches::Switch> UgcManifest::ServedMeshSwitches::TakeDue(const Clock::time_point now) {
|
||||
std::vector<Switch> due;
|
||||
std::erase_if(m_Due, [&](const auto& pending) {
|
||||
if (pending.second > now) return false;
|
||||
due.push_back({ pending.first.first, pending.first.second });
|
||||
return true;
|
||||
});
|
||||
return due;
|
||||
}
|
||||
|
||||
void UgcManifest::ServedMeshSwitches::Forget(const SystemAddress& sysAddr) {
|
||||
std::erase_if(m_LxfmlSent, [&sysAddr](const auto& sent) { return sent.first.first == sysAddr; });
|
||||
std::erase_if(m_Due, [&sysAddr](const auto& pending) { return pending.first.first == sysAddr; });
|
||||
}
|
||||
|
||||
UgcManifest::eAction UgcManifest::Decide(const eUgcResourceType type, const bool manifestOn, const bool modelsOn, const bool meshMade) {
|
||||
if (!manifestOn) return eAction::NONE;
|
||||
switch (type) {
|
||||
@@ -235,28 +274,26 @@ void UgcManifest::OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId,
|
||||
g_Waiting.push_back({ sysAddr, blueprintId, resourceType, std::chrono::steady_clock::now() });
|
||||
}
|
||||
|
||||
namespace {
|
||||
// Shows a placed model to one client again with the served mesh. NotifyClientUGCModelReady only flushes the
|
||||
// client's cached NIF, HKX and LXFML and loads them again as preloads (LWOBlueprintComponent::
|
||||
// OnNotifyClientUGCModelReady, 0x00ca6430): an object already drawn keeps its mesh. So the object is also taken
|
||||
// down and constructed again for that client, once the flush is done (RECONSTRUCT_DELAY; constructed at once, the
|
||||
// flush can land after the new object loaded its mesh, which then disappears). Its new render component loads the
|
||||
// NIF, whose cached checksum is now the served one (sent first); the HKX's is still the one the client built, so
|
||||
// it keeps its collision.
|
||||
void ShowServedMesh(Entity& model, Entity& player, const LWOOBJID blueprintId) {
|
||||
const auto sysAddr = player.GetSystemAddress();
|
||||
if (model.GetIsGhostingCandidate()) {
|
||||
auto* const ghost = player.GetComponent<GhostComponent>();
|
||||
if (!ghost || !ghost->IsObserved(model.GetObjectID())) return; // not shown to this client (yet)
|
||||
}
|
||||
void UgcManifest::SwitchClient(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const IUgc::FileChecksum& checksum, const std::vector<LWOOBJID>& modelIds) {
|
||||
// The new checksum first: the client keeps its cached one (its own build's) otherwise, and loads the file it has
|
||||
Send(sysAddr, blueprintId, eUgcResourceType::NIF, checksum);
|
||||
const auto due = std::chrono::steady_clock::now() + RECONSTRUCT_DELAY;
|
||||
for (const auto objectId : modelIds) {
|
||||
// Flushes the client's cached NIF, HKX and LXFML of the blueprint and preloads the NIF and HKX again
|
||||
// (LWOBlueprintComponent::OnNotifyClientUGCModelReady, 0x00ca6430); an object already drawn keeps its mesh
|
||||
GameMessages::NotifyClientUGCModelReady ready;
|
||||
ready.target = model.GetObjectID();
|
||||
ready.target = objectId;
|
||||
ready.blueprintID = blueprintId;
|
||||
ready.Send(sysAddr);
|
||||
std::erase_if(g_Reconstructs, [&](const Reconstruct& r) { return r.sysAddr == sysAddr && r.objectId == model.GetObjectID(); });
|
||||
g_Reconstructs.push_back({ sysAddr, model.GetObjectID(), std::chrono::steady_clock::now() + RECONSTRUCT_DELAY });
|
||||
// So the model is also taken down and constructed again once the flush is done (constructed at once, the flush
|
||||
// can land after the new object loaded its mesh, which then disappears). Its HKX's cached checksum is still the
|
||||
// client's own build's, so it keeps its collision.
|
||||
std::erase_if(g_Reconstructs, [&](const Reconstruct& r) { return r.sysAddr == sysAddr && r.objectId == objectId; });
|
||||
g_Reconstructs.push_back({ sysAddr, objectId, due });
|
||||
}
|
||||
}
|
||||
|
||||
namespace {
|
||||
// Takes a model down for a client whose flush is done, then constructs it again a moment later (not in the same
|
||||
// batch: the client would drop the construction of an object it hasn't deleted yet); false until it's done
|
||||
bool ConstructAgain(Reconstruct& pending, const std::chrono::steady_clock::time_point now) {
|
||||
@@ -336,6 +373,7 @@ void UgcManifest::Update() {
|
||||
g_PropertyReload.reset();
|
||||
}
|
||||
}
|
||||
RunDueSwitches(now);
|
||||
std::erase_if(g_Reconstructs, [now](Reconstruct& pending) { return ConstructAgain(pending, now); });
|
||||
|
||||
if (g_Waiting.empty() || now < g_NextRetry) return;
|
||||
@@ -347,36 +385,63 @@ void UgcManifest::Update() {
|
||||
|
||||
void UgcManifest::OnDisconnect(const SystemAddress& sysAddr) {
|
||||
std::erase_if(g_Waiting, [&sysAddr](const Waiting& waiting) { return waiting.sysAddr == sysAddr; });
|
||||
std::erase_if(g_LxfmlSent, [&sysAddr](const auto& sent) { return sent.first.first == sysAddr; });
|
||||
g_Switches.Forget(sysAddr);
|
||||
std::erase_if(g_Reconstructs, [&sysAddr](const Reconstruct& pending) { return pending.sysAddr == sysAddr; });
|
||||
}
|
||||
|
||||
namespace {
|
||||
// The switches that are due: each client is sent the served checksum and its models shown to it are switched
|
||||
void RunDueSwitches(const std::chrono::steady_clock::time_point now) {
|
||||
if (g_Switches.Pending() == 0) return;
|
||||
const auto due = g_Switches.TakeDue(now);
|
||||
if (due.empty() || !Game::entityManager) return;
|
||||
const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
|
||||
for (const auto& pending : due) {
|
||||
// Models of a /reprocessproperty: the players are reloaded once they're all made
|
||||
if (g_PropertyReload && g_PropertyReload->blueprintIds.contains(pending.blueprintId)) continue;
|
||||
auto* const player = PlayerManager::GetPlayer(pending.sysAddr);
|
||||
if (!player) continue;
|
||||
auto* const ghost = player->GetComponent<GhostComponent>();
|
||||
std::vector<LWOOBJID> shown;
|
||||
for (auto* const model : models) {
|
||||
if (!model || model->GetVar<LWOOBJID>(u"blueprintid") != pending.blueprintId) continue;
|
||||
// Not shown to this client (yet): it loads the served mesh when it's constructed
|
||||
if (model->GetIsGhostingCandidate() && (!ghost || !ghost->IsObserved(model->GetObjectID()))) continue;
|
||||
shown.push_back(model->GetObjectID());
|
||||
}
|
||||
if (shown.empty()) continue;
|
||||
const auto checksum = Database::Get()->GetUgcFileChecksum(pending.blueprintId, "model.nif");
|
||||
if (!checksum || checksum->md5.size() != 32) continue;
|
||||
UgcManifest::SwitchClient(pending.sysAddr, pending.blueprintId, *checksum, shown);
|
||||
LOG("Switching %s to the served mesh of model %llu (%zu placed)", pending.sysAddr.ToString(), static_cast<unsigned long long>(pending.blueprintId), shown.size());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UgcManifest::OnLxfmlSent(const SystemAddress& sysAddr, const LWOOBJID blueprintId) {
|
||||
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
|
||||
g_Switches.LxfmlSent(sysAddr, blueprintId, std::chrono::steady_clock::now());
|
||||
}
|
||||
|
||||
void UgcManifest::OnModelsMade(const std::vector<LWOOBJID>& blueprintIds) {
|
||||
for (const auto id : blueprintIds) g_LxfmlChecksums.erase(id); // made again after its LXFML changed, maybe
|
||||
if (!ServesModels() || !Game::entityManager) return;
|
||||
// Models of a /reprocessproperty: the players are reloaded once they're all made
|
||||
|
||||
const auto& players = PlayerManager::GetAllPlayers();
|
||||
if (players.empty()) return;
|
||||
const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
for (const auto id : blueprintIds) {
|
||||
// Models of a /reprocessproperty: the players are reloaded once they're all made
|
||||
if (g_PropertyReload && g_PropertyReload->blueprintIds.contains(id)) continue;
|
||||
std::vector<Entity*> shown;
|
||||
for (auto* const model : models) {
|
||||
if (model && model->GetVar<LWOOBJID>(u"blueprintid") == id) shown.push_back(model);
|
||||
}
|
||||
if (shown.empty()) continue;
|
||||
const auto checksum = Database::Get()->GetUgcFileChecksum(id, "model.nif");
|
||||
if (!checksum || checksum->md5.size() != 32) continue;
|
||||
|
||||
// The new checksum first: the client keeps its cached one otherwise, and would load the file it has
|
||||
const auto placed = std::count_if(models.begin(), models.end(), [id](Entity* model) { return model && model->GetVar<LWOOBJID>(u"blueprintid") == id; });
|
||||
if (placed == 0) continue;
|
||||
// A client sent the model's LXFML lately may still be building it, and its build would undo the switch: it's
|
||||
// switched once it can't be building it any more, the others now
|
||||
for (auto* const player : players) {
|
||||
if (player) Send(player->GetSystemAddress(), id, eUgcResourceType::NIF, checksum);
|
||||
if (player) g_Switches.Schedule(player->GetSystemAddress(), id, now);
|
||||
}
|
||||
for (auto* const player : players) {
|
||||
if (!player) continue;
|
||||
for (auto* const model : shown) ShowServedMesh(*model, *player, id);
|
||||
}
|
||||
LOG("The UGC server made model %llu again: told %zu client(s) about %zu placed model(s)", static_cast<unsigned long long>(id), players.size(), shown.size());
|
||||
LOG("The UGC server made model %llu (%zu placed here): switching %zu client(s) to it", static_cast<unsigned long long>(id), static_cast<size_t>(placed), players.size());
|
||||
}
|
||||
RunDueSwitches(now);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user