dServer sends the frames with each traffic report, logs a frame over slow_frame_ms (default 250, reread on a settings reload) as one line with its heaviest path, and runs profiling sessions master forwards. Master routes the dashboard's requests to the named server, profiles itself and passes results on. Task 96.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
client_sysinfo (GM 5, grantable) shows the client system info; the Log pruning
task deletes rows not seen for log_client_sysinfo_days (90).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After a successful login the auth server stores the system description the
client sent (memory text, video card, processor fields, Windows version fields)
exactly as sent, on the main thread with the login's other writes. The address
is only kept while log_login_addresses is on; log_client_sysinfo (on) turns the
whole thing off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard's API covers what it offered (online players, teams, announcements) with API keys, so the
chat server no longer runs a web server; its settings show as unused on the settings page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
log_chat_days defaults to 30 (was 90). Pruning stays on the Log pruning task's
own database connection.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The processor setting and toolbox_* settings (Blender, LU-Toolbox-
Standalone, add-ons folder, brick and work folders, device, threads,
timeout). Models asking for toolbox-blender are made by the Blender
worker when it can run, else natively, logged at start, when it changes
and per make. /status has the worker's state; --make-model takes
toolbox-blender too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The third ray backend, so every machine has a library for it: Embree on x86
CPUs (embree), HIPRT on AMD and NVIDIA GPUs (hiprt), Embree through SYCL on
Intel Arc and Xe GPUs (embree-gpu).
- CMake option DLU_EMBREE_SYCL (off). dUgcServer/EmbreeSycl is a project of
its own built by a SYCL compiler (DLU_SYCL_CXX; icpx through ONEAPI_ROOT or
the path, or the open source DPC++'s clang++ through DPCPP_ROOT) as an
external project: Embree 4.4 with EMBREE_SYCL_SUPPORT, linked statically and
bound inside (-Bsymbolic, only its C functions exported, so it never meets
the servers' own Embree), and the GPU kernels (nearest hit skipping a ray's
triangle, any hit), into libdlu_embree_sycl next to the servers
- UgcRaysEmbreeGpu loads it the first time embree-gpu is asked for; one GPU for
the process (embree_gpu_device picks it), the workers take turns, the
occlusion rays in batches as for hiprt
- without the build, the library or a supported Intel GPU it falls back to
embree and says why (the UGC server's log at start, --make-model on stderr)
- the option names, the settings page, the dashboard's picker, /reprocessproperty
Verified here: the default build and ctest; the SYCL build with the open source
DPC++ 7.1.0 (compiles, links against oneAPI's libsycl.so.9, exports only its C
functions); on this machine (no Intel GPU) it loads, finds no GPU and falls
back to embree. Not verified: tracing on an Intel GPU (none here).
Check: on a machine with an Intel Arc or Xe GPU and oneAPI, configure with
-DDLU_EMBREE_SYCL=ON and run UgcServer --make-model x.lxfml out embree-gpu;
the UGC tests then compare it with Embree.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Embree 4 (always built) replaces the UGC server's own bounding volume
hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no
fallback to them. ray_backend is embree (default) or hiprt (optional build;
Embree when it can't be used).
Settings, stored options and stats that say builtin still read: it is embree
(UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker,
/reprocessproperty and --make-model offer embree and hiprt.
Tests: the backends are compared with Embree (hiprt when built), Embree against
rays whose hits are known, and the clutter's occlusion against what the old
hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the
pinned model hashes are unchanged with Embree.
Check: ray_backend=builtin in an ini still starts and uses embree; the
settings page offers Embree and HIPRT.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The path tracer that imitated LU Toolbox's Remove Hidden Faces took 17 to 100
times as long as the renders from 42 directions around the model, too heavy to
use. It goes with its settings (hsr_method, hsr_samples, hsr_bounces,
hsr_sample_spacing, hsr_min_points), its side by side tracing for GPUs and its
tests. The renders (UgcRender::VisibleFromAround) remove hidden faces as before
that method existed; their size is hsr_resolution (1024), and the memory
estimate counts their buffers again.
The hidden-face method is no longer a processing option: the dashboard's picker,
/reprocessproperty and --make-model take only the ray backend (the occlusion's)
and denoising. Options stored before (made_options, process_options,
ugc_process_runs, --make-model arguments) that name toolbox or fast still
parse; the word is skipped.
Check: the settings page has no hsr_method or path settings and has
hsr_resolution; /reprocessproperty embree toolbox still works (toolbox
ignored); models made with the defaults keep their hashes (UGC tests).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HIPRT (MIT) behind the CMake option DLU_HIPRT (off): its headers come from its
SDK (HIPRT_ROOT, else ROCm's /opt/rocm) and are copied next to the servers; its
library is loaded when first used (hiprtew), as HIP or CUDA are by Orochi
(MIT, fetched pinned by hash; CUDA when its toolkit is found). The trace
kernels (nearest hit skipping the triangle a ray leaves, any hit) are compiled
the first time and kept in cache/hiprt. One GPU context for the process
(hiprt_device picks the GPU); the workers take turns on it. When HIPRT, the
GPU or a scene's upload fails, Embree is used instead, and the UGC server logs
why at start.
For a GPU the rays go in batches (UgcRays::Scene gets batch queries; the CPU
backends answer them a ray at a time):
- hidden faces: with a batch backend the paths are traced side by side, a
bounce at a time (the path code split into Start, Scatter and Bounce, the one
by one tracing unchanged); the same paths with the same random numbers, so
the same triangles are decided (tested with builtin side by side)
- the occlusion bake and the denoised icons' traced occlusion always ask in
batches (the same rays, the same results)
Its symbols are hidden: the servers export theirs (-rdynamic), and HIPRT's
library, which has an Orochi of its own, would otherwise call ours.
Check: configure with -DDLU_HIPRT=ON on a machine with ROCm (or HIPRT's SDK)
and an AMD RDNA or NVIDIA GPU; UgcServer --make-model x.lxfml out hiprt; the
UGC tests (hits, hidden faces and occlusion against builtin); a build without
it leaves everything as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Intel Open Image Denoise 2 (Apache-2.0) behind the CMake option DLU_OIDN (off):
an installed OIDN is used when found, else Intel's release package (pinned by
hash) is downloaded and its libraries copied next to the servers.
A denoiser only removes noise that differs from pixel to pixel; the icons'
occlusion comes from the bake, per vertex, which it leaves as it is (checked:
white noise 0.17 -> 0.006 relative spread, per-vertex blocks unchanged). So
with denoise=oidn a model's icon is drawn from model.noao.nif (its colors
before the bake) with its occlusion traced per pixel of the supersampled image
(denoise_samples rays, default 4, with the bake's distance and strength and the
ray backend), box filtered and denoised at the icon's size, guided by the colors
and normals. The model keeps its baked occlusion. Icons drawn again from stored
files use the stored model.noao.nif the same way.
OIDN works on a thread of its own; its time is charged to the job's thread
(UgcThrottle::Charge), so the CPU budget and the recorded CPU time include it.
Check: configure with -DDLU_OIDN=ON; UgcServer --make-model x.lxfml out oidn
and compare its icon.png with one made with off; an OFF build leaves icons as
they were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New UGC settings (ugcconfig.ini and the dashboard's settings page):
- ray_backend: builtin (default), embree or hiprt (falls back to embree when
the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)
UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.
Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Connects GuildManager to the chat server (ChatGuilds): the client's GUILD_INVITE, GUILD_INVITE_RESPONSE, GUILD_LEAVE
and GUILD_GET_ALL (routed through its world), the worlds' GUILD_CREATE, GUILD_KICK, GUILD_SET_RANK and GUILD_DISBAND,
guild chat (GENERAL_CHAT_MESSAGE in channel 10, sent to the online members as channel 10 private chat, which the
client's guild tab shows, and logged as "guild"), guildmates told when a member logs in, out or changes worlds, and a
member's pending invite dropped when they log off. Client packets go through the member's world as WorldRoutePacket;
GUILD_GET_STATUS goes to the world itself.
Guild names: the chat filter's deny list refuses a name (dChatFilter::HasDenyList, since without a deny list the deny
check refuses everything); a name the allow list doesn't cover waits for moderation, as pet names do.
The dashboard's new player action GUILD_CHANGED goes from master to the chat server only (answered 1 when chat is
connected), which catches online members up. chatconfig.ini: guild_max_members (100) and guild_invite_timeout (600
seconds).
Check in game: nothing yet on its own (the world side makes guilds reachable). Server log: the chat server starts and
logs no unhandled guild packets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EventGating (eventName, date_start, date_end; 8 rows) is only in the
CDClient for the server: the 1.10.64 client has no string for it. The
dates are Unix times (UTC), inclusive: pirateDay 2011-09-19 00:00 to
2011-09-20 23:59:59 (Talk Like a Pirate Day), buildNexusTower 2010-03-09
to 2011-03-14, buildNexusTowerEnd, frostburgh2010_notused and test rows.
The live Lua asked for an event with GetHolidayEvent{eventToCheck =
name}.isValid; the only callers are the Crux Prime random spawners
(L_BASE_RANDOM_SPAWNER.lua, L_AM_ZONE_SERVER.lua), whose only event is
pirateDay. DLU's BaseRandomServer::CheckEvents was a TODO.
- CDEventGatingTable loads the table; HolidayEvents::IsActive(name) is
true while the dates include now, or when event_1..event_8 names the
event (every live date is in 2010/2011, so this is how a server turns
one on; the same settings already switch gatingOnFeature objects).
- BaseRandomServer::CheckEvents: during pirateDay the str and zip areas
use the event loads from the Lua (80%: 5 pirates on each of type1-3,
20%: 5 admirals each; multipliers secA 1, secB 1, secC 1.2 for str).
Inferred: every spawner's Lua put the whole {str, zip} table in its
zones, which its getRandomLoad walks with ipairs and so finds no load;
DLU uses each table for the area it names, as L_AM_ZONE_SERVER.lua's
layout intends.
- sharedconfig.ini says event_N also takes EventGating names.
Check in game: with event_2=pirateDay in sharedconfig.ini, the Crux Prime
areas filled by the str and zip random spawners (spawner networks
em_str_* and em_zip_*) spawn only Maelstrom pirates and admirals; the
other two areas and a server without the setting spawn the usual mix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ghosting_scenes defaults to 1 in the worldconfig.ini template, the settings
catalog and when the key is missing. Zones without a terrain scene map keep
distance ghosting; ghosting_scenes=0 turns it off everywhere.
Check in game: with a fresh worldconfig.ini the world server log says
"Scene ghosting is on" in Avant Gardens; objects appear by scene (the whole
scene you are in and its neighbours) instead of within 100-150 units. In a
zone without a scene map (e.g. a property) the log says it is off and
ghosting is by distance.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fleck texture was 50 soft round blobs of one size, bright in the
middle and fading out, which read as a smudgy dot pattern. LEGO's glitter
bricks have many small flat flakes (about half a millimetre) of which
most look faint and a few catch the light. The flecks are now flat
flakes of glitter_fleck_size (0.05 model units, i.e. 0.5 mm; 0.7 to 1.3
of it) with a one-pixel edge, each as bright as its facet catches the
light (0.3 to 1 of glitter_fleck_opacity, 80%, weighted towards dim),
80 a tile by default. The texture grows (128 to 512) to keep a fleck 3
pixels wide. New settings glitter_fleck_size and glitter_fleck_opacity;
glitter_density defaults to 80. Only glitter output changes.
Check in game: reprocess a glitter model; close up, the flecks are small
crisp flakes of varied brightness, not blurry dots; from a few metres
the brick still reads as its color with a fine glitter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Why the glitter never moved: player models (LOT 14) are wrapped in
weeblewobble.kfm (RenderComponentWrapper 9845), so the client makes them
an LWOSkinnedRenderComponent, whose Run (0x00d6d3d0) updates the scene
graph (and so any NiTextureTransformController) only while animation is
enabled, and LWOModelBehaviorComponent::EnableAnimation (0x00be2740)
turns it off for modelType 2, which every placed property model is. The
root flags 0x102 added earlier are only read by the base render
component. Nothing in a placed model's .nif can move.
What does move: shader classes set globals in their own per-frame Run.
Distortion Directional (Ocean) (mapShaders 79, Run 0x010b90c0) slides
its texture layers by fixed shares of a tile a second, as the game's own
pond ripples (S79__pond_ripplesShape). Glitter bricks now get a sparkle
group, S79_GlitterSparkle_Model: their triangles lifted 0.005 off the
brick, vertex colors white tinted by the brick, UVs placed per brick,
alpha tested (ShaderCommon's alpha test phase, GREATEREQUAL 127), with a
stored texture of flat sparkles at alpha 230: one layer's sparkle alone
averages under the test, two meeting pass, so sparkles flash and go out
as the layers cross. The flecks stay (LEGO-AnimUV, now without the
controllers and flags that never ran). The icon and the dashboard's 3D
view leave the sparkles out.
New settings: shader_glitter_sparkle (79, 0 off), glitter_sparkle_size,
glitter_sparkle_amount, glitter_sparkle_tint, glitter_sparkle_brightness;
glitter_speed is now how fast sparkles flash (the sparkle tile). Only
glitter output changes; non-glitter models are byte-identical.
Check in game: reprocess a property with glitter models, then look at
them from a few angles and distances, on each graphics quality:
- sparkles flash on and off all over the glitter bricks, continuously
- no flickering fight between the sparkles and the brick surface
- transparent glitter bricks still see-through, flecks still visible
- nothing drawn where there is no glitter brick; icons unchanged
apart from the flecks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every glitter brick had the same flecks in the same places: the UVs were
the vertex positions projected on an axis plane, so bricks a whole tile
apart (and every brick of the same shape at the same spot in its own
model) looked identical. Each brick now has a number of its own
(UgcGlitter::BrickSeed, from the model's id and the brick's index, kept
per vertex in Mesh::brickSeeds) that turns the projection by an angle
and moves it by an offset under a tile, differently for each axis
plane. A model made again gets the same patterns; every LOD of a brick
the same one. The icon now draws the flecks on the UVs the .nif has
(Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts
the same pattern on every brick as before). Non-glitter models are
byte-identical (hash tests unchanged).
Check in game: reprocess a model with several glitter bricks of the
same shape; the fleck patterns differ from brick to brick.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 42 depth renders only saw faces in direct view, so faces reached only by
bounced light (interiors, recesses, rooms seen through openings) were removed.
UgcHsr traces the paths LU Toolbox's Cycles bake traces, directly from points
on each opaque triangle, and removes a triangle only when none of its paths
reaches the sky:
- points in rows along the triangle's longest side, hsr_sample_spacing apart
(0.1143, 7 x 7 on a stud-sized square), at least hsr_min_points (28, the
texels LU Toolbox bakes for a triangle), at most 4096
- hsr_samples (8) paths from each point, at most hsr_bounces (8) bounces, as
Cycles 3.1 samples the bake material (Principled BSDF defaults: Burley
diffuse and GGX specular, defensive sampling, Filter Glossy, 4 glossy
bounces, Russian roulette from the second bounce, ensure_valid_reflection);
no direct sky sampling (Cycles doesn't sample a flat world as a light)
- hsr_ground_plane: LU Toolbox's black box under LDD's floor
- decided per triangle, deterministic per model; triangles without area removed
- the VC pre-pass isn't done
Checked against LU Toolbox's operator in Blender 3.1.2 on the same meshes (27
models, 937,814 triangles): 501,362 removed there, 501,172 here, differences
as large as LU Toolbox's own between seeds. optimize_resolution is retired;
remove_hidden_faces=0 makes the same files as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- resources/*.ini list the 73 settings the catalog knew but the files left
out (dashboard AI helper, backups, metrics, public status, strikes,
property rent and reputation, chat log, contraband, logins...), with
their title, description and default. The test
ShippedFilesListEveryCatalogSetting keeps it that way; with
DLU_WRITE_INI_TEMPLATES=1 it writes the missing ones.
- ConfigSync forgets a setting row when its key has left a file the
server read: from the file, no value set on the dashboard, not a
permission level. Before, rows of removed keys stayed forever.
- Docs: where setting rows come from and when they go, the templates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With new binaries in place, master moves everything onto them while the
server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to
master):
- database migrations of the new build first; a failure stops there
- UGC finishes the jobs it is running (queued rows stay pending), auth
restarts, chat hands its teams to master for the next chat server; master
starts the new processes and retries ones that don't come back
- once the new chat server is up (CHAT_SERVER_READY) every world connects at
once and sends its players again (LoginSessionNotify resync, no login logged)
- every world instance is replaced with an instance migration: public worlds
and private ones (same password) at once, properties after the old instance
saved and froze the property (MIGRATE_PREPARE: no building, claiming or
saving there any more), activity zones and character select once their
players left or after a wait; empty instances just stop, zones in
prestart_worlds get a new one first
- the dashboard restarts last and picks the status up again
Players land where they stood (position carried in CarriedPlayerState, also on
properties and Moon Base). Draining instances get no new players
(InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the
world list. The order lives in LiveUpdateMachine.h without master state and is
unit tested; master's glue is LiveUpdateCoordinator. Master itself is not
replaced. Message IDs are appended only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter plastic has its flecks set in it; they catch the light as the view
moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting
flecks read as something flowing over the brick, so glitter_speed defaults
to 0: still flecks and no controllers. 1 and up still drift.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.
Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.
NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.
The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.
A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tested in game: shader_metal 88, shader_brushed 89 and shader_glow 46 are
now the defaults, with brushed_colors defaulting to the drum lacquered
298,300,1002,1004 and transparent_colors to 129. Empty list settings take
the default; none turns a list off. The three shader ids set to 0 still
write live's all-plastic models byte for byte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A character's location was only saved outside properties, so logging out
on a property and back in always went to the last world before it (as
live). save_property_location=1 (worldconfig.ini, dashboard: world
settings) saves it on properties too, and login returns to that property.
Off by default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
color_brightness (percent, default 100: unchanged) scales the models' vertex
colors, not the icons', for servers where the made models look brighter than
they should. transparent_colors names color ids drawn transparent whatever
Materials.xml says: 129 (Tr. Bright Bluish Violet with Glitter) has alpha
255 there, so it came out opaque; a named color gets transparent_opacity.
Both default to off, so models come out byte for byte as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With ugc_manifest_models the world left made models out of the LXFML it
sends when a property loads, so the client never built them and had no HKX:
the UGC server makes no physics, and the HKX request got a 404, so served
models had no collision.
Now every model's LXFML is sent and the client builds each one (NIF and
HKX). For the models whose mesh the UGC server made, once the client has
loaded and 3 seconds after, the world sends it the served NIF's checksum and
NotifyClientUGCModelReady: the client drops what it cached for the model and
asks again, downloads the served mesh (its own NIF no longer matches) and
keeps its own HKX (still matching). An HKX request is answered with the LXFML
too, followed by the same switch, at most 3 times per client and model.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client's Materials.xml has no brushedSteel or matteSteel colors, so the
Brushed Steel shader (mapShaders 89) was never used. brushed_colors names
color ids to draw with it whatever their type (e.g. the drum lacquered
298, 300, 1002, 1004); a named color wins over the metal and glow colors.
Empty by default. The docs note that the client registers the brushed
reflection and noise textures itself (0x00453730), so the .nif needs none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.
All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.
The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client keeps the scene under the player loaded, the scenes the zone
file's transitions connect to it, and the global scene
(Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos
0x01069010, the connected scenes at 0x01066500; transitions naming a
missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does).
- ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph,
shared by the world server and the dashboard.
- Objects remember the scene they were placed in (spawners pass theirs on).
- ghosting_scenes=1 (world config, off by default): players get the objects
of their loaded scenes instead of the ones within the ghosting distances;
objects from no scene go by the scene under them. Zones without a scene
map keep distance ghosting.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A placed model's client (1.10.64, UGCUSE3DSERVICES=7:0) always loads its
blueprint's NIF and HKX (its BlueprintComponent sets renderUserGen and
physicsUserGen itself) and its LXFML, asks the world for each file's
manifest first and waits for the answer with no timeout.
With ugc_manifest=1 and the new ugc_manifest_models=1 (default 0) the world:
- leaves the models whose mesh the UGC server made out of the LXFML it
sends when a property loads,
- answers their NIF with the UGC server's checksum, their LXFML with the
stored LXFML's (worked out once and kept) and their HKX as not known,
- sends a model that isn't made its LXFML (once for the three requests),
so the client builds it itself and no model is left waiting.
When the UGC server writes a model's mesh with a new checksum it sends
UGC_MODELS_MADE (a new master message, appended) to the master, which
passes it to every world; a world with that model placed sends its
players the new NIF checksum and NotifyClientUGCModelReady (game message
909, the blueprint id), so clients switch to the served mesh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dashboard shows worlds master has launched but that aren't connected
yet (Starting) and those shutting down, on the main page's world list
and in /api/worlds (state: starting|stopping), without a shutdown
button. Master's server list now carries each world's state (appended
after the UGC fields, one byte per world) and master pushes the list to
the dashboard whenever a world is launched, becomes ready, is told to
shut down or goes away, instead of the dashboard only seeing it on its
30 second poll. Starting worlds are kept apart from the running ones,
so counts, events and shutdown requests still only see running worlds.
prestart_worlds (masterconfig.ini, zone ids) lists the worlds master
starts when prestart_servers is on, instead of the hardcoded character
select (0) and Venture Explorer (1000), which stay the default when it
is missing or empty. It is on the Settings page as a zone list (restart
only), shown when prestart_servers is on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With UGCUSE3DSERVICES=7:0 (the client's default) the client asks its world for
a blueprint file's MD5 and size (REQUEST_UGC_MANIFEST_INFO, world 27) and then
downloads BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0. Layouts checked in
the 1.10.64 client: the request is a u64 blueprint id and a u8 resource type;
the answer (UGC_MANIFEST_RESPONSE, client 60) repeats them and adds a u8 valid,
the u32 size and the 16 byte MD5 of the inflated file, 37 bytes after the 0x53
exactly or the client drops it.
- dNet: WorldPackets::RequestUgcManifestInfo, ClientPackets::UgcManifestResponse
(eUgcResourceType), with byte tests against the client's layouts.
- Database: ugc_file_checksums (per model or module combination and file) and
ugc_modular_build.combination_id (migrations 89 / 72), GetUgcFileChecksum
looks a blueprint up as a model, else as a build through its combination.
- UGC server: every download is also written as .sd0 (Sd0::Compress); workers
hand the checksums back and the main thread stores them; old items get their
sd0 icon and checksum, and builds their combination id, once at start-up, a
few per tick; serves <dir>/BrickModels/UserMade/<bucket>/<id>.<ext>.sd0 under
client_path, /<folder>/UserBrickModels and the root (.hkx 404).
- World: UgcManifest answers on the main thread with one indexed query per
request; files not made yet are answered when they are (looked at again
every 5 seconds), and a model in its quiet period is made right away. No
worker threads, HTTP or file reads in the world.
Off by default (ugc_manifest=0): checked in game, the client then downloads
from http://127.0.0.1:80/lwoclient/UserBrickModels/ whatever its boot.cfg says
and logs the player out when it can't connect, so icons need the UGC server on
port 80 of each player's machine. docs/UgcServer.md has the details.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UgcIconPose holds the icon camera, model rotation (yaw/pitch/roll, YXZ) and
the crop to the projected bounds; RenderIcon uses it. The parameter list gains
the model's turn (defaults 0, so icons stay the same). POST /admin/assembly
returns a module combination's assembled .nif (turned by the build type's
AdditionalModelRotation), made on a worker and kept in a small cache.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The editor on the UGC page works for player models as well as cars and
rockets: its sliders come from /api/ugc/icon/params (UgcIconParams), it
shows the item's kind (player models, or the build type named from the
client's data), previews with the UGC server, and saves the kind's preset or
the item's own values, resets them and draws a kind's icons again.
The light settings whose defaults changed have new names (icon_world_light,
icon_sun_light, icon_shadow_strength), so the darker values in existing
ugcconfig.ini files no longer apply. Request ids are read safely (a missing
id crashed the dashboard).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brighter icons: a world light, a fill from the camera, a highlight, exposure
and contrast; with the defaults the icons' mean luminance matches the game's
own model icons (118 against 120 on a scratch set). Every icon parameter is
listed once (UgcIconParams: key, setting, range, default); the settings,
the dashboard's settings entries and the icon editor come from that list.
Presets per kind (player models, each car or rocket build type from
ModularBuildComponent) and overrides per model or module combination are in
ugc_icon_settings.
Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last
save before they're made (ugc.process_after); a client asking for one, the
owner leaving the world or a reset ends the wait.
Cars and rockets: one icon per combination of modules (sorted LOTs), shared
by every build of it; builds of a combination made already are marked made
right away, the client's per-blueprint downloads serve the shared files.
The dashboard can delete one item's files, purge by filter or all, preview
icons with any values on the UGC server (/admin routes, master password),
save presets and overrides, and draw a kind's icons again (icons only).
Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard
editor's lighting controls in the page script (routes are there), docs for
it, the empty-model state, /ugc?item= links, the shared fetch helper; the
storage size and property loading bugs are next.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The icon was rendered from a second mesh built only for it (the icon
renderer's color corrections, no variation, occlusion worked out again). It
is now drawn from the .nif just made, read back with NifFile at LOD 0, so it
shows exactly what the game shows: the color variation, the removed faces and
the lighting baked into the vertex colors (so it adds no occlusion of its
own). icon_correct_colors and icon_color_variation are gone; the camera and
light settings stay. Cars and rockets are drawn as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The /ugc page no longer needs the browser to reach the UGC server: the
dashboard fetches its status (/api/ugc/server/status), the files it made
(/api/ugc/files/<kind>/<id>/<file>) and its NIFs converted for the 3D view
(/api/ugc/mesh/<id>, NifFile like the scenery) from ugc_internal_url
(default http://127.0.0.1:2008) with libcurl on the worker threads, keeping
small answers briefly. ugc_public_url is only an "open on the UGC server"
link now.
The page gets an icon gallery beside the list, filtered by kind, state and a
search by id or owner (GetUgcProcessList/GetModularBuildProcessList take a
search), and a viewer: the generated NIF in 3D at any LOD, now or before it
was made again, with wireframe, vertex color and baked lighting switches, the
LXFML beside it, the icon now and before, and the stats with triangles before
and after hidden faces were removed. The status box shows CPU, memory, the
jobs' memory estimate with their limits, and throttling. The settings page
lists the UGC server's new settings.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LU Toolbox's Combine Transparent is off by default, so each transparent brick
is its own object and shape (the client can sort them). combine_transparent=1
joins them as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Parity with LU Toolbox's Process Model, Bake Lighting and icon renderer, with
its defaults as the settings' defaults:
- Colors from its LU palette (UgcPalette: LU colors, LDD colors mapped to the
nearest LU one, unknown ones black), transparent bricks at 58.82% opacity, a
brick transparent only when all of its materials are.
- Color variation: each brick's material gets its HSV value shifted in a 2.224
gamma by up to 5% (times the color's own amount), from a random number of
the model, brick and material, so reprocessing gives the same colors in
every LOD. Icons get none, and the icon renderer's color corrections.
- LODs 0 and 2 with its distance logic, written as NiLODNode/NiRangeLODData
like its exports and the game's own brick models, shapes divided at 65535
vertices along the longest side like divide_mesh.
- Ambient occlusion like its AO-only bake: 64 rays per vertex, distance 5,
after hidden surface removal, transparent bricks neither baked nor
occluding, glow colors added.
- Icons from its icon scene: 50 mm lens at 53.4/19.5 degrees, sun of 2.5 at
21/50.3 degrees with soft shadows, grey world light with occlusion; LOD 0's
hidden surface removal and occlusion are reused for them.
- Optional ground plane for hidden surface removal; stats.json per model and
the previous version's previews kept for comparing.
Budgets, applied live on config reload: max_cpu_percent (workers account
their thread CPU time and sleep to stay under it, long renders included),
worker_nice, max_memory_mb (jobs are estimated from their brick count and
wait until they fit), max_model_bricks and pause_hours. /status and the
traffic report show CPU, memory and throttling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mapped from the 1.10.64 client and live captures (docs/BuildWorkflow.md).
Model placement (PropertyManagementComponent):
- A brick built model placed from the inventory spawned at the world origin
with no rotation and without PlaceModelResponse/PreCreate, and was saved
to properties_contents with ugc_id 0; it is now placed where the client
put it, keeps its UGID and blueprint and is saved with them.
- Picking up, putting away and taking apart a brick built model gave it to
MODELS_IN_BBB and then deleted it; every way off the property now puts it
in MODELS (carried when picked up), as live, with its blueprint config.
Taking a premade model apart no longer deletes it either.
- Placing and removing a model saves the property at once, so a crash or a
disconnect before PropertyEditorEnd does not lose it.
- DoneArrangingWithItem only answers when something new is picked (not when
leaving), with the subject as build area; SetBuildModeConfirmed's
warnVisitors matches live.
Brick by brick (BrickByBrick):
- BBBLoadItemRequest moves the model to MODELS_IN_BBB keeping its id and
fails cleanly when the player has no such model.
- MoveInventoryBatch moves bricks between BRICKS and BRICKS_IN_BBB (it was
not handled, so the client and server disagreed until a relog).
- BBBSaveRequest uses up the opened models, places the new ones through the
property, returns the bricks (or uses them with bbb_consume_bricks=1),
clears the autosave and sends RequeryPropertyModels. Every save makes new
ugc rows (is_optimized 0, so the UGC server processes them).
- Quick save: SetBBBAutosave is stored per character (bbb_autosave).
- UnUseBBBModel puts a model back on the property where it was when it came
from there, otherwise back in MODELS.
- Leaving brick mode without a save, a disconnect or a crash: the autosave
is rebuilt into models (RebuildBBBAutosaveMsg) or the opened models go
back to MODELS. MODELS_IN_BBB is saved with the character now and loads
into MODELS, BRICKS_IN_BBB into BRICKS.
Fixes#1632Fixes#159Fixes#1565
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Counts, a paged list and failures of what the UGC server made of players'
models and modular builds, making one, the failed ones or everything again
(new ugc_manage permission), the UGC server's live status and icons from
ugc_public_url, and a 3D view of a model's LXFML. The UGC settings are in the
settings catalog.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
bind_ip in sharedconfig.ini picks the local IPv4 address every server's
RakNet sockets listen on (auth, chat, master, world, the dashboard's
connection to master), separate from external_ip, the address players
are sent. Empty or 0.0.0.0 keeps listening on all interfaces; localhost
means 127.0.0.1. Anything that isn't an IPv4 address stops the server
with an error, and each server logs what it bound to.
Fixes#225
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple