Commit Graph

5 Commits

Author SHA1 Message Date
Aaron Kimbrell
bd1d76193f 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>
2026-09-29 00:05:42 -05:00
Aaron Kimbrell
ebf3a05704 feat(property): best friends of the owner can build on the property
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>
2026-09-28 22:31:20 -05:00
Aaron Kimbrell
8ab7e496b0 feat(bbb): answer FetchModelMetadataRequest for brick built models
The client asks for a model's metadata (name, owner, behaviors and its blueprint's
bricks and box) when it shows a brick built model item's tooltip, a model on a
property or an exhibit, and shows BBB_LOADING_BLUEPRINT until it gets it. The
world server never answered. It now does as live did: UG data for the model
(found among the player's items by subkey, else among placed models) and, for a
brick built model, the blueprint data from its ugc row and LXFML.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
1a2758feab feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
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>
2026-09-28 22:31:09 -05:00
Aaron Kimbrell
6ce261c58c fix: brick by brick and model placement work the way the client expects
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 #1632
Fixes #159
Fixes #1565

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:59 -05:00