Commit Graph

2146 Commits

Author SHA1 Message Date
Aaron Kimbrell
c0054d8fa3 fix(dashboard): scenery models keep their colors, lit like the game
Glom models (multishader) drew their trees, rocks, fences and water white.
Their conversions kept on disk from before meshes carried their multishader
tag were still served (the cache format version was never bumped), so every
part fell back to the LEGO shader, whose texture alpha lays the (mostly grey)
texture over the vertex colors that hold the actual colors. Browsers also
kept those models for a week.

- Bump the conversion format so old conversions are made again, and put it
  in the manifests; the viewers add it to model and texture URLs.
- Light scenery as the client's shaders do: the scene's sun and ambient
  light from its .lvl (read as level_read_lighting_info, 0x0102f8f0, and
  EnvironmentManager::SetLightEnv, 0x01088aa0, do), per vertex, clamped,
  instead of the view's own lights, environment map and tone mapping. The
  zone takes the lighting most of its objects' scenes have.
- Programmable shaders read vertex colors and ignore NiMaterialProperty's
  color and alpha; unlit and untextured shaders (by mapShaders gameValue)
  leave out lighting or the texture. Fixed function stays as it was.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:17 -05:00
Aaron Kimbrell
f252c6ff26 feat(ugc): how many triangles each model saved, on the UGC page
The UGC server stores a model's most detailed level's triangles before it
removed the faces that can't be seen (ugc.triangle_count_before;
migrations sqlite 75, mysql 92), from stats.json when it makes a model
and, once, for the models made before. The UGC page's models list has a
Saved column (the share and number of triangles removed, before/after in
its tooltip), sortable by the share (sort=savings), and the gallery can
sort by most triangles saved.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
1e60781566 fix(dashboard): Diagnostics side cards grow with their content instead of scrolling
The Servers, busiest messages, HTTP routes and UGC server cards shared
the window's height and scrolled inside; now they're as tall as what they
show and the page scrolls. The charts keep a readable minimum height.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
c82eaeacf6 feat(dashboard): the UGC server on the Diagnostics page
When the UGC server is enabled, the Diagnostics page shows it: online or
unreachable, busy workers and queue, CPU against its limit, memory and
the jobs' estimated memory against its budget, stored files, what it
made and failed since it started, the last makes, and how many models
and cars/rockets are made, waiting, failed or empty. Refreshed every 10
seconds from /api/diagnostics/ugc (health_view).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
ecb34840ae perf(dashboard): UGC page stays fast with tens of thousands of creations
The UGC page ran a CDClient query per distinct car or rocket combination
to find each preset's sample (thousands on a large server), re-read the
car and rocket build types from the CDClient on every list request, and
grouped every build into assemblies again on every page, sort or filter
change of the Cars and rockets list.

The modules and icon kinds are now read once at startup on the main
thread (UgcRoutes::Preload), so the web threads never query the CDClient
(which they must not), a combination's kind comes from that table, and
the grouped assemblies are shared by the requests of 15 seconds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
c939a69240 feat(dashboard): UGC list shows a model's given name, and Took/CPU/RAM columns
The models list's Took, CPU and RAM (est.) are separate columns, each
sortable (sort=slowest|cpu|memory). The File column shows the name a
player gave the model where it is placed, with the upload's extension
(the upload's file name is its tooltip), and the name sort uses it
(case-insensitive, so SQLite and MySQL agree).

The config layer test no longer assumes the build's sharedconfig.ini has
no mysql_host; it checks that the database-supplied value isn't used.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
264abfc0f3 feat(dashboard): UGC list sorts by when a model was made and by how long it took
The models list has separate Made (when) and Took (the time, CPU and
estimated memory) columns, each sortable in either direction; /api/ugc
takes sort=made (processed_at) besides sort=slowest, and the gallery can
sort by recently made.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:16 -05:00
Aaron Kimbrell
56c3a81db2 fix(dashboard): character inventory loads fast with thousands of items
The inventory modal drew every item of every tab into the page, and one
item details request for all of them (over the 500 a request allows, so
no tooltips at all). Now the items come from the summary API when the
modal opens and are drawn one tab at a time, 240 at a time as the tab
scrolls, with a filter by name or LOT. Each chunk's item details are
fetched with it (at most 500 a request) and a tooltip is made on first
hover. Player-built items get their UGC icon as their chunk is drawn
(UgcLinks.inventoryLinks and decorateItem).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
cd81cf4c74 feat(ugc): each make's CPU time and memory; durations in readable units
The UGC server records, with each successful make's time, the worker
thread's CPU time for it and the memory it estimated the job needs (the
figure its memory budget counts; not a measurement)
(process_cpu_ms and process_memory_kb on ugc and ugc_modular_build;
migrations sqlite 74, mysql 91). The UGC page shows them with the time
and duration ("took 12.4 s, CPU 11.9 s, ~96 MB RAM (est.)"), and
durations use the largest units that fit, up to days.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
432b8e231e feat(ugc): cars and rockets are made before models
The game client asks for a car's or rocket's icon as soon as it is
built, so their jobs now go to the front of the UGC server's queue, and a
few are picked up on every poll even while the queue is full of player
models (newest builds first, as before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
90777e5c9d feat(ugc): when each creation was made and how long it took, on the UGC page
The UGC server records how long each successful make took (process_ms on
ugc and ugc_modular_build; migrations sqlite 73, mysql 90). The UGC page
shows it with the time it was made: in the models list's Made column
(sortable, slowest first), in the tiles' tooltips, in the item preview
and in an assembly's References. The gallery can sort by slowest to
make too. Makes from before this are shown without a duration.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
cc67fc7e42 docs(ugc): boot.cfg for the UGC server and models without 3D services
The earlier finding that the client ignores the UGCSERVER* lines of its
boot.cfg was wrong: the test clients' boot.cfg had a line without its
trailing comma, so the client rejected the whole file and used its
defaults. Documents the boot.cfg a server owner needs, what the client
does with a placed model's files (checked in the client) and what the
worlds now send.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
9d76fe9550 feat(ugc): placed models from the UGC server without 3D services
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>
2026-09-28 22:31:15 -05:00
Aaron Kimbrell
dce2037d9d feat: worlds starting up on the dashboard; the prestarted worlds are a setting
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>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
37459e0019 fix(properties): top property slots show only their own world
The news screen's slot tooltip names the slot's own property world
whatever property is sent for it, so a property of another world was
shown under the wrong name. Each slot now only shows a property of its
own world: a location stored by the older per-slot setting is kept in
the table but not used, full auto fills each slot with its own world's
top property instead of the top four across every world, and the
dashboard no longer offers a location or candidates from other worlds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
03842d794a fix: character select starts on the last used character again
Sorting the list by creation order (as live did) picked the selected
character by Character::GetLastLogin, which is never loaded, so the
oldest character was always selected. Select the one the database lists
first (ORDER BY last_login DESC), as main does, and keep the live order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
b040058cc8 fix(ugc): give old cars and rockets a build id when a character loads
Cars and rockets built before builds were recorded have no subkey and no
ugc_modular_build row, so the client has no blueprint id to ask for their
icon with. When a character loads, such an item (a ModularBuildComponent
createdLOT with assemblyPartLOTs but no subkey) gets what a new build
gets: a persistent id as its subkey and a ugc_modular_build row with its
modules and owner. The next save keeps the subkey; nothing is dropped.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
1d72766330 feat(ugc): icons as DXT5 DDS like the client's own
The client's 128x128 UI icons are almost all DXT5 without mipmaps, with
header flags caps|height|width|pixel format|linear size (0x81007) and
caps 0x1000. The UGC server's icon.dds is now written the same way
instead of as uncompressed 32-bit BGRA with a pitch.

The BC3 encoder fits each block's colour endpoints along the principal
axis of its visible pixels (transparent ones are never seen), refines
them by least squares, and stores alpha with the block's own range.
Tests check the header against the client's format and decode the
result back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
79235702b3 feat(ugc): answer the client's UGC manifest requests without 3D services
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>
2026-09-28 22:31:14 -05:00
Aaron Kimbrell
ceec638e52 feat(common): Sd0::Compress, a default Sd0 and room for chunks that don't shrink
Sd0 gets a default constructor and Sd0::Compress(data), the raw sd0 bytes of
some data (what the client reads for UGC files it downloads without 3D
services). FromData compresses into a heap buffer big enough for a chunk that
grows when deflated (it used a 256 KiB stack buffer, so random data failed and
workers carried a large stack frame), and drops a half-written result.

Tests: chunks as the 1.10.64 client inflates them, incompressible data, empty.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
36cefc1ede feat(ugc): brick data through the client's assets; colours from Materials.xml everywhere
The UGC server reads brickdb.zip and brickprimitives through DLU's
AssetManager (loose files first, then the client's packs, as the game
does), so packed clients and bricks added to a client work. It falls
back to loose files under res/ as before.

In the LU Toolbox palette (the default), a colour LU Toolbox doesn't
know but the client's Materials.xml has, such as one added to the brick
database, is drawn in its Materials.xml colour instead of black. Ids
neither knows stay LU Toolbox's black.

The dashboard's 3D viewers get the brick colours from the client's
Materials.xml (/api/bricks/materials.js) instead of a hardcoded copy, so
added colours show there too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
453f728b5e feat(dashboard): UGC List view and References as sortable DataTables
The UGC page's List view (models and car/rocket assemblies) and an
assembly's References panel are server-side DataTables like the rest of
the dashboard: sort by clicking a column heading, in either direction,
with the page length and sort remembered per user. They still read
/api/ugc and /api/ugc/assembly/builds, so the prefix search and filters
above the list keep working; the gallery keeps its own pager and sort.

/api/ugc takes reverse=1 for a sort's other direction (the model list's
SQL order and the assembly sort both flip), and the references endpoint
sorts by id, owner, account or state. Tests cover the reversed orders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
5bb05775ee chore: remove the brickdb notes and repack tool
They belong with the local client patching work, not the server.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
545d9e56e4 feat(dashboard): fuzzy settings search, several searches at once
Words in a search match in any order, each one as part of a word, as its
letters in order (dbnc finds debounce) or with one typo or swapped pair.
Commas or | separate searches: "rent, ugc icon" shows everything matching
either. Underscores and dots count as spaces, so "icon border" finds
ugc_icon_border.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:13 -05:00
Aaron Kimbrell
888168ff55 docs: the UGC icon pose, the assembled mesh, the UGC page's assemblies, search, editor and settings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
e5f3d6bd9d feat(dashboard): UGC settings beside what they change on the UGC page, their own Settings category
The settings catalog gives the UGC server a category of its own (serving,
processing, models, storage, icons). The UGC page shows those sections next to
the server status, the purge tools and the icon presets, read from the catalog
and saved through the Settings page's own path; each links to its entry on the
Settings page, which now opens a #file/name link at that setting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
0d14ba37cb feat(dashboard): UGC page lists assemblies, numbered pages, prefix search and sorting in the address
Cars and rockets are listed one per combination of modules, with their type,
module names and icons and how many builds use them; an assembly opens with the
icon editor and a References panel (its builds, owners, accounts and where
they are, paged and searchable). A build's link opens its assembly with the
build highlighted. Both lists page on the server with totals, numbered pages,
first/last, jump to page and a page size kept per user; the search box takes
field prefixes; filters, sort and page are kept in the address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
4f3983fb98 feat(dashboard): UGC lists paged with totals, prefix search and sorting; car and rocket assemblies
IUgcLookup::ListUgc pages either kind with the UGC search's matching, a state
and a sort, and counts the matches (MySQL and SQLite share the SQL). The UGC
server records each model's bricks and triangles (new ugc columns) so models
can be sorted by size. Cars and rockets are listed as assemblies, one per
combination of modules, with their build type, module names and how many
builds use them; filters for type, state, module and owner. Each assembly's
builds (with where they are) are paged, and a build's assembly can be looked
up for links.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
d0e6c96ead feat(dashboard): 3D icon pose editor on the UGC page
The icon editor shows a player model or a car or rocket's assembled modules
through the icon renderer's own camera (same perspective, framing and model
turn), with the icon's square outlined, a sun arrow and a debounced live
preview. Dragging moves the camera, turns the model, moves the sun or shifts
the icon; the wheel sets the border; every parameter's slider (grouped from
the parameter list) stays in step both ways. Save as the type's preset or the
item's own, go back to the preset or defaults, draw a type's icons again. A
presets section opens each type's editor on an example.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
4f77b239e3 feat(dashboard): assembled mesh route, icon parameter groups and preset samples, pose math in JS
GET /api/ugc/assembly converts the UGC server's assembled .nif for the 3D
view. The icon parameter list names each parameter's group; the kinds carry a
sample (a model, or the most used combination) to edit a preset on. The icon
preview is viewable as the /ugc page. ugc-pose-math.js mirrors UgcIconPose and
both are checked against one fixture (gtest and node).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
a5deacfc54 feat(ugc): icon pose math shared with the editor, model rotation parameters, assembled mesh endpoint
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>
2026-09-28 22:31:12 -05:00
Aaron Kimbrell
ae03a91fa5 docs: how the client reads brickdb.zip, and a tool to rebuild it
The client mounts brickdb.zip with LDD's own zip reader. It is lenient about
compression, order and extra entries, but loses the whole brick database
when the files sit under a wrapping folder or "./", use backslashes, carry
ZIP64 end records, or set the data descriptor flag with sizes still in the
local header. tools/brickdb/repack.py rebuilds the shipped layout (a
round trip gives the identical file), adds or replaces entries from an
overlay folder, and checks a zip against the reader's rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
1d596d0efa feat(dashboard): restarts from 30 seconds; no "undefined" in the restart banner
Restarts can be scheduled in seconds (30 s to 24 h; minutes still accepted), with 30 second and 1 minute choices for
quick restarts. The restart banner only names who scheduled it when that is known: staff who manage restarts read it
from /api/server/restart, everyone else gets when and why from the status, which leaves the name out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
28dfc7f191 feat(dashboard): UGC details in the property 3D view and model list
Selecting a brick-built model in the 3D view shows its UGC data under
Selected: icons now and before, state, waiting until, UGC id, owner,
name and description, bricks, triangles before and after hidden faces
were removed, timings, and links to the UGC viewer, NIF and LXFML, with
Make again for UGC managers. The property page's model rows have the
same block, opened on demand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
75bfd8a697 feat(dashboard): a player model's UGC details for the property pages
/api/ugc_links/model/:id gives what is known of a brick-built model: its
state, attempts, when it was made or waits until, owner, the name and
description it was given where it is placed, and the UGC server's
stats for it and its previous version. /api/ugc_links/file/:id/:name
hands out its NIF, previous NIF and previous icon. Both let in whoever
may view a property the model is placed on, as the icon route does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
42f1211ea2 feat(dashboard): open a creation on the UGC page from its link
/ugc?item=<id>&kind=model|modular opens that model's or car's viewer,
looking it up when it is not on the list's first page. Opening an item
puts it in the address bar, closing it takes it out, and Back and
Forward close and reopen it, so a creation can be shared or bookmarked.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -05:00
Aaron Kimbrell
f65307992e refactor(dashboard): one helper for fetching from the UGC server
The /ugc page's routes and the UGC links' icon and mesh routes each had
their own copy of the curl request and its short cache. Both use
UgcFetch now: the URL is worked out on the web thread, the request and
cache run on worker threads. Players' errors still don't name the
internal URL.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:11 -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
962797d6a2 docs: UGC server page with both the dashboard links and the client findings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
6fd3114a0f feat(dashboard): icon editor for any item, built from the parameter list
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>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
5de59b99ef feat(ugc): models with no bricks are "empty", not failed
A model with no bricks has nothing to make: it gets its own state
(is_optimized = 3), isn't counted as a failure or retried, shows as Empty
on the UGC page (with its own filter and count), in the status and in
Prometheus, and its downloads answer 404 like HKX. State names come from
the enum (magic_enum). Migrations dlu/mysql/87 and dlu/sqlite/70 move the
rows that failed only because they had no bricks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
b4fa732047 fix(ugc): answer the client's built-in UGC path, and document how it downloads
In the 1.10.64 client tested, 3D services ignore boot.cfg's UGC and patch
server lines and ask http://127.0.0.1:80/lwoclient/UserBrickModels/...; the
UGC server now answers that path too (useful when it runs on port 80), and
the docs say to keep UGCUSE3DSERVICES=7:0 (the client builds the models from
the world's LXFML; verified that property models load) until it can.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:10 -05:00
Aaron Kimbrell
c4d2454e63 fix(ugc): write NIFs the way the game's own brick models are
Compared block by block with res/BrickModels/ndmade (and nif.xml for
20.3.0.9, LU's version, user version 0): every shape now has the same four
properties in the same order (material with glossiness 4, alpha blending by
the vertex alpha, specular off, vertex colors as ambient and diffuse), nodes
have flags 0x110 and shapes 0x10. A generated NIF put in place of a game
model and spawned in the 1.10.64 client renders with its colors.

Readers treat a blended shape as transparent only where it is see-through
(material or vertex alpha below 1), for the icons and the 3D view.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -05:00
Aaron Kimbrell
30da6575e3 fix(ugc): store meshes compressed, serve LXFML from the database, log client downloads
Each model took about 18 MB (the .nif uncompressed beside its .gz, the
unbaked .nif for the dashboard), so the 2 GB cap held about 110 models and
the server kept evicting and remaking them while clients got 408s. Only the
.gz files are stored now (the dashboard's copies are inflated when asked
for), and the previous version keeps only its icon, stats and .nif.gz.

The LXFML needs no making: its downloads come from the ugc row (kept in
memory for the last few), so they're never waited for or evicted. Every
client download is logged with its answer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -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
76cbbcc4ea feat(ugc): draw player models' icons from their generated NIF
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>
2026-09-28 22:31:09 -05:00
Aaron Kimbrell
27955d8cc6 docs: UGC search and creations on property and character pages
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
4034e11229 feat(dashboard): draw generated models in the property 3D view
Player-built models the UGC server made are drawn from their NIF, falling back
to the LXFML; a Generated models switch turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
dce1c78336 feat(dashboard): UGC search, and UGC icons on property and character pages
UGC Search (/ugc_search) finds creations by name, id or LOT with where each
one is. Property pages and character inventories show the icon the UGC server
made of each creation, its state and a link to /ugc?item=&kind=, for whoever
may view the page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
7534f48de9 feat(database): look up players' creations and where they are
IUgcLookup: search ugc and ugc_modular_build by id, creator, property, model
name or LOT, and find where a creation is placed or mailed. The SQL is shared
by MySQL and SQLite (UgcLookupSql.h).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00