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>
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>
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>
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>
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>
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>
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>
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>
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>
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 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>
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>
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>
/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>
/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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
A brick built model item's config has blueprintid (lowercase), which the saved
item XML didn't keep (only blueprintID), so a picked up model lost its blueprint
on the next load and could not be placed again. It is now saved as x@bp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A step by step table of LU Toolbox's pipeline against the UGC server's, the
new settings and their defaults, the measured effect of max_cpu_percent and
max_memory_mb, and the dashboard's gallery, viewer and internal address.
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>
Server Status gets a UGC row while master starts it, and staff with
health_view a UGC Server card: up time, waiting/made/failed, busy workers and
storage, linking to /ugc. Server Health adds UGC to the uptime history and a
Servers table with every server's process, memory, CPU and last report.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Online state with the time it came up, down/up alerts, a UGC column in the
health history, /api/servers (every server with its process memory and CPU)
and /api/servers/ugc, and UGC gauges for Prometheus.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server list now carries whether master starts the UGC server, whether it
is connected and the pid it was started as. Settings reloads reach it like
auth and chat, and shutdown waits for it. The UGC server sends its totals and
storage with its traffic reports.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Servers now log to logs/<Server>/ (worlds to logs/WorldServer/<zone>/<clone>/) with the start time in the file name.
The dashboard and UGC server log the same way, and the System Log page and log search read the whole folder tree
instead of only the top of logs/.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client works out on its own when its racer goes the wrong way and
shows a 6 second countdown, but it only moves the car when the server
sends RacingSetPlayerResetInfo, which DLU never did for this.
The server now follows the reset planes the way the client's
LWORacingControlComponent does (1.10.64): each path waypoint is a plane
facing along its rotation; the racer starts between planes 0 and 1,
moves forward when in front of the upcoming plane and back when behind
the last one (CheckUpcomingResetPlane @ 0x00c7edf0, CheckLastResetPlane @
0x00c7f1a0, CrossResetPlaneBackward @ 0x00cba380). Driving back
through a second plane in a row starts the client's countdown
(UpdateWrongWayCount @ 0x00be5c10, 6 seconds); going forward through a plane ends it. When
it runs out, the racer gets the same reset as an unsmashed reset: reset
info for their furthest point and RacingResetPlayerToLastReset. Resets
sent for smashes keep the planes in step as well.
Fixes issue 764.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>