# UGC Server The UGC server turns what players build into the files the game client downloads for them: an optimized mesh (`.nif`) and a 128x128 icon (`.dds`) for every brick-built model, and icons for modular builds (cars and rockets). It also serves those files, and the models' LXFML, to the client over HTTP, so the dashboard never has to answer the client's UGC traffic. It generates no physics (`.hkx`). It is a separate process like auth, chat and the dashboard: the master starts it when `enable_ugc_server=1` (in `masterconfig.ini`, default 0) and starts it again when its link to the master drops. ## What the client asks for The client (1.10.64) has two ways of fetching UGC files, picked by `UGCUSE3DSERVICES` in its `boot.cfg`. Both use `UGCSERVERIP`, `UGCSERVERPORT` and `UGCSERVERDIR` (default: the patch server's directory plus `/UserBrickModels`). Resource types are 0 LXFML, 1 NIF, 2 HKX, 3 DDS. * `UGCUSE3DSERVICES=7:1` (what this server supports). The folder becomes `UGCSERVERDIR/UGCC/` (the datacenter id is `DATACENTERID` in `boot.cfg`) and files are * `<.lxfml|.nif|.hkx|.dds>.gz`: the file, gzip compressed. The type folder is `3DOPTIMIZED/` for NIF and HKX, `IMAGE128DDS/` for DDS and nothing for LXFML. * the same name with `.checksum` instead of `.gz`: `32 hex digitsn`, the MD5 and size of the uncompressed file. The client checks the download against it. * HTTP 408 makes the client try again later; other errors are logged as failed downloads. * Without 3D services the client asks the world server for each file's MD5 (`REQUEST_UGC_MANIFEST_INFO`, answered with `UGC_MANIFEST_RESPONSE`) and downloads `BrickModels/UserMade//.sd0`. That needs the world to answer the manifest requests, which it doesn't yet, so it is not supported. A model's render component uses the downloaded NIF when the model's spawn data has `renderUserGen=1` with its `blueprintid`; `NotifyClientUGCModelReady` (game message 909) makes the client fetch the blueprint's NIF and HKX again. Worlds don't send either yet (they still send every model's LXFML when a property loads and the client builds the models itself); see "Not done yet". Client settings for a server at 203.0.113.5 with the default port: ``` UGCUSE3DSERVICES=7:1, UGCSERVERIP=0:203.0.113.5, UGCSERVERPORT=1:2008, UGCSERVERDIR=0:/ugc, DATACENTERID=1:150, ``` ### What the 1.10.64 client does in practice (checked in the client) * With `UGCUSE3DSERVICES=7:1` the client downloads a property's models (`.lxfml.checksum`, `3DOPTIMIZED/*.nif.checksum` and `*.hkx.checksum` for each) through its patch server connection, and in the client tested it ignored the `UGCSERVERIP`, `UGCSERVERPORT`, `UGCSERVERDIR` and `PATCHSERVER*` lines of `boot.cfg`: it asked `http://127.0.0.1:80/lwoclient/UserBrickModels/UGCC/...` (its built-in defaults; `DATACENTERID` was honored). Every failed download is reported to the world as `UgcDownloadFailed` (world message 120), and the models then don't show. So 3D services only work when the UGC server answers on port 80 of that address; it serves `/lwoclient/UserBrickModels/...` as well as `client_path` for that. * With `UGCUSE3DSERVICES=7:0` (the client's own default) the client builds the models itself from the LXFML the world sends, and property models load. It also asks the world for manifests (`REQUEST_UGC_MANIFEST_INFO`), which the world doesn't answer; that doesn't stop the models from loading. Use this until the UGC server can be reached as above. * A NIF the UGC server makes, put in place of one of the game's own models and spawned, renders in the client with its colors: the NIFs are written like the game's `res/BrickModels/ndmade` files (nif.xml's 20.3.0.9, user version 0; every shape with a material, alpha blending by the vertex alpha, specular off and vertex colors, in that order). * The server logs every client download with its answer (`Client download -> `), and answers the LXFML from the database, so it is never waited for or evicted. ## Processing Player models (`ugc` rows) are made the way LU Toolbox (the Blender add-on the community makes LU models with) makes them: its importer, Process Model, Bake Lighting (AO only) and its icon renderer, with its defaults as the settings' defaults. The table below goes through it step by step. 1. The LXFML is read from `ugc.lxfml` (an sd0 stream). Parts come from `Bricks/Brick/Part` (LXFML 5: row-major rotation and translation per bone) or `Scene/Model/Group/Part` (LXFML 4: axis angle). 2. Each level of detail in `lods` (default `0,2`, as LU Toolbox imports) is built from the client's LDD primitives, `res/brickprimitives/lod/.g`, `.g1`, ... (sub-part `i` uses the part's `i`-th material, material 0 meaning the part's first). Colors come from LU Toolbox's palette (`color_palette=lu_toolbox`; `brickdb` uses the client's `Materials.xml`): LU's colors, the LDD colors LU doesn't have mapped onto the nearest LU one, unknown ones black. A brick is transparent only when all of its materials are; transparent bricks get `transparent_opacity` (58.82%). 3. Color variation: each material of each brick has its brightness shifted like LU Toolbox's "Apply Color Variation": the color's HSV value is taken to a 1/2.224 gamma, moved by a random amount of up to `color_variation`/200 (5%: 0.025) either way, times the color's own amount (black 0.4, orange 1.5, ...), clamped and taken back; hue and saturation stay. The random number comes from the model's id, the brick's index and the material, so making a model again gives the same colors, and every LOD the same (LU Toolbox restarts its random sequence per LOD). 4. Faces nobody can see are removed from the opaque bricks (they're rendered from 42 directions and triangles that never show are dropped; transparent bricks hide nothing and aren't touched). `hsr_ground_plane=1` also drops what can only be seen from below. 5. Ambient occlusion is baked like LU Toolbox's Bake Lighting with AO Only: 64 rays per vertex (`ao_samples`) that count as blocked when they hit an opaque triangle within 5 (`ao_distance`); transparent bricks are neither baked nor occlude; glowing colors add their glow times 6 (Glow Strength 3 x Glow Multiplier 2). The light is multiplied into the vertex colors (the NIF has one color set; LU Toolbox keeps it in a "Lit" layer beside "Col"). 6. The meshes are written as a Gamebryo 20.3.0.9 NIF (user version 0, the client's own version) laid out like LU Toolbox's exports and the game's own brick models (`res/BrickModels/ndmade`): the root `SceneNode_Model`, an `NiLODNode` `S01_Opaque_Model` (and `S01_Alpha_Model` for transparent bricks) with `NiRangeLODData` holding each level's distances (LU Toolbox's: with LODs 0 and 2, 0-100 and 100-10000), a node `LOD_` per level and its shapes under it, named like the group. Shapes have vertex colors, a white material and, when transparent, alpha blending. Opaque shapes are divided at 65535 vertices along their longest side (LU Toolbox's divide_mesh); transparent bricks are one shape each unless `combine_transparent=1`. Vertices are in LDD's Y-up space with identity transforms, like the game's own brick models. 7. The icon is drawn from the finished `.nif`: it is read back with the same reader as the client's files (NifFile, LOD 0) and rasterized, so it shows exactly what the game shows, with the color variation, the faces that were removed and the lighting baked into the vertex colors (so the icon adds no occlusion of its own). The camera and framing is LU Toolbox's icon renderer's (its UGC render add-on's BrickBuild scene: a 50 mm lens, 39.6 degrees, from 53.4 degrees around and 19.5 above, framed at 1.03, the sun from 21 degrees around and 50.3 above). The light (world light, a fill from the camera, the sun with soft shadows, a highlight, exposure and contrast) is set so the icons are as bright as the game's own model icons (`res/textures/ui/inventory/models`: mean luminance 120 of 255 over 150 of them; ours 118 on a set of player models). Drawn by a software rasterizer (no GPU, no display), 4x4 supersampled, on a transparent background: `icon.png` for the dashboard and a 32-bit `icon.dds` for the client. The light settings are `icon_world_light`, `icon_sun_light`, `icon_fill`, `icon_specular`, `icon_shininess`, `icon_exposure`, `icon_contrast`, `icon_shadow_strength` and `icon_ao_strength` (new names: the older `icon_ambient`, `icon_sun_strength` and `icon_shadows` lines of existing ugcconfig.ini files, with the darker values, are no longer read). Every framing and light value (key, `icon_*` setting, range, default) is listed once in `UgcIconParams`; the settings, the dashboard's settings page and its icon editor are built from that list. Values come from the settings, then the kind's preset (player models, or a car or rocket build type from the client's `ModularBuildComponent`), then the item's own (a model, or a combination of car or rocket modules), the last two in `ugc_icon_settings`. 8. `stats.json` records the bricks, each LOD's triangles before and after hidden faces were removed, vertices, shapes, how long each step took and the settings used; `model.noao.nif` is LOD 0 before the lighting bake. Both, and the icon and mesh of the version before (`previous.*`), are for the dashboard's viewer. ### Matching LU Toolbox | LU Toolbox step (default) | UGC server | | --- | --- | | Import LXFML: LXFML 4/5, `brickprimitives/lod`, sub-part materials, 0 = the part's first, missing bricks skipped | Same | | Import LODs 0, 2 (LOD 1 off, LOD 3 doesn't exist in the client) | Same (`lods=0,2`); a design missing from a level uses the next more detailed one | | Import: flex parts (several bones) bent per bone | Not done: flex parts are placed by their first bone | | Import: custom normals from the `.g` files | Same | | Import: LU palette colors, LDD colors mapped to LU ones, unknown ones black (26) | Same (`color_palette=lu_toolbox`) | | Import: random scale for seams (its factor is 0, so none) | Same (none) | | Keep UVs off (no UVs; decorations aren't imported) | Same: no UVs, no decorations | | Combine Objects on (opaque bricks joined per LOD), Combine Transparent off | Same (`combine_transparent=0`) | | Reset Orientation / Correct Orientation (Blender's Z-up) | Equivalent: LDD's Y-up with identity transforms, as the game's own brick models | | Correct Colors off (the importer's colors are the palette already) | Same | | Apply Color Variation on, 5%, per color amounts (CUSTOM_VARIATION) | Same (`color_variation=5`), stable per model, brick and material | | Transparent Opacity 58.82% | Same (`transparent_opacity`) | | Vertex color layers Col, Lit, Alpha (1), Glow | One color set: Col times Lit (glow added to Lit); alpha is the opacity | | Setup Bake Material (VertexColor / VertexColorTransparent) | Equivalent: white NiMaterialProperty, vertex colors as ambient and diffuse, NiAlphaProperty on transparent shapes | | Remove Hidden Faces: Cycles bakes with an overexposed world (VC pre-pass 32 samples, tris to quads, 5 pixels between vertices, 8 samples, threshold 0.01), autoremove, transparent bricks hidden | Same result by other means: depth renders from 42 directions (`optimize_resolution`), transparent bricks hidden and untouched; the pre-pass, quads and samples are details of Blender's baking | | Use Ground Plane off | Same (`hsr_ground_plane=0`) | | Split objects over 65536 vertices (divide_mesh, along the longest side, linked parts together) | Same, also keeping each shape under 65535 triangles (the format's limit) | | Setup LOD data: SceneNode, NiLODNode per shape name, LOD nodes, near/far by the levels there are, `S01_Opaque_`/`S01_Alpha_` names cut at 60 | Same (`lod_distance_0..3`, `lod_cull`, `shader_opaque`); the glow, metal and superemissive shader settings aren't used by LU Toolbox either | | Bake Lighting, AO Only: 64 AO samples, distance 5, transparent skipped, glow strength 3 x 2, smooth vertex colors | Same (`ao_samples`, `ao_distance`, `glow_strength`); smoothing averages a vertex's corners, and the occlusion is per vertex already | | NifTools export for LU: 20.3.0.9, user version 0 | Same | | Physics (`.hkx`) | Intentionally not done: `.hkx` requests answer 404, so the client makes its own | | Icon: LOD 0 imported again with its own color corrections (white and black toned down) and no color variation | Different on purpose: the icon is drawn from the generated `.nif` (LOD 0), so it matches the game, variation and baked lighting included; no icon-only color corrections | | Icon: Bevel Edges and Subdivide | Not done (the rasterizer draws the bricks as they are) | | Icon: principled materials (roughness 0.16), hashed transparency, Cycles | Approximated: world light, camera fill, sun with soft shadow-mapped shadows and a highlight, exposure and contrast, matched to the game's own icons' brightness; no bounced light; transparent bricks sorted and blended | | Icon scene BrickBuild / Car: 50 mm lens, camera 53.4 / 19.5 degrees, sun at 21 / 50.3, 128 px, framing 1.03, transparent film | Same framing (`icon_*`); the light is brighter, to match the game's icons | | Icon scene Rocket: 35 mm lens, other angles, two suns | Not built in; a preset for the rocket build type can be set in the icon editor | Modular builds (`ugc_modular_build` rows, `ldf_config` like `1:4713+1:4714+1:4715`): 1. Each module LOT's `ModuleComponent` (component type 28) gives its part code and build type; the build type's `ModularBuildComponent.xml` gives the topology (root part, and which part connects to which named location) and `Placement/AdditionalModelRotation`. 2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game). A connection places the connecting part so its node with the location's name (when it has one) sits on the parent part's node of that name, or its origin on that node; `ModuleComponent.xml`'s `connection` translation is used when the parent's NIF has no such node. (Module LXFMLs in `res/BrickModels` exist for only some modules and are authored in different spaces, so they aren't used.) 3. The assembled mesh gets an icon like a model's (with the build type's preset and the combination's own values). No mesh is written: the client assembles modular builds itself. Cars and rockets are put together from a fixed set of modules, so the icon is made once per combination of modules and shared by every build of it. A build's combination is its `ldf_config`'s LOTs sorted (`UgcModularKey::Normalize`, e.g. `4713-4714-4715`: each LOT belongs to one slot of one build type), stored under an id hashed from it. A build whose combination is made already is marked made right away; builds of a combination being made wait for it and all get its outcome. The client's downloads stay per blueprint id: the server looks up the build's combination and serves the shared files. `combo.json` in the combination's folder says its LOTs and build type. ## Storage Files live under `ugc_output_dir` (default `ugc` next to the server binaries): ``` ugc/models///model.nif.gz, model.nif.checksum, icon.dds.gz, icon.dds.checksum, icon.png, model.noao.nif.gz, stats.json, previous.icon.png, previous.model.nif.gz, previous.stats.json ugc/modular///icon.dds.gz, icon.dds.checksum, icon.png, combo.json ``` A model's files are written to a temporary folder and renamed into place, so a half written model is never served. Meshes are only stored compressed (a model took about 18 MB when the .nif was kept uncompressed beside its .gz, so the 2 GB cap held about 110 models and the server kept evicting and remaking them); the dashboard's copies are inflated when it asks. When an item is made again, its icon, mesh and stats of the version before are kept as `previous.*`. `ugc_max_storage_mb` (default 2048, 0 for no limit) caps the folder: when it is over, the models whose files were used longest ago are deleted. Their rows stay `is_optimized = 1`; when something asks for their files the server sets them back to 0 and makes them again (the request answers 408 meanwhile), so deleted files are only made again when wanted. A combination's files are deleted like any others even while builds share them: the next request for any of those builds makes them again. ### Deleting and purging The dashboard can delete stored files (the UGC server does it on its main thread and says how many bytes it freed): one item's, every item matching a filter (kind, state, owner, made more than N days ago, not asked for in N days) or all of a kind (typing `PURGE ALL`). Afterwards the rows stay made (made again when a game client asks), are queued to be made now, or are marked failed with "Deleted from the dashboard". Items being made at that moment are skipped, so a worker never writes into a folder being deleted. ## Database state Migrations `dlu/mysql/81_ugc_processing.sql` and `dlu/sqlite/64_ugc_processing.sql` (the MySQL one only adds columns that aren't there yet). `ugc`: `is_optimized` (existing) is 0 until the model has been processed, 1 once its files are made, 2 when processing failed, 3 when there was nothing to make (the model has no bricks; not a failure, never retried, counted and shown as "empty", answered with 404 like HKX so the client doesn't wait; migrations 87/70 move the rows that had failed only for that). The names come from `IUgc::eProcessState` (`IUgc::ProcessStateName`). New: `processed_at` (Unix seconds of the last attempt), `process_attempts`, `process_error` (the last failure's reason, empty when none). `bake_ao` (existing) records whether lighting was baked into the model. Changing a model's LXFML (`UpdateUgcModelData`) sets it back to unprocessed. `ugc_modular_build`: new `is_optimized`, `processed_at`, `process_attempts`, `process_error`, meaning the same. Migrations `dlu/mysql/86_ugc_debounce_icon_settings.sql` and `dlu/sqlite/69_ugc_debounce_icon_settings.sql`: `ugc.process_after` and the table `ugc_icon_settings` (`target`: `kind:`, `model:` or `combo:`; `params` JSON; `updated_at`). ### Waiting while the owner is still building A saved model isn't made right away: `InsertNewUgcModel` stores `process_after` = now + `ugc_debounce_seconds` (`sharedconfig.ini`, default 120, 0: right away) and moves the owner's other waiting models to that time too, so each save starts the wait again. The UGC server only takes models whose `process_after` has passed. The wait ends early when a game client asks for the model's files, when the owner leaves the world or logs out, or when it is made again from the dashboard. Every save is a new blueprint: versions deleted during the wait are never made. It survives restarts. The database is the queue: the UGC server looks for rows with `is_optimized = 0` every `poll_interval_ms` (default 2000), newest first, so worlds need no change to have new models processed. Rows that failed are tried again up to `max_attempts` (default 3) times. Reprocessing (dashboard) sets rows back to `is_optimized = 0, process_attempts = 0`. No master messages are needed for any of it. ### Marking models for processing (for code that writes `ugc` rows) * A new row needs nothing: `is_optimized` defaults to 0 (`InsertNewUgcModel` writes 0, and its `process_after`). * When a model's LXFML changes, `UpdateUgcModelData` sets `is_optimized = 0, process_attempts = 0, process_error = ''` in the same statement. Anything that writes `ugc.lxfml` another way must do the same, or call `ResetUgcModelProcessing(id, false)`. * Deleting the row is enough when a model is deleted; its files are left until the storage cap removes them. * The same holds for `ugc_modular_build` (`InsertUgcBuild` rows start at 0; `ResetModularBuildProcessing`). ## Threads The main thread owns RakNet (the master link), mongoose (HTTP) and the database. `worker_threads` (default: half the CPUs) workers do only pure work: parse LXFML, build and write meshes and icons, compress files. They get their input (LXFML text, module data) from the main thread and hand results back through a queue the main thread drains, which then updates the database. Brick geometry and materials are loaded once and shared read-only (the cache has its own lock). ## CPU and memory Settings in `ugcconfig.ini` (and the dashboard's settings page), picked up while running when the config is reloaded: * `worker_threads` (restart): how many models are made at once. * `max_cpu_percent`: the workers together average at most this share of all CPU cores. The long loops (the renders for hidden faces, the occlusion rays, icons) account each thread's CPU time every few milliseconds against a budget that fills at that rate and sleep while it's overdrawn (UgcThrottle), so it holds for long jobs too and whatever `worker_threads` is. Short bursts (a quarter second) aren't slowed. 0: no limit. * `worker_nice`: the workers' Linux scheduling priority (0 normal to 19), so the game servers go first. * `max_memory_mb`: each job's memory is estimated from its brick count before it starts (the renders' buffers plus about 40 KB per brick per LOD); a job waits while the running ones and it together would be over the limit, and one bigger than the limit alone runs when nothing else does. 0: no limit. After each job the workers give freed memory back to the system. * `max_model_bricks`: models with more bricks fail with "the model has N bricks, more than max_model_bricks (M)". 0: no limit. * `pause_hours`: local hours in which no new jobs start, e.g. `18-23` or `22-6` (running ones finish). `/status` reports the process's CPU use (percent of one core, and the core count), resident memory, the running jobs' estimated memory and how often a job waited for memory, whether the workers were throttled in the last 5 seconds and for how long in all, whether it is paused, and the limits. The traffic report (Diagnostics page) carries the gauges `cpu_percent`, `memory_mb`, `job_memory_mb` and `throttled` besides the workers' ones. Measured on a 16 core machine with 4 workers working through 15 items (models of 100 to 1500 bricks and cars): with no limit the process used about 400% of one core (all 4 workers) and finished in about 27 seconds; with `max_cpu_percent=12` (1.92 cores) it stayed at 190-195% in every 3 second sample through the backlog (one sample at 227% while a job finished) and finished in about 45 seconds. With `max_memory_mb=400` the running jobs' estimates stayed under 375 MB (two jobs waited for memory) and the process peaked at 283 MB resident, back to 55 MB when idle. ## HTTP `port` (default 2008) on `listen_ip` (default 0.0.0.0, the client has to reach it). All GET, no authentication (the files are what every player on a property sees anyway): * `/UGCC/.lxfml.gz|.checksum`, `/UGCC/3DOPTIMIZED/.nif.gz|.checksum`, `/UGCC/IMAGE128DDS/.dds.gz|.checksum` for the client (`client_path`, default `/ugc`, is the client's `UGCSERVERDIR`), and the same under `/lwoclient/UserBrickModels` (the path the client really uses, see above). HKX answers 404. The LXFML comes from the database. A model that exists but isn't made yet (or was evicted) is moved to the front of the queue and answers 408 so the client asks again. * `/files/model//` and `/files/modular//` for the dashboard (`icon.png`, `model.nif` and `model.noao.nif` (inflated), `stats.json`, `combo.json` and `previous.` versions), not cached by browsers. * `/admin/preview`, `/admin/regenerate-icons`, `/admin/delete` (POST, JSON) for the dashboard only: they need the header `X-Ugc-Admin-Key` with the master password. A preview draws an icon with given values on a worker (ahead of the queue, within the CPU and memory budgets) and returns the PNG without storing it; regenerate-icons draws every stored icon of a kind again (player models' from their stored .nif, nothing else is made); delete is described under Storage. * `/status`: JSON with the queue length, what the workers are doing and totals since start. Files are sent from disk (mongoose streams them, with its own ETag) with `Cache-Control: public, max-age=3600`. `UgcServer --make-model ` and `UgcServer --make-modular "1:4713+1:4714+1:4715" ` make one item's files into a folder without a database, for trying settings. ## Dashboard The UGC server is a server like auth and chat: master starts it when `enable_ugc_server=1`, starts it again when its link drops, passes settings reloads to it and waits for it on shutdown, and tells the dashboard about it in the server list (enabled, connected, process ID). On the dashboard it shows on the home page (Server Status, and a UGC Server card for `health_view`: up time, waiting/made/failed, busy workers and storage), on Server Health (uptime history and the Servers table with its process memory and CPU), on Diagnostics (its packets and HTTP requests, from the traffic report it sends every 5 seconds with its workers, totals and storage), in the `server` webhook alerts when it goes down or comes back, in the System Log (`UgcServer_*.log`) and crash dumps (`Crash_UgcServer__.log` in `dump_folder`), and in Prometheus (`darkflame_ugc_up`, `darkflame_ugc_items`, `darkflame_server_ugc_*{server="ugc"}`). See docs/Dashboard.md. The UGC Server page (`/ugc`, Server Admin menu; `properties_view` to look, the new `ugc_manage` permission to make things again) reads the database: counts per state for models and for cars and rockets, and the items as a gallery of their icons or a list (owner, state, attempts, last attempt, failure reason), filtered by kind, state and a search by id or owner name, with buttons to make one item, the failed ones or everything again (these only reset the columns; the UGC server picks the rows up). Everything from the UGC server goes through the dashboard, which reaches it at `ugc_internal_url` (`dashboardconfig.ini`; empty: `http://127.0.0.1:2008`, the same machine), so the page works from wherever the browser is: `/api/ugc/server/status` (its `/status`, kept 2 seconds), `/api/ugc/files///` (kept 15 seconds) and `/api/ugc/mesh/?lod=&version=current|previous&ao=0|1` (its NIF converted by the dashboard's worker threads with the scenery viewer's NifFile conversion). The fetches run on the dashboard's worker threads. `ugc_public_url` is only used for an "open on the UGC server" link. The status box shows the queue, workers, CPU (with its limit), memory, the jobs' estimated memory (with its limit) and whether the workers are throttled or paused. Clicking an item opens the viewer: the generated NIF in 3D (any LOD, now or before it was made again, with wireframe, vertex colors and baked lighting switches), the LXFML as built beside it, the icon now and before, and the stats (triangles per LOD before and after hidden faces were removed, how many were removed, vertices, shapes, timings, with the change since the version before). ### Finding creations and showing them elsewhere **UGC Search** (`/ugc_search`, in the menu under Properties, `properties_view`; `?q=` fills the search in) finds players' creations with `GET /api/ugc_links/search?q=`. A number matches the UGC / blueprint id, a placed model's object id, the property it is placed on, the creator's character or account id, or a LOT (a model placed as that LOT, or a car or rocket with that module); text matches the creator's character and account names, property names, the name and description a player gave a placed model and the upload's file name. `owner:`, `property:`, `model:`, `id:` and `lot:` search one field. Each result has its icon, state, creator and where it is: placed on a property (from `properties_contents`), attached to a mail (a car's or rocket's subkey, a model item's blueprint in the attachment's config) or in its creator's inventories (their saved XML); anything else is "Not found" (traded, sold or deleted). Results, the property page and the character page link to a creation on the UGC page as `/ugc?item=&kind=model|modular`, for the page to open that item. What the UGC server made shows on the pages that show a creation, to whoever may view that page: * The property page: each player-built model's icon, state and link (`GET /api/ugc_links/property/`). * The property 3D view: made models are drawn from their NIF (`GET /api/ugc_links/mesh/?property=`), switchable with **Generated models** (see docs/Dashboard.md); the rest from their LXFML. * The character page's inventories: creations get their icon and link (`GET /api/ugc_links/character/`). A model item is known by its blueprint (`blueprintid`, which the item now keeps in its saved config as `x@bp`); a car or rocket by its subkey (its `ugc_modular_build` id). Icons come from `GET /api/ugc_links/icon/model|modular/` (the UGC server's `icon.png`, fetched by the dashboard like the `/ugc` page's files). It is served with `properties_view`, for a creation one of your own characters made, or with `?property=` / `?character=` naming a page you may view (properties: `properties_view`, or the owner with `own_properties`; characters: `characters_view`, or your own) that holds it. Until the UGC server has made an icon the pages show the item's own icon. ## Not done yet * Worlds still send every model's LXFML to the client on property load and don't set `renderUserGen`, so the client keeps building its own meshes; switching them to the served NIFs (and sending `NotifyClientUGCModelReady` when a model is made) is the next step, and needs checking in game. * HKX (physics) is not generated. * The non-3D-services download path (world manifest packets) is not answered.