Files
DarkflameServer/dUgcServer/UgcModular.h
Aaron Kimbrell abf1cc1d80 feat: UGC server that makes and serves player models' meshes and icons
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>
2026-09-28 22:30:57 -05:00

58 lines
2.0 KiB
C++

#pragma once
#include <cstdint>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include <glm/glm.hpp>
#include "NifFile.h"
#include "UgcModel.h"
/**
* Modular builds (cars, rockets) put together from their modules the way the CDClient describes it:
* ModularBuildComponent.xml has the topology (a root part and which part connects to which named location of which
* other part), ModuleComponent.xml each module's connection offsets, and each module's render asset has the named
* attach-point nodes. Pure.
*/
namespace UgcModular {
struct Connection {
uint32_t part{}; // the part the location is on
std::string location; // node name on that part
uint32_t connectingPart{}; // the part placed there
};
struct BuildInfo {
uint32_t rootPart{};
uint32_t parts{};
std::vector<Connection> connections;
glm::mat4 additionalRotation{ 1.0f }; // Placement/AdditionalModelRotation
};
// ModularBuildComponent.xml; nullopt when it has no topology
std::optional<BuildInfo> ParseBuild(std::string_view xml);
// ModuleComponent.xml's connection offsets, by location name
std::map<std::string, glm::vec3> ParseModuleConnections(std::string_view xml);
// The LOTs in a ugc_modular_build.ldf_config ("1:4713+1:4714+1:4715", also with ';' or ',' between)
std::vector<uint32_t> ParseModuleLots(std::string_view ldf);
struct Module {
uint32_t partCode{};
NifFile::Model nif;
std::map<std::string, glm::vec3> connections; // from ParseModuleConnections
};
/**
* The modules placed per the build's topology, starting at the root part: a connection puts the connecting part
* where the parent's node of the location's name is (or the parent module's connection offset of that name when
* its mesh has no such node), less where the connecting part's own node of that name is, if it has one.
* Parts without a module are skipped; `warnings` says what was.
*/
UgcModel::Model Assemble(const BuildInfo& build, const std::vector<Module>& modules, std::string& warnings);
}