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The dashboard's web server answers one request at a time, so converting a big .nif (glom files up to tens of MB) held up every other request, flairs included. - dWeb: Web::Defer hands a request to another thread; the reply is sent from the web thread on its next poll (DeferredQueue). A client that leaves first cancels it and the late reply is dropped. The synchronous route API is unchanged. - Web::Shutdown closes connections while the state their close events touch is still alive; the destructor no longer runs handlers during static destruction (stopping the dashboard aborted in ~WSClient). - WorkerPool: priority lanes, with one thread only for urgent work (flairs, small models, textures), and limited background work. - Scenery: mesh and texture routes (and the showcase's) convert on the pool; thread-safe memory and disk caches, one conversion per model at a time with waiters sharing it; zones are converted ahead onto the disk cache while viewed. - Setting scenery_workers (0: half the cores, 2 to 4). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
64 lines
3.2 KiB
C++
64 lines
3.2 KiB
C++
#pragma once
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#include <cstdint>
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#include <optional>
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#include <string>
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struct HTTPReply;
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struct HTTPContext;
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namespace WorldScene {
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struct Object;
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}
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/**
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* A zone's scenery for the 3D views, drawn from the game client's files the way the client draws it: every object in
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* the zone's scene files (.lvl) with the model of its render component (RenderComponent.render_asset, a .nif or a
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* .kfm naming one), plus the sky the scene's environment chunk names.
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*
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* The browser gets one manifest per zone (which models, and where each object is) and then fetches the models it
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* wants, nearest first. Models are converted from .nif on the server (NifFile) to a small binary format and kept in a
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* bounded in-memory cache; textures are sent as the client's own DDS files (textures stored inside a .nif are
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* wrapped as DDS), which the browser decodes itself, so nothing needs ImageMagick.
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*
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* Converting a big model takes a while, so models and textures not in memory are answered from a few worker threads
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* (Web::Defer, WorkerPool; scenery_workers in dashboardconfig.ini) and the web server keeps answering meanwhile.
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* Flairs and small models go first, in a lane of their own; the same model asked for twice at once is converted
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* once. When a zone's manifest is asked for, its models are converted ahead of time onto the disk cache while
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* someone views the zone.
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*/
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namespace Scenery {
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/**
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* The zone's manifest as JSON: {zone, sky (asset index or -1), assets: [res path, ...],
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* objects: {asset: [...], pos: [x, y, z, ...], rot: [x, y, z, w, ...], scale: [...], hidden: [0 or 1, ...]}}, where
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* hidden objects have a model the client doesn't draw (trigger and blocking volumes; WorldScene::ClientDraws), for
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* views that show them on request. nullopt without client files.
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*/
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std::optional<std::string> ZoneJson(uint32_t zoneId);
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/**
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* The zone's flairs (the grass, flowers and small rocks its terrain file strews over it, models from FlairTable) as a
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* manifest in ZoneJson's form, whose models the same mesh and texture routes serve, plus: distance (how far from the
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* camera the client draws them), color ([r, g, b, ...] per flair) and colorScale (what a color byte of 1 tints by).
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* nullopt without client files.
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*/
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std::optional<std::string> FlairsJson(uint32_t zoneId);
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// Whether the client draws a model for this scene object (its render component's, or its nif_name)
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bool HasModel(const WorldScene::Object& object);
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// Reply with model `asset` of the zone's manifest (NifFile::Encode), `lod` 0 the most detailed. Deferred (answered
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// from a worker thread) unless the model is in memory.
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void ReplyMesh(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t lod);
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// Reply with texture `slot` (the model's "textures" list at that `lod`) of model `asset`, as a DDS file. Deferred.
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void ReplyTexture(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t slot, uint32_t lod);
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// /api/scenery/:zone/mesh/:asset and /api/scenery/:zone/texture/:asset/:slot, for anyone signed in; starts the
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// conversion threads
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void RegisterRoutes();
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// Stop the conversion threads (queued work is dropped)
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void Shutdown();
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}
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