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A client asks for a served model's HKX and is answered with the model's LXFML, so it builds its own collision. That build also writes the client's own .nif over the served one it downloaded and caches that file's MD5 as the NIF's manifest info (client 1.10.64: LWOBBBInterface::GenerateModelFromLxfml 0x00b6c220, MainThread_Process- ModelResponse 0x00b5a1e0; valid entries never expire, 0x010186d0). On the next load of the property the client used its cached checksum and file without asking, and drew its own build instead of the served mesh. Now, before the property's objects are constructed for a player, the world sends them the served NIF checksum of every made model placed there (UgcManifest::OnPropertyLoading). A client whose cached checksum is its own build's downloads the served mesh again; one that has it already downloads nothing. Nothing is sent unless ugc_manifest and ugc_manifest_models are 1. Check in game (ugc_manifest=1, ugc_manifest_models=1): visit a property with made models, leave, come back in the same session (and after a client restart): the models show the served mesh every time, and still have collision. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
130 lines
7.3 KiB
C++
130 lines
7.3 KiB
C++
#ifndef UGCMANIFEST_H
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#define UGCMANIFEST_H
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#include <chrono>
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#include <map>
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#include <optional>
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#include <string>
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#include <utility>
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#include <vector>
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#include "dCommonVars.h"
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#include "eUgcResourceType.h"
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#include "IUgc.h"
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#include "RakNetTypes.h"
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/**
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* Answers the client's REQUEST_UGC_MANIFEST_INFO (sent when its UGCUSE3DSERVICES is off, the default): the MD5 and
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* size of a blueprint's file, which the client needs before it uses or downloads the file from the UGC server
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* (BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0). Nothing is answered unless `ugc_manifest` is 1.
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*
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* * Icons (DDS): the checksum the UGC server stored when it made the icon (ugc_file_checksums); one it hasn't made yet
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* is answered once it has (Update looks again every few seconds for a while).
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* * Player models (NIF, HKX, LXFML): a placed model's client always asks for all three (its BlueprintComponent loads the
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* blueprint's NIF and HKX, its ModelBehaviorComponent the LXFML) and waits for the answers without a timeout. With
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* `ugc_manifest_models` 1 and the model's mesh made, the NIF is answered with the UGC server's checksum (the client
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* downloads the served mesh) and the LXFML with the stored LXFML's. Otherwise, and always for the HKX (the UGC server
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* makes no physics), the world sends that client the model's LXFML (BlueprintSaveResponse): the client builds the NIF
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* and HKX itself and caches their checksums, which answers its own requests, so a model is never left waiting.
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* * Served meshes with the client's own physics: the client shows the served NIF it downloaded, and asks for the HKX,
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* which is answered with the model's LXFML: it builds the model from it and loads its own HKX. The mesh it has drawn
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* stays the served one.
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* * A client building a model from its LXFML writes its own .nif over the served one and caches that file's MD5 as the
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* NIF's manifest info when it's done (LWOBBBInterface::GenerateModelFromLxfml, 0x00b6c220;
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* MainThread_ProcessModelResponse, 0x00b5a1e0). So a client is switched to a served mesh only once it can't still be
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* building that model (ServedMeshSwitches).
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*
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* Main thread only: each lookup is one indexed query and the answers are sent from here. See docs/UgcServer.md.
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*/
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namespace UgcManifest {
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using Clock = std::chrono::steady_clock;
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// How long after a client was sent a model's LXFML it may still be building the model from it
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constexpr auto BUILD_SETTLE = std::chrono::seconds(30);
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// Which clients get switched to which served meshes, and when: at once, or BUILD_SETTLE after the model's LXFML was
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// last sent to that client (a switch made while it builds is undone by its build). Main thread only.
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class ServedMeshSwitches {
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public:
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struct Switch {
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SystemAddress sysAddr;
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LWOOBJID blueprintId{};
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};
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// The model's LXFML was sent to the client: a switch waiting for it waits BUILD_SETTLE from now
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void LxfmlSent(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::time_point now);
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// The model's LXFML was sent to the client less than `within` ago
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bool SentWithin(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::duration within, Clock::time_point now) const;
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// The client is to be switched to the model's served mesh once it can't be building it any more
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void Schedule(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::time_point now);
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// The switches that are due, removed from the pending ones
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std::vector<Switch> TakeDue(Clock::time_point now);
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// The client left
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void Forget(const SystemAddress& sysAddr);
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size_t Pending() const { return m_Due.size(); }
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private:
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using Key = std::pair<SystemAddress, LWOOBJID>;
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std::map<Key, Clock::time_point> m_LxfmlSent;
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std::map<Key, Clock::time_point> m_Due;
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};
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// What a request gets
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enum class eAction {
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NONE, // not answered (ugc_manifest off, or not a UGC type)
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ANSWER, // the stored (or, for LXFML, computed) checksum
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ANSWER_UNKNOWN,// valid 0: the client uses the file it has, or downloads it
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SEND_LXFML, // the model's LXFML, for the client to build the model itself
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WAIT, // icons not made yet: answered once they are
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};
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// The rule, for a request of `type` when the UGC server has (`meshMade`) or hasn't made the blueprint's mesh
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eAction Decide(eUgcResourceType type, bool manifestOn, bool modelsOn, bool meshMade);
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// The MD5 (lowercase hex) and size of a stored LXFML (ugc.lxfml: sd0, or plain XML) as the client has it after
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// downloading and inflating it; nothing when it can't be read
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std::optional<IUgc::FileChecksum> LxfmlChecksum(const std::string& stored);
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// ugc_manifest=1 and ugc_manifest_models=1: placed models' meshes come from the UGC server when made
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bool ServesModels();
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// ServesModels() and the UGC server made this model's mesh: the model's LXFML isn't sent when a property loads, the
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// client downloads the served mesh, and builds the model's physics from the LXFML sent when it asks for the HKX
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bool ServesMesh(LWOOBJID blueprintId);
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void OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType);
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// Answers the waiting requests whose files have been made since, forgets the ones waited on too long, and switches
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// clients to served meshes that are due
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void Update();
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// /reprocessproperty: every model placed on the property is made again by the UGC server; once none is waiting
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// (or after 15 minutes), every player in this world is sent the new mesh checksums and transferred back into it,
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// so their client loads the property again with the new meshes. Returns how many models were queued.
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size_t ReprocessProperty(LWOOBJID propertyId);
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// A client left (or went back to character select): its waiting requests and pending switches are dropped
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void OnDisconnect(const SystemAddress& sysAddr);
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// The UGC server made these models' meshes (again, with a new checksum): every client this world shows one of them
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// to is switched to the served mesh (SwitchClient), at once or once it can't be building that model any more
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void OnModelsMade(const std::vector<LWOOBJID>& blueprintIds);
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// A player is loading a property (before its models are constructed for them): the client is sent the served NIF
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// checksum of every placed model whose mesh the UGC server made. Its cached one can be its own build's (the LXFML it
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// was sent for the HKX, or before the model was made, replaced the served .nif and its checksum), which the client
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// would use as it is; with the served checksum it downloads the served mesh again. Returns how many were sent.
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size_t OnPropertyLoading(const SystemAddress& sysAddr, LWOOBJID propertyId);
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// A model's LXFML was sent to a client another way (a brick by brick save, a property load): it builds the model
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void OnLxfmlSent(const SystemAddress& sysAddr, LWOOBJID blueprintId);
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// Switches one client to a model's served mesh: the served NIF's checksum (the client's cached one is its own build's),
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// then NotifyClientUGCModelReady to each of `modelIds` (flushes the cached NIF, HKX and LXFML and preloads the NIF,
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// which is downloaded, and the HKX, still the client's own), then each model taken down and constructed again for
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// that client (Update) so its render loads the served NIF
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void SwitchClient(const SystemAddress& sysAddr, LWOOBJID blueprintId, const IUgc::FileChecksum& checksum, const std::vector<LWOOBJID>& modelIds);
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}
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#endif //!UGCMANIFEST_H
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