Files
DarkflameServer/dDatabase/GameDatabase/ITables/IUgc.h
Aaron Kimbrell 6c45d4abdb feat(dashboard): reprocess or remove every model on a property
The property page gets a Reprocess all models button (ugc_manage): every
model placed on the property goes back to the UGC server's queue, made
again with the current settings (/api/ugc/reprocess with {property}).
Import models gets Remove all models (properties_import): deletes every
model placed on the property after the property id is typed in, refused
while the property is loaded in a world, as import is.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:18 -05:00

145 lines
6.0 KiB
C++

#ifndef __IUGC__H__
#define __IUGC__H__
#include <cstdint>
#include <sstream>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "magic_enum.hpp"
class IUgc {
public:
struct Model {
std::stringstream lxfmlData;
LWOOBJID id{};
LWOOBJID modelID{};
};
// Gets all UGC models for the given property id.
virtual std::vector<IUgc::Model> GetUgcModels(const LWOOBJID& propertyId) = 0;
// Gets all Ugcs models.
virtual std::vector<IUgc::Model> GetAllUgcModels() = 0;
// Removes ugc models that are not referenced by any property.
virtual void RemoveUnreferencedUgcModels() = 0;
// Deletes the ugc model for the given model id.
virtual void DeleteUgcModelData(const LWOOBJID& modelId) = 0;
// Inserts a new UGC model into the database.
virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml, const int64_t processAfter) = 0;
virtual std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) = 0;
// ---- Processing by the UGC server (is_optimized, processed_at, process_attempts, process_error) ----
// is_optimized's values
enum class eProcessState : int32_t {
PENDING = 0, // not made yet (or to be made again)
DONE = 1, // the UGC server's files are made
FAILED = 2, // gave up after the allowed attempts
EMPTY = 3, // nothing to make: the model has no bricks (not a failure; never retried)
};
// A state's name for the dashboard, the API and metrics ("pending", "done", "failed", "empty")
static std::string ProcessStateName(eProcessState state) {
std::string name(magic_enum::enum_name(state));
for (auto& c : name) c = static_cast<char>(c >= 'A' && c <= 'Z' ? c - 'A' + 'a' : c);
return name.empty() ? "unknown" : name;
}
static std::optional<eProcessState> ParseProcessState(std::string_view text) {
for (const auto state : magic_enum::enum_values<eProcessState>()) {
if (ProcessStateName(state) == text) return state;
}
return std::nullopt;
}
// A row's processing state, for the UGC server and the dashboard
struct ProcessInfo {
LWOOBJID id{};
LWOOBJID characterId{};
std::string characterName; // empty when the character is gone
eProcessState state{};
uint32_t attempts{};
int64_t processedAt{}; // Unix seconds of the last attempt, 0 for none
std::string error;
bool bakeAo{};
std::string details; // modular builds: the modules (ldf_config)
int64_t processAfter{}; // models: Unix seconds before which it isn't made (the quiet period after a save)
};
// A model waiting to be made: its id, stored LXFML (sd0) and the attempts so far
struct PendingModel {
LWOOBJID id{};
std::string lxfml;
uint32_t attempts{};
};
// Up to `limit` pending models whose quiet period is over (process_after), the least tried and then the newest first
virtual std::vector<PendingModel> GetUgcModelsToProcess(const uint32_t limit) = 0;
// Ends the quiet period of a waiting model (a client asked for it), or of all a character's waiting models (they
// left the property)
virtual void ExpediteUgcModel(const LWOOBJID id) = 0;
virtual void ExpediteUgcModels(const LWOOBJID characterId) = 0;
// Records an attempt: the new state, how many attempts there have been, why it failed (empty when it didn't) and
// whether lighting was baked in; processed_at becomes now
virtual void SetUgcModelProcessed(const LWOOBJID id, const eProcessState state, const uint32_t attempts, const std::string_view error, const bool bakeAo) = 0;
// What the UGC server counted when it made a model: its bricks and the most detailed mesh's triangles, after and
// before it removed the faces that can't be seen
virtual void SetUgcModelStats(const LWOOBJID id, const uint32_t bricks, const uint32_t triangles, const uint32_t trianglesBefore) = 0;
// The last successful make of a model: how long it took, the worker's CPU time and the estimated memory
struct ProcessStats {
uint32_t milliseconds{};
uint32_t cpuMilliseconds{};
uint32_t memoryKb{};
};
virtual void SetUgcModelProcessStats(const LWOOBJID id, const ProcessStats& stats) = 0;
virtual std::optional<ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) = 0;
// Sets models back to pending with no attempts: one (`id`), or all of them (`id` nullopt; only the failed ones
// with `failedOnly`). Returns how many rows changed.
virtual uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
// Sets every model placed on a property back to pending with no attempts. Returns how many rows changed.
virtual uint64_t ResetPropertyUgcModelProcessing(const LWOOBJID propertyId) = 0;
// A page of models (all, or those in `state`), the newest first; `search` (when not empty) matches the model's id
// exactly or part of its owner's name
virtual std::vector<ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
// How many models are in each state
virtual std::vector<std::pair<eProcessState, uint64_t>> GetUgcProcessCounts() = 0;
// ---- Checksums of the files the UGC server made (ugc_file_checksums), for the client's manifest requests ----
// What the files are stored under: a player model's ugc id, or a combination of car or rocket modules
enum class eFileOwner : int32_t {
MODEL = 0,
COMBINATION = 1
};
// A made file as the client has it after inflating the download: its MD5 (32 lowercase hex digits) and size
struct FileChecksum {
std::string md5;
uint32_t size{};
};
// Records (or replaces) the checksum of a made file, e.g. "icon.dds" or "model.nif"
virtual void SetUgcFileChecksum(const eFileOwner owner, const LWOOBJID storageId, const std::string_view file, const std::string_view md5, const uint32_t size) = 0;
// The checksum of a blueprint's file: a player model's (the blueprint is its ugc id), else a car or rocket build's
// (the blueprint is its ugc_modular_build id; the file is its combination's)
virtual std::optional<FileChecksum> GetUgcFileChecksum(const LWOOBJID blueprintId, const std::string_view file) = 0;
};
#endif //!__IUGC__H__