Files
DarkflameServer/dUgcServer/UgcServer.cpp
Aaron Kimbrell 7c5d69c1ed feat(ugc): make models like LU Toolbox does, within CPU and memory budgets
Parity with LU Toolbox's Process Model, Bake Lighting and icon renderer, with
its defaults as the settings' defaults:

- Colors from its LU palette (UgcPalette: LU colors, LDD colors mapped to the
  nearest LU one, unknown ones black), transparent bricks at 58.82% opacity, a
  brick transparent only when all of its materials are.
- Color variation: each brick's material gets its HSV value shifted in a 2.224
  gamma by up to 5% (times the color's own amount), from a random number of
  the model, brick and material, so reprocessing gives the same colors in
  every LOD. Icons get none, and the icon renderer's color corrections.
- LODs 0 and 2 with its distance logic, written as NiLODNode/NiRangeLODData
  like its exports and the game's own brick models, shapes divided at 65535
  vertices along the longest side like divide_mesh.
- Ambient occlusion like its AO-only bake: 64 rays per vertex, distance 5,
  after hidden surface removal, transparent bricks neither baked nor
  occluding, glow colors added.
- Icons from its icon scene: 50 mm lens at 53.4/19.5 degrees, sun of 2.5 at
  21/50.3 degrees with soft shadows, grey world light with occlusion; LOD 0's
  hidden surface removal and occlusion are reused for them.
- Optional ground plane for hidden surface removal; stats.json per model and
  the previous version's previews kept for comparing.

Budgets, applied live on config reload: max_cpu_percent (workers account
their thread CPU time and sleep to stay under it, long renders included),
worker_nice, max_memory_mb (jobs are estimated from their brick count and
wait until they fit), max_model_bricks and pause_hours. /status and the
traffic report show CPU, memory and throttling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:06 -05:00

458 lines
21 KiB
C++

// The UGC server: makes the meshes and icons of what players build and serves them, and the models' LXFML, to the
// game client over HTTP. See docs/UgcServer.md.
#include <algorithm>
#include <chrono>
#include <csignal>
#include <cstdlib>
#include <fstream>
#include <iostream>
#include <random>
#include <sstream>
#include <set>
#include <thread>
#include "BinaryPathFinder.h"
#include "CDClientDatabase.h"
#include "ConfigSync.h"
#include "Database.h"
#include "Diagnostics.h"
#include "Game.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "Server.h"
#include "ServiceType.h"
#include "Web.h"
#include "dConfig.h"
#include "dServer.h"
#include "TrafficStats.h"
#include "eHTTPMethod.h"
#include "json.hpp"
#include "UgcBricks.h"
#include "UgcCdClient.h"
#include "UgcJobs.h"
#include "UgcModel.h"
#include "UgcProcessor.h"
#include "UgcStorage.h"
#include "UgcThrottle.h"
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
}
namespace {
dServer* g_Server = nullptr;
UgcProcessor* g_Processor = nullptr;
UgcStorage* g_Storage = nullptr;
template<typename T>
T Setting(const std::string& key, T fallback) {
return GeneralUtils::TryParse<T>(Game::config->GetValue(key)).value_or(fallback);
}
std::vector<uint32_t> ParseLods(const std::string& text) {
std::vector<uint32_t> lods;
std::stringstream stream(text);
std::string item;
while (std::getline(stream, item, ',')) {
std::erase_if(item, [](unsigned char c) { return std::isspace(c); });
if (const auto lod = GeneralUtils::TryParse<uint32_t>(item); lod && *lod <= 3) lods.push_back(*lod);
}
return lods;
}
// ugcconfig.ini (and the dashboard's settings); the defaults are LU Toolbox's
UgcJobs::Settings ReadSettings() {
UgcJobs::Settings settings;
settings.build.palette = Game::config->GetValue("color_palette") == "brickdb" ? UgcModel::ePalette::BRICKDB : UgcModel::ePalette::LU_TOOLBOX;
settings.build.colorVariation = std::clamp(Setting<float>("color_variation", 5.0f), 0.0f, 100.0f);
settings.build.transparentOpacity = std::clamp(Setting<float>("transparent_opacity", 58.82f), 0.0f, 100.0f);
const auto lods = ParseLods(Game::config->GetValue("lods").empty() ? "0,2" : Game::config->GetValue("lods"));
if (!lods.empty()) settings.lods = lods;
settings.lodDistances.lod0 = Setting<float>("lod_distance_0", 0.0f);
settings.lodDistances.lod1 = Setting<float>("lod_distance_1", 50.0f);
settings.lodDistances.lod2 = Setting<float>("lod_distance_2", 100.0f);
settings.lodDistances.lod3 = Setting<float>("lod_distance_3", 280.0f);
settings.lodDistances.cull = Setting<float>("lod_cull", 10000.0f);
if (!Game::config->GetValue("shader_opaque").empty()) settings.shaderOpaque = Game::config->GetValue("shader_opaque");
settings.optimize.removeHidden = Setting<int32_t>("remove_hidden_faces", 1) != 0;
settings.optimize.groundPlane = Setting<int32_t>("hsr_ground_plane", 0) != 0;
settings.optimize.resolution = Setting<int32_t>("optimize_resolution", 1024);
settings.ao.enabled = Setting<int32_t>("bake_ao", 1) != 0;
settings.ao.distance = Setting<float>("ao_distance", 5.0f);
settings.ao.samples = std::clamp(Setting<int32_t>("ao_samples", 64), 1, 1024);
settings.ao.strength = Setting<float>("ao_strength", 1.0f);
settings.ao.glowStrength = Setting<float>("glow_strength", 6.0f);
settings.icon.size = Setting<int32_t>("icon_size", 128);
settings.icon.yawDegrees = Setting<float>("icon_yaw", 53.36f);
settings.icon.pitchDegrees = Setting<float>("icon_pitch", 19.54f);
settings.icon.fovDegrees = Setting<float>("icon_fov", 39.6f);
settings.icon.margin = Setting<float>("icon_margin", 1.03f);
settings.icon.sunYawDegrees = Setting<float>("icon_sun_yaw", 21.0f);
settings.icon.sunPitchDegrees = Setting<float>("icon_sun_pitch", 50.3f);
settings.icon.sunStrength = Setting<float>("icon_sun_strength", 2.5f);
settings.icon.ambient = Setting<float>("icon_ambient", 0.192f);
settings.icon.shadows = Setting<int32_t>("icon_shadows", 1) != 0;
settings.icon.ao.enabled = Setting<int32_t>("icon_ao", 1) != 0;
settings.icon.ao.distance = settings.ao.distance;
settings.iconCorrectColors = Setting<int32_t>("icon_correct_colors", 1) != 0;
settings.iconColorVariation = std::clamp(Setting<float>("icon_color_variation", 0.0f), 0.0f, 100.0f);
settings.modularIcon = settings.icon;
settings.modularIcon.yawDegrees = Setting<float>("modular_icon_yaw", 53.36f);
settings.modularIcon.pitchDegrees = Setting<float>("modular_icon_pitch", 19.54f);
settings.maxBricks = Setting<uint32_t>("max_model_bricks", 0);
return settings;
}
UgcProcessor::Limits ReadLimits() {
UgcProcessor::Limits limits;
const auto cores = std::max<unsigned>(std::thread::hardware_concurrency(), 1);
limits.maxCpus = std::clamp(Setting<double>("max_cpu_percent", 0.0), 0.0, 100.0) / 100.0 * cores;
limits.maxMemoryBytes = Setting<uint64_t>("max_memory_mb", 0) * 1024 * 1024;
limits.nice = std::clamp(Setting<int32_t>("worker_nice", 0), 0, 19);
UgcThrottle::ParseHours(Game::config->GetValue("pause_hours"), limits.pauseFromHour, limits.pauseToHour);
return limits;
}
std::vector<std::string> Segments(const std::string& path) {
std::vector<std::string> segments;
size_t start = 0;
while (start < path.size()) {
auto end = path.find('/', start);
if (end == std::string::npos) end = path.size();
if (end > start) segments.push_back(path.substr(start, end - start));
start = end + 1;
}
return segments;
}
std::string Lower(std::string text) {
std::transform(text.begin(), text.end(), text.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
return text;
}
void NotFound(HTTPReply& reply) {
reply.status = eHTTPStatusCode::NOT_FOUND;
reply.message = "Not Found";
reply.contentType = eContentType::TEXT_PLAIN;
}
void ServeFile(HTTPReply& reply, UgcStorage::Kind kind, LWOOBJID id, const std::string& name, eContentType type, bool crossOrigin) {
switch (g_Processor->Request(kind, id)) {
case UgcProcessor::Availability::READY:
break;
case UgcProcessor::Availability::QUEUED:
// The client asks again later on 408
reply.status = eHTTPStatusCode::REQUEST_TIMEOUT;
reply.message = "Being made";
reply.contentType = eContentType::TEXT_PLAIN;
reply.headers.push_back("Retry-After: 5");
return;
case UgcProcessor::Availability::UNKNOWN:
NotFound(reply);
return;
}
const auto path = g_Storage->File(kind, id, name);
if (!path) {
NotFound(reply);
return;
}
reply.status = eHTTPStatusCode::OK;
reply.file = path->string();
reply.contentType = type;
reply.headers.push_back("Cache-Control: public, max-age=3600");
if (crossOrigin) reply.headers.push_back("Access-Control-Allow-Origin: *");
}
/**
* A game client download (3D services): <client_path>/UGCC<dc>/[3DOPTIMIZED/|IMAGE128DDS/]<dc><id><.ext>(.gz|.checksum).
* `segments` are the path's parts after client_path.
*/
void ServeClientDownload(HTTPReply& reply, const std::vector<std::string>& segments) {
NotFound(reply);
if (segments.size() < 2 || segments.size() > 3) return;
const auto folder = Lower(segments[0]);
if (!folder.starts_with("ugcc")) return;
const auto datacenter = folder.substr(4);
const std::string typeFolder = segments.size() == 3 ? Lower(segments[1]) : "";
auto file = Lower(segments.back());
std::string suffix;
if (file.ends_with(".gz")) suffix = ".gz";
else if (file.ends_with(".checksum")) suffix = ".checksum";
else return;
file.resize(file.size() - suffix.size());
const auto dot = file.rfind('.');
if (dot == std::string::npos) return;
const auto extension = file.substr(dot);
auto number = file.substr(0, dot);
// The file name starts with the datacenter id
if (!number.starts_with(datacenter)) return;
number = number.substr(datacenter.size());
const auto id = GeneralUtils::TryParse<uint64_t>(number);
if (!id || number.empty()) return;
const auto blueprint = static_cast<LWOOBJID>(*id);
const auto type = suffix == ".gz" ? eContentType::APPLICATION_OCTET_STREAM : eContentType::TEXT_PLAIN;
if (extension == ".lxfml" && typeFolder.empty()) {
ServeFile(reply, UgcStorage::Kind::MODEL, blueprint, "model.lxfml" + suffix, type, false);
} else if (extension == ".nif" && typeFolder == "3doptimized") {
ServeFile(reply, UgcStorage::Kind::MODEL, blueprint, "model.nif" + suffix, type, false);
} else if (extension == ".dds" && typeFolder == "image128dds") {
// A player model's icon, else a modular build's
ServeFile(reply, UgcStorage::Kind::MODEL, blueprint, "icon.dds" + suffix, type, false);
if (reply.status == eHTTPStatusCode::NOT_FOUND) ServeFile(reply, UgcStorage::Kind::MODULAR, blueprint, "icon.dds" + suffix, type, false);
}
// .hkx: no physics is made
}
void RegisterRoutes() {
const auto prefix = Segments(Lower(Game::config->GetValue("client_path").empty() ? "/ugc" : Game::config->GetValue("client_path")));
std::string base;
for (const auto& segment : prefix) base += "/" + segment;
const auto clientRoute = [prefixSize = prefix.size()](HTTPReply& reply, const HTTPContext& context) {
auto segments = Segments(context.originalPath);
if (segments.size() <= prefixSize) {
NotFound(reply);
return;
}
segments.erase(segments.begin(), segments.begin() + static_cast<std::ptrdiff_t>(prefixSize));
ServeClientDownload(reply, segments);
};
Game::web.RegisterHTTPRoute({ .path = base + "/:folder/:file", .method = eHTTPMethod::GET, .middleware = {}, .handle = clientRoute });
Game::web.RegisterHTTPRoute({ .path = base + "/:folder/:type/:file", .method = eHTTPMethod::GET, .middleware = {}, .handle = clientRoute });
// Previews for the dashboard
Game::web.RegisterHTTPRoute({ .path = "/files/:kind/:id/:file", .method = eHTTPMethod::GET, .middleware = {},
.handle = [](HTTPReply& reply, const HTTPContext& context) {
const auto segments = Segments(context.originalPath);
NotFound(reply);
reply.headers.push_back("Access-Control-Allow-Origin: *");
if (segments.size() != 4) return;
const auto id = GeneralUtils::TryParse<uint64_t>(segments[2]);
const auto kind = segments[1] == "model" ? std::optional(UgcStorage::Kind::MODEL) : segments[1] == "modular" ? std::optional(UgcStorage::Kind::MODULAR) : std::nullopt;
const auto& name = segments[3];
static const std::set<std::string> PREVIEWS = { "icon.png", "model.nif", "model.noao.nif", "stats.json",
"previous.icon.png", "previous.model.nif", "previous.model.noao.nif", "previous.stats.json" };
if (!id || !kind || !PREVIEWS.contains(name)) return;
reply.headers.clear();
const auto type = name.ends_with(".png") ? eContentType::IMAGE_PNG : name.ends_with(".json") ? eContentType::APPLICATION_JSON : eContentType::APPLICATION_OCTET_STREAM;
ServeFile(reply, *kind, static_cast<LWOOBJID>(*id), name, type, true);
// Made again since: the newest files differ, so they mustn't be cached as long as the client's
if (reply.status == eHTTPStatusCode::OK) {
std::erase_if(reply.headers, [](const std::string& header) { return header.starts_with("Cache-Control"); });
reply.headers.push_back("Cache-Control: no-cache");
}
} });
Game::web.RegisterHTTPRoute({ .path = "/status", .method = eHTTPMethod::GET, .middleware = {},
.handle = [](HTTPReply& reply, const HTTPContext&) {
reply.status = eHTTPStatusCode::OK;
reply.contentType = eContentType::APPLICATION_JSON;
reply.message = g_Processor->Status().dump();
reply.headers.push_back("Access-Control-Allow-Origin: *");
reply.headers.push_back("Cache-Control: no-store");
} });
LOG("Serving the client's downloads under %s/UGCC<datacenter>/", base.c_str());
}
std::filesystem::path ResPath() {
const auto client = Game::config->GetValue("client_location");
return client.empty() ? std::filesystem::path{} : std::filesystem::path(client) / "res";
}
// Command line tools: make one model's or modular build's files into a folder, without a database
int MakeFromCommandLine(const std::string& mode, const std::string& input, const std::filesystem::path& output) {
const auto res = ResPath();
const auto settings = ReadSettings();
UgcBricks::BrickLibrary library(res, 0);
if (!library.LoadMaterials()) std::cerr << "Couldn't read Materials.xml from " << (res / "brickdb.zip") << "; bricks will be grey\n";
UgcJobs::Outcome outcome;
const auto start = std::chrono::steady_clock::now();
if (mode == "--make-model") {
const auto data = UgcBricks::ReadFile(input);
if (!data) {
std::cerr << "Can't read " << input << "\n";
return EXIT_FAILURE;
}
outcome = UgcJobs::ProcessModel(*data, library, settings);
} else {
CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer/CDServer.sqlite").string());
UgcJobs::ModularInput modular;
std::string error;
if (!UgcCdClient::GatherModular(input, modular, error)) {
std::cerr << error << "\n";
return EXIT_FAILURE;
}
outcome = UgcJobs::ProcessModular(modular, res, settings);
}
const auto ms = std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count();
if (!outcome.ok) {
std::cerr << "Failed: " << outcome.error << "\n";
return EXIT_FAILURE;
}
std::filesystem::create_directories(output);
for (const auto& [name, data] : outcome.files) {
std::ofstream(output / name, std::ios::binary).write(data.data(), static_cast<std::streamsize>(data.size()));
}
std::cout << "Made " << outcome.files.size() << " files in " << ms << " ms" << (outcome.note.empty() ? "" : ": " + outcome.note) << "\n";
return EXIT_SUCCESS;
}
}
int main(int argc, char** argv) {
// Crash dumps and the log file share this name (Crash_UgcServer_<start time>_<pid>.log), like the other servers
const auto serviceName = "UgcServer_" + std::to_string(time(nullptr));
Diagnostics::SetProcessName(serviceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
Diagnostics::SetProduceMemoryDump(true);
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
Game::config = new dConfig("ugcconfig.ini");
// UgcServer --make-model <file.lxfml> <folder> or --make-modular "1:4713+1:4714+1:4715" <folder>
if (argc == 4 && (std::string(argv[1]) == "--make-model" || std::string(argv[1]) == "--make-modular")) {
return MakeFromCommandLine(argv[1], argv[2], argv[3]);
}
// Like the other servers: logs/UgcServer/UgcServer_<start time>.log
Server::SetupLogger(serviceName, "UgcServer");
if (!Game::logger) return EXIT_FAILURE;
// Crash reports go where the dashboard lists them (Server Health, crash dumps)
if (!Game::config->GetValue("dump_folder").empty()) Diagnostics::SetOutDirectory(Game::config->GetValue("dump_folder"));
Game::config->LogSettings();
LOG("Starting UGC Server");
const auto res = ResPath();
if (res.empty() || !std::filesystem::exists(res)) {
LOG("client_location is not set or has no res folder; the UGC server needs the client's brick data");
return EXIT_FAILURE;
}
try {
CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer/CDServer.sqlite").string());
} catch (std::exception& ex) {
LOG("Failed to connect to CDClient database: %s", ex.what());
return EXIT_FAILURE;
}
try {
Database::Connect();
} catch (std::exception& ex) {
LOG("Failed to connect to the database: %s", ex.what());
return EXIT_FAILURE;
}
// Settings edited on the dashboard (server_config table) are layered over the files from here on
Game::config->SetDatabaseSync(ConfigSync::Sync);
std::string masterIP = "localhost";
uint32_t masterPort = 1000;
std::string masterPassword;
if (const auto masterInfo = Database::Get()->GetMasterInfo()) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
masterPassword = masterInfo->password;
}
// The master starts it again when this link drops
g_Server = new dServer(masterIP, Setting<uint32_t>("net_port", 2012), 0, 16, false, false, Game::logger, masterIP, masterPort,
ServiceType::UGC, Game::config, &Game::lastSignal, masterPassword);
Game::server = g_Server;
UgcBricks::BrickLibrary library(res, 0);
if (!library.LoadMaterials()) LOG("Couldn't read Materials.xml from %s; bricks will be grey", (res / "brickdb.zip").string().c_str());
auto outputDir = std::filesystem::path(Game::config->GetValue("ugc_output_dir").empty() ? "ugc" : Game::config->GetValue("ugc_output_dir"));
if (outputDir.is_relative()) outputDir = BinaryPathFinder::GetBinaryDir() / outputDir;
UgcStorage storage(outputDir);
g_Storage = &storage;
UgcProcessor::Config processorConfig;
processorConfig.pollIntervalMs = std::max<uint32_t>(Setting<uint32_t>("poll_interval_ms", 2000), 100);
processorConfig.pollBatch = std::max<uint32_t>(Setting<uint32_t>("poll_batch", 32), 1);
processorConfig.maxAttempts = std::max<uint32_t>(Setting<uint32_t>("max_attempts", 3), 1);
processorConfig.maxStorageBytes = Setting<uint64_t>("ugc_max_storage_mb", 2048) * 1024 * 1024;
const auto threads = Setting<uint32_t>("worker_threads", 0);
processorConfig.threads = threads > 0 ? threads : std::max<size_t>(std::thread::hardware_concurrency() / 2, 1);
UgcProcessor processor(processorConfig, storage, library, ReadSettings());
processor.Configure(ReadSettings(), ReadLimits());
g_Processor = &processor;
// Sent with the traffic reports to the dashboard (Diagnostics)
TrafficStats::Local().SetGauge("workers_busy", [&processor] { return static_cast<double>(processor.Busy()); });
TrafficStats::Local().SetGauge("workers_queued", [&processor] { return static_cast<double>(processor.Queued()); });
TrafficStats::Local().SetGauge("workers_threads", [&processor] { return static_cast<double>(processor.Threads()); });
// Read on this thread, when a traffic report is taken (dServer::ReceiveFromMaster)
const std::vector<std::pair<std::string, std::function<double()>>> ugcGauges{
{ "ugc_made_total", [&processor] { return static_cast<double>(processor.Made()); } },
{ "ugc_failed_total", [&processor] { return static_cast<double>(processor.Failed()); } },
{ "ugc_evicted_total", [&processor] { return static_cast<double>(processor.Evicted()); } },
{ "ugc_stored_bytes", [&processor] { return static_cast<double>(processor.StoredBytes()); } },
{ "ugc_max_storage_bytes", [&processor] { return static_cast<double>(processor.MaxStorageBytes()); } },
};
for (const auto& [name, gauge] : ugcGauges) TrafficStats::Local().SetGauge(name, gauge);
TrafficStats::Local().SetGauge("cpu_percent", [&processor] { return processor.CpuPercent(); });
TrafficStats::Local().SetGauge("memory_mb", [] { return static_cast<double>(UgcProcessor::ResidentBytes()) / (1024.0 * 1024.0); });
TrafficStats::Local().SetGauge("job_memory_mb", [&processor] { return static_cast<double>(processor.JobMemory()) / (1024.0 * 1024.0); });
TrafficStats::Local().SetGauge("throttled", [&processor] { return processor.Throttled() ? 1.0 : 0.0; });
const auto listenIp = Game::config->GetValue("listen_ip").empty() ? std::string("0.0.0.0") : Game::config->GetValue("listen_ip");
const auto port = Setting<uint32_t>("port", 2008);
if (!Game::web.Startup(listenIp, port)) {
LOG("Failed to start the web server on %s:%u", listenIp.c_str(), port);
return EXIT_FAILURE;
}
RegisterRoutes();
processor.Start();
LOG("UGC Server started on %s:%u, files in %s", listenIp.c_str(), port, outputDir.string().c_str());
auto lastTick = std::chrono::steady_clock::now();
auto lastConfigure = lastTick;
while (!Game::ShouldShutdown()) {
// The poll's wait for network traffic is also this loop's sleep
Game::web.ReceiveRequests(10);
const auto now = std::chrono::steady_clock::now();
if (now - lastTick < std::chrono::milliseconds(16)) continue;
lastTick = now;
Packet* packet = g_Server->ReceiveFromMaster();
while (packet) {
g_Server->DeallocateMasterPacket(packet);
packet = g_Server->ReceiveFromMaster();
}
processor.Update();
// Settings the dashboard changed arrive as a config reload; pick them up
if (now - lastConfigure >= std::chrono::seconds(5)) {
lastConfigure = now;
processor.Configure(ReadSettings(), ReadLimits());
}
}
LOG("Stopping the UGC server");
processor.Stop();
TrafficStats::Local().SetGauge("workers_busy", nullptr);
TrafficStats::Local().SetGauge("workers_queued", nullptr);
TrafficStats::Local().SetGauge("workers_threads", nullptr);
for (const auto& [name, gauge] : ugcGauges) TrafficStats::Local().SetGauge(name, nullptr);
for (const auto* gauge : { "cpu_percent", "memory_mb", "job_memory_mb", "throttled" }) TrafficStats::Local().SetGauge(gauge, nullptr);
Game::web.Shutdown();
g_Processor = nullptr;
Database::Destroy("UgcServer");
delete g_Server;
g_Server = nullptr;
Game::server = nullptr;
delete Game::logger;
Game::logger = nullptr;
delete Game::config;
Game::config = nullptr;
return EXIT_SUCCESS;
}