Files
DarkflameServer/dUgcServer/UgcThrottle.h
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

37 lines
1.4 KiB
C++

#pragma once
#include <cstdint>
#include <string>
/**
* Keeps the UGC workers' CPU use under a budget. The long loops (renders, ambient occlusion, icons) call Checkpoint
* every few milliseconds of work; it adds the calling thread's CPU time since its last call to a shared account that
* the budget fills at `budget` CPUs per second, and sleeps while the account is overdrawn. So the workers together
* average at most the budget however many there are, long jobs included, and without a budget it costs nothing.
*/
namespace UgcThrottle {
// CPUs the workers may use together on average (1.5: one and a half cores); 0 or less: no limit
void SetBudget(double cpus);
double GetBudget();
// Account the calling thread's CPU time and sleep when over the budget
void Checkpoint();
// Start accounting on this thread from now (a worker starting a job), so time spent idle isn't counted
void Begin();
struct Stats {
uint64_t sleptMs{}; // since start
int64_t lastSleepUnixMs{}; // when it last slept, 0 never
};
Stats GetStats();
// This thread's CPU time in seconds
double ThreadCpuSeconds();
// Parses "18-23" (from 18:00 to 23:59; may wrap past midnight, "22-6") into from and to; false when it isn't that
bool ParseHours(const std::string& text, int& from, int& to);
// Whether `hour` (0-23) is inside the range; never when from or to is negative
bool InHours(int hour, int from, int to);
}