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A GM 8 command: every brick built model on the property you are on goes back to the UGC server's queue. Once all are made (at most 15 minutes), everyone on the property is sent the new mesh checksums and transferred back into the same zone and clone, so their game loads the property again and downloads the new meshes. Swapping a model's mesh in place doesn't work in the client, so the whole property is loaded again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
383 lines
17 KiB
C++
383 lines
17 KiB
C++
#include "UgcManifest.h"
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#include <chrono>
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#include <map>
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#include <set>
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#include <sstream>
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#include <string_view>
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#include <vector>
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#include "BrickByBrick.h"
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#include "BuildingMessages.h"
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#include "ClientPackets.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "eBlueprintSaveResponseType.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "GhostComponent.h"
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#include "Character.h"
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#include "Game.h"
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#include "Logger.h"
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#include "MD5.h"
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#include "PlayerManager.h"
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#include "Sd0.h"
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#include "dZoneManager.h"
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#include "ChatPackets.h"
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#include "ZoneInstanceManager.h"
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namespace {
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// How often the waiting requests are looked up again, how long they wait at most and how many there can be
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constexpr auto RETRY_INTERVAL = std::chrono::seconds(5);
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constexpr auto MAX_WAIT = std::chrono::minutes(15);
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constexpr size_t MAX_WAITING = 512;
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// A client asks for a model's NIF, HKX and LXFML at once: its LXFML is sent once for all three
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constexpr auto LXFML_RESEND_AFTER = std::chrono::seconds(10);
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// LXFML checksums worked out, kept for the next clients (a model's LXFML only changes with a new save)
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constexpr size_t MAX_LXFML_CHECKSUMS = 4096;
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// How long after NotifyClientUGCModelReady the model is constructed again: the client flushes the model's files on
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// its load thread, and a model constructed before that is done loses the mesh it just loaded
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constexpr auto RECONSTRUCT_DELAY = std::chrono::milliseconds(1500);
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// How long after taking the model down it is constructed again: the client deletes objects later, and a
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// construction of an object it still has is dropped (the model then disappears)
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constexpr auto CONSTRUCT_AFTER_DESTRUCT = std::chrono::milliseconds(1000);
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struct Waiting {
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SystemAddress sysAddr;
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LWOOBJID blueprintId{};
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eUgcResourceType resourceType{};
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std::chrono::steady_clock::time_point since;
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};
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std::vector<Waiting> g_Waiting;
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std::chrono::steady_clock::time_point g_NextRetry{};
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std::map<std::pair<SystemAddress, LWOOBJID>, std::chrono::steady_clock::time_point> g_LxfmlSent;
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std::map<LWOOBJID, IUgc::FileChecksum> g_LxfmlChecksums;
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// Placed models to construct again for a client once its flush is done
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struct Reconstruct {
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SystemAddress sysAddr;
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LWOOBJID objectId{};
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std::chrono::steady_clock::time_point due;
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bool destructed{}; // taken down; constructed at `due`
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};
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std::vector<Reconstruct> g_Reconstructs;
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// /reprocessproperty: the models being made again, and when the players are reloaded at the latest
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struct PropertyReload {
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std::set<LWOOBJID> blueprintIds;
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std::chrono::steady_clock::time_point since;
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std::chrono::steady_clock::time_point nextCheck;
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};
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std::optional<PropertyReload> g_PropertyReload;
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bool ManifestOn() {
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// Off unless set: a client whose boot.cfg doesn't point it at the UGC server downloads from its built-in
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// http://127.0.0.1:80/lwoclient and is logged out when it can't connect there (docs/UgcServer.md)
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return Game::config && Game::config->GetValue("ugc_manifest") == "1";
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}
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bool ModelsOn() {
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return Game::config && Game::config->GetValue("ugc_manifest_models") == "1";
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}
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int HexDigit(char c) {
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if (c >= '0' && c <= '9') return c - '0';
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if (c >= 'a' && c <= 'f') return c - 'a' + 10;
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if (c >= 'A' && c <= 'F') return c - 'A' + 10;
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return -1;
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}
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bool MeshMade(LWOOBJID blueprintId) {
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const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif");
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return checksum && checksum->md5.size() == 32;
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}
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void Send(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType, const std::optional<IUgc::FileChecksum>& checksum) {
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ClientPackets::UgcManifestResponse response;
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response.blueprintId = blueprintId;
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response.resourceType = resourceType;
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if (checksum && checksum->md5.size() == 32) {
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bool valid = true;
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for (size_t i = 0; i < response.md5.size(); i++) {
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const auto high = HexDigit(checksum->md5[i * 2]);
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const auto low = HexDigit(checksum->md5[i * 2 + 1]);
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if (high < 0 || low < 0) valid = false;
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response.md5[i] = static_cast<uint8_t>((high << 4) | low);
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}
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if (valid) {
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response.valid = true;
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response.fileSize = checksum->size;
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} else {
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response.md5 = {};
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}
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}
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response.Send(sysAddr);
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LOG_DEBUG("Sent the UGC manifest of %llu (type %i): %s, %u bytes", static_cast<unsigned long long>(blueprintId),
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static_cast<int>(resourceType), response.valid ? checksum->md5.c_str() : "not known", response.fileSize);
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}
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// Answers an icon's request when its checksum is known; false when it isn't (yet)
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bool TryAnswerIcon(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
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const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "icon.dds");
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if (!checksum || checksum->md5.size() != 32) return false;
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Send(sysAddr, blueprintId, resourceType, checksum);
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return true;
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}
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std::optional<IUgc::FileChecksum> StoredLxfmlChecksum(LWOOBJID blueprintId) {
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if (const auto known = g_LxfmlChecksums.find(blueprintId); known != g_LxfmlChecksums.end()) return known->second;
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const auto model = Database::Get()->GetUgcModel(blueprintId);
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if (!model) return std::nullopt;
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auto checksum = UgcManifest::LxfmlChecksum(model->lxfmlData.str());
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if (!checksum) return std::nullopt;
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if (g_LxfmlChecksums.size() >= MAX_LXFML_CHECKSUMS) g_LxfmlChecksums.clear();
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g_LxfmlChecksums.emplace(blueprintId, *checksum);
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return checksum;
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}
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// The model's LXFML to one client, which builds the model from it (as when a property loads); false when there is
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// no such model
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bool SendLxfml(const SystemAddress& sysAddr, LWOOBJID blueprintId) {
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const auto now = std::chrono::steady_clock::now();
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std::erase_if(g_LxfmlSent, [now](const auto& sent) { return now - sent.second > LXFML_RESEND_AFTER; });
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if (g_LxfmlSent.contains({ sysAddr, blueprintId })) return true;
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auto model = Database::Get()->GetUgcModel(blueprintId);
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if (!model) return false;
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ClientPackets::BlueprintSaveResponse response;
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response.localId = LWOOBJID_EMPTY; // zero, like the LXFML sent when a property loads
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response.reasonCode = eBlueprintSaveResponseType::EverythingWorked;
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response.models.push_back({ blueprintId, model->lxfmlData.str() });
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response.Send(sysAddr);
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g_LxfmlSent[{ sysAddr, blueprintId }] = now;
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// Its mesh is wanted: a model still in its quiet period after a save is made now
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Database::Get()->ExpediteUgcModel(blueprintId);
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LOG_DEBUG("Sent the LXFML of %llu for the client to build", static_cast<unsigned long long>(blueprintId));
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return true;
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}
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}
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UgcManifest::eAction UgcManifest::Decide(const eUgcResourceType type, const bool manifestOn, const bool modelsOn, const bool meshMade) {
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if (!manifestOn) return eAction::NONE;
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switch (type) {
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case eUgcResourceType::DDS: return eAction::WAIT; // answered at once when the icon is made
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case eUgcResourceType::NIF:
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case eUgcResourceType::LXFML:
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return modelsOn && meshMade ? eAction::ANSWER : eAction::SEND_LXFML;
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case eUgcResourceType::HKX:
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// The UGC server makes no physics: the client builds it from the LXFML (and is then switched to a served mesh)
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return eAction::SEND_LXFML;
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default: return eAction::NONE;
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}
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}
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std::optional<IUgc::FileChecksum> UgcManifest::LxfmlChecksum(const std::string& stored) {
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std::string lxfml;
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if (stored.starts_with("<?xml") || stored.starts_with("<LXFML")) {
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lxfml = stored;
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} else {
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try {
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std::stringstream stream(stored);
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Sd0 sd0(stream);
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lxfml = sd0.GetAsStringUncompressed();
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} catch (...) {
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return std::nullopt;
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}
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}
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if (lxfml.empty()) return std::nullopt;
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MD5 md5;
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md5.update(reinterpret_cast<const unsigned char*>(lxfml.data()), static_cast<MD5::size_type>(lxfml.size()));
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md5.finalize();
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return IUgc::FileChecksum{ md5.hexdigest(), static_cast<uint32_t>(lxfml.size()) };
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}
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bool UgcManifest::ServesModels() {
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return ManifestOn() && ModelsOn();
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}
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bool UgcManifest::ServesMesh(const LWOOBJID blueprintId) {
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return ServesModels() && MeshMade(blueprintId);
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}
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void UgcManifest::OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
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const auto manifestOn = ManifestOn();
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const auto modelsOn = ModelsOn();
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const bool isModelFile = resourceType == eUgcResourceType::NIF || resourceType == eUgcResourceType::HKX || resourceType == eUgcResourceType::LXFML;
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const auto meshMade = manifestOn && modelsOn && isModelFile && MeshMade(blueprintId);
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switch (Decide(resourceType, manifestOn, modelsOn, meshMade)) {
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case eAction::NONE: return;
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case eAction::ANSWER:
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Send(sysAddr, blueprintId, resourceType, resourceType == eUgcResourceType::LXFML
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? StoredLxfmlChecksum(blueprintId) : Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif"));
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return;
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case eAction::ANSWER_UNKNOWN:
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Send(sysAddr, blueprintId, resourceType, std::nullopt);
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return;
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case eAction::SEND_LXFML:
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// Not a player model (or gone): answered as not known, so the client doesn't wait for ever
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if (!SendLxfml(sysAddr, blueprintId)) Send(sysAddr, blueprintId, resourceType, std::nullopt);
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return;
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case eAction::WAIT:
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break;
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}
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if (TryAnswerIcon(sysAddr, blueprintId, resourceType)) return;
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// Not made yet: a client wants it, so a model still in its quiet period after a save is made now (as when a client
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// asks the UGC server for it), and the request is answered when it's made
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Database::Get()->ExpediteUgcModel(blueprintId);
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for (const auto& waiting : g_Waiting) {
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if (waiting.sysAddr == sysAddr && waiting.blueprintId == blueprintId && waiting.resourceType == resourceType) return;
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}
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if (g_Waiting.size() >= MAX_WAITING) g_Waiting.erase(g_Waiting.begin());
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g_Waiting.push_back({ sysAddr, blueprintId, resourceType, std::chrono::steady_clock::now() });
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}
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namespace {
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// Shows a placed model to one client again with the served mesh. NotifyClientUGCModelReady only flushes the
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// client's cached NIF, HKX and LXFML and loads them again as preloads (LWOBlueprintComponent::
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// OnNotifyClientUGCModelReady, 0x00ca6430): an object already drawn keeps its mesh. So the object is also taken
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// down and constructed again for that client, once the flush is done (RECONSTRUCT_DELAY; constructed at once, the
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// flush can land after the new object loaded its mesh, which then disappears). Its new render component loads the
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// NIF, whose cached checksum is now the served one (sent first); the HKX's is still the one the client built, so
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// it keeps its collision.
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void ShowServedMesh(Entity& model, Entity& player, const LWOOBJID blueprintId) {
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const auto sysAddr = player.GetSystemAddress();
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if (model.GetIsGhostingCandidate()) {
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auto* const ghost = player.GetComponent<GhostComponent>();
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if (!ghost || !ghost->IsObserved(model.GetObjectID())) return; // not shown to this client (yet)
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}
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GameMessages::NotifyClientUGCModelReady ready;
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ready.target = model.GetObjectID();
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ready.blueprintID = blueprintId;
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ready.Send(sysAddr);
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std::erase_if(g_Reconstructs, [&](const Reconstruct& r) { return r.sysAddr == sysAddr && r.objectId == model.GetObjectID(); });
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g_Reconstructs.push_back({ sysAddr, model.GetObjectID(), std::chrono::steady_clock::now() + RECONSTRUCT_DELAY });
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}
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// Takes a model down for a client whose flush is done, then constructs it again a moment later (not in the same
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// batch: the client would drop the construction of an object it hasn't deleted yet); false until it's done
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bool ConstructAgain(Reconstruct& pending, const std::chrono::steady_clock::time_point now) {
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if (now < pending.due) return false;
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if (!Game::entityManager || !PlayerManager::GetPlayer(pending.sysAddr)) return true;
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auto* const model = Game::entityManager->GetEntity(pending.objectId);
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if (!model) return true;
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if (!pending.destructed) {
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Game::entityManager->DestructEntity(model, pending.sysAddr);
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pending.destructed = true;
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pending.due = now + CONSTRUCT_AFTER_DESTRUCT;
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return false;
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}
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Game::entityManager->ConstructEntity(model, pending.sysAddr);
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return true;
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}
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}
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namespace {
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// Sends every player in this world the made models' checksums, then transfers them back into this zone and clone:
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// the client loads the property again, and its manifest cache now has the new meshes' checksums
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void ReloadPlayers(const std::set<LWOOBJID>& blueprintIds) {
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const auto zoneId = Game::zoneManager->GetZoneID();
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for (auto* const player : PlayerManager::GetAllPlayers()) {
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if (!player) continue;
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const auto sysAddr = player->GetSystemAddress();
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for (const auto id : blueprintIds) {
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const auto checksum = Database::Get()->GetUgcFileChecksum(id, "model.nif");
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if (checksum && checksum->md5.size() == 32) Send(sysAddr, id, eUgcResourceType::NIF, checksum);
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}
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ChatPackets::SendSystemMessage(sysAddr, u"The property's models were made again: loading the property again.");
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const auto objectId = player->GetObjectID();
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ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId.GetMapID(), zoneId.GetCloneID(), false,
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[objectId](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
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auto* const entity = Game::entityManager->GetEntity(objectId);
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if (!entity || !entity->GetCharacter()) return;
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auto* const character = entity->GetCharacter();
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character->SetZoneID(zoneID);
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character->SetZoneInstance(zoneInstance);
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character->SetZoneClone(zoneClone);
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character->SaveXMLToDatabase();
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ClientPackets::TransferToWorld transfer;
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transfer.serverIP = LUString(serverIP);
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transfer.serverPort = serverPort;
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transfer.mythranShift = mythranShift;
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transfer.Send(entity->GetSystemAddress());
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});
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}
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}
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}
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size_t UgcManifest::ReprocessProperty(const LWOOBJID propertyId) {
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std::set<LWOOBJID> blueprintIds;
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for (const auto& model : Database::Get()->GetPropertyModels(propertyId)) {
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if (model.ugcId != 0) blueprintIds.insert(model.ugcId);
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}
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if (blueprintIds.empty()) return 0;
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Database::Get()->ResetPropertyUgcModelProcessing(propertyId);
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const auto now = std::chrono::steady_clock::now();
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g_PropertyReload = PropertyReload{ std::move(blueprintIds), now, now + RETRY_INTERVAL };
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LOG("Making the %zu models of property %llu again; players are reloaded when they're made", g_PropertyReload->blueprintIds.size(), static_cast<unsigned long long>(propertyId));
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return g_PropertyReload->blueprintIds.size();
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}
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void UgcManifest::Update() {
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const auto now = std::chrono::steady_clock::now();
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if (g_PropertyReload && now >= g_PropertyReload->nextCheck) {
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g_PropertyReload->nextCheck = now + RETRY_INTERVAL;
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bool waiting = false;
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for (const auto id : g_PropertyReload->blueprintIds) {
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const auto info = Database::Get()->GetUgcProcessInfo(id);
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waiting = waiting || (info && info->state == IUgc::eProcessState::PENDING);
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}
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if (!waiting || now - g_PropertyReload->since > MAX_WAIT) {
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ReloadPlayers(g_PropertyReload->blueprintIds);
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g_PropertyReload.reset();
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}
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}
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std::erase_if(g_Reconstructs, [now](Reconstruct& pending) { return ConstructAgain(pending, now); });
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if (g_Waiting.empty() || now < g_NextRetry) return;
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g_NextRetry = now + RETRY_INTERVAL;
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std::erase_if(g_Waiting, [now](const Waiting& waiting) {
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return now - waiting.since > MAX_WAIT || TryAnswerIcon(waiting.sysAddr, waiting.blueprintId, waiting.resourceType);
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});
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}
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void UgcManifest::OnDisconnect(const SystemAddress& sysAddr) {
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std::erase_if(g_Waiting, [&sysAddr](const Waiting& waiting) { return waiting.sysAddr == sysAddr; });
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std::erase_if(g_LxfmlSent, [&sysAddr](const auto& sent) { return sent.first.first == sysAddr; });
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std::erase_if(g_Reconstructs, [&sysAddr](const Reconstruct& pending) { return pending.sysAddr == sysAddr; });
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}
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void UgcManifest::OnModelsMade(const std::vector<LWOOBJID>& blueprintIds) {
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for (const auto id : blueprintIds) g_LxfmlChecksums.erase(id); // made again after its LXFML changed, maybe
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if (!ServesModels() || !Game::entityManager) return;
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// Models of a /reprocessproperty: the players are reloaded once they're all made
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const auto& players = PlayerManager::GetAllPlayers();
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if (players.empty()) return;
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const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
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for (const auto id : blueprintIds) {
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if (g_PropertyReload && g_PropertyReload->blueprintIds.contains(id)) continue;
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std::vector<Entity*> shown;
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for (auto* const model : models) {
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if (model && model->GetVar<LWOOBJID>(u"blueprintid") == id) shown.push_back(model);
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}
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if (shown.empty()) continue;
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const auto checksum = Database::Get()->GetUgcFileChecksum(id, "model.nif");
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if (!checksum || checksum->md5.size() != 32) continue;
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// The new checksum first: the client keeps its cached one otherwise, and would load the file it has
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for (auto* const player : players) {
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if (player) Send(player->GetSystemAddress(), id, eUgcResourceType::NIF, checksum);
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}
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for (auto* const player : players) {
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if (!player) continue;
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for (auto* const model : shown) ShowServedMesh(*model, *player, id);
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}
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LOG("The UGC server made model %llu again: told %zu client(s) about %zu placed model(s)", static_cast<unsigned long long>(id), players.size(), shown.size());
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}
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}
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