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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>
77 lines
4.3 KiB
C++
77 lines
4.3 KiB
C++
#ifndef UGCMANIFEST_H
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#define UGCMANIFEST_H
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#include <optional>
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#include <string>
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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. (Built from the LXFML first, the client kept showing its own build even after
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* NotifyClientUGCModelReady and the model constructed again.)
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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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// 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): each one placed in this world is sent the
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// new checksum and NotifyClientUGCModelReady, so clients load the served mesh
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void OnModelsMade(const std::vector<LWOOBJID>& blueprintIds);
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}
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#endif //!UGCMANIFEST_H
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