mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-11 23:33:50 +00:00
With UGCUSE3DSERVICES=7:0 (the client's default) the client asks its world for a blueprint file's MD5 and size (REQUEST_UGC_MANIFEST_INFO, world 27) and then downloads BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0. Layouts checked in the 1.10.64 client: the request is a u64 blueprint id and a u8 resource type; the answer (UGC_MANIFEST_RESPONSE, client 60) repeats them and adds a u8 valid, the u32 size and the 16 byte MD5 of the inflated file, 37 bytes after the 0x53 exactly or the client drops it. - dNet: WorldPackets::RequestUgcManifestInfo, ClientPackets::UgcManifestResponse (eUgcResourceType), with byte tests against the client's layouts. - Database: ugc_file_checksums (per model or module combination and file) and ugc_modular_build.combination_id (migrations 89 / 72), GetUgcFileChecksum looks a blueprint up as a model, else as a build through its combination. - UGC server: every download is also written as .sd0 (Sd0::Compress); workers hand the checksums back and the main thread stores them; old items get their sd0 icon and checksum, and builds their combination id, once at start-up, a few per tick; serves <dir>/BrickModels/UserMade/<bucket>/<id>.<ext>.sd0 under client_path, /<folder>/UserBrickModels and the root (.hkx 404). - World: UgcManifest answers on the main thread with one indexed query per request; files not made yet are answered when they are (looked at again every 5 seconds), and a model in its quiet period is made right away. No worker threads, HTTP or file reads in the world. Off by default (ugc_manifest=0): checked in game, the client then downloads from http://127.0.0.1:80/lwoclient/UserBrickModels/ whatever its boot.cfg says and logs the player out when it can't connect, so icons need the UGC server on port 80 of each player's machine. docs/UgcServer.md has the details. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
133 lines
5.4 KiB
C++
133 lines
5.4 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
|
|
virtual void SetUgcModelStats(const LWOOBJID id, const uint32_t bricks, const uint32_t triangles) = 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;
|
|
|
|
// 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__
|