Files
DarkflameServer/dDatabase/GameDatabase/ITables/IUgcModularBuild.h
Aaron Kimbrell 9f29f65686 feat(ugc): answer the client's UGC manifest requests without 3D services
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>
2026-09-27 17:47:38 -05:00

49 lines
2.5 KiB
C++

#ifndef IUGCMODULARBUILD_H
#define IUGCMODULARBUILD_H
#include <cstdint>
#include <optional>
#include <string>
#include <vector>
#include "IUgc.h"
class IUgcModularBuild {
public:
virtual void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) = 0;
virtual void DeleteUgcBuild(const LWOOBJID bigId) = 0;
// ---- Icons made by the UGC server; the same columns and meanings as IUgc's processing ----
// A modular build waiting for its icon: its id, modules (ldf_config) and the attempts so far
struct PendingBuild {
LWOOBJID id{};
std::string modules;
uint32_t attempts{};
};
virtual std::vector<PendingBuild> GetModularBuildsToProcess(const uint32_t limit) = 0;
virtual void SetModularBuildProcessed(const LWOOBJID id, const IUgc::eProcessState state, const uint32_t attempts, const std::string_view error) = 0;
virtual std::optional<IUgc::ProcessInfo> GetModularBuildProcessInfo(const LWOOBJID id) = 0;
virtual uint64_t ResetModularBuildProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
virtual std::vector<IUgc::ProcessInfo> GetModularBuildProcessList(const std::optional<IUgc::eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
virtual std::vector<std::pair<IUgc::eProcessState, uint64_t>> GetModularBuildProcessCounts() = 0;
// The combination of modules a build was made as (UgcModularKey::StorageId of its modules), whose files it shares
virtual void SetModularBuildCombination(const LWOOBJID id, const LWOOBJID combinationId) = 0;
// Up to `limit` builds whose combination isn't recorded yet (combination_id 0): their ids and modules
virtual std::vector<PendingBuild> GetModularBuildsWithoutCombination(const uint32_t limit) = 0;
// How many builds there are of each ldf_config as stored (the same modules may be written differently)
virtual std::vector<std::pair<std::string, uint64_t>> GetModularBuildConfigCounts() = 0;
// Icon settings (UgcIconParams JSON) set on the dashboard for a target: "kind:<kind>" (a preset for player models or
// a car or rocket build type), "model:<id>" or "combo:<modules key>" (one item's or combination's own)
virtual std::optional<std::string> GetUgcIconSettings(const std::string_view target) = 0;
virtual void SetUgcIconSettings(const std::string_view target, const std::string_view params) = 0;
virtual void DeleteUgcIconSettings(const std::string_view target) = 0;
};
#endif //!IUGCMODULARBUILD_H