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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>
103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
#include "UgcManifest.h"
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#include <chrono>
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#include <optional>
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#include <string_view>
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#include <vector>
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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 "Game.h"
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#include "Logger.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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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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// The UGC server's name for a blueprint's file of this type; nothing for the ones it doesn't make
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std::optional<std::string_view> FileName(eUgcResourceType type) {
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switch (type) {
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case eUgcResourceType::DDS: return "icon.dds";
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case eUgcResourceType::NIF: return "model.nif";
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default: return std::nullopt;
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}
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}
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bool Enabled() {
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// Off unless set: the 1.10.64 client downloads from http://127.0.0.1:80 whatever its boot.cfg says, and one that
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// can't connect there is logged out (docs/UgcServer.md)
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return Game::config->GetValue("ugc_manifest") == "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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// Answers when the file's checksum is known; false when it isn't (yet)
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bool TryAnswer(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
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const auto file = FileName(resourceType);
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if (!file) return false;
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const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, *file);
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if (!checksum || checksum->md5.size() != 32) return false;
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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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response.fileSize = checksum->size;
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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) return false;
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response.md5[i] = static_cast<uint8_t>(high << 4 | low);
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}
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response.valid = true;
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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), checksum->md5.c_str(), checksum->size);
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return true;
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}
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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 || !Enabled() || !FileName(resourceType)) return;
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if (TryAnswer(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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void UgcManifest::Update() {
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if (g_Waiting.empty()) return;
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const auto now = std::chrono::steady_clock::now();
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if (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 || TryAnswer(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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}
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