Files
DarkflameServer/dUgcServer/UgcProcessor.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

245 lines
9.8 KiB
C++

#pragma once
#include <chrono>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <filesystem>
#include <list>
#include <map>
#include <memory>
#include <mutex>
#include <set>
#include <string>
#include <thread>
#include <vector>
#include "DeferredReply.h"
#include "dCommonVars.h"
#include "json_fwd.hpp"
#include "UgcBricks.h"
#include "UgcIconParams.h"
#include "UgcJobs.h"
#include "UgcStorage.h"
/**
* The UGC server's queue. The main thread (Update) takes pending rows from the database, gathers each one's input
* (the stored LXFML, or a modular build's modules from the CDClient) and hands it to the worker threads; they make
* and write the files; the main thread records the outcome in the database. Workers never touch the database, the
* CDClient or the network.
*/
class UgcProcessor {
public:
using Kind = UgcStorage::Kind;
struct Config {
uint32_t pollIntervalMs{ 2000 };
uint32_t pollBatch{ 32 };
uint32_t maxAttempts{ 3 };
uint64_t maxStorageBytes{}; // 0: no limit
size_t threads{ 2 };
};
/**
* What the workers may use; changed while running (Configure) when the settings are reloaded.
*/
struct Limits {
double maxCpus{}; // CPUs the workers may use together on average (UgcThrottle); 0: no limit
uint64_t maxMemoryBytes{}; // estimated memory of the jobs running at once; 0: no limit
int nice{}; // the workers' scheduling priority (Linux nice, 0 to 19)
int pauseFromHour{ -1 }; // local hours in which no new jobs start (from, to; -1: never)
int pauseToHour{ -1 };
};
UgcProcessor(Config config, UgcStorage& storage, UgcBricks::BrickLibrary& library, UgcJobs::Settings settings);
~UgcProcessor();
void Start();
// Main thread: new settings and limits (config reload)
void Configure(UgcJobs::Settings settings, Limits limits);
// Waits for the jobs that are running; queued ones are dropped (they stay pending in the database)
void Stop();
// Main thread: poll, dispatch, record results, keep the storage under its cap
void Update();
enum class Availability {
READY, // the files are there
QUEUED, // it exists and is being made (again)
UNKNOWN, // no such item, or it failed
};
// Main thread: whether an item's files can be served, queuing it to be made when it exists but they're missing
Availability Request(Kind kind, LWOOBJID id);
// Main thread: the id an item's files are stored under. A car or rocket's are its combination's (every build of
// the same modules shares one icon); 0 when a build's modules can't be told.
LWOOBJID StorageId(Kind kind, LWOOBJID id);
/**
* Main thread: renders an icon with `values` (UgcIconParams, over the settings) without storing it, on a worker
* (within the budgets, ahead of the queue); `reply` gets the PNG. A player model's is drawn from its stored .nif, a
* car or rocket's from `modules`. False (and `error`) when there's nothing to draw from.
*/
bool QueuePreview(Kind kind, LWOOBJID id, const std::string& modules, const UgcIconParams::Values& values, DeferredReply reply, std::string& error);
/**
* Main thread: the assembled mesh of a module combination as a .nif (UgcJobs::AssemblyNif), for the dashboard's
* pose editor: from a small cache of the last ones asked for, else made on a worker (within the budgets, ahead of
* the queue) and cached. `reply` gets the .nif. False (and `error`) when the modules can't be told.
*/
bool QueueAssembly(const std::string& modules, DeferredReply reply, std::string& error);
// Main thread: queues every stored icon of a kind ("model", or "build<type>" for cars and rockets) to be drawn again
// with the current settings, presets and overrides; only icons (models' from their stored .nif). How many.
size_t RegenerateIcons(const std::string& kind);
enum class eAfterDelete {
ON_DEMAND, // rows stay made; the files are made again when something asks for them
NOW, // rows go back to waiting, so they're made again soon
GONE, // rows are marked failed ("deleted"), so they aren't made again until someone asks for that
};
struct DeleteRequest {
Kind kind{};
std::vector<LWOOBJID> ids; // models, or builds (their combinations are deleted); empty with `all`
bool all{};
int64_t olderThanDays{}; // only files made longer ago than this (0: any)
int64_t unusedDays{}; // only files not asked for in this long (0: any)
eAfterDelete after{ eAfterDelete::ON_DEMAND };
};
struct DeleteResult {
size_t deleted{};
uint64_t bytes{};
size_t busy{}; // being made right now, left alone
std::vector<std::string> notes;
};
// Main thread: deletes stored files. Items being made are skipped, so a worker never writes what is being deleted.
DeleteResult Delete(const DeleteRequest& request);
// Main thread: what the server is doing, for /status
nlohmann::json Status() const;
// Any thread: jobs waiting for a worker, and workers busy (traffic diagnostics)
size_t Queued() const { std::lock_guard lock(m_Mutex); return m_Jobs.size(); }
size_t Busy() const { std::lock_guard lock(m_Mutex); return m_Active; }
size_t Threads() const { return m_Config.threads; }
// Main thread: the process's CPU use (percent of one core) and resident memory, and the running jobs' estimate
double CpuPercent() const { return m_CpuPercent; }
static uint64_t ResidentBytes();
uint64_t JobMemory() const { std::lock_guard lock(m_Mutex); return m_MemoryInUse; }
bool Throttled() const;
// Main thread: totals since the start and the files' size (traffic reports, then the dashboard and /metrics)
uint64_t Made() const { return m_Made; }
uint64_t Failed() const { return m_Failed; }
uint64_t Evicted() const { return m_Evicted; }
uint64_t StoredBytes() const { return m_StoredBytes; }
uint64_t MaxStorageBytes() const { return m_Config.maxStorageBytes; }
private:
struct Job {
Kind kind{};
LWOOBJID id{};
uint32_t attempts{};
std::string blob; // models: the LXFML
UgcJobs::ModularInput modular; // modular builds
uint64_t memory{}; // estimated bytes it needs
size_t parts{};
DeferredReply preview; // an icon preview: answered with the PNG, nothing stored
bool iconOnly{}; // a model's icon drawn again from its stored .nif
bool assembly{}; // with `preview`: answered with the assembled .nif instead of an icon
UgcIconParams::Values iconValues; // models: the preset and override (UgcIconParams)
};
// A written file's MD5 and size as the client has it after inflating it (from its .checksum)
struct Checksum {
std::string file; // icon.dds, model.nif
std::string md5;
uint32_t size{};
};
struct Done {
Kind kind{};
LWOOBJID id{};
uint32_t attempts{};
UgcJobs::Outcome outcome;
uint64_t bytes{};
double milliseconds{};
bool iconOnly{};
std::vector<Checksum> checksums; // of the files written that the client downloads as sd0
};
// Main thread: records the checksums of an item's files (ugc_file_checksums)
void StoreChecksums(Kind kind, LWOOBJID storageId, const std::vector<Checksum>& checksums);
// Main thread: fills in what was made before the worlds answered manifest requests, a little per Update: the
// icons' sd0 files and checksums of the items stored, and the builds' combination ids
void Backfill();
std::deque<UgcStorage::Entry> m_BackfillItems;
bool m_BackfillItemsDone{ true };
bool m_BackfillBuildsDone{ false };
void Poll();
// Main thread: the icon values for a kind and an item (the kind's preset, then the item's override)
UgcIconParams::Values IconValues(const std::string& kind, const std::string& itemTarget);
void Collect();
void Record(const Done& done);
void Worker();
void SampleUsage();
Config m_Config;
UgcStorage& m_Storage;
UgcBricks::BrickLibrary& m_Library;
UgcJobs::Settings m_Settings; // guarded by m_Mutex (workers copy it per job)
Limits m_Limits; // guarded by m_Mutex
mutable std::mutex m_Mutex;
std::condition_variable m_Wake;
std::deque<Job> m_Jobs;
std::deque<Done> m_Done;
size_t m_Active{};
uint64_t m_MemoryInUse{}; // estimates of the running jobs
uint64_t m_Waiting{}; // times a job waited for memory
bool m_Paused{}; // main thread: in the pause hours
// Main thread: process CPU use, measured between status reads
std::chrono::steady_clock::time_point m_CpuSampled{};
double m_CpuSeconds{};
double m_CpuPercent{};
bool m_Stopping{};
std::vector<std::thread> m_Threads;
// Main thread only
std::set<std::pair<Kind, LWOOBJID>> m_InFlight; // models, and builds waiting for their combination
std::set<LWOOBJID> m_ComboJobs; // combinations being made
std::map<LWOOBJID, std::vector<std::pair<LWOOBJID, uint32_t>>> m_ComboRows; // combination -> builds (id, attempts) waiting for it
std::map<LWOOBJID, LWOOBJID> m_ComboOf; // build -> combination (StorageId)
uint64_t m_Reused{};
uint64_t m_Empty{}; // models with no bricks (nothing to make) // builds whose combination was made already
std::chrono::steady_clock::time_point m_NextPoll{};
std::chrono::steady_clock::time_point m_NextEviction{};
std::map<std::pair<Kind, LWOOBJID>, std::pair<std::chrono::steady_clock::time_point, Availability>> m_Recent; // answers for missing files
uint64_t m_StoredBytes{};
uint64_t m_Made{};
uint64_t m_Failed{};
uint64_t m_Evicted{};
struct LogEntry {
Kind kind{};
LWOOBJID id{};
bool ok{};
double milliseconds{};
std::string message;
int64_t time{};
};
std::deque<LogEntry> m_Log; // the last results
// Assembled meshes (QueueAssembly) by combination, newest first; workers add to it
std::mutex m_AssemblyMutex;
std::list<std::pair<std::string, std::shared_ptr<const std::string>>> m_Assemblies;
std::shared_ptr<const std::string> CachedAssembly(const std::string& key);
void CacheAssembly(const std::string& key, std::shared_ptr<const std::string> nif);
};