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/reprocessproperty and the dashboard's Reprocess all models mark the property's models as priority (ugc.priority, migrations mysql 94 and sqlite 77). The UGC server takes priority models first, polls them even when its queue is full, and puts them at its front, as it does cars and rockets. The flag clears once a model is made. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
148 lines
6.2 KiB
C++
148 lines
6.2 KiB
C++
#ifndef __IUGC__H__
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#define __IUGC__H__
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#include <cstdint>
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#include <sstream>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "magic_enum.hpp"
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class IUgc {
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public:
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struct Model {
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std::stringstream lxfmlData;
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LWOOBJID id{};
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LWOOBJID modelID{};
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};
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// Gets all UGC models for the given property id.
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virtual std::vector<IUgc::Model> GetUgcModels(const LWOOBJID& propertyId) = 0;
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// Gets all Ugcs models.
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virtual std::vector<IUgc::Model> GetAllUgcModels() = 0;
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// Removes ugc models that are not referenced by any property.
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virtual void RemoveUnreferencedUgcModels() = 0;
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// Deletes the ugc model for the given model id.
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virtual void DeleteUgcModelData(const LWOOBJID& modelId) = 0;
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// Inserts a new UGC model into the database.
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virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml, const int64_t processAfter) = 0;
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virtual std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) = 0;
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// ---- Processing by the UGC server (is_optimized, processed_at, process_attempts, process_error) ----
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// is_optimized's values
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enum class eProcessState : int32_t {
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PENDING = 0, // not made yet (or to be made again)
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DONE = 1, // the UGC server's files are made
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FAILED = 2, // gave up after the allowed attempts
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EMPTY = 3, // nothing to make: the model has no bricks (not a failure; never retried)
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};
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// A state's name for the dashboard, the API and metrics ("pending", "done", "failed", "empty")
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static std::string ProcessStateName(eProcessState state) {
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std::string name(magic_enum::enum_name(state));
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for (auto& c : name) c = static_cast<char>(c >= 'A' && c <= 'Z' ? c - 'A' + 'a' : c);
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return name.empty() ? "unknown" : name;
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}
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static std::optional<eProcessState> ParseProcessState(std::string_view text) {
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for (const auto state : magic_enum::enum_values<eProcessState>()) {
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if (ProcessStateName(state) == text) return state;
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}
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return std::nullopt;
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}
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// A row's processing state, for the UGC server and the dashboard
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struct ProcessInfo {
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LWOOBJID id{};
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LWOOBJID characterId{};
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std::string characterName; // empty when the character is gone
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eProcessState state{};
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uint32_t attempts{};
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int64_t processedAt{}; // Unix seconds of the last attempt, 0 for none
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std::string error;
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bool bakeAo{};
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std::string details; // modular builds: the modules (ldf_config)
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int64_t processAfter{}; // models: Unix seconds before which it isn't made (the quiet period after a save)
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};
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// A model waiting to be made: its id, stored LXFML (sd0) and the attempts so far
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struct PendingModel {
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LWOOBJID id{};
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std::string lxfml;
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uint32_t attempts{};
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bool priority{}; // staff asked for it to be made again: before any other model
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};
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// Up to `limit` pending models whose quiet period is over (process_after): the priority ones first, then the least
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// tried and then the newest. `priorityOnly`: only the priority ones.
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virtual std::vector<PendingModel> GetUgcModelsToProcess(const uint32_t limit, const bool priorityOnly = false) = 0;
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// Ends the quiet period of a waiting model (a client asked for it), or of all a character's waiting models (they
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// left the property)
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virtual void ExpediteUgcModel(const LWOOBJID id) = 0;
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virtual void ExpediteUgcModels(const LWOOBJID characterId) = 0;
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// Records an attempt: the new state, how many attempts there have been, why it failed (empty when it didn't) and
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// whether lighting was baked in; processed_at becomes now
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virtual void SetUgcModelProcessed(const LWOOBJID id, const eProcessState state, const uint32_t attempts, const std::string_view error, const bool bakeAo) = 0;
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// What the UGC server counted when it made a model: its bricks and the most detailed mesh's triangles, after and
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// before it removed the faces that can't be seen
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virtual void SetUgcModelStats(const LWOOBJID id, const uint32_t bricks, const uint32_t triangles, const uint32_t trianglesBefore) = 0;
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// The last successful make of a model: how long it took, the worker's CPU time and the estimated memory
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struct ProcessStats {
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uint32_t milliseconds{};
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uint32_t cpuMilliseconds{};
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uint32_t memoryKb{};
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};
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virtual void SetUgcModelProcessStats(const LWOOBJID id, const ProcessStats& stats) = 0;
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virtual std::optional<ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) = 0;
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// Sets models back to pending with no attempts: one (`id`), or all of them (`id` nullopt; only the failed ones
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// with `failedOnly`). Returns how many rows changed.
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virtual uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
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// Sets every model placed on a property back to pending with no attempts, as priority (staff asked for it). Returns
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// how many rows changed.
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virtual uint64_t ResetPropertyUgcModelProcessing(const LWOOBJID propertyId) = 0;
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// A page of models (all, or those in `state`), the newest first; `search` (when not empty) matches the model's id
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// exactly or part of its owner's name
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virtual std::vector<ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
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// How many models are in each state
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virtual std::vector<std::pair<eProcessState, uint64_t>> GetUgcProcessCounts() = 0;
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// ---- Checksums of the files the UGC server made (ugc_file_checksums), for the client's manifest requests ----
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// What the files are stored under: a player model's ugc id, or a combination of car or rocket modules
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enum class eFileOwner : int32_t {
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MODEL = 0,
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COMBINATION = 1
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};
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// A made file as the client has it after inflating the download: its MD5 (32 lowercase hex digits) and size
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struct FileChecksum {
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std::string md5;
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uint32_t size{};
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};
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// Records (or replaces) the checksum of a made file, e.g. "icon.dds" or "model.nif"
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virtual void SetUgcFileChecksum(const eFileOwner owner, const LWOOBJID storageId, const std::string_view file, const std::string_view md5, const uint32_t size) = 0;
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// The checksum of a blueprint's file: a player model's (the blueprint is its ugc id), else a car or rocket build's
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// (the blueprint is its ugc_modular_build id; the file is its combination's)
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virtual std::optional<FileChecksum> GetUgcFileChecksum(const LWOOBJID blueprintId, const std::string_view file) = 0;
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};
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#endif //!__IUGC__H__
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