Files
DarkflameServer/dUgcServer/UgcFormats.cpp
Aaron Kimbrell c39b7ee935 feat(ugc): opt-in metal and glow shader groups in made models
Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.

All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.

The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:18 -05:00

553 lines
21 KiB
C++

#include "UgcFormats.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
#include <limits>
#include <map>
#include "MD5.h"
#include "ZCompression.h"
namespace {
class Writer {
public:
template<typename T>
void Put(T value) {
char bytes[sizeof(T)];
std::memcpy(bytes, &value, sizeof(T));
m_Data.append(bytes, sizeof(T));
}
void U8(uint8_t value) { Put(value); }
void U16(uint16_t value) { Put(value); }
void U32(uint32_t value) { Put(value); }
void I32(int32_t value) { Put(value); }
void Float(float value) { Put(value); }
void SizedString(const std::string& value) {
U32(static_cast<uint32_t>(value.size()));
m_Data += value;
}
void Raw(std::string_view bytes) { m_Data += bytes; }
std::string& Data() { return m_Data; }
private:
std::string m_Data;
};
void PutBigEndian(std::string& out, uint32_t value) {
for (int shift = 24; shift >= 0; shift -= 8) out += static_cast<char>((value >> shift) & 0xFF);
}
uint32_t Crc32(std::string_view data) {
static const auto table = [] {
std::array<uint32_t, 256> values{};
for (uint32_t i = 0; i < 256; i++) {
uint32_t c = i;
for (int k = 0; k < 8; k++) c = (c & 1) ? 0xEDB88320u ^ (c >> 1) : c >> 1;
values[i] = c;
}
return values;
}();
uint32_t crc = 0xFFFFFFFFu;
for (const auto byte : data) crc = table[(crc ^ static_cast<uint8_t>(byte)) & 0xFF] ^ (crc >> 8);
return crc ^ 0xFFFFFFFFu;
}
void PngChunk(std::string& out, const char* type, std::string_view data) {
PutBigEndian(out, static_cast<uint32_t>(data.size()));
std::string typed(type, 4);
typed += data;
out += typed;
PutBigEndian(out, Crc32(typed));
}
// Gamebryo's block writing: a block per call, types and strings collected into the header's tables
class NifBuilder {
public:
int32_t String(const std::string& value) {
if (value.empty()) return -1;
const auto it = std::find(m_Strings.begin(), m_Strings.end(), value);
if (it != m_Strings.end()) return static_cast<int32_t>(it - m_Strings.begin());
m_Strings.push_back(value);
return static_cast<int32_t>(m_Strings.size() - 1);
}
int32_t Add(const std::string& type, std::string data) {
auto it = std::find(m_Types.begin(), m_Types.end(), type);
if (it == m_Types.end()) it = m_Types.insert(m_Types.end(), type);
m_BlockTypes.push_back(static_cast<uint16_t>(it - m_Types.begin()));
m_Blocks.push_back(std::move(data));
return static_cast<int32_t>(m_Blocks.size() - 1);
}
// Reserves a block to fill in later (a parent that lists children made after it)
int32_t Reserve(const std::string& type) { return Add(type, {}); }
void Fill(int32_t block, std::string data) { m_Blocks[block] = std::move(data); }
std::string Finish(int32_t root) {
Writer out;
out.Raw("Gamebryo File Format, Version 20.3.0.9\n");
out.U32(0x14030009);
out.U8(1); // little endian
out.U32(0); // user version
out.U32(static_cast<uint32_t>(m_Blocks.size()));
out.U16(static_cast<uint16_t>(m_Types.size()));
for (const auto& type : m_Types) out.SizedString(type);
for (const auto type : m_BlockTypes) out.U16(type);
for (const auto& block : m_Blocks) out.U32(static_cast<uint32_t>(block.size()));
out.U32(static_cast<uint32_t>(m_Strings.size()));
size_t longest = 0;
for (const auto& value : m_Strings) longest = std::max(longest, value.size());
out.U32(static_cast<uint32_t>(longest));
for (const auto& value : m_Strings) out.SizedString(value);
out.U32(0); // groups
for (const auto& block : m_Blocks) out.Raw(block);
out.U32(1); // roots
out.I32(root);
return std::move(out.Data());
}
private:
std::vector<std::string> m_Types;
std::vector<uint16_t> m_BlockTypes;
std::vector<std::string> m_Blocks;
std::vector<std::string> m_Strings;
};
// NiAVObject flags as the game's own brick models (res/BrickModels/ndmade) have them: nodes 0x110, shapes 0x10
constexpr uint16_t NODE_FLAGS = 0x110;
constexpr uint16_t SHAPE_FLAGS = 0x10;
void WriteNet(Writer& out, int32_t name) {
out.I32(name);
out.U32(0); // extra data
out.I32(-1); // controller
}
void WriteAv(Writer& out, int32_t name, const std::vector<int32_t>& properties, uint16_t flags = NODE_FLAGS) {
WriteNet(out, name);
out.U16(flags);
for (int i = 0; i < 3; i++) out.Float(0.0f); // translation
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) out.Float(row == col ? 1.0f : 0.0f);
}
out.Float(1.0f); // scale
out.U32(static_cast<uint32_t>(properties.size()));
for (const auto property : properties) out.I32(property);
out.I32(-1); // collision object
}
std::string TriShapeData(const UgcModel::Mesh& mesh) {
Writer out;
const auto count = static_cast<uint16_t>(mesh.positions.size());
out.I32(0); // group ID
out.U16(count);
out.U8(0); // keep flags
out.U8(0); // compress flags
out.U8(1); // has vertices
glm::vec3 min(std::numeric_limits<float>::max()), max(-std::numeric_limits<float>::max());
for (const auto& p : mesh.positions) {
out.Float(p.x);
out.Float(p.y);
out.Float(p.z);
min = glm::min(min, p);
max = glm::max(max, p);
}
out.U16(0); // data flags: no texture coordinates or tangents
const bool normals = mesh.normals.size() == mesh.positions.size();
out.U8(normals ? 1 : 0);
if (normals) {
for (const auto& n : mesh.normals) {
out.Float(n.x);
out.Float(n.y);
out.Float(n.z);
}
}
const glm::vec3 center = mesh.positions.empty() ? glm::vec3(0.0f) : (min + max) * 0.5f;
float radius = 0.0f;
for (const auto& p : mesh.positions) radius = std::max(radius, glm::length(p - center));
out.Float(center.x);
out.Float(center.y);
out.Float(center.z);
out.Float(radius);
const bool colors = mesh.colors.size() == mesh.positions.size();
out.U8(colors ? 1 : 0);
if (colors) {
for (const auto& c : mesh.colors) {
out.Float(std::clamp(c.r, 0.0f, 1.0f));
out.Float(std::clamp(c.g, 0.0f, 1.0f));
out.Float(std::clamp(c.b, 0.0f, 1.0f));
out.Float(std::clamp(c.a, 0.0f, 1.0f));
}
}
out.U16(0x4000); // consistency: static
out.I32(-1); // additional data
const auto triangles = static_cast<uint16_t>(mesh.indices.size() / 3);
out.U16(triangles);
out.U32(static_cast<uint32_t>(triangles) * 3);
out.U8(1); // has triangles
for (size_t i = 0; i < static_cast<size_t>(triangles) * 3; i++) out.U16(static_cast<uint16_t>(mesh.indices[i]));
out.U16(0); // match groups
return std::move(out.Data());
}
// An NiNode's data: no properties, `children`, no effects
std::string NodeData(int32_t name, const std::vector<int32_t>& children) {
Writer node;
WriteAv(node, name, {});
node.U32(static_cast<uint32_t>(children.size()));
for (const auto child : children) node.I32(child);
node.U32(0); // effects
return std::move(node.Data());
}
// The properties every shape shares, and the shapes
class SharedProperties {
public:
explicit SharedProperties(NifBuilder& nif) : m_Nif(nif) {
m_Material = nif.Add("NiMaterialProperty", Material(0.0f));
Writer vertexColor;
WriteNet(vertexColor, -1);
vertexColor.U16((2 << 4) | (1 << 3)); // vertex colors are ambient and diffuse; lit
m_VertexColor = nif.Add("NiVertexColorProperty", std::move(vertexColor.Data()));
}
// A white NiMaterialProperty with this emissive color (grey)
static std::string Material(float emissive) {
Writer material;
WriteNet(material, -1);
for (int i = 0; i < 3; i++) material.Float(1.0f); // ambient
for (int i = 0; i < 3; i++) material.Float(1.0f); // diffuse
for (int i = 0; i < 3; i++) material.Float(0.0f); // specular
for (int i = 0; i < 3; i++) material.Float(emissive);
material.Float(4.0f); // glossiness, as the game's brick models
material.Float(1.0f); // alpha
return std::move(material.Data());
}
// An NiTriShape of `mesh` (-1 when it is empty or too big for the format); `emissive`: its material's
// emissive color, 0 for the shared material without one
int32_t Shape(const std::string& name, const UgcModel::Mesh* mesh, bool transparent, float emissive = 0.0f) {
if (!mesh || mesh->Empty() || mesh->positions.size() > 65535 || mesh->TriangleCount() > 65535) return -1;
// The properties every shape of the game's own brick models has, in their order: material, alpha (blending
// by the vertex alpha: 1 on opaque bricks), specular (off) and vertex colors
if (m_Alpha < 0) {
Writer alpha;
WriteNet(alpha, -1);
alpha.U16(0x00ED); // blend source alpha over one minus source alpha, as the game's files
alpha.U8(0);
m_Alpha = m_Nif.Add("NiAlphaProperty", std::move(alpha.Data()));
Writer specular;
WriteNet(specular, -1);
specular.U16(0); // off
m_Specular = m_Nif.Add("NiSpecularProperty", std::move(specular.Data()));
}
(void)transparent;
int32_t material = m_Material;
if (emissive > 0.0f) {
auto [it, added] = m_Emissive.try_emplace(emissive, -1);
if (added) it->second = m_Nif.Add("NiMaterialProperty", Material(emissive));
material = it->second;
}
std::vector<int32_t> properties{ material, m_Alpha, m_Specular, m_VertexColor };
const auto shapeBlock = m_Nif.Reserve("NiTriShape");
const auto dataBlock = m_Nif.Add("NiTriShapeData", TriShapeData(*mesh));
Writer tri;
WriteAv(tri, m_Nif.String(name), properties, SHAPE_FLAGS);
tri.I32(dataBlock);
tri.I32(-1); // skin instance
tri.U32(0); // materials
tri.I32(-1); // active material
tri.U8(0); // material needs update
m_Nif.Fill(shapeBlock, std::move(tri.Data()));
return shapeBlock;
}
private:
NifBuilder& m_Nif;
int32_t m_Material{ -1 };
int32_t m_VertexColor{ -1 };
int32_t m_Alpha{ -1 };
int32_t m_Specular{ -1 };
std::map<float, int32_t> m_Emissive; // emissive color -> its material
};
}
namespace UgcFormats {
std::string WriteNif(const std::string& rootName, const std::vector<NifShape>& shapes) {
NifBuilder nif;
const int32_t root = nif.Reserve("NiNode");
SharedProperties properties(nif);
std::vector<int32_t> children;
for (const auto& shape : shapes) {
const auto block = properties.Shape(shape.name, shape.mesh, shape.transparent);
if (block >= 0) children.push_back(block);
}
nif.Fill(root, NodeData(nif.String(rootName), children));
return nif.Finish(root);
}
std::string WriteLodNif(const std::string& rootName, const std::vector<NifLodGroup>& groups) {
NifBuilder nif;
const int32_t root = nif.Reserve("NiNode");
SharedProperties properties(nif);
std::vector<int32_t> groupBlocks;
for (const auto& group : groups) {
if (group.lods.empty()) continue;
const auto lodNode = nif.Reserve("NiLODNode");
std::vector<int32_t> levels;
Writer ranges;
for (int i = 0; i < 3; i++) ranges.Float(0.0f); // LOD center
ranges.U32(static_cast<uint32_t>(group.lods.size()));
for (const auto& lod : group.lods) {
const auto level = nif.Reserve("NiNode");
std::vector<int32_t> shapes;
for (const auto* piece : lod.pieces) {
const auto block = properties.Shape(group.name, piece, group.transparent, group.emissive);
if (block >= 0) shapes.push_back(block);
}
nif.Fill(level, NodeData(nif.String(lod.name), shapes));
levels.push_back(level);
ranges.Float(lod.nearDistance);
ranges.Float(lod.farDistance);
}
const auto rangeData = nif.Add("NiRangeLODData", std::move(ranges.Data()));
auto data = NodeData(nif.String(group.name), levels);
Writer lod;
lod.Raw(data);
lod.U16(3); // switch flags: update only the active child, and controllers (as the game's own files)
lod.U32(0); // index
lod.I32(rangeData);
nif.Fill(lodNode, std::move(lod.Data()));
groupBlocks.push_back(lodNode);
}
nif.Fill(root, NodeData(nif.String(rootName), groupBlocks));
return nif.Finish(root);
}
std::string EncodePng(const UgcRender::Image& image) {
std::string raw;
raw.reserve(static_cast<size_t>(image.height) * (image.width * 4 + 1));
for (int y = 0; y < image.height; y++) {
raw += '\0'; // no filter
raw.append(reinterpret_cast<const char*>(image.rgba.data()) + static_cast<size_t>(y) * image.width * 4, static_cast<size_t>(image.width) * 4);
}
std::string compressed(ZCompression::GetMaxCompressedLength(static_cast<uint32_t>(raw.size())) + 64, '\0');
const auto size = ZCompression::Compress(reinterpret_cast<const uint8_t*>(raw.data()), static_cast<uint32_t>(raw.size()),
reinterpret_cast<uint8_t*>(compressed.data()), static_cast<uint32_t>(compressed.size()));
if (size <= 0) return {};
compressed.resize(static_cast<size_t>(size));
std::string out("\x89PNG\r\n\x1a\n", 8);
std::string header;
PutBigEndian(header, static_cast<uint32_t>(image.width));
PutBigEndian(header, static_cast<uint32_t>(image.height));
header += std::string("\x08\x06\x00\x00\x00", 5); // 8 bits, RGBA, deflate, no filter method, no interlace
PngChunk(out, "IHDR", header);
PngChunk(out, "IDAT", compressed);
PngChunk(out, "IEND", {});
return out;
}
std::array<uint8_t, 16> EncodeDxt5Block(const std::array<uint8_t, 64>& rgba) {
std::array<uint8_t, 16> out{};
// Alpha: the block's lowest and highest, eight levels between (a0 > a1), 3 bits per pixel
uint8_t aMin = 255, aMax = 0;
for (int i = 0; i < 16; i++) {
aMin = std::min(aMin, rgba[i * 4 + 3]);
aMax = std::max(aMax, rgba[i * 4 + 3]);
}
out[0] = aMax;
out[1] = aMin;
if (aMax != aMin) {
std::array<int, 8> levels{ aMax, aMin };
for (int i = 1; i < 7; i++) levels[i + 1] = ((7 - i) * aMax + i * aMin) / 7;
uint64_t bits = 0;
for (int i = 0; i < 16; i++) {
int best = 0, bestError = std::numeric_limits<int>::max();
for (int l = 0; l < 8; l++) {
const int error = std::abs(levels[l] - rgba[i * 4 + 3]);
if (error < bestError) { bestError = error; best = l; }
}
bits |= static_cast<uint64_t>(best) << (3 * i);
}
for (int i = 0; i < 6; i++) out[2 + i] = static_cast<uint8_t>(bits >> (8 * i));
}
// Color: fit along the principal axis of the pixels that show (transparent ones don't count, their color is
// never seen), then refine the two endpoints by least squares once
std::array<std::array<float, 3>, 16> px{};
std::array<bool, 16> used{};
int count = 0;
for (int i = 0; i < 16; i++) {
for (int c = 0; c < 3; c++) px[i][c] = rgba[i * 4 + c];
used[i] = rgba[i * 4 + 3] > 0;
count += used[i];
}
if (count == 0) used.fill(true), count = 16;
std::array<float, 3> mean{};
for (int i = 0; i < 16; i++) if (used[i]) for (int c = 0; c < 3; c++) mean[c] += px[i][c] / count;
float cov[6]{};
for (int i = 0; i < 16; i++) {
if (!used[i]) continue;
const float r = px[i][0] - mean[0], g = px[i][1] - mean[1], b = px[i][2] - mean[2];
cov[0] += r * r; cov[1] += r * g; cov[2] += r * b; cov[3] += g * g; cov[4] += g * b; cov[5] += b * b;
}
std::array<float, 3> axis{ 1.0f, 1.0f, 1.0f };
for (int iteration = 0; iteration < 8; iteration++) {
const std::array<float, 3> next{ cov[0] * axis[0] + cov[1] * axis[1] + cov[2] * axis[2],
cov[1] * axis[0] + cov[3] * axis[1] + cov[4] * axis[2], cov[2] * axis[0] + cov[4] * axis[1] + cov[5] * axis[2] };
const float length = std::max({ std::abs(next[0]), std::abs(next[1]), std::abs(next[2]) });
if (length < 1e-6f) break;
for (int c = 0; c < 3; c++) axis[c] = next[c] / length;
}
float lo = std::numeric_limits<float>::max(), hi = std::numeric_limits<float>::lowest();
for (int i = 0; i < 16; i++) {
if (!used[i]) continue;
const float t = (px[i][0] - mean[0]) * axis[0] + (px[i][1] - mean[1]) * axis[1] + (px[i][2] - mean[2]) * axis[2];
lo = std::min(lo, t);
hi = std::max(hi, t);
}
const float axisLength2 = axis[0] * axis[0] + axis[1] * axis[1] + axis[2] * axis[2];
std::array<float, 3> e0{}, e1{};
for (int c = 0; c < 3; c++) {
e0[c] = mean[c] + axis[c] * hi / std::max(axisLength2, 1e-6f);
e1[c] = mean[c] + axis[c] * lo / std::max(axisLength2, 1e-6f);
}
const auto to565 = [](const std::array<float, 3>& c) {
const auto q = [](float v, int max) { return static_cast<uint16_t>(std::clamp(static_cast<int>(v / 255.0f * max + 0.5f), 0, max)); };
return static_cast<uint16_t>((q(c[0], 31) << 11) | (q(c[1], 63) << 5) | q(c[2], 31));
};
const auto from565 = [](uint16_t v) {
return std::array<float, 3>{ ((v >> 11) & 31) * 255.0f / 31.0f, ((v >> 5) & 63) * 255.0f / 63.0f, (v & 31) * 255.0f / 31.0f };
};
const auto indicesFor = [&](uint16_t c0, uint16_t c1, uint32_t& bits) {
const auto a = from565(c0), b = from565(c1);
std::array<std::array<float, 3>, 4> palette{ a, b };
for (int c = 0; c < 3; c++) {
palette[2][c] = (2 * a[c] + b[c]) / 3.0f;
palette[3][c] = (a[c] + 2 * b[c]) / 3.0f;
}
float total = 0.0f;
bits = 0;
for (int i = 0; i < 16; i++) {
int best = 0;
float bestError = std::numeric_limits<float>::max();
for (int p = 0; p < 4; p++) {
float error = 0.0f;
for (int c = 0; c < 3; c++) error += (palette[p][c] - px[i][c]) * (palette[p][c] - px[i][c]);
if (error < bestError) { bestError = error; best = p; }
}
if (used[i]) total += bestError;
bits |= static_cast<uint32_t>(best) << (2 * i);
}
return total;
};
uint16_t c0 = to565(e0), c1 = to565(e1);
uint32_t bits = 0;
float error = indicesFor(c0 < c1 ? c1 : c0, c0 < c1 ? c0 : c1, bits);
if (c0 < c1) std::swap(c0, c1);
// Least squares on the chosen indices (weights 1, 0, 2/3, 1/3 for the first endpoint)
{
static constexpr float W[4] = { 1.0f, 0.0f, 2.0f / 3.0f, 1.0f / 3.0f };
float aa = 0, bb = 0, ab = 0;
std::array<float, 3> ax{}, bx{};
for (int i = 0; i < 16; i++) {
if (!used[i]) continue;
const float w = W[(bits >> (2 * i)) & 3], v = 1.0f - w;
aa += w * w; bb += v * v; ab += w * v;
for (int c = 0; c < 3; c++) { ax[c] += w * px[i][c]; bx[c] += v * px[i][c]; }
}
const float det = aa * bb - ab * ab;
if (std::abs(det) > 1e-6f) {
std::array<float, 3> r0{}, r1{};
for (int c = 0; c < 3; c++) {
r0[c] = (ax[c] * bb - bx[c] * ab) / det;
r1[c] = (bx[c] * aa - ax[c] * ab) / det;
}
uint16_t n0 = to565(r0), n1 = to565(r1);
if (n0 < n1) std::swap(n0, n1);
uint32_t nbits = 0;
const float nerror = indicesFor(n0, n1, nbits);
if (nerror < error) { c0 = n0; c1 = n1; bits = nbits; error = nerror; }
}
}
if (c0 == c1) bits = 0; // one color: four-color mode needs c0 > c1, and every index then means c0
out[8] = static_cast<uint8_t>(c0);
out[9] = static_cast<uint8_t>(c0 >> 8);
out[10] = static_cast<uint8_t>(c1);
out[11] = static_cast<uint8_t>(c1 >> 8);
for (int i = 0; i < 4; i++) out[12 + i] = static_cast<uint8_t>(bits >> (8 * i));
return out;
}
std::string EncodeDds(const UgcRender::Image& image) {
const auto width = static_cast<uint32_t>(image.width), height = static_cast<uint32_t>(image.height);
const uint32_t blocksX = std::max(1u, (width + 3) / 4), blocksY = std::max(1u, (height + 3) / 4);
std::array<uint32_t, 31> header{};
header[0] = 124;
header[1] = 0x1 | 0x2 | 0x4 | 0x1000 | 0x80000; // caps, height, width, pixel format, linear size
header[2] = height;
header[3] = width;
header[4] = blocksX * blocksY * 16; // linear size
header[18] = 32; // pixel format size
header[19] = 0x4; // four CC
header[20] = 0x35545844; // "DXT5"
header[26] = 0x1000; // texture
std::string out = "DDS ";
out.append(reinterpret_cast<const char*>(header.data()), header.size() * 4);
out.reserve(out.size() + header[4]);
for (uint32_t by = 0; by < blocksY; by++) {
for (uint32_t bx = 0; bx < blocksX; bx++) {
std::array<uint8_t, 64> block{};
for (uint32_t y = 0; y < 4; y++) {
for (uint32_t x = 0; x < 4; x++) {
// Edge blocks of sizes that aren't a multiple of 4 repeat the last row and column
const uint32_t sx = std::min(bx * 4 + x, width - 1), sy = std::min(by * 4 + y, height - 1);
const size_t from = (static_cast<size_t>(sy) * width + sx) * 4;
if (from + 3 < image.rgba.size()) std::memcpy(&block[(y * 4 + x) * 4], &image.rgba[from], 4);
}
}
const auto encoded = EncodeDxt5Block(block);
out.append(reinterpret_cast<const char*>(encoded.data()), encoded.size());
}
}
return out;
}
std::string Md5Hex(std::string_view data) {
MD5 md5;
md5.update(reinterpret_cast<const unsigned char*>(data.data()), static_cast<MD5::size_type>(data.size()));
md5.finalize();
return md5.hexdigest();
}
std::string ChecksumXml(std::string_view data) {
return "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n<Checksum><MD5>" + Md5Hex(data) + "</MD5><Filesize>" + std::to_string(data.size()) + "</Filesize></Checksum>\n";
}
bool ReadChecksumXml(std::string_view xml, std::string& md5, uint32_t& size) {
const auto between = [xml](std::string_view open, std::string_view close) -> std::string_view {
const auto start = xml.find(open);
if (start == std::string_view::npos) return {};
const auto end = xml.find(close, start + open.size());
if (end == std::string_view::npos) return {};
return xml.substr(start + open.size(), end - start - open.size());
};
const auto hash = between("<MD5>", "</MD5>");
const auto length = between("<Filesize>", "</Filesize>");
if (hash.size() != 32 || length.empty()) return false;
uint64_t parsed = 0;
for (const char c : length) {
if (c < '0' || c > '9') return false;
parsed = parsed * 10 + static_cast<uint64_t>(c - '0');
if (parsed > std::numeric_limits<uint32_t>::max()) return false;
}
md5 = hash;
size = static_cast<uint32_t>(parsed);
return true;
}
}