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A new server (dUgcServer, started by master with enable_ugc_server=1) that takes unprocessed ugc and ugc_modular_build rows from the database and makes what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden faces removed, ambient occlusion baked into vertex colors) and a 128px DDS icon for player models, rendered by a software rasterizer from the client's LDD brick primitives, and icons for cars and rockets assembled from their modules per ModularBuildComponent/ModuleComponent. It serves them, with the models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under a size cap. Processing state lives in ugc.is_optimized plus new processed_at, process_attempts and process_error columns (and the same on ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon and records named node transforms for the modules' attach points. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
34 lines
1.4 KiB
C++
34 lines
1.4 KiB
C++
#ifndef IUGCMODULARBUILD_H
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#define IUGCMODULARBUILD_H
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#include <cstdint>
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#include <optional>
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#include <string>
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#include <vector>
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#include "IUgc.h"
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class IUgcModularBuild {
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public:
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virtual void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) = 0;
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virtual void DeleteUgcBuild(const LWOOBJID bigId) = 0;
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// ---- Icons made by the UGC server; the same columns and meanings as IUgc's processing ----
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// A modular build waiting for its icon: its id, modules (ldf_config) and the attempts so far
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struct PendingBuild {
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LWOOBJID id{};
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std::string modules;
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uint32_t attempts{};
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};
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virtual std::vector<PendingBuild> GetModularBuildsToProcess(const uint32_t limit) = 0;
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virtual void SetModularBuildProcessed(const LWOOBJID id, const IUgc::eProcessState state, const uint32_t attempts, const std::string_view error) = 0;
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virtual std::optional<IUgc::ProcessInfo> GetModularBuildProcessInfo(const LWOOBJID id) = 0;
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virtual uint64_t ResetModularBuildProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
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virtual std::vector<IUgc::ProcessInfo> GetModularBuildProcessList(const std::optional<IUgc::eProcessState> state, const uint32_t offset, const uint32_t limit) = 0;
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virtual std::vector<std::pair<IUgc::eProcessState, uint64_t>> GetModularBuildProcessCounts() = 0;
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};
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#endif //!IUGCMODULARBUILD_H
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