mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-17 10:12:50 +00:00
Brighter icons: a world light, a fill from the camera, a highlight, exposure and contrast; with the defaults the icons' mean luminance matches the game's own model icons (118 against 120 on a scratch set). Every icon parameter is listed once (UgcIconParams: key, setting, range, default); the settings, the dashboard's settings entries and the icon editor come from that list. Presets per kind (player models, each car or rocket build type from ModularBuildComponent) and overrides per model or module combination are in ugc_icon_settings. Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last save before they're made (ugc.process_after); a client asking for one, the owner leaving the world or a reset ends the wait. Cars and rockets: one icon per combination of modules (sorted LOTs), shared by every build of it; builds of a combination made already are marked made right away, the client's per-blueprint downloads serve the shared files. The dashboard can delete one item's files, purge by filter or all, preview icons with any values on the UGC server (/admin routes, master password), save presets and overrides, and draw a kind's icons again (icons only). Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard editor's lighting controls in the page script (routes are there), docs for it, the empty-model state, /ugc?item= links, the shared fetch helper; the storage size and property loading bugs are next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
92 lines
3.5 KiB
C++
92 lines
3.5 KiB
C++
#ifndef __IUGC__H__
|
|
#define __IUGC__H__
|
|
|
|
#include <cstdint>
|
|
#include <sstream>
|
|
#include <optional>
|
|
#include <string>
|
|
#include <string_view>
|
|
#include <vector>
|
|
|
|
class IUgc {
|
|
public:
|
|
struct Model {
|
|
std::stringstream lxfmlData;
|
|
LWOOBJID id{};
|
|
LWOOBJID modelID{};
|
|
};
|
|
|
|
// Gets all UGC models for the given property id.
|
|
virtual std::vector<IUgc::Model> GetUgcModels(const LWOOBJID& propertyId) = 0;
|
|
|
|
// Gets all Ugcs models.
|
|
virtual std::vector<IUgc::Model> GetAllUgcModels() = 0;
|
|
|
|
// Removes ugc models that are not referenced by any property.
|
|
virtual void RemoveUnreferencedUgcModels() = 0;
|
|
|
|
// Deletes the ugc model for the given model id.
|
|
virtual void DeleteUgcModelData(const LWOOBJID& modelId) = 0;
|
|
|
|
// Inserts a new UGC model into the database.
|
|
virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml, const int64_t processAfter) = 0;
|
|
|
|
virtual std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) = 0;
|
|
|
|
// ---- Processing by the UGC server (is_optimized, processed_at, process_attempts, process_error) ----
|
|
|
|
// is_optimized's values
|
|
enum class eProcessState : int32_t {
|
|
PENDING = 0, // not made yet (or to be made again)
|
|
DONE = 1, // the UGC server's files are made
|
|
FAILED = 2, // gave up after the allowed attempts
|
|
};
|
|
|
|
// A row's processing state, for the UGC server and the dashboard
|
|
struct ProcessInfo {
|
|
LWOOBJID id{};
|
|
LWOOBJID characterId{};
|
|
std::string characterName; // empty when the character is gone
|
|
eProcessState state{};
|
|
uint32_t attempts{};
|
|
int64_t processedAt{}; // Unix seconds of the last attempt, 0 for none
|
|
std::string error;
|
|
bool bakeAo{};
|
|
std::string details; // modular builds: the modules (ldf_config)
|
|
int64_t processAfter{}; // models: Unix seconds before which it isn't made (the quiet period after a save)
|
|
};
|
|
|
|
// A model waiting to be made: its id, stored LXFML (sd0) and the attempts so far
|
|
struct PendingModel {
|
|
LWOOBJID id{};
|
|
std::string lxfml;
|
|
uint32_t attempts{};
|
|
};
|
|
|
|
// Up to `limit` pending models whose quiet period is over (process_after), the least tried and then the newest first
|
|
virtual std::vector<PendingModel> GetUgcModelsToProcess(const uint32_t limit) = 0;
|
|
|
|
// Ends the quiet period of a waiting model (a client asked for it), or of all a character's waiting models (they
|
|
// left the property)
|
|
virtual void ExpediteUgcModel(const LWOOBJID id) = 0;
|
|
virtual void ExpediteUgcModels(const LWOOBJID characterId) = 0;
|
|
|
|
// Records an attempt: the new state, how many attempts there have been, why it failed (empty when it didn't) and
|
|
// whether lighting was baked in; processed_at becomes now
|
|
virtual void SetUgcModelProcessed(const LWOOBJID id, const eProcessState state, const uint32_t attempts, const std::string_view error, const bool bakeAo) = 0;
|
|
|
|
virtual std::optional<ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) = 0;
|
|
|
|
// Sets models back to pending with no attempts: one (`id`), or all of them (`id` nullopt; only the failed ones
|
|
// with `failedOnly`). Returns how many rows changed.
|
|
virtual uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
|
|
|
|
// A page of models (all, or those in `state`), the newest first; `search` (when not empty) matches the model's id
|
|
// exactly or part of its owner's name
|
|
virtual std::vector<ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
|
|
|
|
// How many models are in each state
|
|
virtual std::vector<std::pair<eProcessState, uint64_t>> GetUgcProcessCounts() = 0;
|
|
};
|
|
#endif //!__IUGC__H__
|