Files
DarkflameServer/dGame/dUtilities/UgcManifest.cpp
Aaron Kimbrell bd1d76193f fix(ugc): switch a client to a served mesh only once its own build is done
When a model finishes on the UGC server while players are on the property,
each client was sent the served NIF checksum, NotifyClientUGCModelReady and
the model constructed again at once. A client that was sent the model's
LXFML shortly before (the property load, a request for a model not made
yet, the owner's brick by brick save) is still building it then: the build
writes its own .nif over BrickModels/UserMade/<id>.nif and caches that
file's MD5 as the NIF's manifest info when it finishes (client 1.10.64:
LWOBBBInterface::GenerateModelFromLxfml 0x00b6c220, MainThread_Process-
ModelResponse 0x00b5a1e0), undoing the switch, so it kept its own build.
That is the usual case: another player's client asks for a model the owner
just placed, gets its LXFML, and that request makes the UGC server make the
model at once.

Now such a client is switched 30 seconds after the last LXFML sent to it
(UgcManifest::ServedMeshSwitches, BUILD_SETTLE); another LXFML sent
meanwhile starts the wait again. Other clients are switched at once, as
before. The served checksum is looked up when the switch happens. HKX
requests are still answered with the LXFML, so collision stays the
client's own.

Check in game (ugc_manifest=1, ugc_manifest_models=1, two accounts on one
property): the owner saves a new model; within about 30 s of the UGC
server making it, the other player's copy blinks out and back with the
served mesh (vertex AO, look of the dashboard's viewer), and still has
collision (walk into it). The owner's copy switches the same way. The
world log shows "Switching ... to the served mesh of model ...".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:05:42 -05:00

448 lines
20 KiB
C++

#include "UgcManifest.h"
#include <algorithm>
#include <chrono>
#include <map>
#include <set>
#include <sstream>
#include <string_view>
#include <vector>
#include "BrickByBrick.h"
#include "BuildingMessages.h"
#include "ClientPackets.h"
#include "Database.h"
#include "dConfig.h"
#include "eBlueprintSaveResponseType.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GhostComponent.h"
#include "Character.h"
#include "Game.h"
#include "Logger.h"
#include "MD5.h"
#include "PlayerManager.h"
#include "Sd0.h"
#include "dZoneManager.h"
#include "ChatPackets.h"
#include "ZoneInstanceManager.h"
namespace {
// How often the waiting requests are looked up again, how long they wait at most and how many there can be
constexpr auto RETRY_INTERVAL = std::chrono::seconds(5);
constexpr auto MAX_WAIT = std::chrono::minutes(15);
constexpr size_t MAX_WAITING = 512;
// A client asks for a model's NIF, HKX and LXFML at once: its LXFML is sent once for all three
constexpr auto LXFML_RESEND_AFTER = std::chrono::seconds(10);
// LXFML checksums worked out, kept for the next clients (a model's LXFML only changes with a new save)
constexpr size_t MAX_LXFML_CHECKSUMS = 4096;
// How long after NotifyClientUGCModelReady the model is constructed again: the client flushes the model's files on
// its load thread, and a model constructed before that is done loses the mesh it just loaded
constexpr auto RECONSTRUCT_DELAY = std::chrono::milliseconds(1500);
// How long after taking the model down it is constructed again: the client deletes objects later, and a
// construction of an object it still has is dropped (the model then disappears)
constexpr auto CONSTRUCT_AFTER_DESTRUCT = std::chrono::milliseconds(1000);
struct Waiting {
SystemAddress sysAddr;
LWOOBJID blueprintId{};
eUgcResourceType resourceType{};
std::chrono::steady_clock::time_point since;
};
std::vector<Waiting> g_Waiting;
std::chrono::steady_clock::time_point g_NextRetry{};
// LXFMLs sent to clients (building those models) and the switches to served meshes waiting for them
UgcManifest::ServedMeshSwitches g_Switches;
std::map<LWOOBJID, IUgc::FileChecksum> g_LxfmlChecksums;
// Placed models to construct again for a client once its flush is done
struct Reconstruct {
SystemAddress sysAddr;
LWOOBJID objectId{};
std::chrono::steady_clock::time_point due;
bool destructed{}; // taken down; constructed at `due`
};
std::vector<Reconstruct> g_Reconstructs;
// /reprocessproperty: the models being made again, and when the players are reloaded at the latest
struct PropertyReload {
std::set<LWOOBJID> blueprintIds;
std::chrono::steady_clock::time_point since;
std::chrono::steady_clock::time_point nextCheck;
};
std::optional<PropertyReload> g_PropertyReload;
void RunDueSwitches(std::chrono::steady_clock::time_point now);
bool ManifestOn() {
// Off unless set: a client whose boot.cfg doesn't point it at the UGC server downloads from its built-in
// http://127.0.0.1:80/lwoclient and is logged out when it can't connect there (docs/UgcServer.md)
return Game::config && Game::config->GetValue("ugc_manifest") == "1";
}
bool ModelsOn() {
return Game::config && Game::config->GetValue("ugc_manifest_models") == "1";
}
int HexDigit(char c) {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return c - 'a' + 10;
if (c >= 'A' && c <= 'F') return c - 'A' + 10;
return -1;
}
bool MeshMade(LWOOBJID blueprintId) {
const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif");
return checksum && checksum->md5.size() == 32;
}
void Send(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType, const std::optional<IUgc::FileChecksum>& checksum) {
ClientPackets::UgcManifestResponse response;
response.blueprintId = blueprintId;
response.resourceType = resourceType;
if (checksum && checksum->md5.size() == 32) {
bool valid = true;
for (size_t i = 0; i < response.md5.size(); i++) {
const auto high = HexDigit(checksum->md5[i * 2]);
const auto low = HexDigit(checksum->md5[i * 2 + 1]);
if (high < 0 || low < 0) valid = false;
response.md5[i] = static_cast<uint8_t>((high << 4) | low);
}
if (valid) {
response.valid = true;
response.fileSize = checksum->size;
} else {
response.md5 = {};
}
}
response.Send(sysAddr);
LOG_DEBUG("Sent the UGC manifest of %llu (type %i): %s, %u bytes", static_cast<unsigned long long>(blueprintId),
static_cast<int>(resourceType), response.valid ? checksum->md5.c_str() : "not known", response.fileSize);
}
// Answers an icon's request when its checksum is known; false when it isn't (yet)
bool TryAnswerIcon(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "icon.dds");
if (!checksum || checksum->md5.size() != 32) return false;
Send(sysAddr, blueprintId, resourceType, checksum);
return true;
}
std::optional<IUgc::FileChecksum> StoredLxfmlChecksum(LWOOBJID blueprintId) {
if (const auto known = g_LxfmlChecksums.find(blueprintId); known != g_LxfmlChecksums.end()) return known->second;
const auto model = Database::Get()->GetUgcModel(blueprintId);
if (!model) return std::nullopt;
auto checksum = UgcManifest::LxfmlChecksum(model->lxfmlData.str());
if (!checksum) return std::nullopt;
if (g_LxfmlChecksums.size() >= MAX_LXFML_CHECKSUMS) g_LxfmlChecksums.clear();
g_LxfmlChecksums.emplace(blueprintId, *checksum);
return checksum;
}
// The model's LXFML to one client, which builds the model from it (as when a property loads); false when there is
// no such model
bool SendLxfml(const SystemAddress& sysAddr, LWOOBJID blueprintId) {
const auto now = std::chrono::steady_clock::now();
if (g_Switches.SentWithin(sysAddr, blueprintId, LXFML_RESEND_AFTER, now)) return true;
auto model = Database::Get()->GetUgcModel(blueprintId);
if (!model) return false;
ClientPackets::BlueprintSaveResponse response;
response.localId = LWOOBJID_EMPTY; // zero, like the LXFML sent when a property loads
response.reasonCode = eBlueprintSaveResponseType::EverythingWorked;
response.models.push_back({ blueprintId, model->lxfmlData.str() });
response.Send(sysAddr);
g_Switches.LxfmlSent(sysAddr, blueprintId, now);
// Its mesh is wanted: a model still in its quiet period after a save is made now
Database::Get()->ExpediteUgcModel(blueprintId);
LOG_DEBUG("Sent the LXFML of %llu for the client to build", static_cast<unsigned long long>(blueprintId));
return true;
}
}
void UgcManifest::ServedMeshSwitches::LxfmlSent(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::time_point now) {
std::erase_if(m_LxfmlSent, [now](const auto& sent) { return now - sent.second >= BUILD_SETTLE; });
const Key key{ sysAddr, blueprintId };
m_LxfmlSent[key] = now;
// A switch now would be undone by the build this starts
if (const auto due = m_Due.find(key); due != m_Due.end()) due->second = std::max(due->second, now + BUILD_SETTLE);
}
bool UgcManifest::ServedMeshSwitches::SentWithin(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::duration within, const Clock::time_point now) const {
const auto sent = m_LxfmlSent.find({ sysAddr, blueprintId });
return sent != m_LxfmlSent.end() && now - sent->second < within;
}
void UgcManifest::ServedMeshSwitches::Schedule(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const Clock::time_point now) {
const Key key{ sysAddr, blueprintId };
auto due = now;
if (const auto sent = m_LxfmlSent.find(key); sent != m_LxfmlSent.end()) due = std::max(due, sent->second + BUILD_SETTLE);
if (const auto pending = m_Due.find(key); pending != m_Due.end()) due = std::max(due, pending->second);
m_Due[key] = due;
}
std::vector<UgcManifest::ServedMeshSwitches::Switch> UgcManifest::ServedMeshSwitches::TakeDue(const Clock::time_point now) {
std::vector<Switch> due;
std::erase_if(m_Due, [&](const auto& pending) {
if (pending.second > now) return false;
due.push_back({ pending.first.first, pending.first.second });
return true;
});
return due;
}
void UgcManifest::ServedMeshSwitches::Forget(const SystemAddress& sysAddr) {
std::erase_if(m_LxfmlSent, [&sysAddr](const auto& sent) { return sent.first.first == sysAddr; });
std::erase_if(m_Due, [&sysAddr](const auto& pending) { return pending.first.first == sysAddr; });
}
UgcManifest::eAction UgcManifest::Decide(const eUgcResourceType type, const bool manifestOn, const bool modelsOn, const bool meshMade) {
if (!manifestOn) return eAction::NONE;
switch (type) {
case eUgcResourceType::DDS: return eAction::WAIT; // answered at once when the icon is made
case eUgcResourceType::NIF:
case eUgcResourceType::LXFML:
return modelsOn && meshMade ? eAction::ANSWER : eAction::SEND_LXFML;
case eUgcResourceType::HKX:
// The UGC server makes no physics: the client builds it from the LXFML (and is then switched to a served mesh)
return eAction::SEND_LXFML;
default: return eAction::NONE;
}
}
std::optional<IUgc::FileChecksum> UgcManifest::LxfmlChecksum(const std::string& stored) {
std::string lxfml;
if (stored.starts_with("<?xml") || stored.starts_with("<LXFML")) {
lxfml = stored;
} else {
try {
std::stringstream stream(stored);
Sd0 sd0(stream);
lxfml = sd0.GetAsStringUncompressed();
} catch (...) {
return std::nullopt;
}
}
if (lxfml.empty()) return std::nullopt;
MD5 md5;
md5.update(reinterpret_cast<const unsigned char*>(lxfml.data()), static_cast<MD5::size_type>(lxfml.size()));
md5.finalize();
return IUgc::FileChecksum{ md5.hexdigest(), static_cast<uint32_t>(lxfml.size()) };
}
bool UgcManifest::ServesModels() {
return ManifestOn() && ModelsOn();
}
bool UgcManifest::ServesMesh(const LWOOBJID blueprintId) {
return ServesModels() && MeshMade(blueprintId);
}
void UgcManifest::OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
const auto manifestOn = ManifestOn();
const auto modelsOn = ModelsOn();
const bool isModelFile = resourceType == eUgcResourceType::NIF || resourceType == eUgcResourceType::HKX || resourceType == eUgcResourceType::LXFML;
const auto meshMade = manifestOn && modelsOn && isModelFile && MeshMade(blueprintId);
switch (Decide(resourceType, manifestOn, modelsOn, meshMade)) {
case eAction::NONE: return;
case eAction::ANSWER:
Send(sysAddr, blueprintId, resourceType, resourceType == eUgcResourceType::LXFML
? StoredLxfmlChecksum(blueprintId) : Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif"));
return;
case eAction::ANSWER_UNKNOWN:
Send(sysAddr, blueprintId, resourceType, std::nullopt);
return;
case eAction::SEND_LXFML:
// Not a player model (or gone): answered as not known, so the client doesn't wait for ever
if (!SendLxfml(sysAddr, blueprintId)) Send(sysAddr, blueprintId, resourceType, std::nullopt);
return;
case eAction::WAIT:
break;
}
if (TryAnswerIcon(sysAddr, blueprintId, resourceType)) return;
// Not made yet: a client wants it, so a model still in its quiet period after a save is made now (as when a client
// asks the UGC server for it), and the request is answered when it's made
Database::Get()->ExpediteUgcModel(blueprintId);
for (const auto& waiting : g_Waiting) {
if (waiting.sysAddr == sysAddr && waiting.blueprintId == blueprintId && waiting.resourceType == resourceType) return;
}
if (g_Waiting.size() >= MAX_WAITING) g_Waiting.erase(g_Waiting.begin());
g_Waiting.push_back({ sysAddr, blueprintId, resourceType, std::chrono::steady_clock::now() });
}
void UgcManifest::SwitchClient(const SystemAddress& sysAddr, const LWOOBJID blueprintId, const IUgc::FileChecksum& checksum, const std::vector<LWOOBJID>& modelIds) {
// The new checksum first: the client keeps its cached one (its own build's) otherwise, and loads the file it has
Send(sysAddr, blueprintId, eUgcResourceType::NIF, checksum);
const auto due = std::chrono::steady_clock::now() + RECONSTRUCT_DELAY;
for (const auto objectId : modelIds) {
// Flushes the client's cached NIF, HKX and LXFML of the blueprint and preloads the NIF and HKX again
// (LWOBlueprintComponent::OnNotifyClientUGCModelReady, 0x00ca6430); an object already drawn keeps its mesh
GameMessages::NotifyClientUGCModelReady ready;
ready.target = objectId;
ready.blueprintID = blueprintId;
ready.Send(sysAddr);
// So the model is also taken down and constructed again once the flush is done (constructed at once, the flush
// can land after the new object loaded its mesh, which then disappears). Its HKX's cached checksum is still the
// client's own build's, so it keeps its collision.
std::erase_if(g_Reconstructs, [&](const Reconstruct& r) { return r.sysAddr == sysAddr && r.objectId == objectId; });
g_Reconstructs.push_back({ sysAddr, objectId, due });
}
}
namespace {
// Takes a model down for a client whose flush is done, then constructs it again a moment later (not in the same
// batch: the client would drop the construction of an object it hasn't deleted yet); false until it's done
bool ConstructAgain(Reconstruct& pending, const std::chrono::steady_clock::time_point now) {
if (now < pending.due) return false;
if (!Game::entityManager || !PlayerManager::GetPlayer(pending.sysAddr)) return true;
auto* const model = Game::entityManager->GetEntity(pending.objectId);
if (!model) return true;
if (!pending.destructed) {
Game::entityManager->DestructEntity(model, pending.sysAddr);
pending.destructed = true;
pending.due = now + CONSTRUCT_AFTER_DESTRUCT;
return false;
}
Game::entityManager->ConstructEntity(model, pending.sysAddr);
return true;
}
}
namespace {
// Sends every player in this world the made models' checksums, then transfers them back into this zone and clone:
// the client loads the property again, and its manifest cache now has the new meshes' checksums
void ReloadPlayers(const std::set<LWOOBJID>& blueprintIds) {
const auto zoneId = Game::zoneManager->GetZoneID();
for (auto* const player : PlayerManager::GetAllPlayers()) {
if (!player) continue;
const auto sysAddr = player->GetSystemAddress();
for (const auto id : blueprintIds) {
const auto checksum = Database::Get()->GetUgcFileChecksum(id, "model.nif");
if (checksum && checksum->md5.size() == 32) Send(sysAddr, id, eUgcResourceType::NIF, checksum);
}
ChatPackets::SendSystemMessage(sysAddr, u"The property's models were made again: loading the property again.");
const auto objectId = player->GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId.GetMapID(), zoneId.GetCloneID(), false,
[objectId](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* const entity = Game::entityManager->GetEntity(objectId);
if (!entity || !entity->GetCharacter()) return;
auto* const character = entity->GetCharacter();
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
character->SetZoneClone(zoneClone);
character->SaveXMLToDatabase();
ClientPackets::TransferToWorld transfer;
transfer.serverIP = LUString(serverIP);
transfer.serverPort = serverPort;
transfer.mythranShift = mythranShift;
transfer.Send(entity->GetSystemAddress());
});
}
}
}
size_t UgcManifest::ReprocessProperty(const LWOOBJID propertyId) {
std::set<LWOOBJID> blueprintIds;
for (const auto& model : Database::Get()->GetPropertyModels(propertyId)) {
if (model.ugcId != 0) blueprintIds.insert(model.ugcId);
}
if (blueprintIds.empty()) return 0;
Database::Get()->ResetPropertyUgcModelProcessing(propertyId);
const auto now = std::chrono::steady_clock::now();
g_PropertyReload = PropertyReload{ std::move(blueprintIds), now, now + RETRY_INTERVAL };
LOG("Making the %zu models of property %llu again; players are reloaded when they're made", g_PropertyReload->blueprintIds.size(), static_cast<unsigned long long>(propertyId));
return g_PropertyReload->blueprintIds.size();
}
void UgcManifest::Update() {
const auto now = std::chrono::steady_clock::now();
if (g_PropertyReload && now >= g_PropertyReload->nextCheck) {
g_PropertyReload->nextCheck = now + RETRY_INTERVAL;
bool waiting = false;
for (const auto id : g_PropertyReload->blueprintIds) {
const auto info = Database::Get()->GetUgcProcessInfo(id);
waiting = waiting || (info && info->state == IUgc::eProcessState::PENDING);
}
if (!waiting || now - g_PropertyReload->since > MAX_WAIT) {
ReloadPlayers(g_PropertyReload->blueprintIds);
g_PropertyReload.reset();
}
}
RunDueSwitches(now);
std::erase_if(g_Reconstructs, [now](Reconstruct& pending) { return ConstructAgain(pending, now); });
if (g_Waiting.empty() || now < g_NextRetry) return;
g_NextRetry = now + RETRY_INTERVAL;
std::erase_if(g_Waiting, [now](const Waiting& waiting) {
return now - waiting.since > MAX_WAIT || TryAnswerIcon(waiting.sysAddr, waiting.blueprintId, waiting.resourceType);
});
}
void UgcManifest::OnDisconnect(const SystemAddress& sysAddr) {
std::erase_if(g_Waiting, [&sysAddr](const Waiting& waiting) { return waiting.sysAddr == sysAddr; });
g_Switches.Forget(sysAddr);
std::erase_if(g_Reconstructs, [&sysAddr](const Reconstruct& pending) { return pending.sysAddr == sysAddr; });
}
namespace {
// The switches that are due: each client is sent the served checksum and its models shown to it are switched
void RunDueSwitches(const std::chrono::steady_clock::time_point now) {
if (g_Switches.Pending() == 0) return;
const auto due = g_Switches.TakeDue(now);
if (due.empty() || !Game::entityManager) return;
const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
for (const auto& pending : due) {
// Models of a /reprocessproperty: the players are reloaded once they're all made
if (g_PropertyReload && g_PropertyReload->blueprintIds.contains(pending.blueprintId)) continue;
auto* const player = PlayerManager::GetPlayer(pending.sysAddr);
if (!player) continue;
auto* const ghost = player->GetComponent<GhostComponent>();
std::vector<LWOOBJID> shown;
for (auto* const model : models) {
if (!model || model->GetVar<LWOOBJID>(u"blueprintid") != pending.blueprintId) continue;
// Not shown to this client (yet): it loads the served mesh when it's constructed
if (model->GetIsGhostingCandidate() && (!ghost || !ghost->IsObserved(model->GetObjectID()))) continue;
shown.push_back(model->GetObjectID());
}
if (shown.empty()) continue;
const auto checksum = Database::Get()->GetUgcFileChecksum(pending.blueprintId, "model.nif");
if (!checksum || checksum->md5.size() != 32) continue;
UgcManifest::SwitchClient(pending.sysAddr, pending.blueprintId, *checksum, shown);
LOG("Switching %s to the served mesh of model %llu (%zu placed)", pending.sysAddr.ToString(), static_cast<unsigned long long>(pending.blueprintId), shown.size());
}
}
}
void UgcManifest::OnLxfmlSent(const SystemAddress& sysAddr, const LWOOBJID blueprintId) {
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
g_Switches.LxfmlSent(sysAddr, blueprintId, std::chrono::steady_clock::now());
}
void UgcManifest::OnModelsMade(const std::vector<LWOOBJID>& blueprintIds) {
for (const auto id : blueprintIds) g_LxfmlChecksums.erase(id); // made again after its LXFML changed, maybe
if (!ServesModels() || !Game::entityManager) return;
const auto& players = PlayerManager::GetAllPlayers();
if (players.empty()) return;
const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
const auto now = std::chrono::steady_clock::now();
for (const auto id : blueprintIds) {
// Models of a /reprocessproperty: the players are reloaded once they're all made
if (g_PropertyReload && g_PropertyReload->blueprintIds.contains(id)) continue;
const auto placed = std::count_if(models.begin(), models.end(), [id](Entity* model) { return model && model->GetVar<LWOOBJID>(u"blueprintid") == id; });
if (placed == 0) continue;
// A client sent the model's LXFML lately may still be building it, and its build would undo the switch: it's
// switched once it can't be building it any more, the others now
for (auto* const player : players) {
if (player) g_Switches.Schedule(player->GetSystemAddress(), id, now);
}
LOG("The UGC server made model %llu (%zu placed here): switching %zu client(s) to it", static_cast<unsigned long long>(id), static_cast<size_t>(placed), players.size());
}
RunDueSwitches(now);
}