mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
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>
124 lines
6.8 KiB
C++
124 lines
6.8 KiB
C++
#ifndef UGCMANIFEST_H
|
|
#define UGCMANIFEST_H
|
|
|
|
#include <chrono>
|
|
#include <map>
|
|
#include <optional>
|
|
#include <string>
|
|
#include <utility>
|
|
#include <vector>
|
|
|
|
#include "dCommonVars.h"
|
|
#include "eUgcResourceType.h"
|
|
#include "IUgc.h"
|
|
#include "RakNetTypes.h"
|
|
|
|
/**
|
|
* Answers the client's REQUEST_UGC_MANIFEST_INFO (sent when its UGCUSE3DSERVICES is off, the default): the MD5 and
|
|
* size of a blueprint's file, which the client needs before it uses or downloads the file from the UGC server
|
|
* (BrickModels/UserMade/<id % 1000>/<id>.<ext>.sd0). Nothing is answered unless `ugc_manifest` is 1.
|
|
*
|
|
* * Icons (DDS): the checksum the UGC server stored when it made the icon (ugc_file_checksums); one it hasn't made yet
|
|
* is answered once it has (Update looks again every few seconds for a while).
|
|
* * Player models (NIF, HKX, LXFML): a placed model's client always asks for all three (its BlueprintComponent loads the
|
|
* blueprint's NIF and HKX, its ModelBehaviorComponent the LXFML) and waits for the answers without a timeout. With
|
|
* `ugc_manifest_models` 1 and the model's mesh made, the NIF is answered with the UGC server's checksum (the client
|
|
* downloads the served mesh) and the LXFML with the stored LXFML's. Otherwise, and always for the HKX (the UGC server
|
|
* makes no physics), the world sends that client the model's LXFML (BlueprintSaveResponse): the client builds the NIF
|
|
* and HKX itself and caches their checksums, which answers its own requests, so a model is never left waiting.
|
|
* * Served meshes with the client's own physics: the client shows the served NIF it downloaded, and asks for the HKX,
|
|
* which is answered with the model's LXFML: it builds the model from it and loads its own HKX. The mesh it has drawn
|
|
* stays the served one.
|
|
* * A client building a model from its LXFML writes its own .nif over the served one and caches that file's MD5 as the
|
|
* NIF's manifest info when it's done (LWOBBBInterface::GenerateModelFromLxfml, 0x00b6c220;
|
|
* MainThread_ProcessModelResponse, 0x00b5a1e0). So a client is switched to a served mesh only once it can't still be
|
|
* building that model (ServedMeshSwitches).
|
|
*
|
|
* Main thread only: each lookup is one indexed query and the answers are sent from here. See docs/UgcServer.md.
|
|
*/
|
|
namespace UgcManifest {
|
|
using Clock = std::chrono::steady_clock;
|
|
|
|
// How long after a client was sent a model's LXFML it may still be building the model from it
|
|
constexpr auto BUILD_SETTLE = std::chrono::seconds(30);
|
|
|
|
// Which clients get switched to which served meshes, and when: at once, or BUILD_SETTLE after the model's LXFML was
|
|
// last sent to that client (a switch made while it builds is undone by its build). Main thread only.
|
|
class ServedMeshSwitches {
|
|
public:
|
|
struct Switch {
|
|
SystemAddress sysAddr;
|
|
LWOOBJID blueprintId{};
|
|
};
|
|
|
|
// The model's LXFML was sent to the client: a switch waiting for it waits BUILD_SETTLE from now
|
|
void LxfmlSent(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::time_point now);
|
|
// The model's LXFML was sent to the client less than `within` ago
|
|
bool SentWithin(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::duration within, Clock::time_point now) const;
|
|
// The client is to be switched to the model's served mesh once it can't be building it any more
|
|
void Schedule(const SystemAddress& sysAddr, LWOOBJID blueprintId, Clock::time_point now);
|
|
// The switches that are due, removed from the pending ones
|
|
std::vector<Switch> TakeDue(Clock::time_point now);
|
|
// The client left
|
|
void Forget(const SystemAddress& sysAddr);
|
|
size_t Pending() const { return m_Due.size(); }
|
|
|
|
private:
|
|
using Key = std::pair<SystemAddress, LWOOBJID>;
|
|
std::map<Key, Clock::time_point> m_LxfmlSent;
|
|
std::map<Key, Clock::time_point> m_Due;
|
|
};
|
|
|
|
// What a request gets
|
|
enum class eAction {
|
|
NONE, // not answered (ugc_manifest off, or not a UGC type)
|
|
ANSWER, // the stored (or, for LXFML, computed) checksum
|
|
ANSWER_UNKNOWN,// valid 0: the client uses the file it has, or downloads it
|
|
SEND_LXFML, // the model's LXFML, for the client to build the model itself
|
|
WAIT, // icons not made yet: answered once they are
|
|
};
|
|
|
|
// The rule, for a request of `type` when the UGC server has (`meshMade`) or hasn't made the blueprint's mesh
|
|
eAction Decide(eUgcResourceType type, bool manifestOn, bool modelsOn, bool meshMade);
|
|
|
|
// The MD5 (lowercase hex) and size of a stored LXFML (ugc.lxfml: sd0, or plain XML) as the client has it after
|
|
// downloading and inflating it; nothing when it can't be read
|
|
std::optional<IUgc::FileChecksum> LxfmlChecksum(const std::string& stored);
|
|
|
|
// ugc_manifest=1 and ugc_manifest_models=1: placed models' meshes come from the UGC server when made
|
|
bool ServesModels();
|
|
|
|
// ServesModels() and the UGC server made this model's mesh: the model's LXFML isn't sent when a property loads, the
|
|
// client downloads the served mesh, and builds the model's physics from the LXFML sent when it asks for the HKX
|
|
bool ServesMesh(LWOOBJID blueprintId);
|
|
|
|
void OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType);
|
|
|
|
// Answers the waiting requests whose files have been made since, forgets the ones waited on too long, and switches
|
|
// clients to served meshes that are due
|
|
void Update();
|
|
|
|
// /reprocessproperty: every model placed on the property is made again by the UGC server; once none is waiting
|
|
// (or after 15 minutes), every player in this world is sent the new mesh checksums and transferred back into it,
|
|
// so their client loads the property again with the new meshes. Returns how many models were queued.
|
|
size_t ReprocessProperty(LWOOBJID propertyId);
|
|
|
|
// A client left (or went back to character select): its waiting requests and pending switches are dropped
|
|
void OnDisconnect(const SystemAddress& sysAddr);
|
|
|
|
// The UGC server made these models' meshes (again, with a new checksum): every client this world shows one of them
|
|
// to is switched to the served mesh (SwitchClient), at once or once it can't be building that model any more
|
|
void OnModelsMade(const std::vector<LWOOBJID>& blueprintIds);
|
|
|
|
// A model's LXFML was sent to a client another way (a brick by brick save, a property load): it builds the model
|
|
void OnLxfmlSent(const SystemAddress& sysAddr, LWOOBJID blueprintId);
|
|
|
|
// Switches one client to a model's served mesh: the served NIF's checksum (the client's cached one is its own build's),
|
|
// then NotifyClientUGCModelReady to each of `modelIds` (flushes the cached NIF, HKX and LXFML and preloads the NIF,
|
|
// which is downloaded, and the HKX, still the client's own), then each model taken down and constructed again for
|
|
// that client (Update) so its render loads the served NIF
|
|
void SwitchClient(const SystemAddress& sysAddr, LWOOBJID blueprintId, const IUgc::FileChecksum& checksum, const std::vector<LWOOBJID>& modelIds);
|
|
}
|
|
|
|
#endif //!UGCMANIFEST_H
|