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746 lines
64 KiB
Markdown
746 lines
64 KiB
Markdown
# UGC Server
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The UGC server turns what players build into the files the game client downloads for them: an optimized mesh
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(`.nif`) and a 128x128 icon (`.dds`) for every brick-built model, and icons for modular builds (cars and rockets).
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It also serves those files, and the models' LXFML, to the client over HTTP, so the dashboard never has to answer the
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client's UGC traffic. It generates no physics (`.hkx`).
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It is a separate process like auth, chat and the dashboard: the master starts it when `enable_ugc_server=1` (in
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`masterconfig.ini`, default 0) and starts it again when its link to the master drops.
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## What the client asks for
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The client (1.10.64) has two ways of fetching UGC files, picked by `UGCUSE3DSERVICES` in its `boot.cfg`. Both use
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`UGCSERVERIP`, `UGCSERVERPORT` and `UGCSERVERDIR` (default: the patch server's directory plus `/UserBrickModels`).
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Resource types are 0 LXFML, 1 NIF, 2 HKX, 3 DDS.
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* `UGCUSE3DSERVICES=7:1` (what this server supports). The folder becomes `UGCSERVERDIR/UGCC<datacenter>/` (the
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datacenter id is `DATACENTERID` in `boot.cfg`) and files are
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* `<folder><type folder><datacenter><blueprint id><.lxfml|.nif|.hkx|.dds>.gz`: the file, gzip compressed. The
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type folder is `3DOPTIMIZED/` for NIF and HKX, `IMAGE128DDS/` for DDS and nothing for LXFML.
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* the same name with `.checksum` instead of `.gz`: `<Checksum><MD5>32 hex digits</MD5><Filesize>n</Filesize></Checksum>`,
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the MD5 and size of the uncompressed file. The client checks the download against it.
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* HTTP 408 makes the client try again later; other errors are logged as failed downloads.
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* `UGCUSE3DSERVICES=7:0` (the client's default, without 3D services). The client asks its world for each file's MD5
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and size (`REQUEST_UGC_MANIFEST_INFO`, answered with `UGC_MANIFEST_RESPONSE`, below) and downloads
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`UGCSERVERDIR/BrickModels/UserMade/<id % 1000, 3 digits>/<id, 20 digits><.lxfml|.nif|.hkx|.dds>.sd0`: the file as
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an sd0 stream (the bytes `s` `d` `0` 0x01 0xff, then chunks of a u32 size and zlib data, each inflating to at most
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256 KiB). It inflates it, saves it as `res/BrickModels/UserMade/<id % 1000>/<id><ext>` and checks its MD5 against
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the world's answer; a file it has already is only downloaded again when its MD5 differs. HTTP 408 makes it try
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again later. The worlds answer from checksums the UGC server stores (`ugc_file_checksums`), and the UGC server serves
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the `.sd0` files; see "Without 3D services" below for what keeps this off by default.
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### The manifest packets (checked in the client)
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Both are plain packets (not game messages); offsets are after the 0x53 byte and the header (connection type, message
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id, a padding byte).
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| Packet | Layout |
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| --- | --- |
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| `REQUEST_UGC_MANIFEST_INFO` (world message 27), client to world | u64 blueprint id, u8 resource type (16 bytes after the 0x53). Sent by `SendRequestUGCManifestInfoPacket` when the client needs a blueprint's file and 3D services are off. |
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| `UGC_MANIFEST_RESPONSE` (client message 60), world to client | u64 blueprint id, u8 resource type, then 21 bytes of manifest info: u8 valid, u32 size of the inflated file, 16 bytes MD5 of it. The client ignores an answer that isn't exactly 37 bytes after the 0x53 (`PacketHandler_MSG_CLIENT_UGC_MANIFEST_RESPONSE`). |
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The answer is cached per blueprint and type (the same message the 3D services `.checksum` download produces). With
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it, the client uses a file it has when its MD5 matches and downloads it otherwise; with valid 0 it uses a file it has as
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it is and downloads it only when it has none. Structs: `WorldPackets::RequestUgcManifestInfo`,
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`ClientPackets::UgcManifestResponse` (`eUgcResourceType`).
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The blueprint id of an inventory item's icon (`LWOInventoryComponent_Client::LoadBlueprintIcon`) is the item's
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`blueprintid` config when it has one (Brick-by-Brick models, LOT 6662), else its subkey (cars and rockets: their
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`ugc_modular_build` id, which DLU gives them as subkey when they are built). Cars and rockets from before builds were
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stored have subkey 0 and no build row, so the client never asks for their icons.
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A placed model (LOT 14) always loads its blueprint's NIF, HKX and LXFML through these requests; see "Models without
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3D services" for how the worlds answer them.
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Client settings (`boot.cfg`) for a server at 203.0.113.5 with the default port, with 3D services:
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```
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UGCUSE3DSERVICES=7:1,
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UGCSERVERIP=0:203.0.113.5,
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UGCSERVERPORT=1:2008,
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UGCSERVERDIR=0:/ugc,
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DATACENTERID=1:150,
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```
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and without them (the client's default mode; `ugc_manifest=1` on the server):
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```
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UGCSERVERIP=0:203.0.113.5,
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UGCSERVERPORT=1:2008,
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UGCSERVERDIR=0:/ugc,
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```
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**Every line of `boot.cfg` needs its trailing comma.** One line without it (e.g. `AUTHSERVERPORT=1:1500`) makes the
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client reject the whole file: its log says "No boot configuration found; it's likely that the working directory is
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incorrect." and it silently uses its built-in defaults for everything (the patch and UGC servers at
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`http://127.0.0.1:80/lwoclient`). The client reads `boot.cfg` only when it starts. `UGCSERVERIP`, `UGCSERVERPORT` and
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`UGCSERVERDIR` default to `PATCHSERVERIP`, `PATCHSERVERPORT` and `PATCHSERVERDIR` + `/UserBrickModels`
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(`LWOResMgr2Interface::DownloadThread_Run`, 0x01058aa0). A UGC server on the same address and port as the patch server
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shares its connection ("UGC site Info: Sharing main download connection" in the client's log); otherwise the log shows
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"UGC site Info: Host '...' - Connected '...'".
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### What the 1.10.64 client does in practice (checked in the client)
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* With `UGCUSE3DSERVICES=7:1` the client downloads a property's models (`.lxfml.checksum`, `3DOPTIMIZED/*.nif.checksum`
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and `*.hkx.checksum` for each). Every failed download is reported to the world as `UgcDownloadFailed` (world message
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120), and the models then don't show (the server makes no `.hkx`, so this mode isn't usable for models).
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* With `UGCUSE3DSERVICES=7:0` (the client's own default) the client builds the models itself from the LXFML the world
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sends, and property models load. Opening the backpack's models asks the world for each car's, rocket's and model's
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icon manifest. With `ugc_manifest=1` the world answers (checked: the answers are read and the client goes on to
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download each icon from `BrickModels/UserMade/<bucket>/<id>.dds.sd0` under its `UGCSERVERDIR`).
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* Earlier tests concluded that the client ignores the `UGCSERVER*` and `PATCHSERVER*` lines of `boot.cfg` and always
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downloads from `http://127.0.0.1:80/lwoclient`. That was wrong: the test clients' `boot.cfg` had a line without its
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trailing comma, so the client rejected the whole file and used its defaults (see the settings above). The UGC
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server still serves `/lwoclient/UserBrickModels/...` as well as `client_path`, for clients left on the defaults.
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* A download that can't connect (HTTP status 0) counts as a UGC connection failure, and the client logs the player out
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for it ("connection failed downloading UGC assets", `MainThread_LogoutDueToConnectionFailures`, 0x0102b930). Any
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other failure (404, ...) only loses that file and is reported as `UgcDownloadFailed`.
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* A NIF the UGC server makes, put in place of one of the game's own models and spawned, renders in the client with its
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colors: the NIFs are written like the game's `res/BrickModels/ndmade` files (nif.xml's 20.3.0.9, user version 0;
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every shape with a material, alpha blending by the vertex alpha, specular off and vertex colors, in that order).
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* The server logs every client download with its answer (`Client download <path> -> <status>`), and answers the LXFML
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from the database, so it is never waited for or evicted.
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## Processing
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Player models (`ugc` rows) are made the way LU Toolbox (the Blender add-on the community makes LU models with) makes
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them: its importer, Process Model, Bake Lighting (AO only) and its icon renderer, with its defaults as the settings'
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defaults. The table below goes through it step by step.
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At a glance, one model: queued in the database (after the owner's quiet period, staff requests first) -> read the
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LXFML -> build each level of detail from the client's brick primitives -> colors, transparency and variation ->
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remove faces nobody can see -> bake ambient occlusion into the vertex colors -> sort bricks into shader groups
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(plastic, transparent, metal, brushed steel, glow, glitter) -> write the NIF -> draw the icon from that NIF -> store
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the files (`.gz`/`.checksum` and `.sd0`), their checksums and the stats -> tell the worlds (`UGC_MODELS_MADE`), which
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tell the clients showing the model. A worker thread does steps 1 to 7; the main thread does the queue, the database
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and the notices (see Threads). Cars and rockets are made once per combination of modules (icon only).
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1. The LXFML is read from `ugc.lxfml` (an sd0 stream). Parts come from `Bricks/Brick/Part` (LXFML 5: row-major
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rotation and translation per bone) or `Scene/Model/Group/Part` (LXFML 4: axis angle).
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2. Each level of detail in `lods` (default `0,2`, as LU Toolbox imports) is built from the client's LDD primitives,
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`res/brickprimitives/lod<n>/<design>.g`, `.g1`, ... (read like the game does: loose files first, then the client's
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packs, so packed clients and bricks added to them work) (sub-part `i` uses the part's `i`-th material, material 0 meaning
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the part's first). Colors come from LU Toolbox's palette (`color_palette=lu_toolbox`; `brickdb` uses the client's
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`Materials.xml`): LU's colors, the LDD colors LU doesn't have mapped onto the nearest LU one, colors LU Toolbox doesn't know but the
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client's `Materials.xml` has (colors added to the brick database) from `Materials.xml`, unknown ones black. A
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brick is transparent only when all of its materials are; transparent bricks get `transparent_opacity` (58.82%).
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`transparent_colors` (default 129; `none`: no colors) names colors that are transparent whatever `Materials.xml`
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says (129, "Tr. Bright Bluish Violet with Glitter", has alpha 255 there); a color named there gets
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`transparent_opacity`.
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`color_brightness` (percent, default 100: unchanged) scales the models' colors after the variation below, not
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the icons'.
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3. Color variation: each material of each brick has its brightness shifted like LU Toolbox's "Apply Color Variation":
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the color's HSV value is taken to a 1/2.224 gamma, moved by a random amount of up to `color_variation`/200 (5%:
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0.025) either way, times the color's own amount (black 0.4, orange 1.5, ...), clamped and taken back; hue and
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saturation stay. The random number comes from the model's id, the brick's index and the material, so making a
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model again gives the same colors, and every LOD the same (LU Toolbox restarts its random sequence per LOD).
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4. Faces nobody can see are removed from the opaque bricks (they're rendered from 42 directions and triangles that
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never show are dropped; transparent bricks hide nothing and aren't touched). `hsr_ground_plane=1` also drops what
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can only be seen from below.
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5. Ambient occlusion is baked like LU Toolbox's Bake Lighting with AO Only: 64 rays per vertex (`ao_samples`) over
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the hemisphere around the vertex normal (cosine weighted, the same pattern every time, so a model made again comes
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out the same), each blocked when it hits an opaque triangle within 5 (`ao_distance`); the vertex's occlusion is the
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share of rays that get out, and its light `1 - ao_strength * (1 - occlusion)` (default strength 1), multiplied into
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the vertex color in linear space (`UgcRender::BakeAo`). It is ray-cast visibility, not path
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tracing: no light bounces, no color bleeding, as Cycles' AO-only bake. Transparent bricks are neither baked nor
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occlude; glowing colors add their glow times 6 (Glow Strength 3 x Glow Multiplier 2). The model alone is used: other
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models on the property and the terrain don't occlude it. The light is multiplied into
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the vertex colors (the NIF has one color set; LU Toolbox keeps it in a "Lit" layer beside "Col").
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6. The meshes are written as a Gamebryo 20.3.0.9 NIF (user version 0, the client's own version) laid out like LU
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Toolbox's exports and the game's own brick models (`res/BrickModels/ndmade`): the root `SceneNode_Model`, an
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`NiLODNode` `S01_Opaque_Model` (and `S01_Alpha_Model` for transparent bricks) with `NiRangeLODData` holding each
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level's distances (LU Toolbox's: with LODs 0 and 2, 0-100 and 100-10000), a node `LOD_<n>` per level and its
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shapes under it, named like the group. Bricks with another look get groups of their own, drawn with the client's
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shaders (`S<id>_Metal_Model`, `_Brushed_Model`, `_Glow_Model`, `_Glitter_Model`, `_GlitterAlpha_Model`; satin
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stays in `S01_Alpha` with its own opacity and whitening): see "Metal and glow", "Glitter" and "Satin" below. Shapes
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have vertex colors, a white material and, when transparent, alpha blending. Opaque shapes are divided at 65535 vertices along their longest side (LU Toolbox's divide_mesh);
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transparent bricks are one shape each unless `combine_transparent=1`. Vertices are in LDD's Y-up space with
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identity transforms, like the game's own brick models.
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7. The icon is drawn from the finished `.nif`: it is read back with the same reader as the client's files (NifFile,
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LOD 0) and rasterized, so it shows exactly what the game shows, with the color variation, the faces that were
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removed and the lighting baked into the vertex colors (so the icon adds no occlusion of its own). The camera and
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framing is LU Toolbox's icon renderer's (its UGC render add-on's BrickBuild scene: a 50 mm lens, 39.6 degrees, from
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53.4 degrees around and 19.5 above, framed at 1.03, the sun from 21 degrees around and 50.3 above). The light (world
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light, a fill from the camera, the sun with soft shadows, a highlight, exposure and contrast) is set so the icons are
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as bright as the game's own model icons (`res/textures/ui/inventory/models`: mean luminance 120 of 255 over 150 of
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them; ours 118 on a set of player models). Drawn by a software rasterizer (no GPU, no display), 4x4 supersampled,
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on a transparent background: `icon.png` for the dashboard and an `icon.dds` for the client, written like
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the client's own 128x128 icons (DXT5, no mipmaps, header flags 0x81007 with the linear size, caps 0x1000).
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The light settings are `icon_world_light`, `icon_sun_light`, `icon_fill`, `icon_specular`, `icon_shininess`,
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`icon_exposure`, `icon_contrast`, `icon_shadow_strength` and `icon_ao_strength` (new names: the older
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`icon_ambient`, `icon_sun_strength` and `icon_shadows` lines of existing ugcconfig.ini files, with the darker
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values, are no longer read). Every framing and light value (key, `icon_*` setting, range, default) is listed once in `UgcIconParams`; the
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settings, the dashboard's settings page and its icon editor are built from that list. Values come from the settings,
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then the kind's preset (player models, or a car or rocket build type from the client's `ModularBuildComponent`),
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then the item's own (a model, or a combination of car or rocket modules), the last two in `ugc_icon_settings`.
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**The pose.** The camera, the model's turn and the crop are worked out in `UgcIconPose` (shared with the
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dashboard's editor, see below), in this order: the model is turned about its origin by `modelYaw` (around +Y),
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then `modelPitch` (around +X), then `modelRoll` (around +Z), i.e. R = Ry * Rx * Rz (three.js's Euler order `YXZ`;
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settings `icon_model_yaw`, `icon_model_pitch`, `icon_model_roll`, all 0 by default so icons stay as they were). A car
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or rocket is first turned by its build type's `AdditionalModelRotation`. The camera then looks at the centre of the
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turned model's bounds from `yaw` (around +Y, from +Z towards +X) and `pitch` (up), as far away as makes the bounding
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sphere fill the field of view `fov` (a perspective projection, the camera's up is +Y). Last the picture is cropped
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to the model's projected bounds: scaled so their larger side fills the icon divided by `margin` (1 fills it, more
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leaves a border), centred, then moved by `offsetX` and `offsetY` (shares of the icon's width and height). The
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camera's distance follows from the field of view and the border, and the shift is the target moved in the picture,
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so these parameters describe every pose the icon can have.
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8. `stats.json` records the bricks, each LOD's triangles before and after hidden faces were removed, vertices,
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shapes, how long each step took and the settings used; `model.noao.nif` is LOD 0 before the lighting bake. Both,
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and the icon and mesh of the version before (`previous.*`), are for the dashboard's viewer.
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### Matching LU Toolbox
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| LU Toolbox step (default) | UGC server |
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| --- | --- |
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| Import LXFML: LXFML 4/5, `brickprimitives/lod<n>`, sub-part materials, 0 = the part's first, missing bricks skipped | Same |
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| Import LODs 0, 2 (LOD 1 off, LOD 3 doesn't exist in the client) | Same (`lods=0,2`); a design missing from a level uses the next more detailed one |
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| Import: flex parts (several bones) bent per bone | Not done: flex parts are placed by their first bone |
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| Import: custom normals from the `.g` files | Same |
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| Import: LU palette colors, LDD colors mapped to LU ones, unknown ones black (26) | Same (`color_palette=lu_toolbox`) |
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| Import: random scale for seams (its factor is 0, so none) | Same (none) |
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| Keep UVs off (no UVs; decorations aren't imported) | Same: no UVs, no decorations |
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| Combine Objects on (opaque bricks joined per LOD), Combine Transparent off | Same (`combine_transparent=0`) |
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| Reset Orientation / Correct Orientation (Blender's Z-up) | Equivalent: LDD's Y-up with identity transforms, as the game's own brick models |
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| Correct Colors off (the importer's colors are the palette already) | Same |
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| Apply Color Variation on, 5%, per color amounts (CUSTOM_VARIATION) | Same (`color_variation=5`), stable per model, brick and material |
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| Transparent Opacity 58.82% | Same (`transparent_opacity`) |
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| Vertex color layers Col, Lit, Alpha (1), Glow | One color set: Col times Lit (glow added to Lit); alpha is the opacity |
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| Setup Bake Material (VertexColor / VertexColorTransparent) | Equivalent: white NiMaterialProperty, vertex colors as ambient and diffuse, NiAlphaProperty on transparent shapes |
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| Remove Hidden Faces: Cycles bakes with an overexposed world (VC pre-pass 32 samples, tris to quads, 5 pixels between vertices, 8 samples, threshold 0.01), autoremove, transparent bricks hidden | Same result by other means: depth renders from 42 directions (`optimize_resolution`), transparent bricks hidden and untouched; the pre-pass, quads and samples are details of Blender's baking |
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| Use Ground Plane off | Same (`hsr_ground_plane=0`) |
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| Split objects over 65536 vertices (divide_mesh, along the longest side, linked parts together) | Same, also keeping each shape under 65535 triangles (the format's limit) |
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| Setup LOD data: SceneNode, NiLODNode per shape name, LOD nodes, near/far by the levels there are, `S01_Opaque_`/`S01_Alpha_` names cut at 60 | Same (`lod_distance_0..3`, `lod_cull`, `shader_opaque`); LU Toolbox's glow, metal and superemissive shader settings are unused by it too; the UGC server's own metal and glow groups are opt in (see below) |
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| Bake Lighting, AO Only: 64 AO samples, distance 5, transparent skipped, glow strength 3 x 2, smooth vertex colors | Same (`ao_samples`, `ao_distance`, `glow_strength`); smoothing averages a vertex's corners, and the occlusion is per vertex already |
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| NifTools export for LU: 20.3.0.9, user version 0 | Same |
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| Physics (`.hkx`) | Intentionally not done: `.hkx` requests answer 404, so the client makes its own |
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| Icon: LOD 0 imported again with its own color corrections (white and black toned down) and no color variation | Different on purpose: the icon is drawn from the generated `.nif` (LOD 0), so it matches the game, variation and baked lighting included; no icon-only color corrections |
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| Icon: Bevel Edges and Subdivide | Not done (the rasterizer draws the bricks as they are) |
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| Icon: principled materials (roughness 0.16), hashed transparency, Cycles | Approximated: world light, camera fill, sun with soft shadow-mapped shadows and a highlight, exposure and contrast, matched to the game's own icons' brightness; no bounced light; transparent bricks sorted and blended |
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| Icon scene BrickBuild / Car: 50 mm lens, camera 53.4 / 19.5 degrees, sun at 21 / 50.3, 128 px, framing 1.03, transparent film | Same framing (`icon_*`); the light is brighter, to match the game's icons |
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| Icon scene Rocket: 35 mm lens, other angles, two suns | Not built in; a preset for the rocket build type can be set in the icon editor |
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### Metal and glow (on by default, not how live looked)
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Live's models, LU Toolbox's exports and the client's own builder (`LUNifBuilder_BK`, which writes only `S01_Opaque`
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and `S01_Alpha`) all draw every brick with the LEGO shader, so metal colors look like grey plastic, glowing colors
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like bright plastic and glitter like plain transparent plastic. The UGC server gives them the client's metal,
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emissive and animated UV shaders by default. Set the four shader ids to 0 (and `satin_colors` to `none`) for live's
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look: off writes exactly the files it wrote before these settings existed (the same bytes, tested).
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How the client picks the shader (checked in the 1.10.64 client; Ghidra bookmarks under "UGCShaders"): player models
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(LOT 14, and 6662) have RenderComponent shader 100, mapShaders "Multishader" (gameValue 9999). For a downloaded model
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`LWOBaseRenderComponent::WrapMultishaderNodes` (0x00c0d370) wraps each `NiLODNode` (or bare `NiGeometry`) of the
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.nif, and `AddObjectToRenderPipe` (0x00cfbdb0) reads the wrapped node's name with `sscanf("S%d")` (else `"_S%d"`
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after the first `_S`): the number is a mapShaders id, and its gameValue is the shader. A gameValue outside 3..108
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falls back to 5 (LEGO) and logs "Multishaded node ... malformed name". There is one shader per `NiLODNode`, shared by
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all of its levels, so each look needs a group of its own.
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| Setting (`ugcconfig.ini`, dashboard: UGC models) | Default | What it writes |
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| --- | --- | --- |
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| `shader_metal` | 88 | `S<id>_Metal_Model` for metal colors: 88 is Polished Metal (gameValue 98). The client loads `textures/metal/metal_reflection_polished.dds` itself and tints it by the vertex color (`Metallic.fx`, `Technique_Lighting_PolishedMetal_VertColor`). |
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| `shader_brushed` | 89 | `S<id>_Brushed_Model` for brushed steel colors: 89 is Brushed Steel (gameValue 99; it loads `metal_reflection_brushed.dds` and `_noise.dds`, the noise in object space). The textures are registered by the client (`RegisterBrushedSteelTextures`, 0x00467090) as global shader textures 6 and 7, so the .nif needs none. The client's Materials.xml has no brushed types, so this needs `brushed_colors` or a Materials.xml that names them. |
|
|
| `shader_glow` | 46 | `S<id>_Glow_Model` for opaque glowing colors: 46 is LEGO-Emissive (gameValue 53), which draws `lerp(lit, vertex color, vertex alpha * material emissive red)`, opaque. |
|
|
| `glow_emissive` | 1 | The glow shapes' `NiMaterialProperty` emissive (grey): how far the shader goes from lit to the plain color. |
|
|
| `metal_material_types` | `shinySteel` | Materials.xml `MaterialType`s that are metal (empty: the default; `none`: none). |
|
|
| `brushed_material_types` | `brushedSteel,matteSteel` | Materials.xml `MaterialType`s that are brushed steel. |
|
|
| `brushed_colors` | 298,300,1002,1004 (the drum lacquered colors) | LEGO color ids that are brushed steel whatever their type; they win over the metal and glow colors. Empty: the default; `none`: no colors. |
|
|
| `shader_glitter` | 21 | `S<id>_Glitter_Model` (opaque) and `S<id>_GlitterAlpha_Model` (transparent) for glitter colors: 21 is LEGO-AnimUV (gameValue 30), see Glitter below. |
|
|
| `glitter_material_types` | `glitter` | Materials.xml `MaterialType`s that are glitter. |
|
|
| `glitter_colors` | 114,117 | LEGO color ids that are glitter whatever their type (as `brushed_colors`). The default: the two colors LEGO's own color data (Studio's color categories, "Glitter Colors") files as glitter that the client's Materials.xml types `shinyPlastic` (114 Tr. Medium Reddish-Violet w. Glitter, 117 Transparent Glitter). |
|
|
| `glitter_size` | 1.6 | The glitter texture's tile, in model units (a stud is 0.8): the flecks' spacing, the same on every brick. |
|
|
| `glitter_density` | 50 | Flecks in one tile. |
|
|
| `glitter_speed` | 1 | How fast the flecks drift: a tile in U in 7 s and in V in 11 s at 1; 0 keeps them still (no controllers). |
|
|
| `satin_colors` | 360,362,363,364,365,366,367,376 | Satin (opal) colors, see Satin below. The default: LEGO's color data's "Satin Colors" category (the Transparent ... Opal colors). Empty: the default; `none`: off. |
|
|
| `satin_opacity` | 75 | Percent: the vertex alpha of transparent satin bricks, instead of `transparent_opacity` or the Materials.xml alpha. |
|
|
| `satin_whiten` | 20 | Percent: how far satin colors are moved towards white (in linear RGB, after the color variation). |
|
|
|
|
Which color has which look is data, not a list in the code (`UgcModel::LookOf`): glow is LU Toolbox's glow table
|
|
(`UgcPalette::Glow`: 50, 294, 329, 9000-9027), metal is LU Toolbox's metallic table (`UgcPalette::IsMetallic`) plus
|
|
the Materials.xml types above (the clients checked have 8 or 14 `shinySteel` colors, and 1 or 3 `glitter` ones: 129,
|
|
341, 351), glitter is the `glitter` type plus `glitter_colors`. Pearl stays plastic (the client has no shader for it).
|
|
Only opaque bricks get metal and glow: a transparent glowing color (294 with the brick database palette, alpha 150)
|
|
stays in `S01_Alpha_Model`. Transparent bricks can be glitter (every glitter color the clients have is transparent:
|
|
341 and 351 have alpha 150, 129 is in `transparent_colors`).
|
|
|
|
What is written with a group on: per LOD, the opaque bricks are split by look before being divided at 65535 vertices,
|
|
and the .nif gets, in order, `S01_Opaque_Model`, `S88_Metal_Model`, `S89_Brushed_Model`, `S46_Glow_Model`,
|
|
`S21_Glitter_Model`, `S01_Alpha_Model` and `S21_GlitterAlpha_Model` (transparent glitter bricks, one shape per brick
|
|
like the other transparent ones, or one with `combine_transparent`), each only when it has triangles, and each with every LOD level (an empty `LOD_<n>` node where it has
|
|
none there), like the plastic groups. Metal shapes are like plastic ones (white material, no textures, the brick color
|
|
as vertex color with the lighting baked in). Glow shapes get a material of their own with emissive `glow_emissive`,
|
|
vertex alpha 1 (the shader's mask) and their plain color, not the baked one: the shader lights them itself, and the
|
|
glow added by the bake would glow twice. `stats.json` lists each LOD's triangles per group. `model.noao.nif` has the
|
|
same groups.
|
|
|
|
Turning a setting on or off changes only models made afterwards: the ones made already keep their look until they are
|
|
made again, with the UGC page's **Make everything again** (or Reprocess on one model); nothing is remade on its own.
|
|
|
|
The icon renderer and the dashboard know the groups: the icon reads each shape's tag back (the settings' ids and the
|
|
client's 88, 89 and 46) and draws glow at its plain color (by `glow_emissive`, unlit) and metal with a dimmed diffuse
|
|
light, a sky over dark ground reflection tinted by its color and a sun highlight (sharp for polished, broad for
|
|
brushed). This is an approximation of the game's environment maps. `NifFile::ShaderLookFor` gives 98 `REFLECTIVE`,
|
|
99 `REFLECTIVE | BRUSHED` and 53 `EMISSIVE`; the UGC page's 3D view gets each mesh's look (`/api/ugc/mesh`, "look")
|
|
and draws metal as reflective (metalness 1, the view's environment) and glow unlit, and the zone views draw
|
|
LEGO-Emissive objects going to their vertex color by its alpha (metal there stays lit like the rest).
|
|
|
|
#### Glitter
|
|
|
|
The client has no glitter shader. LEGO-AnimUV (mapShaders 21, gameValue 30, `LEGOPPLighting.fx` and its `_low`,
|
|
`_noenv`, `_noenv_nospec` versions) is the LEGO lighting with the UVs multiplied by `TEXTRANSFORMBASE` (the base map's
|
|
texture transform) in the vertex shader. A shape with vertex colors and a base texture gets
|
|
`Technique_LEGOPPLightingVertColorTextured_AnimUV` (technique names set up at 0x010ac110), whose pixel shader
|
|
(`LEGOPPLighting_PS_VertColorTextured`) is `lerp(vertex color, texture rgb, texture alpha)`, then the LEGO lighting
|
|
(`LEGOPP_PixelCommon4`), alpha = vertex alpha times the fade. So a white texture with flecks in its alpha puts white
|
|
flecks on a brick that is otherwise lit as plastic, and moving the texture transform moves them.
|
|
|
|
What a glitter shape has, beside what plastic shapes have (white material, alpha, specular, vertex colors):
|
|
|
|
- A UV set: each vertex's position on the axis plane its normal faces most, divided by `glitter_size`
|
|
(`UgcGlitter::Uv`), so the flecks are as dense on every brick and every side.
|
|
- An `NiTexturingProperty` (one per file, shared by both glitter groups): apply mode decal (fixed function would do
|
|
what the shader does), 9 slots, the base map only: wrap S and T, trilinear, UV set 0, a texture transform
|
|
(translation 0, scale 1, Maya method, center 0.5).
|
|
- Its source, stored in the file as the client's own animated textures store theirs
|
|
(`res/mesh/env/env_ag_ocean-maelstrom.nif`, RenderComponent 14356): `NiSourceTexture` (use external 0, name
|
|
`ugc_glitter.dds`, pixel layout 6, mipmaps 2, alpha 3, static, persist render data) and
|
|
`NiPersistentSrcTextureRendererData`: RGBA 32 bit, channels blue, green, red, alpha, platform DX9, 128 x 128 with 8
|
|
mipmaps. RGB is white; the alpha is `glitter_density` soft dots (radius 1.2 to 2.2 px, peak 0.65 to 1) at places
|
|
from a fixed seed, wrapping at the edges (`UgcGlitter::FleckAlpha`), each mipmap the 2x2 mean of the one above.
|
|
- Two `NiTextureTransformController`s on the property (the property's controller, the first linking the second):
|
|
flags 0x48 (active, loop, app time), frequency 1, phase 0, start 0, stop the period, target the property,
|
|
base map, operation translate U and translate V, each with an `NiFloatInterpolator` and `NiFloatData` of two linear
|
|
keys (0, 0) and (period, 1): a tile in `7 / glitter_speed` s in U and `11 / glitter_speed` s in V, looping, and
|
|
wrapping makes the loop seamless. The block layouts are the ocean file's (its controllers are 39 bytes, the property
|
|
70). With `glitter_speed` 0 the property has no controllers. The client updates an object's scene graph every frame only when its root
|
|
NiNode has the selective update bit (0x02; `LWOBaseRenderComponent::Run` 0x00d5d770 calls `NiAVObject::Update` when
|
|
`NiAVObject::GetSelectiveUpdate` 0x00413050 is set); otherwise only once when it loads, and the controllers never
|
|
move. So a model with moving glitter has flags 0x102 on its root, the glitter NiLODNode and its `LOD_n` nodes, and
|
|
0x1A on the glitter shapes, as the client's own AG ocean (`mesh/env/env_ag_ocean-maelstrom.nif`); every other
|
|
node keeps 0x110 and shape 0x10.
|
|
|
|
The client finds the animation: `SetupRenderNodeExtraData` (0x00c746c0) sets `RenderNodeExtraData.flags0` bit 2 from
|
|
`NifHasAnimatedControllers` (0x00bf4160), which returns true for a shape whose `NiTexturingProperty`'s first
|
|
controller is an `NiTextureTransformController`. No node transform controllers are added (they would clear the
|
|
object's static flag).
|
|
|
|
Transparent glitter: every UGC shape has the same `NiAlphaProperty` (blend source alpha over one minus source alpha)
|
|
and transparent bricks are transparent by their vertex alpha; the LEGO-AnimUV techniques declare
|
|
`UsesNiRenderState = true` and their pixel shader outputs the vertex alpha, the same as the LEGO shader's that
|
|
`S01_Alpha_Model` is drawn with, so transparent glitter gets a group of its own. There is no shimmer:
|
|
LEGO-AnimUV's pixel shaders don't read the material's emissive (only the `_Emissive` ones do), so an
|
|
`NiMaterialColorController` would change nothing.
|
|
|
|
The icon draws the flecks where they are at the start (the same texture and UVs, before the light; `glitter_size`
|
|
and `glitter_density`), opaque and transparent. The UGC page's 3D view marks glitter meshes (`/api/ugc/mesh`: look
|
|
`GLITTER` 512, a mesh with a stored texture in a group tagged `shader_glitter` or 21) and draws moving flecks from
|
|
their UVs and `uvScroll` (what `NifFile` reads from the controllers); the property and zone views, which draw bricks
|
|
from the LXFML, draw them on the colors in `window.LDD_GLITTER` (`/api/bricks/materials.js`: the glitter colors by
|
|
the current settings) from their positions.
|
|
|
|
#### Satin
|
|
|
|
The client has no satin shader either: Clear Plastic (mapShaders 3) has no vertex color, so it can't show a colored
|
|
satin. Satin bricks stay in `S01_Alpha_Model` and are made to look satin when their colors are made: a transparent
|
|
brick of a `satin_colors` color gets `satin_opacity` as its vertex alpha, and its color (any brick's) is moved
|
|
`satin_whiten` percent towards white, milky. These colors are only in a client whose Materials.xml has them (the
|
|
opal colors, 360 to 376, are not in the 1.10.64 client's).
|
|
|
|
Modular builds (`ugc_modular_build` rows, `ldf_config` like `1:4713+1:4714+1:4715`):
|
|
|
|
1. Each module LOT's `ModuleComponent` (component type 28) gives its part code and build
|
|
type; the build type's `ModularBuildComponent.xml` gives the topology (root part, and which part connects to which
|
|
named location) and `Placement/AdditionalModelRotation`.
|
|
2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game). A
|
|
connection places the connecting part so its node with the location's name (when it has one) sits on the parent
|
|
part's node of that name, or its origin on that node; `ModuleComponent.xml`'s `connection` translation is used when
|
|
the parent's NIF has no such node. (Module LXFMLs in `res/BrickModels` exist for only some modules and are
|
|
authored in different spaces, so they aren't used.)
|
|
3. The assembled mesh gets an icon like a model's (with the build type's preset and the combination's own values). No
|
|
mesh is stored: the client assembles modular builds itself. For the dashboard's icon editor the assembled mesh is
|
|
made on request (`/admin/assembly`, below).
|
|
|
|
Cars and rockets are put together from a fixed set of modules, so the icon is made once per combination of modules
|
|
and shared by every build of it. A build's combination is its `ldf_config`'s LOTs sorted (`UgcModularKey::Normalize`,
|
|
e.g. `4713-4714-4715`: each LOT belongs to one slot of one build type), stored under an id hashed from it. A build whose
|
|
combination is made already is marked made right away; builds of a combination being made wait for it and all get its
|
|
outcome. The client's downloads stay per blueprint id: the server looks up the build's combination and serves the
|
|
shared files. `combo.json` in the combination's folder says its LOTs and build type.
|
|
|
|
## Storage
|
|
|
|
Files live under `ugc_output_dir` (default `ugc` next to the server binaries):
|
|
|
|
```
|
|
ugc/models/<id % 1000>/<id>/model.nif.gz, model.nif.checksum, model.nif.sd0, icon.dds.gz, icon.dds.checksum,
|
|
icon.dds.sd0, icon.png, model.noao.nif.gz, stats.json, previous.icon.png,
|
|
previous.model.nif.gz, previous.stats.json
|
|
ugc/modular/<combination id % 1000>/<combination id>/icon.dds.gz, icon.dds.checksum, icon.dds.sd0, icon.png, combo.json
|
|
ugc/.checksums-stored
|
|
```
|
|
|
|
Every file the client downloads is written three ways: `.gz` and `.checksum` for 3D services and `.sd0` (dCommon's
|
|
`Sd0::Compress`) without them. When a worker writes an item, the checksums of its `.sd0` files (MD5 and size of the
|
|
inflated file, from the `.checksum`) go back to the main thread, which stores them in `ugc_file_checksums` for the
|
|
worlds. Items made before this get their `icon.dds.sd0` (from `icon.dds.gz`) and their icon's checksum once, a few per
|
|
tick on the main thread when the server starts; `.checksums-stored` marks that done. Their `.nif` gets its `.sd0` and
|
|
checksum when the model is made again; until then the worlds send such a model's LXFML (no `model.nif` checksum, see
|
|
"Models without 3D services").
|
|
|
|
A model's files are written to a temporary folder and renamed into place, so a half written model is never served.
|
|
Meshes are only stored compressed (a model took about 18 MB when the .nif was kept uncompressed beside its .gz, so the
|
|
2 GB cap held about 110 models and the server kept evicting and remaking them); the dashboard's copies are inflated
|
|
when it asks. When an item is made again, its icon, mesh and stats of the version before are kept as `previous.*`.
|
|
`ugc_max_storage_mb` (default 2048, 0 for no limit) caps the folder: when it is over, the models whose files were used
|
|
longest ago are deleted. Their rows stay `is_optimized = 1`; when something asks for their files the server sets
|
|
them back to 0 and makes them again (the request answers 408 meanwhile), so deleted files are only made again when
|
|
wanted. A combination's files are deleted like any others even while builds share them: the next request for any of
|
|
those builds makes them again.
|
|
|
|
### Deleting and purging
|
|
|
|
The dashboard can delete stored files (the UGC server does it on its main thread and says how many bytes it freed):
|
|
one item's, every item matching a filter (kind, state, owner, made more than N days ago, not asked for in N days) or
|
|
all of a kind (typing `PURGE ALL`). Afterwards the rows stay made (made again when a game client asks), are queued to
|
|
be made now, or are marked failed with "Deleted from the dashboard". Items being made at that moment are skipped, so a
|
|
worker never writes into a folder being deleted.
|
|
|
|
## Database state
|
|
|
|
Migrations `dlu/mysql/81_ugc_processing.sql` and `dlu/sqlite/64_ugc_processing.sql` (the MySQL one only adds columns
|
|
that aren't there yet).
|
|
|
|
`ugc`: `is_optimized` (existing) is 0 until the model has been processed, 1 once its files are made, 2 when processing
|
|
failed, 3 when there was nothing to make (the model has no bricks; not a failure, never retried, counted and shown as
|
|
"empty", answered with 404 like HKX so the client doesn't wait; migrations 87/70 move the rows that had failed only for
|
|
that). The names come from `IUgc::eProcessState` (`IUgc::ProcessStateName`). New: `processed_at` (Unix seconds of the last attempt), `process_attempts`, `process_error` (the last failure's
|
|
reason, empty when none). `bake_ao` (existing) records whether lighting was baked into the model. Changing a model's
|
|
LXFML (`UpdateUgcModelData`) sets it back to unprocessed.
|
|
|
|
`ugc_modular_build`: new `is_optimized`, `processed_at`, `process_attempts`, `process_error`, meaning the same.
|
|
|
|
Migrations `dlu/mysql/88_ugc_model_stats.sql` and `dlu/sqlite/71_ugc_model_stats.sql`: `ugc.brick_count` and
|
|
`ugc.triangle_count`, what the UGC server counted when it made a model (its bricks, and the triangles of the made
|
|
mesh's most detailed level, from `stats.json`; 0 until it has), so the dashboard can sort models by size.
|
|
|
|
Migrations `dlu/mysql/86_ugc_debounce_icon_settings.sql` and `dlu/sqlite/69_ugc_debounce_icon_settings.sql`:
|
|
`ugc.process_after` and the table `ugc_icon_settings` (`target`: `kind:<kind>`, `model:<id>` or `combo:<key>`; `params`
|
|
JSON; `updated_at`).
|
|
|
|
Migrations `dlu/mysql/89_ugc_file_checksums.sql` and `dlu/sqlite/72_ugc_file_checksums.sql`: the table
|
|
`ugc_file_checksums` (`kind` 0 a player model, 1 a combination of car or rocket modules; `storage_id` the model's ugc
|
|
id or the combination's id; `file` `icon.dds` or `model.nif`; `md5`, 32 lowercase hex digits, and `size` of the inflated
|
|
file), written by the UGC server whenever it writes a file, and `ugc_modular_build.combination_id`, the combination a
|
|
build shares its files with (0 until the UGC server has seen the build: it fills them in for existing builds when it
|
|
starts, -1 when the modules can't be told). `IUgc::GetUgcFileChecksum(blueprint, file)` looks a blueprint up as a model
|
|
first, then as a build through its combination.
|
|
|
|
Migrations `dlu/mysql/90_ugc_process_time.sql`, `91_ugc_process_diagnostics.sql` and `dlu/sqlite/73`, `74`:
|
|
`ugc.process_ms` (wall time of the last make), `ugc.process_cpu_ms` (the worker thread's CPU time) and
|
|
`ugc.process_memory_kb` (the estimated memory it needed), and the same on `ugc_modular_build`; the dashboard's Took,
|
|
CPU and RAM (est.) columns.
|
|
|
|
Migrations `dlu/mysql/92_ugc_triangles_before.sql` and `dlu/sqlite/75_ugc_triangles_before.sql`:
|
|
`ugc.triangle_count_before`, LOD 0's triangles before hidden faces were removed (the dashboard's Saved column).
|
|
|
|
Migrations `dlu/mysql/94_ugc_priority.sql` and `dlu/sqlite/77_ugc_priority.sql`: `ugc.priority`, 1 for models staff
|
|
asked to be made again (made before any other, cleared once made).
|
|
|
|
## Without 3D services (`UGCUSE3DSERVICES=7:0`)
|
|
|
|
`UgcManifest` (dGame/dUtilities) answers `REQUEST_UGC_MANIFEST_INFO` when `ugc_manifest=1` (`sharedconfig.ini`,
|
|
default 0):
|
|
|
|
* The world's main thread handles the packet (`g_WorldHandlers`), looks the checksum up with one indexed query and sends
|
|
`UGC_MANIFEST_RESPONSE` to that client in the same tick.
|
|
* Icons (DDS): an icon that isn't made yet isn't answered: the request waits (at most 512, for 15 minutes) and
|
|
`UgcManifest::Update` (world tick) looks again every 5 seconds, answering once the UGC server has stored the checksum.
|
|
A model still in its quiet period after a save is made right away (`ExpediteUgcModel`), as when a client asks the UGC
|
|
server directly. Waiting requests are dropped when the client disconnects.
|
|
* Player models' files (NIF, HKX, LXFML) are always answered at once, see "Models without 3D services".
|
|
* No worker threads, HTTP or file reads in the world: the UGC server precomputes the checksums into the database (the
|
|
LXFML's is worked out from the `ugc` row on the main thread and kept).
|
|
|
|
The UGC server serves `BrickModels/UserMade/<bucket>/<id>.<ext>.sd0` under `client_path`, under
|
|
`/<any folder>/UserBrickModels` (the client's default `UGCSERVERDIR`, `lwoclient/UserBrickModels` with its built-in
|
|
patch folder) and at the root; `.dds` is a model's icon or a car or rocket build's combination icon, `.nif` a model's
|
|
mesh, `.lxfml` the model's LXFML from the database, `.hkx` 404.
|
|
|
|
It is off by default because a client whose `boot.cfg` doesn't point at the UGC server downloads from its defaults (the
|
|
patch server's address, `http://127.0.0.1:80/lwoclient` when that isn't set either) and is logged out when it can't
|
|
connect there. Turn it on when the players' `boot.cfg` has `UGCSERVERIP`, `UGCSERVERPORT` and `UGCSERVERDIR` for the
|
|
UGC server (see the settings above), or when the patch server's address is the UGC server.
|
|
|
|
### Models without 3D services (`ugc_manifest_models`)
|
|
|
|
What the 1.10.64 client does with a placed player model (LOT 14, spawned with `blueprintid`), checked in the client:
|
|
|
|
* The model's BlueprintComponent (component 42) sets `renderUserGen=1` and `physicsUserGen=1` in the spawn data itself
|
|
when it has a `blueprintid` and no `nif_name` / `hkx_name` (`LWOBlueprintComponent::PrepareConfigData`, 0x00c736f0),
|
|
so the render component always loads the blueprint's NIF (resource type 1) and the physics its HKX (type 2) by
|
|
blueprint id (`ObjectLoader2::LoadRenderComponent`, 0x010536b0; `LWOBasePhysComponent::LoadHkxDataFromConfig`,
|
|
0x00c75220). There's no choice between LXFML and NIF on the render side, and the world needn't send `renderUserGen`.
|
|
The ModelBehaviorComponent loads the blueprint's LXFML (type 0) as well (`RequestBlueprintData`, 0x00c24640).
|
|
* Every such request first needs the blueprint's manifest info (`UGCManifest_Base::GetOrRequestManifestInfo`,
|
|
0x0101e0e0): a cached entry (kept 300 seconds; stored in `res/BrickModels/UserMade/manifest.cache`) is used at once,
|
|
else the request waits and the client sends `REQUEST_UGC_MANIFEST_INFO`. **There is no timeout**: a manifest request
|
|
the world never answers leaves that file, and the model, waiting for good
|
|
(`LWOResMgr2Interface::RequestBlueprintManifestThenLoad`, 0x0105a910).
|
|
* With the answer, the client uses the file it has when its MD5 matches (or the answer's valid is 0 and it has one),
|
|
else downloads it (`LoadBlueprintResource`, 0x01056700). A failed download (404) leaves the model without that file
|
|
(no fallback to the LXFML) and is reported as `UgcDownloadFailed` (world message 120, with the status); status 0 logs
|
|
the player out.
|
|
* The LXFML the world sends when a property loads (`BlueprintSaveResponse` with local id 0) makes the client build the
|
|
NIF and HKX itself and cache the manifest info of the LXFML, NIF and HKX with its own files' MD5s
|
|
(`LWOBBBInterface::MainThread_ProcessModelResponse`, 0x00b5a1e0), which answers its own requests, so nothing is
|
|
downloaded. That's how DLU always showed models.
|
|
* `NotifyClientUGCModelReady` (game message 909, the blueprint id only) to a model: its BlueprintComponent flushes the
|
|
cached NIF, HKX and LXFML of that blueprint and requests the NIF and HKX again
|
|
(`LWOBlueprintComponent::OnNotifyClientUGCModelReady`, 0x00ca6430). It doesn't clear the manifest cache, so the new
|
|
checksum has to reach the client first: a `UGC_MANIFEST_RESPONSE` the client didn't ask for updates its cache
|
|
(`PacketHandler_MSG_CLIENT_UGC_MANIFEST_RESPONSE` caches whatever arrives).
|
|
* Live packet captures of a property load weren't available to compare with.
|
|
|
|
With `ugc_manifest=1` and `ugc_manifest_models=1` (`sharedconfig.ini`, default 0; the dashboard shows it under UGC
|
|
serving), the worlds:
|
|
|
|
* **Property load**: send the LXFML (one `BlueprintSaveResponse`) only for the models whose mesh the UGC server hasn't
|
|
made (no `model.nif` in `ugc_file_checksums`). Made ones are left out: the client asks for their files, downloads
|
|
the served mesh and draws it. Tried and dropped: sending every model's LXFML (the client builds its own NIF and HKX)
|
|
and then switching to the served mesh with the served NIF's checksum, `NotifyClientUGCModelReady` and the model
|
|
constructed again: the client kept drawing its own build.
|
|
* **NIF** of a made model: the UGC server's checksum; the client downloads `<id>.nif.sd0` from the UGC server.
|
|
* **LXFML** of a made model: the MD5 and size of the stored LXFML inflated (what the UGC server serves as
|
|
`<id>.lxfml.sd0`), worked out once per model and kept.
|
|
* **HKX** of any model: the model's LXFML (the UGC server makes no physics). The client builds the model from it and
|
|
loads its own HKX, so served models have collision; the mesh already drawn stays the served one.
|
|
* **Any model file of a model that isn't made** (e.g. a model someone else just placed, or `ugc_manifest_models=0`):
|
|
the model's LXFML to that client (once per 10 seconds for the three requests), which builds it itself, so a model is
|
|
never left waiting. A blueprint that isn't a player model gets valid 0.
|
|
* **Made again**: when the UGC server writes a model's mesh with a different checksum than before (made for the first
|
|
time, or remade after a change), it sends `UGC_MODELS_MADE` (master message 37, the blueprint ids) to the master,
|
|
which passes it to every world. A world with that model placed sends every player the new NIF checksum, then
|
|
`NotifyClientUGCModelReady` and the model constructed again to each player it's shown to, so the served mesh
|
|
replaces what the client showed.
|
|
A model made again unchanged (after eviction) isn't sent. Nothing polls: one message per batch of made models.
|
|
|
|
* **`/reprocessproperty`** (GM 8): every model placed on the property the player is on goes back to the UGC server's
|
|
queue (`ResetPropertyUgcModelProcessing`). The world checks every 5 seconds; once none is pending (or after 15
|
|
minutes) it sends every player in the world the new `model.nif` checksums and transfers them back into the same
|
|
zone and clone. The client loads the property again and downloads the new meshes (its manifest cache has the new
|
|
checksums, which its files don't match). Models of a reprocess skip the "made again" switch.
|
|
The models are queued as priority (`ugc.priority`, also set by the dashboard's Reprocess all models): the UGC
|
|
server takes them before any other model, polls them even when its queue is full and puts them at its front (as
|
|
cars and rockets); the flag clears once a model is made.
|
|
|
|
### Waiting while the owner is still building
|
|
|
|
A saved model isn't made right away: `InsertNewUgcModel` stores `process_after` = now + `ugc_debounce_seconds`
|
|
(`sharedconfig.ini`, default 120, 0: right away) and moves the owner's other waiting models to that time too, so each
|
|
save starts the wait again. The UGC server only takes models whose `process_after` has passed. The wait ends early when
|
|
a game client asks for the model's files, when the owner leaves the world or logs out, or when it is made again from
|
|
the dashboard. Every save is a new blueprint: versions deleted during the wait are never made. It survives restarts.
|
|
|
|
The database is the queue: the UGC server looks for rows with `is_optimized = 0` every `poll_interval_ms` (default
|
|
2000), `poll_batch` (32) or enough to keep every worker busy at a time: priority rows first (`ugc.priority`, set when
|
|
staff reprocess a property: `/reprocessproperty` or the dashboard's Reprocess all models), then the least tried, then
|
|
the newest. Cars and rockets and priority models are polled even when the queue is full and go to its front. Worlds
|
|
need no change to have new models processed. Rows that failed are tried again up to
|
|
`max_attempts` (default 3) times. Reprocessing (dashboard) sets rows back to `is_optimized = 0, process_attempts = 0`.
|
|
No master messages are needed for any of it.
|
|
|
|
### Marking models for processing (for code that writes `ugc` rows)
|
|
|
|
* A new row needs nothing: `is_optimized` defaults to 0 (`InsertNewUgcModel` writes 0, and its `process_after`).
|
|
* When a model's LXFML changes, `UpdateUgcModelData` sets `is_optimized = 0, process_attempts = 0, process_error = ''`
|
|
in the same statement. Anything that writes `ugc.lxfml` another way must do the same, or call
|
|
`ResetUgcModelProcessing(id, false)`.
|
|
* Deleting the row is enough when a model is deleted; its files are left until the storage cap removes them.
|
|
* The same holds for `ugc_modular_build` (`InsertUgcBuild` rows start at 0; `ResetModularBuildProcessing`).
|
|
|
|
## Threads
|
|
|
|
The main thread owns RakNet (the master link), mongoose (HTTP) and the database. `worker_threads` (default: half the
|
|
CPUs) workers do only pure work: parse LXFML, build and write meshes and icons, compress files. They get their input
|
|
(LXFML text, module data) from the main thread and hand results back through a queue the main thread drains, which
|
|
then updates the database (including the files' checksums, parsed by the worker from the `.checksum` it wrote).
|
|
Brick geometry and materials are loaded once and shared read-only (the cache has its own lock). The start-up backfill
|
|
of old items' `.sd0` icons and checksums and of builds' combination ids runs on the main thread, a few items per tick.
|
|
|
|
## CPU and memory
|
|
|
|
Settings in `ugcconfig.ini` (and the dashboard's settings page), picked up while running when the config is reloaded:
|
|
|
|
* `worker_threads` (restart): how many models are made at once.
|
|
* `max_cpu_percent`: the workers together average at most this share of all CPU cores. The long loops (the renders
|
|
for hidden faces, the occlusion rays, icons) account each thread's CPU time every few milliseconds against a budget
|
|
that fills at that rate and sleep while it's overdrawn (UgcThrottle), so it holds for long jobs too and whatever
|
|
`worker_threads` is. Short bursts (a quarter second) aren't slowed. 0: no limit.
|
|
* `worker_nice`: the workers' Linux scheduling priority (0 normal to 19), so the game servers go first.
|
|
* `max_memory_mb`: each job's memory is estimated from its brick count before it starts (the renders' buffers plus
|
|
about 40 KB per brick per LOD); a job waits while the running ones and it together would be over the limit, and one
|
|
bigger than the limit alone runs when nothing else does. 0: no limit. After each job the workers give freed memory
|
|
back to the system.
|
|
* `max_model_bricks`: models with more bricks fail with "the model has N bricks, more than max_model_bricks (M)". 0: no
|
|
limit.
|
|
* `pause_hours`: local hours in which no new jobs start, e.g. `18-23` or `22-6` (running ones finish).
|
|
|
|
`/status` reports the process's CPU use (percent of one core, and the core count), resident memory, the running jobs'
|
|
estimated memory and how often a job waited for memory, whether the workers were throttled in the last 5 seconds and
|
|
for how long in all, whether it is paused, and the limits. The traffic report (Diagnostics page) carries the gauges
|
|
`cpu_percent`, `memory_mb`, `job_memory_mb` and `throttled` besides the workers' ones.
|
|
|
|
Measured on a 16 core machine with 4 workers working through 15 items (models of 100 to 1500 bricks and cars): with
|
|
no limit the process used about 400% of one core (all 4 workers) and finished in about 27 seconds; with
|
|
`max_cpu_percent=12` (1.92 cores) it stayed at 190-195% in every 3 second sample through the backlog (one sample at
|
|
227% while a job finished) and finished in about 45 seconds. With `max_memory_mb=400` the running jobs' estimates
|
|
stayed under 375 MB (two jobs waited for memory) and the process peaked at 283 MB resident, back to 55 MB when idle.
|
|
|
|
## HTTP
|
|
|
|
`port` (default 2008) on `listen_ip` (default 0.0.0.0, the client has to reach it). All GET, no authentication (the
|
|
files are what every player on a property sees anyway):
|
|
|
|
* `<client_path>/UGCC<dc>/<dc><id>.lxfml.gz|.checksum`, `<client_path>/UGCC<dc>/3DOPTIMIZED/<dc><id>.nif.gz|.checksum`,
|
|
`<client_path>/UGCC<dc>/IMAGE128DDS/<dc><id>.dds.gz|.checksum` for the client (`client_path`, default `/ugc`, is
|
|
the client's `UGCSERVERDIR`), and the same under `/lwoclient/UserBrickModels` (the path the client really uses, see
|
|
above). HKX answers 404. The LXFML comes from the database. A model that exists but isn't made yet (or was evicted) is moved to
|
|
the front of the queue and answers 408 so the client asks again.
|
|
* `<client_path>/BrickModels/UserMade/<id % 1000>/<id, 20 digits>.<lxfml|nif|hkx|dds>.sd0`, the same under
|
|
`/<folder>/UserBrickModels` and at the root, for clients without 3D services (see "Without 3D services"); 408 and 404
|
|
as above.
|
|
* `/files/model/<id>/<file>` and `/files/modular/<id>/<file>` for the dashboard (`icon.png`, `model.nif` and
|
|
`model.noao.nif` (inflated), `stats.json`, `combo.json` and `previous.` versions), not cached by browsers.
|
|
* `/admin/preview`, `/admin/assembly`, `/admin/regenerate-icons`, `/admin/delete` (POST, JSON) for the dashboard only:
|
|
they need the header `X-Ugc-Admin-Key` with the master password. A preview draws an icon with given values (the
|
|
whole pose included) on a worker (ahead of the queue, within the CPU and memory budgets) and returns the PNG without
|
|
storing it. `assembly` (`{modules}`) returns a combination's assembled mesh as a .nif, put together exactly as for
|
|
its icon and already turned by the build type's `AdditionalModelRotation`, made on a worker the same way and kept in
|
|
a small cache (the last 32 combinations, at most 64 MB), so the editor can show what the icon renderer draws.
|
|
regenerate-icons draws every stored icon of a kind again (player models' from their stored .nif, nothing else is
|
|
made); delete is described under Storage.
|
|
* `/status`: JSON with the queue length, what the workers are doing and totals since start.
|
|
|
|
Files are sent from disk (mongoose streams them, with its own ETag) with `Cache-Control: public, max-age=3600`.
|
|
|
|
`UgcServer --make-model <file.lxfml or sd0> <folder>` and `UgcServer --make-modular "1:4713+1:4714+1:4715" <folder>`
|
|
make one item's files into a folder without a database, for trying settings.
|
|
|
|
## Dashboard
|
|
|
|
The UGC server is a server like auth and chat: master starts it when `enable_ugc_server=1`, starts it again when its
|
|
link drops, passes settings reloads to it and waits for it on shutdown, and tells the dashboard about it in the server
|
|
list (enabled, connected, process ID). On the dashboard it shows on the home page (Server Status, and a UGC Server card
|
|
for `health_view`: up time, waiting/made/failed, busy workers and storage), on Server Health (uptime history and the
|
|
Servers table with its process memory and CPU), on Diagnostics (its packets and HTTP requests, from the traffic report
|
|
it sends every 5 seconds with its workers, totals and storage), in the `server` webhook alerts when it goes down or
|
|
comes back, in the System Log (`UgcServer_*.log`) and crash dumps (`Crash_UgcServer_<start time>_<pid>.log` in `dump_folder`), and in
|
|
Prometheus (`darkflame_ugc_up`, `darkflame_ugc_items`, `darkflame_server_ugc_*{server="ugc"}`). See docs/Dashboard.md.
|
|
|
|
The UGC Server page (`/ugc`, Server Admin menu; `properties_view` to look, the new `ugc_manage` permission to make
|
|
things again and to save icon values) reads the database: counts per state for models and for cars and rockets, and the
|
|
items as a gallery of their icons or a list. Player models are listed one by one (owner, state, attempts, last attempt,
|
|
bricks and triangles, file name, failure reason). Cars and rockets are listed as **assemblies**, one per combination of
|
|
modules however many builds use it (the UGC server makes one icon per combination): its icon, build type (named after
|
|
the type's assembly object in `ModularBuildComponent`), its modules with their names and icons from the CDClient, its
|
|
state (made when any build of it is) and how many builds and owners use it.
|
|
|
|
Both lists are paged on the server (`GET /api/ugc?kind=model|modular&q=&state=&type=&sort=&page=&size=`, with the
|
|
total), with numbered pages, first and last, a page to jump to and a page size kept per user. The search box takes
|
|
plain text (names, owners, ids) or field prefixes: `owner:`, `account:`, `property:`, `name:`, `lot:` or `module:` (a
|
|
LOT, or for assemblies a module's name), `id:`, `state:` and `kind:` (a car or rocket type). Models sort by newest,
|
|
oldest, most bricks, most triangles, owner or file name; assemblies by newest, oldest, most builds or name. The kind,
|
|
search, filters, sort, page and view are kept in the address, so Back and Forward and shared links work. The search
|
|
is the UGC search's SQL (`UgcLookupSql`, the same on MySQL and SQLite, `IUgcLookup::ListUgc`); assemblies are grouped
|
|
from the builds (`UgcAssemblies`). Buttons make one item, the failed ones or everything again (these only reset the
|
|
columns; the UGC server picks the rows up).
|
|
|
|
An assembly opens with its modules, the icon editor and **References**: the builds that use it (`GET
|
|
/api/ugc/assembly/builds?modules=&q=&page=`), with owner character and account, state and where each is (placed on a
|
|
property, in a mail, in its creator's inventories; the same lookup as the UGC search), paged and searchable. A link
|
|
to a build, `/ugc?item=<build id>&kind=modular` (what the UGC search and the character pages link to), opens its
|
|
assembly (`GET /api/ugc/assembly/of/<id>`) with that build highlighted in References.
|
|
|
|
**The icon editor** (on every opened item, and per type under **Icon presets per type**, which opens each type on an
|
|
example: the newest made player model, the most used combination of each car or rocket type) is one panel for
|
|
everything an icon's look can be set to, all from the parameter list (`GET /api/ugc/icon/params`, with each
|
|
parameter's group):
|
|
|
|
* A 3D view (three.js) of the player model's made .nif (`/api/ugc/mesh/<id>?lod=0`, what its icon is drawn from) or of
|
|
the assembly (`GET /api/ugc/assembly?modules=`, the UGC server's assembled .nif converted by the dashboard), seen
|
|
through the icon renderer's own camera: `static/js/ugc-pose-math.js` is `UgcIconPose` in JavaScript (the same
|
|
perspective, turn order, framing and crop; both are checked against one fixture, `tests/dUgcTests/
|
|
ugc-pose-fixture.json`, by gtest and by node). The view shows a little more than the icon, with the icon's square
|
|
outlined, so it matches the preview beside it. Dragging moves the camera around the model, turns the model (Ctrl+
|
|
drag, or the Turn model mode; Alt+wheel rolls it), moves the sun (Alt+drag, shown as an arrow) or shifts the model in
|
|
the icon (Shift+drag or right drag); the wheel changes the border. The light in the view is close to the icon's
|
|
(world light, sun, fill, exposure, contrast) but has no shadows or highlights: the preview is the real thing.
|
|
* Sliders for every parameter, grouped (camera, border and shift, model turn, sun, light, look), kept in step with
|
|
the view both ways.
|
|
* A live preview drawn by the UGC server (`POST /api/ugc/icon/preview`, sent a moment after the last change).
|
|
* Save as the preset for the item's type, save for this model or combination of modules, go back to the type's
|
|
preset or the default settings, remove the item's own values, and draw every icon of the type again. Saving needs
|
|
`ugc_manage` and is written to the audit log.
|
|
|
|
**Settings** for the UGC server have their own category on the Settings page (serving, processing, models, storage,
|
|
icons) and the UGC page shows each section beside what it changes (processing, models and serving under the server
|
|
status, storage with the purge tools, icon defaults with the presets), for those with the `settings` permission.
|
|
Both read the settings catalog and save the same way (the servers reload at once; settings marked restart are read
|
|
when the UGC server starts), and each links to its entry on the Settings page (`/settings#ugcconfig.ini/<name>`).
|
|
|
|
Everything from the UGC server goes through the dashboard, which reaches it at `ugc_internal_url`
|
|
(`dashboardconfig.ini`; empty: `http://127.0.0.1:2008`, the same machine), so the page works from wherever the browser
|
|
is: `/api/ugc/server/status` (its `/status`, kept 2 seconds), `/api/ugc/files/<kind>/<id>/<file>` (kept 15 seconds)
|
|
`/api/ugc/mesh/<id>?lod=&version=current|previous&ao=0|1` and `/api/ugc/assembly?modules=` (its NIFs converted by the
|
|
dashboard's worker threads with the scenery viewer's NifFile conversion). The fetches run on the dashboard's worker threads. `ugc_public_url` is
|
|
only used for an "open on the UGC server" link.
|
|
|
|
The status box shows the queue, workers, CPU (with its limit), memory, the jobs' estimated memory (with its limit) and
|
|
whether the workers are throttled or paused. Clicking an item opens the viewer: the generated NIF in 3D (any LOD, now
|
|
or before it was made again, with wireframe, vertex colors and baked lighting switches), the LXFML as built beside
|
|
it, the icon now and before, and the stats (triangles per LOD before and after hidden faces were removed, how many
|
|
were removed, vertices, shapes, timings, with the change since the version before).
|
|
|
|
### Finding creations and showing them elsewhere
|
|
|
|
**UGC Search** (`/ugc_search`, in the menu under Properties, `properties_view`; `?q=` fills the search in) finds
|
|
players' creations with `GET /api/ugc_links/search?q=`. A number matches the UGC / blueprint id, a placed model's
|
|
object id, the property it is placed on, the creator's character or account id, or a LOT (a model placed as that LOT,
|
|
or a car or rocket with that module); text matches the creator's character and account names, property names, the
|
|
name and description a player gave a placed model and the upload's file name. `owner:`, `property:`, `model:`, `id:`
|
|
and `lot:` search one field. Each result has its icon, state, creator and where it is: placed on a property (from
|
|
`properties_contents`), attached to a mail (a car's or rocket's subkey, a model item's blueprint in the attachment's
|
|
config) or in its creator's inventories (their saved XML); anything else is "Not found" (traded, sold or deleted).
|
|
|
|
Results, the property page and the character page link to a creation on the UGC page as
|
|
`/ugc?item=<id>&kind=model|modular`, for the page to open that item.
|
|
|
|
What the UGC server made shows on the pages that show a creation, to whoever may view that page:
|
|
|
|
* The property page: each player-built model's icon, state and link (`GET /api/ugc_links/property/<property id>`).
|
|
* The property 3D view: made models are drawn from their NIF (`GET /api/ugc_links/mesh/<ugc id>?property=`),
|
|
switchable with **Generated models** (see docs/Dashboard.md); the rest from their LXFML.
|
|
* The character page's inventories: creations get their icon and link (`GET /api/ugc_links/character/<character id>`).
|
|
A model item is known by its blueprint (`blueprintid`, which the item now keeps in its saved config as `x@bp`); a car
|
|
or rocket by its subkey (its `ugc_modular_build` id).
|
|
|
|
Icons come from `GET /api/ugc_links/icon/model|modular/<id>` (the UGC server's `icon.png`, fetched by the dashboard
|
|
like the `/ugc` page's files). It is served with `properties_view`, for a creation one of your own characters made, or
|
|
with `?property=<id>` / `?character=<id>` naming a page you may view (properties: `properties_view`, or the owner with
|
|
`own_properties`; characters: `characters_view`, or your own) that holds it. Until the UGC server has made an icon the
|
|
pages show the item's own icon.
|
|
|
|
## Not done yet
|
|
|
|
* Served models (`ugc_manifest_models`) are not checked in game yet: that the served mesh shows, that
|
|
`NotifyClientUGCModelReady` swaps a model a client built itself for the served one while it's shown, and how models
|
|
without collision behave.
|
|
* HKX (physics) is not generated, so models downloaded from the UGC server have no collision for clients that never
|
|
built them.
|
|
* Cars and rockets built before builds were stored (subkey 0, no `ugc_modular_build` row) never get an icon: the client
|
|
has no blueprint id to ask for.
|
|
* A model's `.nif` made before `.sd0` files were written has none (and no checksum, so clients keep building that
|
|
model from its LXFML) until the model is made again (Reprocess on the dashboard).
|