Files
DarkflameServer/dDashboardServer/routes/Scenery.cpp
Aaron Kimbrell 17689cd663 feat: build a zone's 3D data on worker threads
Opening a zone the first time built its terrain, scene objects and manifests
and ran ImageMagick on the web thread, stalling the dashboard for seconds.

- Workers: the shared pool plus Workers::Reply (answer at once when built,
  else from a worker via Web::Defer).
- terrain_chunks/terrain_layers/scene/paths/scenery/flairs (world3d, property
  and showcase routes) and terrain textures go through it; results are built
  once in OnceCaches, the .raw is read once per zone for chunks, layers and
  flairs, deflated bodies are cached thread-safely.
- ImageMagick conversions are deduplicated and written under a temporary name.
- Workers don't query the CDClient, read settings or call mongoose: ZoneTable,
  render components, flairs, object names, LOT kinds and terrain texture names
  are read at startup; client_location is read once; base64 is plain C++.
- Logger writes one line at a time (mutex; localtime's buffer is shared).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00

853 lines
35 KiB
C++

#include "Scenery.h"
#include <algorithm>
#include <cmath>
#include <cstring>
#include <filesystem>
#include <fstream>
#include <future>
#include <map>
#include <memory>
#include <mutex>
#include <set>
#include <sstream>
#include <thread>
#include <unordered_map>
#include <unordered_set>
#include "ClientAssets.h"
#include "NifFile.h"
#include "ReportRoutes.h"
#include "RouteUtils.h"
#include "OnceCache.h"
#include "TtlCache.h"
#include "Web.h"
#include "WorkerPool.h"
#include "Workers.h"
#include "WorldScene.h"
#include "ZonePaths.h"
#include "CDClientDatabase.h"
#include "Game.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "dConfig.h"
#include "eHTTPMethod.h"
using namespace RouteUtils;
namespace {
constexpr size_t MESH_CACHE_BYTES = 64 * 1024 * 1024;
constexpr uint32_t MAX_LOD = 3;
constexpr uint32_t RENDER_COMPONENT = 2;
std::string Lower(std::string text) {
std::transform(text.begin(), text.end(), text.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
return text;
}
/**
* `relative` (backslashes or slashes, may climb with "..") inside res/ folder `folder`, lowercase with slashes.
* Empty when it climbs out of res/.
*/
std::string JoinPath(const std::string& folder, const std::string& relative) {
std::vector<std::string> parts;
auto text = Lower(folder.empty() ? relative : folder + "/" + relative);
std::replace(text.begin(), text.end(), '\\', '/');
for (const auto& part : GeneralUtils::SplitString(text, '/')) {
if (part.empty() || part == ".") continue;
if (part == "..") {
if (parts.empty()) return {};
parts.pop_back();
} else {
parts.push_back(part);
}
}
std::string out;
for (const auto& part : parts) out += (out.empty() ? "" : "/") + part;
if (out.starts_with("res/")) out = out.substr(4);
return out;
}
std::string FolderOf(const std::string& path) {
const auto slash = path.find_last_of('/');
return slash == std::string::npos ? std::string{} : path.substr(0, slash);
}
// Every file under res/mesh, res/textures and res/animations (lowercase, relative to res/), and by file name
struct FileIndex {
std::unordered_set<std::string> paths;
std::unordered_map<std::string, std::vector<std::string>> byName;
};
FileIndex IndexFiles() {
FileIndex index;
const auto res = ClientAssets::ResFolder();
if (res.empty()) return index;
std::error_code ec;
for (const char* folder : { "mesh", "textures", "animations" }) {
// Unpacked clients keep their original case, so the top folder is matched ignoring case too
for (const auto& top : std::filesystem::directory_iterator(res, ec)) {
if (Lower(top.path().filename().string()) != folder || !top.is_directory(ec)) continue;
for (auto it = std::filesystem::recursive_directory_iterator(top.path(), ec); !ec && it != std::filesystem::recursive_directory_iterator(); it.increment(ec)) {
if (!it->is_regular_file(ec)) continue;
const auto relative = Lower(std::filesystem::relative(it->path(), res, ec).generic_string());
index.paths.insert(relative);
index.byName[Lower(it->path().filename().string())].push_back(relative);
}
}
}
return index;
}
// Built at startup (Scenery::Preload); read only afterwards
const FileIndex& Files() {
static const FileIndex index = IndexFiles();
return index;
}
// A texture a model names: next to the model if it's there (the usual case), else the file of that name sharing
// the longest folder prefix with the model. Only DDS files, which the browser decodes.
std::string FindTexture(const std::string& modelFolder, const std::string& stored) {
const auto path = JoinPath(modelFolder, stored);
if (path.empty() || !path.ends_with(".dds")) return {};
const auto& files = Files();
if (files.paths.contains(path)) return path;
const auto name = path.substr(path.find_last_of('/') + 1);
const auto it = files.byName.find(name);
if (it == files.byName.end()) return {};
std::string best;
size_t bestShared = 0;
for (const auto& candidate : it->second) {
const auto shared = static_cast<size_t>(std::mismatch(candidate.begin(), candidate.end(), modelFolder.begin(), modelFolder.end()).first - candidate.begin());
if (best.empty() || shared > bestShared) {
best = candidate;
bestShared = shared;
}
}
return best;
}
// A render asset as stored (a .nif, or a .kfm naming one) as a res path of a .nif that exists; empty otherwise
std::string ResolveModel(const std::string& stored) {
auto path = JoinPath("", stored);
if (path.ends_with(".kfm") && Files().paths.contains(path)) {
const auto kfm = ClientAssets::ReadResFile(path);
const auto named = kfm ? NifFile::KfmModelPath(*kfm) : std::nullopt;
path = named ? JoinPath(FolderOf(path), *named) : std::string{};
}
return path.ends_with(".nif") && Files().paths.contains(path) ? path : std::string{};
}
struct RenderInfo {
std::string asset; // RenderComponent.render_asset as stored
std::string type; // Objects.type
};
// Every LOT with a render component, read once (Objects has no index on id, so it is read whole too)
std::unordered_map<uint32_t, RenderInfo> ReadRenderInfos() {
std::unordered_map<uint32_t, RenderInfo> infos;
try {
auto row = CDClientDatabase::ExecuteQuery(
"SELECT cr.id, rc.render_asset FROM ComponentsRegistry cr JOIN RenderComponent rc ON rc.id = cr.component_id "
"WHERE cr.component_type = " + std::to_string(RENDER_COMPONENT) + ";");
for (; !row.eof(); row.nextRow()) infos.try_emplace(static_cast<uint32_t>(row.getIntField(0)), RenderInfo{ row.getStringField(1, ""), "" });
auto types = CDClientDatabase::ExecuteQuery("SELECT id, type FROM Objects;");
for (; !types.eof(); types.nextRow()) {
const auto it = infos.find(static_cast<uint32_t>(types.getIntField(0)));
if (it != infos.end() && it->second.type.empty()) it->second.type = types.getStringField(1, "");
}
} catch (const std::exception& ex) {
LOG("Could not read the render components of objects: %s", ex.what());
}
return infos;
}
const std::unordered_map<uint32_t, RenderInfo>& RenderInfos() {
static const auto infos = ReadRenderInfos();
return infos;
}
struct Model {
std::string path; // res path of the .nif, empty for none
bool hidden{}; // the client doesn't draw it (WorldScene::ClientDraws)
};
/**
* The .nif of a scene object (its render component's, or nif_name), and whether the client draws it
* (WorldScene::ClientDraws). Primitive models (built from parts at run time) aren't drawn here.
*/
Model ModelFor(const WorldScene::Object& object) {
const auto lot = object.spawner ? object.templateLot : object.lot;
const auto& infos = RenderInfos();
const auto info = infos.find(lot);
if (info == infos.end()) return {};
const auto draw = WorldScene::ClientDraws(object, info->second.type);
if (draw == WorldScene::eClientDraw::NO_MODEL) return {};
static std::mutex mutex;
static std::unordered_map<std::string, std::string> resolved;
const auto& stored = object.nifName.empty() ? info->second.asset : object.nifName;
{
std::lock_guard lock(mutex);
if (const auto it = resolved.find(stored); it != resolved.end()) return { it->second, draw == WorldScene::eClientDraw::HIDDEN };
}
auto path = ResolveModel(stored);
std::lock_guard lock(mutex);
resolved.try_emplace(stored, path);
return { std::move(path), draw == WorldScene::eClientDraw::HIDDEN };
}
std::optional<std::string> LuzPath(uint32_t zone) {
return ZoneLuzPath(zone);
}
double Round(float value, double scale) { return std::round(static_cast<double>(value) * scale) / scale; }
/**
* A zone's models and scenery manifest, built once (g_Zones). Once shared, assets, index, flairModels and the
* warmed flags are guarded by g_ZoneMutex: the flairs' models join assets when their manifest is built.
*/
struct ZoneScenery {
std::vector<std::string> assets; // res paths of models, indexed by the manifests
std::map<std::string, size_t> index; // res path -> its index in assets
std::string json;
std::unordered_set<std::string> flairModels; // res paths of the flairs' models, converted ahead of others
bool warmedScenery{}; // WarmUp queued the scenery's models
bool warmedFlairs{}; // and the flairs'
size_t IndexOf(const std::string& path) {
const auto [it, added] = index.try_emplace(path, assets.size());
if (added) assets.push_back(path);
return it->second;
}
};
std::mutex g_ZoneMutex;
std::shared_ptr<ZoneScenery> BuildZone(uint32_t zoneId) {
const auto luzPath = LuzPath(zoneId);
const auto luz = luzPath ? ClientAssets::ReadResFile("maps/" + *luzPath) : std::nullopt;
if (!luz) return nullptr;
const auto folder = luzPath->substr(0, luzPath->find_last_of('/') + 1);
ZoneScenery scenery;
nlohmann::json assetOf = nlohmann::json::array(), positions = nlohmann::json::array(), rotations = nlohmann::json::array(), scales = nlohmann::json::array();
nlohmann::json hidden = nlohmann::json::array();
int64_t sky = -1;
for (const auto& scene : ZonePaths::ReadSceneFiles(*luz)) {
const auto lvl = ClientAssets::ReadResFile("maps/" + folder + scene);
if (!lvl) continue;
if (sky < 0) {
const auto skydome = JoinPath("", WorldScene::ReadSkydome(*lvl));
if (skydome.ends_with(".nif") && Files().paths.contains(skydome)) sky = static_cast<int64_t>(scenery.IndexOf(skydome));
}
for (const auto& object : WorldScene::ReadObjects(*lvl)) {
// A spawner is drawn as what it spawns, where the client would show it
const auto model = ModelFor(object);
if (model.path.empty()) continue;
assetOf.push_back(scenery.IndexOf(model.path));
hidden.push_back(model.hidden ? 1 : 0);
for (const auto value : { object.x, object.y, object.z }) positions.push_back(Round(value, 100.0));
for (const auto value : { object.qx, object.qy, object.qz, object.qw }) rotations.push_back(Round(value, 10000.0));
scales.push_back(Round(object.scale, 1000.0));
}
}
scenery.json = nlohmann::json{
{"zone", zoneId}, {"sky", sky}, {"assets", scenery.assets},
{"objects", { {"asset", assetOf}, {"pos", positions}, {"rot", rotations}, {"scale", scales}, {"hidden", hidden} }}
}.dump();
return std::make_shared<ZoneScenery>(std::move(scenery));
}
OnceCache<uint32_t, std::shared_ptr<ZoneScenery>> g_Zones;
// The zone's scenery, built when first asked for (any thread); nullptr without client files
std::shared_ptr<ZoneScenery> Zone(uint32_t zoneId) {
return g_Zones.Get(zoneId, [zoneId] { return BuildZone(zoneId); });
}
// The same, only when it is built already (never waits)
std::shared_ptr<ZoneScenery> ZoneIfBuilt(uint32_t zoneId) {
return g_Zones.Ready(zoneId) ? Zone(zoneId) : nullptr;
}
// FlairTable: flair id -> the model's res path (empty when the client lacks it), read once
std::unordered_map<uint32_t, std::string> ReadFlairModels() {
std::unordered_map<uint32_t, std::string> models;
try {
auto row = CDClientDatabase::ExecuteQuery("SELECT id, asset FROM FlairTable;");
for (; !row.eof(); row.nextRow()) models.try_emplace(static_cast<uint32_t>(row.getIntField(0)), ResolveModel(row.getStringField(1, "")));
} catch (const std::exception& ex) {
LOG("Could not read the flairs: %s", ex.what());
}
return models;
}
const std::unordered_map<uint32_t, std::string>& FlairModels() {
static const auto models = ReadFlairModels();
return models;
}
/**
* How far from the camera flairs are drawn: the client's Flair.fx draws them fully to sqrt(60000) units and fades
* them out over the next 15000 of distance squared.
*/
constexpr double FLAIR_DISTANCE = 274.0;
/**
* The flairs' manifest (as the scenery's, plus a tint per flair), from the zone's terrain file. A flair's color
* tints its model; 63 is full strength (the files use 0 to 63 for most flairs, a little more for brighter ones).
*/
std::optional<std::string> BuildFlairs(uint32_t zoneId, ZoneScenery& scenery) {
const auto raw = ZoneRawShared(zoneId);
const auto& models = FlairModels();
std::vector<const std::string*> modelOf;
nlohmann::json positions = nlohmann::json::array(), rotations = nlohmann::json::array(), scales = nlohmann::json::array(), colors = nlohmann::json::array();
for (const auto& chunk : raw ? raw->chunks : std::vector<Raw::Chunk>{}) {
for (const auto& flair : chunk.flairs) {
const auto model = models.find(flair.id);
if (model == models.end() || model->second.empty() || !std::isfinite(flair.position.x)) continue;
modelOf.push_back(&model->second);
for (const auto value : { flair.position.x, flair.position.y, flair.position.z }) positions.push_back(Round(value, 100.0));
// Radians about x, y and z, applied in that order
const double c1 = std::cos(flair.rotation.x / 2), c2 = std::cos(flair.rotation.y / 2), c3 = std::cos(flair.rotation.z / 2);
const double s1 = std::sin(flair.rotation.x / 2), s2 = std::sin(flair.rotation.y / 2), s3 = std::sin(flair.rotation.z / 2);
for (const auto value : { s1 * c2 * c3 + c1 * s2 * s3, c1 * s2 * c3 - s1 * c2 * s3, c1 * c2 * s3 + s1 * s2 * c3, c1 * c2 * c3 - s1 * s2 * s3 }) {
rotations.push_back(Round(static_cast<float>(value), 10000.0));
}
scales.push_back(Round(flair.scaleFactor, 1000.0));
for (const auto value : { flair.colorR, flair.colorG, flair.colorB }) colors.push_back(value);
}
}
// The flairs' models join the zone's list, which mesh requests read meanwhile
nlohmann::json assetOf = nlohmann::json::array();
std::vector<std::string> assets;
{
std::lock_guard lock(g_ZoneMutex);
for (const auto* model : modelOf) {
assetOf.push_back(scenery.IndexOf(*model));
scenery.flairModels.insert(*model);
}
assets = scenery.assets;
}
return nlohmann::json{
{"zone", zoneId}, {"sky", -1}, {"assets", assets}, {"distance", FLAIR_DISTANCE}, {"colorScale", 1.0 / 63.0},
{"objects", { {"asset", assetOf}, {"pos", positions}, {"rot", rotations}, {"scale", scales}, {"color", colors} }}
}.dump();
}
OnceCache<uint32_t, std::optional<std::string>> g_Flairs;
/**
* The flairs' manifest (as the scenery's, plus a tint per flair), from the zone's terrain file. A flair's color
* tints its model; 63 is full strength (the files use 0 to 63 for most flairs, a little more for brighter ones).
* Built when first asked for (any thread).
*/
const std::optional<std::string>& Flairs(uint32_t zoneId, ZoneScenery& scenery) {
return g_Flairs.Get(zoneId, [zoneId, &scenery] { return BuildFlairs(zoneId, scenery); });
}
constexpr uint32_t FORMAT_VERSION = 1; // bump when NifFile's output changes, so cached files are rebuilt
constexpr uintmax_t DISK_CACHE_BYTES = 512ull * 1024 * 1024;
const std::filesystem::path CACHE_DIR = std::filesystem::path("dDashboardServer") / "scenery_cache";
uint64_t Fnv1a(const std::string& text) {
uint64_t hash = 14695981039346656037ull;
for (const auto c : text) hash = (hash ^ static_cast<uint8_t>(c)) * 1099511628211ull;
return hash;
}
std::optional<std::string> ReadWhole(const std::filesystem::path& path) {
std::ifstream file(path, std::ios::binary | std::ios::ate);
if (!file) return std::nullopt;
const auto size = file.tellg();
if (size <= 0) return std::nullopt;
std::string data(static_cast<size_t>(size), '\0');
file.seekg(0);
if (!file.read(data.data(), size)) return std::nullopt;
return data;
}
/**
* The converted models on disk (CACHE_DIR), kept under DISK_CACHE_BYTES by removing the least recently written
* files. Any thread.
*/
class DiskCache {
public:
void Store(const std::filesystem::path& target, const std::string& data) {
std::lock_guard lock(m_Mutex);
std::error_code ec;
std::filesystem::create_directories(CACHE_DIR, ec);
CountLocked();
if (m_Total + data.size() > DISK_CACHE_BYTES) {
std::vector<std::pair<std::filesystem::file_time_type, std::filesystem::path>> files;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) {
if (entry.path().extension() == ".bin") files.emplace_back(entry.last_write_time(ec), entry.path());
}
std::sort(files.begin(), files.end());
for (const auto& [time, path] : files) {
if (m_Total + data.size() <= DISK_CACHE_BYTES * 3 / 4) break;
const auto size = std::filesystem::file_size(path, ec);
if (std::filesystem::remove(path, ec)) m_Total -= std::min(m_Total, size);
}
}
// Written next to the target and renamed, so a reader never sees half a file
std::ostringstream temporary;
temporary << target.string() << "." << std::this_thread::get_id() << ".tmp";
{
std::ofstream file(temporary.str(), std::ios::binary | std::ios::trunc);
if (!file.write(data.data(), static_cast<std::streamsize>(data.size()))) return;
}
const auto existed = std::filesystem::exists(target, ec);
std::filesystem::rename(temporary.str(), target, ec);
if (!ec && !existed) m_Total += data.size();
}
// Bytes in the cache
uintmax_t Total() {
std::lock_guard lock(m_Mutex);
CountLocked();
return m_Total;
}
private:
void CountLocked() {
if (m_Counted) return;
m_Counted = true;
std::error_code ec;
for (const auto& entry : std::filesystem::directory_iterator(CACHE_DIR, ec)) {
if (entry.path().extension() == ".tmp") std::filesystem::remove(entry.path(), ec); // left by a crash
else m_Total += entry.is_regular_file(ec) ? entry.file_size(ec) : 0;
}
}
std::mutex m_Mutex;
uintmax_t m_Total{};
bool m_Counted{};
};
DiskCache g_Disk;
using Bytes = std::shared_ptr<const std::string>;
// A TtlCache any thread may use
class SharedCache {
public:
SharedCache(std::chrono::seconds ttl, size_t maxBytes) : m_Cache(ttl, maxBytes) {}
Bytes Get(const std::string& key) {
std::lock_guard lock(m_Mutex);
const auto cached = m_Cache.Get(key);
return cached ? *cached : nullptr;
}
void Put(const std::string& key, Bytes value) {
if (!value) return;
std::lock_guard lock(m_Mutex);
const auto weight = value->size() + 256;
m_Cache.Put(key, std::move(value), weight);
}
private:
std::mutex m_Mutex;
TtlCache<std::string, Bytes> m_Cache;
};
SharedCache g_Models(std::chrono::hours(1), MESH_CACHE_BYTES); // "path|lod" -> NifFile::Encode's output
SharedCache g_Embedded(std::chrono::hours(1), MESH_CACHE_BYTES); // "path#block" -> DDS of a texture stored in a .nif
// Conversions under way ("path|lod"), so a model asked for twice at once is converted once and both get it
std::mutex g_ConvertingMutex;
std::map<std::string, std::shared_future<Bytes>> g_Converting;
std::string ModelKey(const std::string& path, uint32_t lod) { return path + "|" + std::to_string(lod); }
// Where model `path` at `lod` is kept on disk, named after the source file's size and time so a changed client
// file is converted again
std::filesystem::path DiskPath(const std::string& key, const std::filesystem::path& file) {
std::error_code ec;
const auto size = std::filesystem::file_size(file, ec);
const auto time = std::filesystem::last_write_time(file, ec).time_since_epoch().count();
const auto diskKey = key + "|" + std::to_string(size) + "|" + std::to_string(time) + "|" + std::to_string(FORMAT_VERSION);
return CACHE_DIR / (std::to_string(Fnv1a(diskKey)) + ".bin");
}
Bytes Convert(const std::string& path, uint32_t lod, const std::filesystem::path& file, const std::filesystem::path& target) {
if (auto encoded = ReadWhole(target)) return std::make_shared<const std::string>(std::move(*encoded));
const auto data = ReadWhole(file);
if (!data) return nullptr;
std::string error;
const auto model = NifFile::Parse(*data, lod, error);
if (!model) {
LOG_DEBUG("Could not read %s: %s", path.c_str(), error.c_str());
return nullptr;
}
const auto folder = FolderOf(path);
std::vector<std::string> textures; // per mesh: a res path, "#<block>" for one stored in the .nif, or empty
for (const auto& mesh : model->meshes) {
if (mesh.material.embeddedTexture >= 0) textures.push_back("#" + std::to_string(mesh.material.embeddedTexture));
else textures.push_back(mesh.material.texture.empty() ? std::string{} : FindTexture(folder, mesh.material.texture));
}
auto encoded = std::make_shared<const std::string>(NifFile::Encode(*model, textures));
g_Disk.Store(target, *encoded);
return encoded;
}
/**
* Model `path` (on disk at `file`) at `lod` in NifFile::Encode's format. Converting a big .nif takes a moment, so
* results are kept in memory (MESH_CACHE_BYTES; unless `keep` is false, for conversions ahead of time) and on disk
* (DISK_CACHE_BYTES). Any thread; the same model asked for again while it converts waits for that conversion.
*/
Bytes Encoded(const std::string& path, uint32_t lod, const std::filesystem::path& file, bool keep = true) {
const auto key = ModelKey(path, lod);
if (auto cached = g_Models.Get(key)) return cached;
std::promise<Bytes> promise;
std::shared_future<Bytes> converting;
bool mine = false;
{
std::lock_guard lock(g_ConvertingMutex);
const auto it = g_Converting.find(key);
if (it != g_Converting.end()) {
converting = it->second;
} else {
converting = promise.get_future().share();
g_Converting.emplace(key, converting);
mine = true;
}
}
if (!mine) {
auto result = converting.get();
if (keep) g_Models.Put(key, result);
return result;
}
Bytes result;
try {
result = Convert(path, lod, file, DiskPath(key, file));
} catch (const std::exception& ex) {
LOG("Could not convert %s: %s", path.c_str(), ex.what());
}
if (keep) g_Models.Put(key, result);
{
std::lock_guard lock(g_ConvertingMutex);
g_Converting.erase(key);
}
promise.set_value(result);
return result;
}
// The "textures" list of an encoded model's header
std::vector<std::string> TexturesOf(const std::string& encoded) {
uint32_t length{};
if (encoded.size() < 4) return {};
std::memcpy(&length, encoded.data(), 4);
if (length > encoded.size() - 4) return {};
const auto header = nlohmann::json::parse(encoded.substr(4, length), nullptr, false);
if (header.is_discarded() || !header.contains("textures") || !header["textures"].is_array()) return {};
std::vector<std::string> textures;
for (const auto& texture : header["textures"]) textures.push_back(texture.is_string() ? texture.get<std::string>() : std::string{});
return textures;
}
void Binary(HTTPReply& reply, std::string body) {
reply.status = eHTTPStatusCode::OK;
reply.contentType = eContentType::APPLICATION_OCTET_STREAM;
reply.message = std::move(body);
reply.headers.push_back("Cache-Control: private, max-age=604800");
}
uint32_t LodOf(const HTTPContext& context) {
return std::min(GeneralUtils::TryParse<uint32_t>(QueryValue(context.queryString, "lod")).value_or(0), MAX_LOD);
}
// ---- Converting on worker threads, so a big model never holds up the web server's one thread ----
WorkerPool& Pool() { return Workers::Pool(); }
constexpr uintmax_t SMALL_MODEL_BYTES = 256 * 1024; // .nif files this small convert in the pool's fast lane
constexpr uintmax_t LARGE_MODEL_BYTES = 4 * 1024 * 1024; // and this big wait behind everything smaller
constexpr auto WARM_IDLE = std::chrono::seconds(90); // converting a zone ahead stops once nobody has asked for it this long
constexpr uintmax_t WARM_DISK_BYTES = DISK_CACHE_BYTES * 3 / 4; // and when the disk cache is this full (it never evicts for it)
constexpr size_t WARM_MAX_MODELS = 4000;
// When someone last asked for something of a zone, and the LOD they last asked a model at
struct Activity {
std::chrono::steady_clock::time_point last;
uint32_t lod{ 1 }; // the world view's default detail
};
std::mutex g_ActivityMutex;
std::map<uint32_t, Activity> g_Activity;
void Touch(uint32_t zoneId, std::optional<uint32_t> lod = std::nullopt) {
std::lock_guard lock(g_ActivityMutex);
auto& activity = g_Activity[zoneId];
activity.last = std::chrono::steady_clock::now();
if (lod) activity.lod = *lod;
}
// The zone's activity while someone views it, nullopt once nobody has for WARM_IDLE
std::optional<Activity> Viewed(uint32_t zoneId) {
std::lock_guard lock(g_ActivityMutex);
const auto it = g_Activity.find(zoneId);
if (it == g_Activity.end() || std::chrono::steady_clock::now() - it->second.last > WARM_IDLE) return std::nullopt;
return it->second;
}
// Flairs (small, and drawn around the camera) and small models first; big ones behind the rest
WorkerPool::ePriority PriorityOf(const ZoneScenery* zone, const std::string& path, const std::filesystem::path& file) {
if (zone) {
std::lock_guard lock(g_ZoneMutex);
if (zone->flairModels.contains(path)) return WorkerPool::ePriority::URGENT;
}
std::error_code ec;
const auto size = std::filesystem::file_size(file, ec);
if (ec || size <= SMALL_MODEL_BYTES) return WorkerPool::ePriority::URGENT;
return size >= LARGE_MODEL_BYTES ? WorkerPool::ePriority::LARGE : WorkerPool::ePriority::NORMAL;
}
uint64_t WarmGroup(uint32_t zoneId) { return static_cast<uint64_t>(zoneId) + 1; }
/**
* Convert models of a zone ahead of time (onto the disk cache), at the LOD its viewer last asked for, while
* someone views it. The lowest priority: only when nothing else waits. Smallest first; `front` puts these before
* the zone's other queued ones (the flairs). Any thread.
*/
void WarmUp(uint32_t zoneId, const std::vector<std::string>& paths, bool front) {
if (!Pool().Running() || paths.empty()) return;
struct Item {
std::string path;
std::filesystem::path file;
uintmax_t size{};
};
std::vector<Item> items;
std::set<std::string> seen;
std::error_code ec;
const auto res = ClientAssets::ResFolder();
for (const auto& path : paths) {
if (!seen.insert(path).second) continue;
const auto file = ClientAssets::ResolveResFile(path, res);
if (file) items.push_back({ path, *file, std::filesystem::file_size(*file, ec) });
}
std::stable_sort(items.begin(), items.end(), [](const Item& a, const Item& b) { return a.size < b.size; });
if (items.size() > WARM_MAX_MODELS) items.resize(WARM_MAX_MODELS);
const auto group = WarmGroup(zoneId);
// Queued at the front in reverse, so they still run smallest first
if (front) std::reverse(items.begin(), items.end());
for (auto& item : items) {
Pool().Submit(WorkerPool::ePriority::BACKGROUND, [zoneId, group, path = std::move(item.path), file = std::move(item.file)] {
const auto activity = Viewed(zoneId);
if (!activity || g_Disk.Total() >= WARM_DISK_BYTES) {
Pool().Cancel(group);
return;
}
const auto key = ModelKey(path, activity->lod);
std::error_code ec;
if (g_Models.Get(key) || std::filesystem::exists(DiskPath(key, file), ec)) return;
Encoded(path, activity->lod, file, false);
}, group, front);
}
}
/**
* Warm the zone's models when its manifest is asked for (again after nobody viewed it for a while). Planning it
* (finding the files) is left to a worker, so a manifest in memory is still answered at once.
*/
void WarmScenery(uint32_t zoneId, ZoneScenery& zone, bool flairs) {
std::vector<std::string> paths;
{
const bool idle = !Viewed(zoneId);
std::lock_guard lock(g_ZoneMutex);
if (idle) zone.warmedScenery = zone.warmedFlairs = false;
auto& warmed = flairs ? zone.warmedFlairs : zone.warmedScenery;
if (!warmed) {
warmed = true;
if (flairs) paths.assign(zone.flairModels.begin(), zone.flairModels.end());
else paths = zone.assets;
}
}
Touch(zoneId);
if (paths.empty() || !Pool().Running()) return;
Pool().Submit(WorkerPool::ePriority::NORMAL, [zoneId, paths = std::move(paths), flairs] { WarmUp(zoneId, paths, flairs); });
}
// The texture `name` of model `path` (textures[slot] of its encoded form) as a DDS file. Any thread.
std::optional<std::string> TextureBytes(const std::string& path, const std::filesystem::path& modelFile, const std::vector<std::string>& textures,
const std::string& name, const std::filesystem::path& res) {
if (!name.starts_with('#')) {
const auto file = ClientAssets::ResolveResFile(name, res);
return file ? ReadWhole(*file) : std::nullopt;
}
// Stored inside the model: reading a big .nif again for each of its textures would be slow, so they're kept
if (const auto cached = g_Embedded.Get(path + name)) return *cached;
const auto data = ReadWhole(modelFile);
const auto block = GeneralUtils::TryParse<int32_t>(name.substr(1));
if (!data || !block) return std::nullopt;
// Every texture of the file at once, since the browser asks for them together
for (const auto& other : textures) {
if (other == name) continue;
const auto otherBlock = other.starts_with('#') ? GeneralUtils::TryParse<int32_t>(other.substr(1)) : std::nullopt;
auto file = otherBlock ? NifFile::EmbeddedTexture(*data, *otherBlock) : std::nullopt;
if (file) g_Embedded.Put(path + other, std::make_shared<const std::string>(std::move(*file)));
}
auto dds = NifFile::EmbeddedTexture(*data, *block);
if (dds) g_Embedded.Put(path + name, std::make_shared<const std::string>(*dds));
return dds;
}
// The model path of `asset` in the zone's manifests, building what's missing (any thread); nullopt: no such model
std::optional<std::string> AssetPath(uint32_t zoneId, uint32_t asset) {
const auto zone = Zone(zoneId);
if (!zone) return std::nullopt;
{
std::lock_guard lock(g_ZoneMutex);
if (asset < zone->assets.size()) return zone->assets[asset];
}
// The flairs' models join the list when their manifest is first built (a browser may still have it cached)
Flairs(zoneId, *zone);
std::lock_guard lock(g_ZoneMutex);
if (asset < zone->assets.size()) return zone->assets[asset];
return std::nullopt;
}
// The same without building anything (never waits): nullopt when it isn't known yet
std::optional<std::string> AssetPathIfBuilt(uint32_t zoneId, uint32_t asset) {
const auto zone = ZoneIfBuilt(zoneId);
if (!zone) return std::nullopt;
std::lock_guard lock(g_ZoneMutex);
if (asset < zone->assets.size()) return zone->assets[asset];
return std::nullopt;
}
/**
* Where model `asset` is, and how urgent converting it is, when that is known without building anything: for
* the web thread, which only hands the work on
*/
struct Known {
std::optional<std::string> path;
std::optional<std::filesystem::path> file;
WorkerPool::ePriority priority{ WorkerPool::ePriority::NORMAL };
};
Known KnownAsset(uint32_t zoneId, uint32_t asset) {
Known known;
known.path = AssetPathIfBuilt(zoneId, asset);
if (!known.path) return known;
known.file = ClientAssets::ResolveResFile(*known.path, ClientAssets::ResFolder());
if (known.file) known.priority = PriorityOf(ZoneIfBuilt(zoneId).get(), *known.path, *known.file);
return known;
}
}
namespace Scenery {
void Preload() {
Files();
RenderInfos();
FlairModels();
}
std::optional<std::string> ZoneJson(uint32_t zoneId) {
const auto zone = Zone(zoneId);
if (!zone) return std::nullopt;
WarmScenery(zoneId, *zone, false);
return zone->json;
}
bool ZoneReady(uint32_t zoneId) {
return g_Zones.Ready(zoneId);
}
bool HasModel(const WorldScene::Object& object) {
const auto model = ModelFor(object);
return !model.path.empty() && !model.hidden;
}
std::optional<std::string> FlairsJson(uint32_t zoneId) {
const auto zone = Zone(zoneId);
if (!zone) return std::nullopt;
const auto& flairs = Flairs(zoneId, *zone);
WarmScenery(zoneId, *zone, true);
return flairs;
}
bool FlairsReady(uint32_t zoneId) {
return g_Zones.Ready(zoneId) && g_Flairs.Ready(zoneId);
}
void ReplyMesh(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t lod) {
lod = std::min(lod, MAX_LOD);
Touch(zoneId, lod);
auto known = KnownAsset(zoneId, asset);
if (known.path) {
if (const auto cached = g_Models.Get(ModelKey(*known.path, lod))) return Binary(reply, *cached);
}
const auto res = ClientAssets::ResFolder();
const auto deferred = Web::Defer(reply, context);
Pool().Submit(known.priority, [deferred, zoneId, asset, lod, res, known = std::move(known)] {
if (deferred.Cancelled()) return;
HTTPReply out;
const auto path = known.path ? known.path : AssetPath(zoneId, asset);
const auto file = known.file ? known.file : path ? ClientAssets::ResolveResFile(*path, res) : std::nullopt;
if (!path) {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "No such model in this zone");
} else if (const auto encoded = file ? Encoded(*path, lod, *file) : nullptr) {
Binary(out, *encoded);
} else {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "Could not read this model");
}
deferred.Send(std::move(out));
});
}
void ReplyTexture(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t slot, uint32_t lod) {
lod = std::min(lod, MAX_LOD);
Touch(zoneId, lod);
auto known = KnownAsset(zoneId, asset);
// Quick when the model is converted already and the texture is a file of its own, or one kept from its model
if (known.path) {
if (const auto cached = g_Models.Get(ModelKey(*known.path, lod))) {
const auto textures = TexturesOf(*cached);
if (slot >= textures.size() || !textures[slot].starts_with('#') || g_Embedded.Get(*known.path + textures[slot])) known.priority = WorkerPool::ePriority::URGENT;
}
}
const auto res = ClientAssets::ResFolder();
const auto deferred = Web::Defer(reply, context);
Pool().Submit(known.priority, [deferred, zoneId, asset, lod, slot, res, known = std::move(known)] {
if (deferred.Cancelled()) return;
HTTPReply out;
const auto path = known.path ? known.path : AssetPath(zoneId, asset);
const auto file = known.file ? known.file : path ? ClientAssets::ResolveResFile(*path, res) : std::nullopt;
const auto encoded = path && file ? Encoded(*path, lod, *file) : nullptr;
const auto textures = encoded ? TexturesOf(*encoded) : std::vector<std::string>{};
if (!path) {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "No such model in this zone");
} else if (slot >= textures.size() || textures[slot].empty()) {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "No such texture");
} else if (auto dds = TextureBytes(*path, *file, textures, textures[slot], res)) {
Binary(out, std::move(*dds));
} else {
JsonError(out, eHTTPStatusCode::NOT_FOUND, "Could not read this texture");
}
deferred.Send(std::move(out));
});
}
void RegisterRoutes() {
Route(eHTTPMethod::GET, "/api/scenery/:zone/mesh/:asset", 0,
"Model `asset` of a zone's scenery (see the scenery routes of properties and /world3d), converted from the client's .nif. Query: ?lod=0 (most detailed) to 3",
[](HTTPReply& reply, const HTTPContext& context) {
const auto zone = PathId<uint32_t>(context.path, 2);
const auto asset = PathId<uint32_t>(context.path, 4);
if (!zone || !asset) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid zone or model");
ReplyMesh(reply, context, *zone, *asset, LodOf(context));
});
Route(eHTTPMethod::GET, "/api/scenery/:zone/texture/:asset/:slot", 0,
"Texture `slot` of scenery model `asset` (its \"textures\" list) as a DDS file. Query: ?lod= as for the model",
[](HTTPReply& reply, const HTTPContext& context) {
const auto zone = PathId<uint32_t>(context.path, 2);
const auto asset = PathId<uint32_t>(context.path, 4);
const auto slot = PathId<uint32_t>(context.path, 5);
if (!zone || !asset || !slot) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Invalid zone, model or texture");
ReplyTexture(reply, context, *zone, *asset, *slot, LodOf(context));
});
}
}