Files
DarkflameServer/dUgcServer/UgcIconParams.h
Aaron Kimbrell 9d2ad053fd feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure
and contrast; with the defaults the icons' mean luminance matches the game's
own model icons (118 against 120 on a scratch set). Every icon parameter is
listed once (UgcIconParams: key, setting, range, default); the settings,
the dashboard's settings entries and the icon editor come from that list.
Presets per kind (player models, each car or rocket build type from
ModularBuildComponent) and overrides per model or module combination are in
ugc_icon_settings.

Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last
save before they're made (ugc.process_after); a client asking for one, the
owner leaving the world or a reset ends the wait.

Cars and rockets: one icon per combination of modules (sorted LOTs), shared
by every build of it; builds of a combination made already are marked made
right away, the client's per-blueprint downloads serve the shared files.

The dashboard can delete one item's files, purge by filter or all, preview
icons with any values on the UGC server (/admin routes, master password),
save presets and overrides, and draw a kind's icons again (icons only).

Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard
editor's lighting controls in the page script (routes are there), docs for
it, the empty-model state, /ugc?item= links, the shared fetch helper; the
storage size and property loading bugs are next.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 14:56:45 -05:00

57 lines
2.2 KiB
C++

#pragma once
#include <functional>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "UgcRender.h"
/**
* Everything about an icon's framing and lighting that can be set, listed once: its name (in presets and overrides),
* its setting (the shipped default, in ugcconfig.ini and the dashboard's settings), label, unit, range and default.
* The UGC server reads the settings through it, the dashboard builds its settings entries and the icon editor's
* controls from it, and presets and overrides are checked against it. Values for an icon come, each over the one
* before: the settings (icon_*), the kind's preset (player models, or a car or rocket build type) and the item's or
* module combination's own override, both stored in the database (ugc_icon_settings). Pure.
*/
namespace UgcIconParams {
struct Param {
std::string key; // in presets and overrides, e.g. "sunStrength"
std::string setting; // ugcconfig.ini, e.g. "icon_sun_strength"
std::string label;
std::string unit;
float min{};
float max{};
float step{};
float defaultValue{};
std::string description;
std::function<void(UgcRender::IconOptions&, float)> apply;
};
const std::vector<Param>& List();
const Param* Find(std::string_view key);
using Values = std::map<std::string, float>;
// Known keys only, numbers only, clamped to their ranges
Values Parse(std::string_view json);
std::string ToJson(const Values& values);
// Values over the options' own
void Apply(UgcRender::IconOptions& options, const Values& values);
// The options from the settings: `get` gives a setting's value (nullopt or unparsable: the parameter's default)
UgcRender::IconOptions FromSettings(const std::function<std::optional<std::string>(const std::string&)>& get);
// Where presets and overrides are stored (ugc_icon_settings.target)
std::string KindTarget(const std::string& kind); // "kind:model", "kind:build6"
std::string ModelTarget(int64_t id); // "model:<id>"
std::string CombinationTarget(const std::string& key); // "combo:<key>"
// The kind of a player model, and of a car or rocket of build type `buildType` (ModuleComponent.buildType)
std::string ModelKind();
std::string BuildKind(int32_t buildType);
}