Files
DarkflameServer/dDashboardServer/routes/Scenery.h
Aaron Kimbrell be130c922c 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>
2026-09-27 09:33:11 -05:00

75 lines
3.5 KiB
C++

#pragma once
#include <cstdint>
#include <optional>
#include <string>
struct HTTPReply;
struct HTTPContext;
namespace WorldScene {
struct Object;
}
/**
* A zone's scenery for the 3D views, drawn from the game client's files the way the client draws it: every object in
* the zone's scene files (.lvl) with the model of its render component (RenderComponent.render_asset, a .nif or a
* .kfm naming one), plus the sky the scene's environment chunk names.
*
* The browser gets one manifest per zone (which models, and where each object is) and then fetches the models it
* wants, nearest first. Models are converted from .nif on the server (NifFile) to a small binary format and kept in a
* bounded in-memory cache; textures are sent as the client's own DDS files (textures stored inside a .nif are
* wrapped as DDS), which the browser decodes itself, so nothing needs ImageMagick.
*
* Everything here is thread safe: the manifests are built on worker threads too (the routes use Workers::Reply).
* Converting a big model takes a while, so models and textures not in memory are answered from a few worker threads
* (Web::Defer, Workers; scenery_workers in dashboardconfig.ini) and the web server keeps answering meanwhile.
* Flairs and small models go first, in a lane of their own; the same model asked for twice at once is converted
* once. When a zone's manifest is asked for, its models are converted ahead of time onto the disk cache while
* someone views the zone.
*/
namespace Scenery {
/**
* Read what the builders need from the CDClient (render components, flairs) and index the client's model files,
* at startup: the manifests are built on worker threads, which never query the CDClient.
*/
void Preload();
/**
* The zone's manifest as JSON: {zone, sky (asset index or -1), assets: [res path, ...],
* objects: {asset: [...], pos: [x, y, z, ...], rot: [x, y, z, w, ...], scale: [...], hidden: [0 or 1, ...]}}, where
* hidden objects have a model the client doesn't draw (trigger and blocking volumes; WorldScene::ClientDraws), for
* views that show them on request. nullopt without client files.
*/
std::optional<std::string> ZoneJson(uint32_t zoneId);
// Whether ZoneJson is built (so answering it is quick)
bool ZoneReady(uint32_t zoneId);
/**
* The zone's flairs (the grass, flowers and small rocks its terrain file strews over it, models from FlairTable) as a
* manifest in ZoneJson's form, whose models the same mesh and texture routes serve, plus: distance (how far from the
* camera the client draws them), color ([r, g, b, ...] per flair) and colorScale (what a color byte of 1 tints by).
* nullopt without client files.
*/
std::optional<std::string> FlairsJson(uint32_t zoneId);
// Whether FlairsJson is built
bool FlairsReady(uint32_t zoneId);
// Whether the client draws a model for this scene object (its render component's, or its nif_name)
bool HasModel(const WorldScene::Object& object);
// Reply with model `asset` of the zone's manifest (NifFile::Encode), `lod` 0 the most detailed. Deferred (answered
// from a worker thread) unless the model is in memory.
void ReplyMesh(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t lod);
// Reply with texture `slot` (the model's "textures" list at that `lod`) of model `asset`, as a DDS file. Deferred.
void ReplyTexture(HTTPReply& reply, const HTTPContext& context, uint32_t zoneId, uint32_t asset, uint32_t slot, uint32_t lod);
// /api/scenery/:zone/mesh/:asset and /api/scenery/:zone/texture/:asset/:slot, for anyone signed in
void RegisterRoutes();
}