mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-04 03:43:43 +00:00
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>
57 lines
2.1 KiB
C++
57 lines
2.1 KiB
C++
#ifndef __IPROPERTIESCONTENTS__H__
|
|
#define __IPROPERTIESCONTENTS__H__
|
|
|
|
#include <array>
|
|
#include <cstdint>
|
|
#include <string_view>
|
|
|
|
class IPropertyContents {
|
|
public:
|
|
struct Model {
|
|
inline bool operator==(const LWOOBJID& other) const noexcept {
|
|
return id == other;
|
|
}
|
|
|
|
NiPoint3 position;
|
|
NiQuaternion rotation = QuatUtils::IDENTITY;
|
|
LWOOBJID id{};
|
|
LOT lot{};
|
|
LWOOBJID ugcId{};
|
|
std::array<LWOOBJID, 5> behaviors{};
|
|
};
|
|
|
|
// Inserts a new UGC model into the database.
|
|
virtual void InsertNewUgcModel(
|
|
std::stringstream& sd0Data,
|
|
const uint64_t blueprintId,
|
|
const uint32_t accountId,
|
|
const LWOOBJID characterId,
|
|
// Unix seconds before which the UGC server doesn't make it (0: right away). The owner's other models waiting
|
|
// to be made wait until then too (they may be edited again).
|
|
const int64_t processAfter) = 0;
|
|
|
|
// Get the property models for the given property id.
|
|
virtual std::vector<IPropertyContents::Model> GetPropertyModels(const LWOOBJID& propertyId) = 0;
|
|
|
|
// Insert a new property model into the database.
|
|
virtual void InsertNewPropertyModel(const LWOOBJID& propertyId, const IPropertyContents::Model& model, const std::string_view name) = 0;
|
|
|
|
// Update the model position and rotation for the given property id.
|
|
virtual void UpdateModel(const LWOOBJID& modelID, const NiPoint3& position, const NiQuaternion& rotation, const std::array<std::pair<LWOOBJID, std::string>, 5>& behaviors) = 0;
|
|
virtual void UpdateModel(const LWOOBJID& modelID, const NiPoint3& position, const NiQuaternion& rotation, const std::array<LWOOBJID, 5> behaviorIDs) {
|
|
std::array<std::pair<LWOOBJID, std::string>, 5> behaviors;
|
|
for (int32_t i = 0; i < behaviors.size(); i++) behaviors[i].first = behaviorIDs[i];
|
|
UpdateModel(modelID, position, rotation, behaviors);
|
|
}
|
|
|
|
// Remove the model for the given property id.
|
|
virtual void RemoveModel(const LWOOBJID& modelId) = 0;
|
|
|
|
// Gets a model by ID
|
|
virtual std::optional<Model> GetModel(const LWOOBJID modelID) = 0;
|
|
|
|
// Gets the id of the property a model is placed on
|
|
virtual std::optional<LWOOBJID> GetModelPropertyId(const LWOOBJID modelID) = 0;
|
|
};
|
|
#endif //!__IPROPERTIESCONTENTS__H__
|