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A new server (dUgcServer, started by master with enable_ugc_server=1) that takes unprocessed ugc and ugc_modular_build rows from the database and makes what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden faces removed, ambient occlusion baked into vertex colors) and a 128px DDS icon for player models, rendered by a software rasterizer from the client's LDD brick primitives, and icons for cars and rockets assembled from their modules per ModularBuildComponent/ModuleComponent. It serves them, with the models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under a size cap. Processing state lives in ugc.is_optimized plus new processed_at, process_attempts and process_error columns (and the same on ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon and records named node transforms for the modules' attach points. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
22 lines
676 B
INI
22 lines
676 B
INI
# The internal ip of the master server
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master_ip=localhost
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# Port number
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master_server_port=2000
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# The port number to start world servers on. Will be incremented for each world
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world_port_start=3000
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# 0 or 1, should autostart auth, chat, and char servers
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prestart_servers=1
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master_password=3.25DARKFLAME1
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# Enable the web dashboard (0 = disabled, 1 = enabled)
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# Dashboard settings are configured in dashboardconfig.ini
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enable_dashboard=0
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# Start the UGC server, which makes and serves the meshes and icons of what players build (0 = disabled, 1 = enabled)
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# Its settings are in ugcconfig.ini; see docs/UgcServer.md for the client's boot.cfg settings
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enable_ugc_server=0
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