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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>
79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
#pragma once
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#include <array>
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#include <cstdint>
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#include <filesystem>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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/**
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* The client's brick data the UGC server builds models from: LDD geometry (res/brickprimitives/lod<n>/<design>.g, .g1,
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* ...) and the material colors (Materials.xml in res/brickdb.zip). The parsers are pure; BrickLibrary loads and caches
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* files and may be used from any thread.
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*/
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namespace UgcBricks {
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// One LDD .g file: a triangle mesh with a normal per vertex
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struct Geometry {
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std::vector<float> positions; // x, y, z per vertex
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std::vector<float> normals; // x, y, z per vertex
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std::vector<uint32_t> indices;
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};
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// An LDD material: sRGB color and opacity, 0-255
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struct Material {
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uint8_t r{ 160 };
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uint8_t g{ 160 };
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uint8_t b{ 160 };
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uint8_t a{ 255 };
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bool Transparent() const { return a < 255; }
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};
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// A .g file ("10GB" magic, counts, positions, normals, texture coordinates for decorated parts, indices)
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std::optional<Geometry> ParseGeometry(std::string_view data);
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// Materials.xml: MatID -> color
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std::map<uint32_t, Material> ParseMaterials(std::string_view xml);
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// A file from a zip archive (stored or deflated), matched without regard to case; nullopt when it isn't there
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std::optional<std::string> ReadZipEntry(std::string_view zip, std::string_view name);
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// `relative` (either slash, any case) under `root`, matching each part without regard to case as the client's
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// files are named on Windows; nullopt when there is no such file
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std::optional<std::filesystem::path> ResolvePath(const std::filesystem::path& root, std::string_view relative);
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// Reads a whole file; nullopt when it can't
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std::optional<std::string> ReadFile(const std::filesystem::path& path);
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class BrickLibrary {
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public:
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// `res` is the client's res folder; `lod` the brickprimitives level used (0 is the most detailed)
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BrickLibrary(std::filesystem::path res, uint32_t lod);
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// Loads the material colors; false when brickdb.zip or its Materials.xml can't be read
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bool LoadMaterials();
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// For tests and callers that have the colors already
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void SetMaterials(std::map<uint32_t, Material> materials);
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// A material's color (a grey when the id is unknown)
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Material GetMaterial(uint32_t id) const;
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// Every geometry file of a design, in order (.g, .g1, ...); empty when the design has none. Loaded once.
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std::shared_ptr<const std::vector<Geometry>> GetDesign(uint32_t design);
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const std::filesystem::path& GetResPath() const { return m_Res; }
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private:
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std::filesystem::path m_Res;
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uint32_t m_Lod;
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std::map<uint32_t, Material> m_Materials;
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std::mutex m_Mutex;
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std::map<uint32_t, std::shared_ptr<const std::vector<Geometry>>> m_Designs;
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};
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}
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