Files
DarkflameServer/dDatabase/GameDatabase/ITables/IUgcLookup.h
Aaron Kimbrell 6498582b50 feat(dashboard): UGC lists paged with totals, prefix search and sorting; car and rocket assemblies
IUgcLookup::ListUgc pages either kind with the UGC search's matching, a state
and a sort, and counts the matches (MySQL and SQLite share the SQL). The UGC
server records each model's bricks and triangles (new ugc columns) so models
can be sorted by size. Cars and rockets are listed as assemblies, one per
combination of modules, with their build type, module names and how many
builds use them; filters for type, state, module and owner. Each assembly's
builds (with where they are) are paged, and a build's assembly can be looked
up for links.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:55:01 -05:00

114 lines
4.1 KiB
C++

#ifndef IUGCLOOKUP_H
#define IUGCLOOKUP_H
#include <cstdint>
#include <optional>
#include <string>
#include <vector>
#include "dCommonVars.h"
#include "IUgc.h"
/**
* Finding players' creations for the dashboard: brick built models (ugc) and cars and rockets (ugc_modular_build),
* who made them, what the UGC server made of them and where they are (placed on a property, attached to a mail).
*/
class IUgcLookup {
public:
enum class eUgcKind : uint8_t {
MODEL = 0, // ugc: a brick built model, its id is the blueprint id
MODULAR = 1, // ugc_modular_build: a car or rocket, its id is the item's subkey
};
struct UgcEntry {
eUgcKind kind{};
LWOOBJID id{};
LWOOBJID characterId{}; // the creator
std::string characterName; // empty when the character is gone
uint32_t accountId{};
std::string accountName;
IUgc::eProcessState state{};
std::string error; // why the UGC server failed, if it did
std::string detail; // models: the file name it was uploaded as; modular builds: the modules
uint32_t attempts{};
int64_t processedAt{}; // Unix seconds of the UGC server's last attempt, 0 for none
int64_t processAfter{}; // models: the end of the quiet period after a save
bool bakeAo{};
uint32_t bricks{}; // models: counted by the UGC server when it made them (0: not yet)
uint32_t triangles{}; // models: of the made mesh's most detailed level (0: not yet)
};
// What SearchUgc matches. A number (when set) is matched against ids; text against names
struct UgcSearch {
enum class eField : uint8_t {
ANY, // any of the below
ID, // the ugc / blueprint id, the placed model's object id, the property, creator character or account id
OWNER, // the creator's character or account name (or id)
PROPERTY, // the name (or id) of a property it is placed on
MODEL, // the name or description given to it on a property, or its upload file name
LOT, // the LOT it is placed as, or one of a modular build's modules
};
eField field = eField::ANY;
std::string text; // matched as a part of names; empty for none
std::optional<int64_t> number; // matched exactly against ids
};
enum class eSort : uint8_t {
NEWEST, // the highest id first (ids are handed out in order)
OLDEST,
OWNER, // the creator's character name
NAME, // models: the upload's file name; modular builds: the modules
BRICKS, // models: the most bricks first
TRIANGLES, // models: the most triangles first
};
// A page of one kind: all of them or those matching the search (the same matching as SearchUgc), in a state or any
struct UgcListQuery {
UgcSearch search;
std::optional<IUgc::eProcessState> state;
eSort sort{ eSort::NEWEST };
uint32_t offset{};
uint32_t limit{ 50 };
};
// The page and how many match in all
virtual std::pair<std::vector<UgcEntry>, uint64_t> ListUgc(const eUgcKind kind, const UgcListQuery& query) = 0;
// Up to `limit` of each kind, the newest first
virtual std::vector<UgcEntry> SearchUgc(const UgcSearch& search, const uint32_t limit) = 0;
// The entries (of either kind) with these ids
virtual std::vector<UgcEntry> GetUgcEntries(const std::vector<LWOOBJID>& ids) = 0;
// A creation placed on a property (properties_contents)
struct UgcPlacement {
LWOOBJID ugcId{};
LWOOBJID modelId{}; // the placed object's id
LOT lot{};
LWOOBJID propertyId{};
std::string propertyName;
LWOOBJID ownerId{}; // the property owner's character
std::string ownerName;
uint32_t zoneId{};
std::string modelName;
std::string modelDescription;
};
virtual std::vector<UgcPlacement> GetUgcPlacements(const std::vector<LWOOBJID>& ugcIds) = 0;
// A mail with an attachment that may be a creation: its subkey is one of `subkeys` (modular builds), or it is a
// brick built model item (`modelItemLot`, whose blueprint is in the attachment's config)
struct UgcMail {
uint64_t id{};
LWOOBJID receiverId{};
std::string receiverName;
LOT lot{};
LWOOBJID subkey{};
std::string config;
};
virtual std::vector<UgcMail> GetUgcMail(const std::vector<LWOOBJID>& subkeys, const LOT modelItemLot) = 0;
};
#endif //!IUGCLOOKUP_H