Files
DarkflameServer/dGame/dUtilities/UgcManifest.cpp
Aaron Kimbrell e27f2085dc fix(ugc): construct the model again a second after taking it down
Taken down and constructed again in the same batch, the client dropped the
construction of the object it hadn't deleted yet, and most models
disappeared. The construction now follows a second later.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:20 -05:00

369 lines
17 KiB
C++

#include "UgcManifest.h"
#include <chrono>
#include <map>
#include <sstream>
#include <string_view>
#include <vector>
#include "BrickByBrick.h"
#include "BuildingMessages.h"
#include "ClientPackets.h"
#include "Database.h"
#include "dConfig.h"
#include "eBlueprintSaveResponseType.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GhostComponent.h"
#include "Character.h"
#include "Game.h"
#include "Logger.h"
#include "MD5.h"
#include "PlayerManager.h"
#include "Sd0.h"
namespace {
// How often the waiting requests are looked up again, how long they wait at most and how many there can be
constexpr auto RETRY_INTERVAL = std::chrono::seconds(5);
constexpr auto MAX_WAIT = std::chrono::minutes(15);
constexpr size_t MAX_WAITING = 512;
// A client asks for a model's NIF, HKX and LXFML at once: its LXFML is sent once for all three
constexpr auto LXFML_RESEND_AFTER = std::chrono::seconds(10);
// LXFML checksums worked out, kept for the next clients (a model's LXFML only changes with a new save)
constexpr size_t MAX_LXFML_CHECKSUMS = 4096;
// How long after a client has loaded it is switched to a served mesh (it builds the model from the LXFML first)
constexpr auto SERVED_MESH_DELAY = std::chrono::seconds(3);
constexpr size_t MAX_SWITCHES = 4096;
constexpr int MAX_SWITCHES_PER_MODEL = 3;
// How long after NotifyClientUGCModelReady the model is constructed again: the client flushes the model's files on
// its load thread, and a model constructed before that is done loses the mesh it just loaded
constexpr auto RECONSTRUCT_DELAY = std::chrono::milliseconds(1500);
// How long after taking the model down it is constructed again: the client deletes objects later, and a
// construction of an object it still has is dropped (the model then disappears)
constexpr auto CONSTRUCT_AFTER_DESTRUCT = std::chrono::milliseconds(1000);
struct Waiting {
SystemAddress sysAddr;
LWOOBJID blueprintId{};
eUgcResourceType resourceType{};
std::chrono::steady_clock::time_point since;
};
std::vector<Waiting> g_Waiting;
std::chrono::steady_clock::time_point g_NextRetry{};
std::map<std::pair<SystemAddress, LWOOBJID>, std::chrono::steady_clock::time_point> g_LxfmlSent;
std::map<LWOOBJID, IUgc::FileChecksum> g_LxfmlChecksums;
// Clients given a served model's LXFML, to be switched to its served mesh: since when the client is loaded (unset
// while it isn't)
struct Switch {
SystemAddress sysAddr;
LWOOBJID blueprintId{};
std::chrono::steady_clock::time_point since;
std::optional<std::chrono::steady_clock::time_point> loadedAt;
};
std::vector<Switch> g_Switches;
std::map<std::pair<SystemAddress, LWOOBJID>, int> g_SwitchCount;
// Placed models to construct again for a client once its flush is done
struct Reconstruct {
SystemAddress sysAddr;
LWOOBJID objectId{};
std::chrono::steady_clock::time_point due;
bool destructed{}; // taken down; constructed at `due`
};
std::vector<Reconstruct> g_Reconstructs;
bool ManifestOn() {
// Off unless set: a client whose boot.cfg doesn't point it at the UGC server downloads from its built-in
// http://127.0.0.1:80/lwoclient and is logged out when it can't connect there (docs/UgcServer.md)
return Game::config && Game::config->GetValue("ugc_manifest") == "1";
}
bool ModelsOn() {
return Game::config && Game::config->GetValue("ugc_manifest_models") == "1";
}
int HexDigit(char c) {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return c - 'a' + 10;
if (c >= 'A' && c <= 'F') return c - 'A' + 10;
return -1;
}
bool MeshMade(LWOOBJID blueprintId) {
const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif");
return checksum && checksum->md5.size() == 32;
}
void Send(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType, const std::optional<IUgc::FileChecksum>& checksum) {
ClientPackets::UgcManifestResponse response;
response.blueprintId = blueprintId;
response.resourceType = resourceType;
if (checksum && checksum->md5.size() == 32) {
bool valid = true;
for (size_t i = 0; i < response.md5.size(); i++) {
const auto high = HexDigit(checksum->md5[i * 2]);
const auto low = HexDigit(checksum->md5[i * 2 + 1]);
if (high < 0 || low < 0) valid = false;
response.md5[i] = static_cast<uint8_t>((high << 4) | low);
}
if (valid) {
response.valid = true;
response.fileSize = checksum->size;
} else {
response.md5 = {};
}
}
response.Send(sysAddr);
LOG_DEBUG("Sent the UGC manifest of %llu (type %i): %s, %u bytes", static_cast<unsigned long long>(blueprintId),
static_cast<int>(resourceType), response.valid ? checksum->md5.c_str() : "not known", response.fileSize);
}
// Answers an icon's request when its checksum is known; false when it isn't (yet)
bool TryAnswerIcon(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
const auto checksum = Database::Get()->GetUgcFileChecksum(blueprintId, "icon.dds");
if (!checksum || checksum->md5.size() != 32) return false;
Send(sysAddr, blueprintId, resourceType, checksum);
return true;
}
std::optional<IUgc::FileChecksum> StoredLxfmlChecksum(LWOOBJID blueprintId) {
if (const auto known = g_LxfmlChecksums.find(blueprintId); known != g_LxfmlChecksums.end()) return known->second;
const auto model = Database::Get()->GetUgcModel(blueprintId);
if (!model) return std::nullopt;
auto checksum = UgcManifest::LxfmlChecksum(model->lxfmlData.str());
if (!checksum) return std::nullopt;
if (g_LxfmlChecksums.size() >= MAX_LXFML_CHECKSUMS) g_LxfmlChecksums.clear();
g_LxfmlChecksums.emplace(blueprintId, *checksum);
return checksum;
}
// The model's LXFML to one client, which builds the model from it (as when a property loads); false when there is
// no such model
bool SendLxfml(const SystemAddress& sysAddr, LWOOBJID blueprintId) {
const auto now = std::chrono::steady_clock::now();
std::erase_if(g_LxfmlSent, [now](const auto& sent) { return now - sent.second > LXFML_RESEND_AFTER; });
if (g_LxfmlSent.contains({ sysAddr, blueprintId })) return true;
auto model = Database::Get()->GetUgcModel(blueprintId);
if (!model) return false;
ClientPackets::BlueprintSaveResponse response;
response.localId = LWOOBJID_EMPTY; // zero, like the LXFML sent when a property loads
response.reasonCode = eBlueprintSaveResponseType::EverythingWorked;
response.models.push_back({ blueprintId, model->lxfmlData.str() });
response.Send(sysAddr);
g_LxfmlSent[{ sysAddr, blueprintId }] = now;
UgcManifest::ScheduleServedMesh(sysAddr, blueprintId);
// Its mesh is wanted: a model still in its quiet period after a save is made now
Database::Get()->ExpediteUgcModel(blueprintId);
LOG_DEBUG("Sent the LXFML of %llu for the client to build", static_cast<unsigned long long>(blueprintId));
return true;
}
}
UgcManifest::eAction UgcManifest::Decide(const eUgcResourceType type, const bool manifestOn, const bool modelsOn, const bool meshMade) {
if (!manifestOn) return eAction::NONE;
switch (type) {
case eUgcResourceType::DDS: return eAction::WAIT; // answered at once when the icon is made
case eUgcResourceType::NIF:
case eUgcResourceType::LXFML:
return modelsOn && meshMade ? eAction::ANSWER : eAction::SEND_LXFML;
case eUgcResourceType::HKX:
// The UGC server makes no physics: the client builds it from the LXFML (and is then switched to a served mesh)
return eAction::SEND_LXFML;
default: return eAction::NONE;
}
}
std::optional<IUgc::FileChecksum> UgcManifest::LxfmlChecksum(const std::string& stored) {
std::string lxfml;
if (stored.starts_with("<?xml") || stored.starts_with("<LXFML")) {
lxfml = stored;
} else {
try {
std::stringstream stream(stored);
Sd0 sd0(stream);
lxfml = sd0.GetAsStringUncompressed();
} catch (...) {
return std::nullopt;
}
}
if (lxfml.empty()) return std::nullopt;
MD5 md5;
md5.update(reinterpret_cast<const unsigned char*>(lxfml.data()), static_cast<MD5::size_type>(lxfml.size()));
md5.finalize();
return IUgc::FileChecksum{ md5.hexdigest(), static_cast<uint32_t>(lxfml.size()) };
}
bool UgcManifest::ServesModels() {
return ManifestOn() && ModelsOn();
}
bool UgcManifest::ServesMesh(const LWOOBJID blueprintId) {
return ServesModels() && MeshMade(blueprintId);
}
bool UgcManifest::ScheduleServedMesh(const SystemAddress& sysAddr, const LWOOBJID blueprintId) {
if (!ServesMesh(blueprintId)) return false;
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return true;
for (auto& pending : g_Switches) {
// Sent again (built again): the switch waits for the new build
if (pending.sysAddr == sysAddr && pending.blueprintId == blueprintId) {
pending.since = std::chrono::steady_clock::now();
pending.loadedAt.reset();
return true;
}
}
if (++g_SwitchCount[{ sysAddr, blueprintId }] > MAX_SWITCHES_PER_MODEL) return true;
if (g_Switches.size() >= MAX_SWITCHES) g_Switches.erase(g_Switches.begin());
g_Switches.push_back({ sysAddr, blueprintId, std::chrono::steady_clock::now(), std::nullopt });
return true;
}
void UgcManifest::OnRequest(const SystemAddress& sysAddr, LWOOBJID blueprintId, eUgcResourceType resourceType) {
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
const auto manifestOn = ManifestOn();
const auto modelsOn = ModelsOn();
const bool isModelFile = resourceType == eUgcResourceType::NIF || resourceType == eUgcResourceType::HKX || resourceType == eUgcResourceType::LXFML;
const auto meshMade = manifestOn && modelsOn && isModelFile && MeshMade(blueprintId);
switch (Decide(resourceType, manifestOn, modelsOn, meshMade)) {
case eAction::NONE: return;
case eAction::ANSWER:
Send(sysAddr, blueprintId, resourceType, resourceType == eUgcResourceType::LXFML
? StoredLxfmlChecksum(blueprintId) : Database::Get()->GetUgcFileChecksum(blueprintId, "model.nif"));
return;
case eAction::ANSWER_UNKNOWN:
Send(sysAddr, blueprintId, resourceType, std::nullopt);
return;
case eAction::SEND_LXFML:
// Not a player model (or gone): answered as not known, so the client doesn't wait for ever
if (!SendLxfml(sysAddr, blueprintId)) Send(sysAddr, blueprintId, resourceType, std::nullopt);
return;
case eAction::WAIT:
break;
}
if (TryAnswerIcon(sysAddr, blueprintId, resourceType)) return;
// Not made yet: a client wants it, so a model still in its quiet period after a save is made now (as when a client
// asks the UGC server for it), and the request is answered when it's made
Database::Get()->ExpediteUgcModel(blueprintId);
for (const auto& waiting : g_Waiting) {
if (waiting.sysAddr == sysAddr && waiting.blueprintId == blueprintId && waiting.resourceType == resourceType) return;
}
if (g_Waiting.size() >= MAX_WAITING) g_Waiting.erase(g_Waiting.begin());
g_Waiting.push_back({ sysAddr, blueprintId, resourceType, std::chrono::steady_clock::now() });
}
namespace {
// Shows a placed model to one client again with the served mesh. NotifyClientUGCModelReady only flushes the
// client's cached NIF, HKX and LXFML and loads them again as preloads (LWOBlueprintComponent::
// OnNotifyClientUGCModelReady, 0x00ca6430): an object already drawn keeps its mesh. So the object is also taken
// down and constructed again for that client, once the flush is done (RECONSTRUCT_DELAY; constructed at once, the
// flush can land after the new object loaded its mesh, which then disappears). Its new render component loads the
// NIF, whose cached checksum is now the served one (sent first); the HKX's is still the one the client built, so
// it keeps its collision.
void ShowServedMesh(Entity& model, Entity& player, const LWOOBJID blueprintId) {
const auto sysAddr = player.GetSystemAddress();
if (model.GetIsGhostingCandidate()) {
auto* const ghost = player.GetComponent<GhostComponent>();
if (!ghost || !ghost->IsObserved(model.GetObjectID())) return; // not shown to this client (yet)
}
GameMessages::NotifyClientUGCModelReady ready;
ready.target = model.GetObjectID();
ready.blueprintID = blueprintId;
ready.Send(sysAddr);
std::erase_if(g_Reconstructs, [&](const Reconstruct& r) { return r.sysAddr == sysAddr && r.objectId == model.GetObjectID(); });
g_Reconstructs.push_back({ sysAddr, model.GetObjectID(), std::chrono::steady_clock::now() + RECONSTRUCT_DELAY });
}
// Takes a model down for a client whose flush is done, then constructs it again a moment later (not in the same
// batch: the client would drop the construction of an object it hasn't deleted yet); false until it's done
bool ConstructAgain(Reconstruct& pending, const std::chrono::steady_clock::time_point now) {
if (now < pending.due) return false;
if (!Game::entityManager || !PlayerManager::GetPlayer(pending.sysAddr)) return true;
auto* const model = Game::entityManager->GetEntity(pending.objectId);
if (!model) return true;
if (!pending.destructed) {
Game::entityManager->DestructEntity(model, pending.sysAddr);
pending.destructed = true;
pending.due = now + CONSTRUCT_AFTER_DESTRUCT;
return false;
}
Game::entityManager->ConstructEntity(model, pending.sysAddr);
return true;
}
// Switches one client to a model's served mesh; false while the client isn't ready for it yet
bool SwitchToServedMesh(Switch& pending, const std::chrono::steady_clock::time_point now) {
auto* const player = PlayerManager::GetPlayer(pending.sysAddr);
if (!player) return true; // gone
if (!player->GetPlayerReadyForUpdates()) return false;
if (!pending.loadedAt) pending.loadedAt = now;
if (now - *pending.loadedAt < SERVED_MESH_DELAY) return false;
const auto checksum = Database::Get()->GetUgcFileChecksum(pending.blueprintId, "model.nif");
if (!checksum || checksum->md5.size() != 32 || !Game::entityManager) return true;
// The served checksum first: NotifyClientUGCModelReady has the client ask again, and its cache answers
Send(pending.sysAddr, pending.blueprintId, eUgcResourceType::NIF, checksum);
size_t shown = 0;
for (auto* const model : Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT)) {
if (!model || model->GetVar<LWOOBJID>(u"blueprintid") != pending.blueprintId) continue;
ShowServedMesh(*model, *player, pending.blueprintId);
shown++;
}
LOG("Showed %s the served mesh of model %llu (%zu placed)", player->GetCharacter() ? player->GetCharacter()->GetName().c_str() : "a player",
static_cast<unsigned long long>(pending.blueprintId), shown);
return true;
}
}
void UgcManifest::Update() {
const auto now = std::chrono::steady_clock::now();
std::erase_if(g_Switches, [now](Switch& pending) { return now - pending.since > MAX_WAIT || SwitchToServedMesh(pending, now); });
std::erase_if(g_Reconstructs, [now](Reconstruct& pending) { return ConstructAgain(pending, now); });
if (g_Waiting.empty() || now < g_NextRetry) return;
g_NextRetry = now + RETRY_INTERVAL;
std::erase_if(g_Waiting, [now](const Waiting& waiting) {
return now - waiting.since > MAX_WAIT || TryAnswerIcon(waiting.sysAddr, waiting.blueprintId, waiting.resourceType);
});
}
void UgcManifest::OnDisconnect(const SystemAddress& sysAddr) {
std::erase_if(g_Waiting, [&sysAddr](const Waiting& waiting) { return waiting.sysAddr == sysAddr; });
std::erase_if(g_LxfmlSent, [&sysAddr](const auto& sent) { return sent.first.first == sysAddr; });
std::erase_if(g_Switches, [&sysAddr](const Switch& pending) { return pending.sysAddr == sysAddr; });
std::erase_if(g_SwitchCount, [&sysAddr](const auto& count) { return count.first.first == sysAddr; });
std::erase_if(g_Reconstructs, [&sysAddr](const Reconstruct& pending) { return pending.sysAddr == sysAddr; });
}
void UgcManifest::OnModelsMade(const std::vector<LWOOBJID>& blueprintIds) {
for (const auto id : blueprintIds) g_LxfmlChecksums.erase(id); // made again after its LXFML changed, maybe
if (!ServesModels() || !Game::entityManager) return;
const auto& players = PlayerManager::GetAllPlayers();
if (players.empty()) return;
const auto models = Game::entityManager->GetEntitiesByLOT(BrickByBrick::MODEL_OBJECT_LOT);
for (const auto id : blueprintIds) {
std::vector<Entity*> shown;
for (auto* const model : models) {
if (model && model->GetVar<LWOOBJID>(u"blueprintid") == id) shown.push_back(model);
}
if (shown.empty()) continue;
const auto checksum = Database::Get()->GetUgcFileChecksum(id, "model.nif");
if (!checksum || checksum->md5.size() != 32) continue;
// The new checksum first: the client keeps its cached one otherwise, and would load the file it has
for (auto* const player : players) {
if (player) Send(player->GetSystemAddress(), id, eUgcResourceType::NIF, checksum);
}
for (auto* const player : players) {
if (!player) continue;
for (auto* const model : shown) ShowServedMesh(*model, *player, id);
}
LOG("The UGC server made model %llu again: told %zu client(s) about %zu placed model(s)", static_cast<unsigned long long>(id), players.size(), shown.size());
}
}