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The UGC server stores a model's most detailed level's triangles before it removed the faces that can't be seen (ugc.triangle_count_before; migrations sqlite 75, mysql 92), from stats.json when it makes a model and, once, for the models made before. The UGC page's models list has a Saved column (the share and number of triangles removed, before/after in its tooltip), sortable by the share (sort=savings), and the gallery can sort by most triangles saved. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
142 lines
5.8 KiB
C++
142 lines
5.8 KiB
C++
#ifndef __IUGC__H__
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#define __IUGC__H__
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#include <cstdint>
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#include <sstream>
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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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#include "magic_enum.hpp"
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class IUgc {
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public:
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struct Model {
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std::stringstream lxfmlData;
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LWOOBJID id{};
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LWOOBJID modelID{};
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};
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// Gets all UGC models for the given property id.
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virtual std::vector<IUgc::Model> GetUgcModels(const LWOOBJID& propertyId) = 0;
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// Gets all Ugcs models.
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virtual std::vector<IUgc::Model> GetAllUgcModels() = 0;
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// Removes ugc models that are not referenced by any property.
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virtual void RemoveUnreferencedUgcModels() = 0;
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// Deletes the ugc model for the given model id.
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virtual void DeleteUgcModelData(const LWOOBJID& modelId) = 0;
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// Inserts a new UGC model into the database.
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virtual void UpdateUgcModelData(const LWOOBJID& modelId, std::stringstream& lxfml, const int64_t processAfter) = 0;
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virtual std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) = 0;
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// ---- Processing by the UGC server (is_optimized, processed_at, process_attempts, process_error) ----
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// is_optimized's values
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enum class eProcessState : int32_t {
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PENDING = 0, // not made yet (or to be made again)
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DONE = 1, // the UGC server's files are made
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FAILED = 2, // gave up after the allowed attempts
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EMPTY = 3, // nothing to make: the model has no bricks (not a failure; never retried)
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};
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// A state's name for the dashboard, the API and metrics ("pending", "done", "failed", "empty")
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static std::string ProcessStateName(eProcessState state) {
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std::string name(magic_enum::enum_name(state));
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for (auto& c : name) c = static_cast<char>(c >= 'A' && c <= 'Z' ? c - 'A' + 'a' : c);
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return name.empty() ? "unknown" : name;
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}
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static std::optional<eProcessState> ParseProcessState(std::string_view text) {
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for (const auto state : magic_enum::enum_values<eProcessState>()) {
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if (ProcessStateName(state) == text) return state;
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}
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return std::nullopt;
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}
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// A row's processing state, for the UGC server and the dashboard
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struct ProcessInfo {
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LWOOBJID id{};
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LWOOBJID characterId{};
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std::string characterName; // empty when the character is gone
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eProcessState state{};
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uint32_t attempts{};
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int64_t processedAt{}; // Unix seconds of the last attempt, 0 for none
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std::string error;
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bool bakeAo{};
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std::string details; // modular builds: the modules (ldf_config)
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int64_t processAfter{}; // models: Unix seconds before which it isn't made (the quiet period after a save)
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};
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// A model waiting to be made: its id, stored LXFML (sd0) and the attempts so far
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struct PendingModel {
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LWOOBJID id{};
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std::string lxfml;
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uint32_t attempts{};
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};
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// Up to `limit` pending models whose quiet period is over (process_after), the least tried and then the newest first
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virtual std::vector<PendingModel> GetUgcModelsToProcess(const uint32_t limit) = 0;
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// Ends the quiet period of a waiting model (a client asked for it), or of all a character's waiting models (they
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// left the property)
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virtual void ExpediteUgcModel(const LWOOBJID id) = 0;
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virtual void ExpediteUgcModels(const LWOOBJID characterId) = 0;
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// Records an attempt: the new state, how many attempts there have been, why it failed (empty when it didn't) and
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// whether lighting was baked in; processed_at becomes now
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virtual void SetUgcModelProcessed(const LWOOBJID id, const eProcessState state, const uint32_t attempts, const std::string_view error, const bool bakeAo) = 0;
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// What the UGC server counted when it made a model: its bricks and the most detailed mesh's triangles, after and
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// before it removed the faces that can't be seen
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virtual void SetUgcModelStats(const LWOOBJID id, const uint32_t bricks, const uint32_t triangles, const uint32_t trianglesBefore) = 0;
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// The last successful make of a model: how long it took, the worker's CPU time and the estimated memory
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struct ProcessStats {
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uint32_t milliseconds{};
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uint32_t cpuMilliseconds{};
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uint32_t memoryKb{};
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};
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virtual void SetUgcModelProcessStats(const LWOOBJID id, const ProcessStats& stats) = 0;
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virtual std::optional<ProcessInfo> GetUgcProcessInfo(const LWOOBJID id) = 0;
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// Sets models back to pending with no attempts: one (`id`), or all of them (`id` nullopt; only the failed ones
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// with `failedOnly`). Returns how many rows changed.
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virtual uint64_t ResetUgcModelProcessing(const std::optional<LWOOBJID> id, const bool failedOnly) = 0;
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// A page of models (all, or those in `state`), the newest first; `search` (when not empty) matches the model's id
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// exactly or part of its owner's name
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virtual std::vector<ProcessInfo> GetUgcProcessList(const std::optional<eProcessState> state, const std::string_view search, const uint32_t offset, const uint32_t limit) = 0;
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// How many models are in each state
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virtual std::vector<std::pair<eProcessState, uint64_t>> GetUgcProcessCounts() = 0;
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// ---- Checksums of the files the UGC server made (ugc_file_checksums), for the client's manifest requests ----
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// What the files are stored under: a player model's ugc id, or a combination of car or rocket modules
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enum class eFileOwner : int32_t {
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MODEL = 0,
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COMBINATION = 1
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};
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// A made file as the client has it after inflating the download: its MD5 (32 lowercase hex digits) and size
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struct FileChecksum {
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std::string md5;
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uint32_t size{};
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};
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// Records (or replaces) the checksum of a made file, e.g. "icon.dds" or "model.nif"
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virtual void SetUgcFileChecksum(const eFileOwner owner, const LWOOBJID storageId, const std::string_view file, const std::string_view md5, const uint32_t size) = 0;
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// The checksum of a blueprint's file: a player model's (the blueprint is its ugc id), else a car or rocket build's
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// (the blueprint is its ugc_modular_build id; the file is its combination's)
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virtual std::optional<FileChecksum> GetUgcFileChecksum(const LWOOBJID blueprintId, const std::string_view file) = 0;
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};
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#endif //!__IUGC__H__
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