Files
DarkflameServer/dUgcServer/UgcProcessor.h
Aaron Kimbrell ea8070c1ad feat: UGC server that makes and serves player models' meshes and icons
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>
2026-09-27 09:33:12 -05:00

116 lines
3.0 KiB
C++

#pragma once
#include <chrono>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <filesystem>
#include <map>
#include <mutex>
#include <set>
#include <string>
#include <thread>
#include <vector>
#include "dCommonVars.h"
#include "json_fwd.hpp"
#include "UgcBricks.h"
#include "UgcJobs.h"
#include "UgcStorage.h"
/**
* The UGC server's queue. The main thread (Update) takes pending rows from the database, gathers each one's input
* (the stored LXFML, or a modular build's modules from the CDClient) and hands it to the worker threads; they make
* and write the files; the main thread records the outcome in the database. Workers never touch the database, the
* CDClient or the network.
*/
class UgcProcessor {
public:
using Kind = UgcStorage::Kind;
struct Config {
uint32_t pollIntervalMs{ 2000 };
uint32_t pollBatch{ 32 };
uint32_t maxAttempts{ 3 };
uint64_t maxStorageBytes{}; // 0: no limit
size_t threads{ 2 };
};
UgcProcessor(Config config, UgcStorage& storage, UgcBricks::BrickLibrary& library, UgcJobs::Settings settings);
~UgcProcessor();
void Start();
// Waits for the jobs that are running; queued ones are dropped (they stay pending in the database)
void Stop();
// Main thread: poll, dispatch, record results, keep the storage under its cap
void Update();
enum class Availability {
READY, // the files are there
QUEUED, // it exists and is being made (again)
UNKNOWN, // no such item, or it failed
};
// Main thread: whether an item's files can be served, queuing it to be made when it exists but they're missing
Availability Request(Kind kind, LWOOBJID id);
// Main thread: what the server is doing, for /status
nlohmann::json Status() const;
private:
struct Job {
Kind kind{};
LWOOBJID id{};
uint32_t attempts{};
std::string blob; // models: the stored LXFML
UgcJobs::ModularInput modular; // modular builds
};
struct Done {
Kind kind{};
LWOOBJID id{};
uint32_t attempts{};
UgcJobs::Outcome outcome;
uint64_t bytes{};
double milliseconds{};
};
void Poll();
void Collect();
void Record(const Done& done);
void Worker();
Config m_Config;
UgcStorage& m_Storage;
UgcBricks::BrickLibrary& m_Library;
UgcJobs::Settings m_Settings;
mutable std::mutex m_Mutex;
std::condition_variable m_Wake;
std::deque<Job> m_Jobs;
std::deque<Done> m_Done;
size_t m_Active{};
bool m_Stopping{};
std::vector<std::thread> m_Threads;
// Main thread only
std::set<std::pair<Kind, LWOOBJID>> m_InFlight;
std::chrono::steady_clock::time_point m_NextPoll{};
std::chrono::steady_clock::time_point m_NextEviction{};
std::map<std::pair<Kind, LWOOBJID>, std::pair<std::chrono::steady_clock::time_point, Availability>> m_Recent; // answers for missing files
uint64_t m_StoredBytes{};
uint64_t m_Made{};
uint64_t m_Failed{};
uint64_t m_Evicted{};
struct LogEntry {
Kind kind{};
LWOOBJID id{};
bool ok{};
double milliseconds{};
std::string message;
int64_t time{};
};
std::deque<LogEntry> m_Log; // the last results
};