Commit Graph

24 Commits

Author SHA1 Message Date
Bob G
69480cfa3e Speed up property model viewer: on-demand rendering, shared UGC caches, validators and gzip (#134)
* Speed up property model viewer loading

- Render the viewer on demand (load completion, camera change, resize)
  instead of every animation frame
- Share the UGC brick geometry cache and parsed Materials.xml across all
  UGC models on the converter
- Serve model and ldddb files with strong ETag/Last-Modified validators
  and conditional requests so repeat visits get 304s
- Gzip model and ldddb responses (COMPRESS_MODEL_RESPONSES), optionally
  storing .gz copies on disk (CACHE_COMPRESSED_MODELS)

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Add configurable redraw behaviour while property models load

PROPERTY_VIEWER_LOAD_REDRAW ('none' or 'interval') and
PROPERTY_VIEWER_REDRAW_INTERVAL_MS control whether the property viewer
redraws as individual models finish loading. A final draw always happens
once all loads complete or fail, and a loading indicator is shown
meanwhile. Also wrap long lines added by this branch for flake8.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show model loading progress in the property viewer

Replace the static 'Loading models...' badge in the upper-left corner with
a progress indicator, e.g. 'Loading models: 42% (89/203)', counting loaded
and failed models out of the total. When everything is done it shows
'Loaded 100% (203/203)' (with '(N failed)' if any), turns green (orange on
failures) and fades to a faint badge after a few seconds.

The indicator is a DOM element updated at most once per animation frame,
so it does not trigger canvas redraws in either redraw mode.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Make the loading progress badge more opaque and readable

Use a ~93% opaque background for all states (dark while loading, darker
green when done, orange on failures), bold white text with a subtle text
shadow, border and drop shadow, and only fade to 70% opacity after
completion so it stays legible over colourful models.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Batch UGC models and load the viewer's brick data asynchronously

Brick-built (UGC) models used to be loaded with synchronous XHRs on the
main thread: one request per model's LXFML plus one per brick primitive
file, strictly one after another, with the page frozen meanwhile. On a
remote server every request costs a network round trip, so a property
with 654 UGC models took about two minutes to load.

- New route properties.get_ugc_models/<property id> (login required, like
  get_model) returns all UGC LXFML of a property as one JSON object
  ({content id: lxfml}) from a single DB query. It is gzip-encoded per
  COMPRESS_MODEL_RESPONSES and has an ETag over the whole set, so repeat
  loads get a 304. The per-model get_model route keeps working.
- The viewer lists the brick database, fetches the LXFML (batched on
  view_models, per model with bounded concurrency otherwise) and then each
  needed brick primitive exactly once with at most 8 requests in flight,
  all with async fetch. Meshes are then built in short slices so the page
  stays responsive. The progress badge counts brick-built models as they
  are built and shows the fetch stage (e.g. 'bricks 120/385').
- Loading finishes once both the loading manager (pre-built models,
  ground texture) and the brick-built models are done; redraw modes are
  unchanged ('none' draws once at the end, 'interval' at most every N ms).
- get_model for a UGC model only decompresses the LXFML when it has to
  send a body (a matching If-None-Match skips it).

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show the prebuilt material stage on the loading badge

While prebuilt models load, the badge now shows how many MTL files have
arrived (e.g. 'materials 120/203'), so progress moves from the start on
prebuilt-heavy properties instead of sitting at 0% until the first OBJ
loads.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

* Show a rendering state on the badge before the final render

The final full render can block the main thread for a second or more on
large properties, which made the badge look frozen. Once all loads are
done the badge now shows 'Rendering N parts…' with a CSS spinner (a
transform animation the compositor keeps running), waits two animation
frames so it is painted, then renders and shows the Loaded state.

Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>

---------

Co-authored-by: bob-g-code <346622190+bob-g-code@users.noreply.github.com>
Co-authored-by: HailStorm32 <demetriv.s.7@gmail.com>
2026-11-01 07:20:48 -06:00
Bob G
9cb88506a1 Handle any separator style when resolving pre-built model asset paths (#132)
prebuilt() only split render_asset on an escaped double backslash and then on
'/', so paths using single backslashes (mesh\ftcommunityitems\x.nif) kept
their directories in the file name. The LXFML lookup then failed and
get_model returned 500. Extract the base name by splitting on any run of
backslashes or forward slashes and lowercasing it. Also return 404 instead
of an unusable string when a LOT has no render asset.

Co-authored-by: bob-g-code <346622190+bob-g-code@users.noreply.github.com>
2026-10-27 15:50:43 -05:00
aronwk-aaron
abc8af89c5 update packages 2023-11-17 22:51:12 -06:00
aronwk-aaron
785357475d use cache more modified files
so that the client dir never has to be written to
2022-12-17 01:47:10 -06:00
aronwk-aaron
3b5b478815 configurable client and sqlite 2022-12-17 01:15:27 -06:00
aronwk-aaron
000a8c47bf add sdo support for bbb models 2022-10-24 20:57:04 -05:00
Aaron Kimbre
35ee0ed457 first pass, maybe doesn't work 2022-05-11 20:37:22 -05:00
Aaron Kimbre
02bb6bb0aa Don't include reject properties in unapprove items 2022-04-10 18:32:13 -05:00
Aaron Kimbre
e5428dcd4d switch all to be the default if filter is invalid 2022-04-03 12:00:14 -05:00
Aaron Kimbre
6fa7ade6a3 add reporter id to bug reports
fix moderation status filters
2022-04-02 18:17:16 -05:00
Aaron Kimbre
5ac384663b shorten subject 2022-04-01 10:41:48 -05:00
Aaron Kimbre
a79631be8e go back to useing slightly scruffed formatting 2022-04-01 10:40:07 -05:00
Aaron Kimbre
ef7da76629 fix 2022-04-01 10:35:59 -05:00
Aaron Kimbre
520c5f2d40 fix string formatting to db 2022-04-01 10:31:59 -05:00
Aaron Kimbre
27c4f1a7f2 Property rejection handling
fixe some table to be wider
make search and pagination float right
2022-04-01 10:02:02 -05:00
Aaron Kimbre
7f992a5dfa Add property reputation handling 2022-03-31 18:05:28 -05:00
Aaron Kimbre
17c6d5bc1a resolves #27
and fixes caching
2022-03-31 12:56:28 -05:00
Aaron Kimbre
5ce9ac85bc syntax/linting fixes 2022-03-12 20:09:35 -06:00
Aaron Kimbre
d63dd807e3 Handle deleted chars in pet name association
Fix pre-built obj generation
2022-02-12 19:09:45 -06:00
Aaron Kimbre
de698f86fa Added Audit logs for everything 2022-02-11 23:05:00 -06:00
Aaron Kimbre
869bbdf7e6 Lod picker 2022-02-11 17:37:43 -06:00
Aaron Kimbre
8646c40943 lod differentiation
pre-gen commands
2022-02-10 12:01:51 -06:00
Aaron Kimbre
172bbe5b60 prop moderation filters are a bit more sane 2022-01-27 00:10:17 -06:00
Aaron Kimbre
53ffe927f3 Move Code into repo 2022-01-16 12:22:00 -06:00