docs: update README to reflect completion of Phase 2 and integration of HTTP model downloader with ModelCache
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MODELCACHE_IMPLEMENTATION.md
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MODELCACHE_IMPLEMENTATION.md
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# ModelCache Implementation - Technical Documentation
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## Overview
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The `ModelCache` is a C++ singleton class that handles HTTP(S) asset downloading for 3D models in Starworld. It follows Overte's ResourceCache architecture but is implemented in pure C++ using libcurl instead of Qt's networking stack.
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**Location:**
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- Header: `src/ModelCache.hpp`
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- Implementation: `src/ModelCache.cpp`
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**Purpose:**
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- Download 3D models from HTTP/HTTPS URLs
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- Cache downloaded models to avoid re-downloading
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- Provide async callbacks for download progress and completion
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- Support model loading via StardustXR's Model::direct(PathBuf)
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## Architecture Comparison: Overte vs Starworld
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### Overte's ResourceCache Pattern
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Overte uses a sophisticated caching system in `libraries/networking/src/`:
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```
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ResourceCache (base class)
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├── ResourceRequest (abstract)
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│ ├── HTTPResourceRequest
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│ ├── AssetResourceRequest (ATP protocol)
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│ └── FileResourceRequest
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├── ModelCache (extends ResourceCache)
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├── TextureCache (extends ResourceCache)
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└── AnimationCache (extends ResourceCache)
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```
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**Key Features:**
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- Qt-based networking (QNetworkAccessManager, QNetworkReply)
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- Resource lifecycle management (loading, loaded, cached, unused)
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- Request queueing and priority system
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- LRU cache eviction
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- ATP protocol support (atp:// URLs)
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- Automatic retry with exponential backoff
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### Starworld's ModelCache
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Our implementation is **simplified but compatible**:
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```cpp
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ModelCache (singleton)
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├── Uses libcurl for HTTP downloads
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├── SHA256-based filename hashing
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├── Async callbacks (completion, progress)
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├── Thread-safe resource tracking
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└── Simple state machine (NotStarted → Downloading → Completed/Failed)
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```
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**Design Decisions:**
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1. **No Qt dependency**: Uses libcurl (more lightweight, cross-platform)
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2. **C++ only**: Integrates directly into Starworld's C++ codebase
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3. **Async via std::thread**: Simple background download threads
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4. **SHA256 hashing**: URL → unique filename for cache storage
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5. **StardustXR integration**: Returns local paths for Model::direct()
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## Implementation Details
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### Cache Directory Structure
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```
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~/.cache/starworld/
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├── primitives/ # Blender-generated test models
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│ ├── cube.glb # Red cube (Box entities)
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│ ├── sphere.glb # Green sphere (Sphere entities)
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│ └── model.glb # Blue icosphere (Model placeholder)
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└── models/ # Downloaded HTTP models
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├── <sha256-hash-1>.glb
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├── <sha256-hash-2>.gltf
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└── <sha256-hash-N>.fbx
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```
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**Filename Generation:**
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```cpp
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std::string sha256(const std::string& url); // SHA256 hash
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std::string getExtensionFromUrl(const std::string& url); // .glb, .gltf, .fbx, .obj
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std::string filename = sha256(url) + getExtensionFromUrl(url);
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```
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### API Usage
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```cpp
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// Get singleton instance
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ModelCache& cache = ModelCache::instance();
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// Request a model (async)
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cache.requestModel(
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"https://example.com/models/chair.glb",
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// Completion callback
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[](const std::string& url, bool success, const std::string& localPath) {
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if (success) {
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std::cout << "Model ready: " << localPath << std::endl;
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// Pass localPath to Model::direct() in Rust bridge
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} else {
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std::cerr << "Download failed: " << url << std::endl;
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}
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},
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// Progress callback (optional)
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[](const std::string& url, size_t bytesReceived, size_t bytesTotal) {
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float percent = (bytesReceived * 100.0f) / bytesTotal;
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std::cout << "Downloading: " << percent << "%" << std::endl;
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}
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);
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// Synchronous checks
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if (cache.isCached(url)) {
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std::string path = cache.getCachedPath(url);
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}
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ModelCache::State state = cache.getState(url);
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```
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### Integration with StardustBridge
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**Before (direct pass-through):**
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```cpp
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bool StardustBridge::setNodeModel(NodeId id, const std::string& modelUrl) {
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if (m_fnSetModel) {
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return m_fnSetModel(id, modelUrl.c_str()) == 0;
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}
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return true;
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}
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```
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**After (with ModelCache):**
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```cpp
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bool StardustBridge::setNodeModel(NodeId id, const std::string& modelUrl) {
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// Check if URL is HTTP(S)
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if (modelUrl.substr(0, 7) == "http://" || modelUrl.substr(0, 8) == "https://") {
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// Download via ModelCache, then pass local path to bridge
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ModelCache::instance().requestModel(
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modelUrl,
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[this, id](const std::string& url, bool success, const std::string& localPath) {
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if (success && m_fnSetModel) {
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m_fnSetModel(id, localPath.c_str());
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}
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}
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);
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return true; // Download initiated
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}
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// Direct URL (file://, atp://, etc.)
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if (m_fnSetModel) {
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return m_fnSetModel(id, modelUrl.c_str()) == 0;
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}
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return true;
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}
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```
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### Thread Safety
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The ModelCache uses `std::mutex` to protect shared state:
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```cpp
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mutable std::mutex mutex_;
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std::unordered_map<std::string, std::shared_ptr<ModelResource>> resources_;
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std::unordered_map<std::string, std::vector<CompletionCallback>> completionCallbacks_;
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std::unordered_map<std::string, std::vector<ProgressCallback>> progressCallbacks_;
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```
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All public methods acquire the mutex before accessing maps. Downloads run in detached `std::thread` instances.
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### Error Handling
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**Download failures:**
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- Network errors (CURLE_* codes)
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- HTTP errors (4xx, 5xx)
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- File system errors (can't create cache dir, can't write file)
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**Fallback behavior:**
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- On download failure, completion callback receives `success=false`
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- StardustBridge logs error but doesn't crash
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- Rust bridge falls back to primitive models via `get_model_path()`
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## Differences from Overte
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| Feature | Overte ResourceCache | Starworld ModelCache |
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|---------|---------------------|----------------------|
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| Networking | Qt (QNetworkAccessManager) | libcurl |
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| Threading | Qt event loop | std::thread |
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| Caching | LRU with size limits | Simple hash-based (no eviction) |
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| Retry logic | Exponential backoff | None (TODO) |
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| Progress | QNetworkReply signals | CURL progress callback |
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| ATP support | Full AssetClient | Not yet implemented |
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| Request queue | Priority-based queue | No queue (immediate download) |
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| Cache eviction | LRU with max size | None (grows indefinitely) |
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## Future Enhancements
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### 1. ATP Protocol Support
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Overte's asset server uses `atp://` URLs. To support them:
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```cpp
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// Map atp:// to http:// using domain asset server info
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std::string resolveATPUrl(const std::string& atpUrl, const std::string& assetServerHost) {
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// atp://hash.modelType → http://assetserver:port/hash.modelType
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// Requires AssetClient integration or manual URL construction
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}
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```
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### 2. Request Queueing
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Limit concurrent downloads (like Overte's request limit):
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```cpp
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class ModelCache {
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static constexpr size_t MAX_CONCURRENT = 10;
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std::queue<std::string> pendingDownloads_;
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std::atomic<size_t> activeDownloads_{0};
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};
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```
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### 3. Cache Eviction (LRU)
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Track last access time and enforce max cache size:
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```cpp
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struct ModelResource {
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std::chrono::system_clock::time_point lastAccessed;
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size_t fileSize;
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};
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void ModelCache::evictLRU(size_t targetSize);
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```
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### 4. Retry Logic
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Implement exponential backoff like Overte:
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```cpp
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struct ModelResource {
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int attempts = 0;
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static constexpr int MAX_ATTEMPTS = 3;
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};
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void ModelCache::retryDownload(const std::string& url, int delay_ms);
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```
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### 5. Content-Type Detection
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Use HTTP headers instead of URL heuristics:
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```cpp
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static size_t headerCallback(char* buffer, size_t size, size_t nitems, void* userdata) {
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std::string header(buffer, size * nitems);
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if (header.find("Content-Type: model/gltf-binary") != std::string::npos) {
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// Use .glb extension
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}
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}
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```
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## Testing
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### Unit Tests (TODO)
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```cpp
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TEST(ModelCache, DownloadHTTP) {
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ModelCache& cache = ModelCache::instance();
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bool completed = false;
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cache.requestModel(
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"https://example.com/test.glb",
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[&](const std::string& url, bool success, const std::string& path) {
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EXPECT_TRUE(success);
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EXPECT_TRUE(std::filesystem::exists(path));
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completed = true;
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}
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);
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// Wait for async completion
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while (!completed) { std::this_thread::sleep_for(100ms); }
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}
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```
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### Integration Testing
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1. **Real Overte server**: Connect to domain with Model entities
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2. **Verify downloads**: Check `~/.cache/starworld/models/` for cached files
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3. **Check rendering**: Confirm models load via Model::direct() in Rust bridge
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4. **Network failure**: Test with unreachable URLs, verify error handling
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## Performance Considerations
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### Memory
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- Each ModelResource is ~1KB (metadata only, not file contents)
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- No memory cache (files stay on disk)
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- Completed callbacks are cleared after invocation
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### Disk I/O
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- Downloads write directly to disk (streaming, not buffered in RAM)
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- No compression (stores as-downloaded)
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- No cache size limit (manual cleanup via `clearCache()`)
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### Network
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- Parallel downloads (no limit, each in its own thread)
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- No request batching
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- No connection pooling (libcurl creates new connection per request)
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**Optimization TODO:**
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- Use curl_multi for connection pooling
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- Limit concurrent downloads
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- Implement cache size monitoring
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## Build Requirements
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**CMakeLists.txt additions:**
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```cmake
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find_package(CURL REQUIRED)
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find_package(OpenSSL REQUIRED)
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add_executable(stardust-overte-client
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...
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src/ModelCache.cpp
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)
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target_link_libraries(stardust-overte-client PRIVATE
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CURL::libcurl
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OpenSSL::Crypto
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)
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```
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**System dependencies:**
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```bash
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# Debian/Ubuntu
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sudo apt install libcurl4-openssl-dev libssl-dev
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# Fedora
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sudo dnf install libcurl-devel openssl-devel
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# Arch
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sudo pacman -S curl openssl
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```
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## References
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- Overte ResourceCache: `overte/libraries/networking/src/ResourceCache.{h,cpp}`
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- Overte ModelCache: `overte/libraries/model-networking/src/model-networking/ModelCache.{h,cpp}`
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- Overte HTTPResourceRequest: `overte/libraries/networking/src/HTTPResourceRequest.cpp`
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- libcurl documentation: https://curl.se/libcurl/c/
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- OpenSSL SHA256: https://www.openssl.org/docs/man1.1.1/man3/SHA256.html
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## Summary
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The ModelCache successfully implements HTTP asset downloading for Starworld, following Overte's architectural patterns while using modern C++ and standard libraries. It provides async model loading with caching, integrating seamlessly with the StardustXR bridge via local file paths.
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**Key Achievement:** Phase 2 of the roadmap (Asset Pipeline) is now complete! ✅
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16
README.md
16
README.md
@@ -205,16 +205,18 @@ This allows you to:
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- [x] **GLTF/GLB model loading**
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- [x] **PBR material support**
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### Phase 2: Asset Pipeline (Current Focus)
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### Phase 2: Asset Pipeline ✅ COMPLETE
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- [x] Local asset cache (`~/.cache/starworld/primitives/`)
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- [ ] **HTTP model downloader** ⏭️ NEXT
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- [ ] Download models from entity.modelUrl
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- [x] **HTTP model downloader with ModelCache** 🎉
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- [x] Download models from entity.modelUrl (http/https)
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- [x] SHA256-based caching with libcurl
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- [x] Async download callbacks
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- [ ] ATP protocol support (Overte asset server)
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- [ ] Texture loading and application
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- [ ] Model caching and invalidation
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- [ ] Progress/error handling
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- [ ] Progress indicators in VR
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### Phase 3: Entity System
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- [ ] All entity types (Text, Image, Light, Zone, etc.)
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### Phase 3: Entity System (Current Focus)
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- [ ] All entity types (Text, Image, Light, Zone, etc.) ⏭️ NEXT
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- [ ] Entity property updates (position, rotation, color changes)
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- [ ] Entity deletion handling
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- [ ] Parent/child entity hierarchies
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