feat(assets): creature artwork from the shard's own client (Phase 3)
Until now the only way a creature got a picture on this site was for an
operator to open UOFiddler on a desktop, export sprites by hand, copy them to
the web host and write a spawnAtlas.art.json naming each one. Almost nobody
did, so shard_spawn_creatures.art was NULL on every install.
The shard has had those files the whole time. Admin -> Shard -> Import now
walks its asset manifest, fetches only the sprites whose hash changed, writes
them under uploads/atlas/, asks the shard for a body id per atlas creature
(§8: it CONSTRUCTS the creature and reads Body.BodyID, which is the only thing
that is right for a shard's own custom creatures) and points each creature at
its picture. On a stock client that is 787 portraits, about a megabyte.
**The one thing v8.md §12 got wrong, and it is not cosmetic.** It says
`shard_spawn_creatures.art` "starts being filled by the import". That table is
emptied and refilled by replaceAtlas on EVERY atlas refresh, and a refresh runs
on every boot -- so a filename stored there would be destroyed by an ordinary
re-parse of the ServUO tree, with the next Update finding the client files
unchanged, reporting "nothing to do", and never restoring it. Nothing would
report a fault; the pictures would just be gone.
So the assets and the body map live in their own tables outside that blast
radius, and applyAtlas re-derives `art` on the way past as
`{ ...derived, ...operatorMap }` -- which is also the one place "the operator's
own artwork wins" is enforced, on every rebuild rather than only at import.
Smaller decisions worth not rediscovering:
- The derivation joins on the catalogue KEY, not on the body id. The simpler
join is correct today and stops being correct the moment phase 6 adds
body/400/a2/f0, at which point one slug matches dozens of rows.
- Filenames are content-addressed. A stable name overwritten in place leaves
every browser and CDN serving the previous client's sprite, with the database
row perfectly correct.
- An unchanged key whose FILE is missing is fetched again. The row and the disk
can disagree (a wiped uploads volume, a restore from a dump), and a broken
image on a creature page is worse than one re-fetched sprite.
- A key the shard cannot render is not a failure. Two thirds of the playable
ghost and gargoyle bodies have no art on a stock client, and an import that
reported eight failures every time would teach an operator to ignore the panel.
- A key that VANISHED from the manifest needs review before anything changes:
an unmounted client volume and a deliberate downgrade look identical here.
23 new tests; 674 server and 42 client tests pass. The SQL was also run against
a real MariaDB, which is what proved the CONCAT join and the singleton CHECK.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
This commit is contained in:
@@ -107,8 +107,45 @@ function pointTypeRows(points) {
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return rows
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}
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/**
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* The art each creature gets when the atlas is rebuilt.
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*
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* **`replaceAtlas` empties `shard_spawn_creatures` and refills it**, so anything
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* on that row is destroyed on every refresh — and a refresh happens on every
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* boot. Before protocol 8 that cost nothing: `art` came from a file on disk and
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* was simply re-read. As of phase 3 it can also come from an IMPORT, which is
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* expensive to obtain and whose gate (the shard's client-file hashes) would say
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* "unchanged" for weeks afterwards. So the imported values are re-derived here,
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* on the way past, rather than being restored by an import that has no reason to
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* run again.
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*
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* **The operator's map is spread last and therefore wins.** Someone who drew
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* their own creature portraits must not have them replaced by a sprite rip on the
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* next Update — the one property §12 states outright.
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*
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* Never throws: the asset tables are the newer half of this pair, and an atlas
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* refresh must not start failing because an asset query did. Losing the imported
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* art for one boot is recoverable by pressing Import; a boot that cannot rebuild
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* the atlas is not.
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*/
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async function artForAtlas() {
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const operator = loadArtMap()
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try {
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// eslint-disable-next-line global-require
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const assetsDb = require('../shardAssets/shardAssets.db')
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const derived = await assetsDb.artBySlug()
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return { ...derived, ...operator }
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} catch (err) {
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log.warn('imported creature art could not be read; using the operator map alone', {
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error: err.message,
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})
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return operator
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}
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}
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async function applyAtlas(atlas) {
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return db.replaceAtlas({ ...atlas, pointTypes: pointTypeRows(atlas.points) }, loadArtMap())
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return db.replaceAtlas({ ...atlas, pointTypes: pointTypeRows(atlas.points) }, await artForAtlas())
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}
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/**
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