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
92 lines
4.0 KiB
JavaScript
92 lines
4.0 KiB
JavaScript
// ── Admin · Client assets ──────────────────────────────────────────────────
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//
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// Operating the asset import: what the site holds, what the shard's client files
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// currently are, and a re-import after a client patch (docs/link/v8.md §6, §8,
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// §14, protocol 8 phase 3).
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//
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// The policy lives in the model. This controller does three things and no more:
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// it validates input, it maps an import RESULT onto an HTTP status, and it
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// records the action in the admin activity log.
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//
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// **An import result is not an exception**, exactly as for clilocs. A shard that
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// is down, an asset plane the operator has switched off, a Linux host with no
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// libgdiplus, a client patched halfway through the walk — each is a 200 carrying
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// `status: 'unavailable'` and a reason naming what to fix, not a 500 that says
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// only "something broke". The one thing that DOES 500 is this file having a bug.
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//
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// **This is the only thing that imports.** Boot never calls the shard for assets,
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// for the same reason it stopped calling it for clilocs: the files change when an
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// operator patches their client, which is an event they know about and the site
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// does not. So this endpoint is what an operator presses afterwards.
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//
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// The full panel — per-key review, the activity view, approve/reject as buttons —
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// is phase 8. This pair is what makes phase 3 reachable at all.
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const assets = require('../../model/shardAssets/shardAssets.model')
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const { activity } = require('../../core')
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const log = require('../../core').logger('admin-shard-assets')
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// GET /admin/shard/assets — what is loaded, what the shard says, whether they
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// disagree. No public counterpart: the assets themselves are served as ordinary
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// files under /uploads, and this is the operating view of the import.
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async function getStatus(req, res) {
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try {
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return res.json(await assets.getStatus())
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} catch (err) {
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log.error('getStatus', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// POST /admin/shard/assets/import — import or update the body catalogue, then
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// re-resolve the atlas's creatures and re-derive their artwork.
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//
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// `force` re-imports even when the client files are unchanged. It is also how an
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// operator recovers a wiped uploads volume: the database still holds every hash,
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// so the ordinary gate would report "unchanged" while every picture is missing.
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// (The import checks for the file on disk per key as well, so that case usually
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// heals itself — `force` is the answer when it does not.)
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//
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// `approve` accepts a catalogue that no longer offers keys this site holds.
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// Refused by default because an unmounted client volume and a deliberate
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// downgrade look identical from the server, and the wrong guess deletes artwork.
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async function importAssets(req, res) {
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try {
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const force = !!req.body?.force
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const approve = !!req.body?.approve
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const result = await assets.importAssets({ force, approve })
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await activity.log({
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req,
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action: 'shard.assets.import',
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detail: {
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force,
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approve,
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status: result.status,
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code: result.code ?? null,
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assets: result.assets ?? null,
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fetched: result.fetched ?? null,
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written: result.written ?? null,
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removed: result.removed ?? null,
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// The body pass is logged as its own tally rather than as a single
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// number: `unknown` means the spawn files name a type this shard's
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// scripts do not define, which is real drift an operator should see, and
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// it reads identically to `failed` if both are summed into "not resolved".
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bodies: result.bodies?.tally ?? null,
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vanished: result.vanishedCount ?? null,
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},
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})
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return res.json(result)
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} catch (err) {
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log.error('importAssets', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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module.exports = {
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getStatus,
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importAssets,
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}
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