docs: website integration guide
docs/INTEGRATION.md is the API reference for building the front end against the sidecar: base URL, auth (Bearer / X-Api-Key / ?token=), protocol versioning, the rich /health, the WebSocket live feed with a full event catalog, every REST query and command (char/roster/vendors/link/towncrier/history/economy), the status-code table, a worked character-page example, and current caveats. Payloads are the real shapes captured during testing. Linked from the top-level README. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# uo-link Sidecar — Website Integration Guide
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This is the API the website talks to. The sidecar is the only thing the site connects to; it relays to and from the ServUO shard over a private loopback socket. The game itself exposes no ports and is never reachable directly.
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```
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website ──WebSocket (live feed) + REST (queries/commands)──► sidecar ──loopback──► shard
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```
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- **Base URL** — default `http://127.0.0.1:8080` (WebSocket: `ws://127.0.0.1:8080`). Configurable in `sidecar.toml` (`web.bind`) or `UOLINK_WEB_BIND`. If you serve the site from another host, bind the sidecar to `0.0.0.0:8080` and put it behind TLS.
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- **Content type** — all request and response bodies are JSON (`application/json`).
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- **Timestamps** — every `t` field is **epoch milliseconds** (UTC). Human-readable timestamps (e.g. `house.decay.builtOn`, `/health.last_event`) are ISO-8601 UTC.
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- **Serials** — game object ids are hex strings like `"0x24C"` (mobiles) or `"0x40013AAD"` (items). Treat them as opaque keys.
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---
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## 1. Authentication
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Every route **except `GET /health`** requires the shared token from `sidecar.toml` (`web.auth_token`). Present it any of these ways:
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| Transport | How |
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|-----------|-----|
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| REST | `Authorization: Bearer <token>` |
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| REST | `X-Api-Key: <token>` |
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| WebSocket | `?token=<token>` in the connect URL (browsers can't set headers on a WS handshake) |
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Missing or wrong token → **401** `{"error":"missing or invalid auth token"}`. The token is compared in constant time. It is generated automatically on first run (the sidecar logs it); rotate by editing `sidecar.toml` and restarting.
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---
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## 2. Protocol version
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The wire protocol is versioned so a mismatch is caught immediately instead of failing weirdly.
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- Every response carries an **`X-UOLink-Version: 1`** header.
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- `GET /health` and the WebSocket `ws.hello` frame include `"protocol": 1`.
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- **Optionally**, send `X-UOLink-Version: 1` on your requests. If it disagrees with the sidecar, the request is rejected **409 Conflict**:
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```json
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{ "error": "protocol version mismatch", "sidecar_protocol": 1, "client_protocol": "2" }
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```
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Pin the version you built against and compare it to the header (or `/health.protocol`) at startup.
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---
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## 3. Health
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```
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GET /health (no auth)
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```
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```json
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{
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"status": "ok", // "ok" when plugin connected AND db reachable, else "degraded"
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"protocol": 1,
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"plugin_connected": true, // is the shard link up right now?
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"database": "ok", // "ok" | "error"
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"uptime": "3d 12h",
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"last_event": "2026-07-10T22:08:27Z" // last line received from the shard; null if none yet
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}
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```
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Always returns HTTP 200 (read `status`/`plugin_connected` for real state). Use it for liveness checks and to detect when the shard has dropped (`plugin_connected: false`).
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---
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## 4. WebSocket live feed
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```
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GET /ws?token=<token> (WebSocket upgrade)
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```
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A push-only stream of game events as they happen. You do **not** send commands over the WebSocket — use REST for that. The socket carries one JSON object per text frame.
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**On connect**, the first frame is:
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```json
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{ "kind": "ws.hello", "protocol": 1 }
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```
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**Then** a continuous stream of event frames, each with at least `t` (epoch ms) and `kind`. Route on `kind`.
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Notes:
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- **Live-only, no replay.** A client that connects now sees events from now on. For history/backfill, use `GET /history`.
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- The sidecar sends WebSocket **ping** frames every ~30s for keepalive; browser clients answer automatically.
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- You may occasionally see a `{"kind":"pong",...}` frame (the sidecar's internal heartbeat to the shard). Ignore any `kind` you don't handle.
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- A client that falls far behind is dropped rather than allowed to stall others — reconnect and backfill via REST if that happens.
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### Minimal browser client
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```js
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const ws = new WebSocket(`ws://127.0.0.1:8080/ws?token=${TOKEN}`);
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ws.onmessage = (m) => {
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const ev = JSON.parse(m.data);
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switch (ev.kind) {
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case "ws.hello": /* check ev.protocol === 1 */ break;
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case "mob.login": onLogin(ev); break;
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case "vendor.sale": onSale(ev); break;
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case "house.decay": onIdoc(ev); break;
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// ...handle the kinds you care about; ignore the rest
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}
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};
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ws.onclose = () => setTimeout(connect, 2000); // reconnect + backfill via /history
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```
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### Event catalog
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Every event has `t` (epoch ms) and `kind`. A nested actor object looks like `{"serial","name","acct","player"}` (`acct` present only for player-owned mobiles).
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#### Lifecycle
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| kind | fields | notes |
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|------|--------|-------|
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| `server.hello` | `shard`, `bootId`, `connects`, `items`, `mobiles`, `accounts` | Sent to the sidecar on every shard (re)connect. `bootId` changes on a shard restart; stable across sidecar reconnects — use it to tell "shard restarted" (drop caches) from "sidecar reconnected". |
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| `server.shutdown` | — | Clean shutdown. |
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| `server.crashed` | `error` | Not always sent (a hard crash may skip it). |
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| `world.save.before` / `world.save.after` | (`after` adds `items`, `mobiles`) | Save-cycle boundaries; a natural consistency checkpoint. |
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#### Sessions & identity
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| kind | fields |
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|------|--------|
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| `mob.login` | `who`, `map`, `x`, `y`, `z`, `webId` (present if the account is linked) |
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| `mob.logout` | `who` |
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| `account.login.attempt` | `acct`, `ip` — an authentication attempt (no password ever leaves the shard) |
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#### Economy & commerce
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| kind | fields | notes |
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|------|--------|-------|
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| `gold.change` | `acct`, `old`, `new`, `delta` | AccountGold flow (gold in bank/account, not physical coins). |
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| `vendor.buy` | `who`, `vendor`, `item`, `itemSerial`, `amount`, `perUnit`, `total`, `committed:false` | **NPC** vendor purchase (validation stage). |
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| `vendor.sell` | `who`, `vendor`, `item`, `itemSerial`, `amount`, `perUnit`, `total`, `committed:false` | **NPC** vendor sale. |
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| `vendor.sale` | `buyerSerial`, `buyerAcct`, `ownerSerial`, `ownerAcct`, `vendorSerial`, `itemType`, `itemSerial`, `itemId`, `amount`, `price`, `commission`, `committed:true` | **Player** vendor sale, at the committed transaction. Carries both buyer and owner accounts — the pair that flags laundering when they match. |
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| `vendor.placed` | `owner`, `vendor` | A player vendor was placed. |
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```json
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{"kind":"vendor.sale","committed":true,"buyerAcct":"wttest","buyerSerial":"0x2E0",
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"ownerAcct":"seed_000","ownerSerial":"0x1F5","vendorSerial":"0x2E1",
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"itemType":"Longsword","itemSerial":"0x40015218","itemId":3937,"amount":1,
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"price":100,"commission":0,"t":1783720195626}
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```
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#### Character progression & vitals
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| kind | fields | notes |
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|------|--------|-------|
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| `char.vitals` | `serial`, `hits`,`hitsMax`, `mana`,`manaMax`, `stam`,`stamMax`, `str`,`dex`,`int`, `map`, `x`,`y` | Periodic snapshot of each **online** player (~every 30s; configurable). Diff successive snapshots to detect change. |
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| `skill.gain` | `who`, `skill`, `gained`, `base`, `cap` | Player skill gains only (NPC gains are filtered out). |
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| `fame.change` / `karma.change` | `who`, `old`, `new` | Player only. |
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| `quest.complete` | `who`, `quest` | |
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#### Death & PvP
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| kind | fields |
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|------|--------|
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| `player.death` | `who`, `killer` |
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| `player.murdered` | `victim`, `murderer` |
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| `mob.killed` | `killed`, `killer` — only kills that involve a player |
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#### Housing / IDOC
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| kind | fields |
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|------|--------|
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| `house.decay` | `serial`, `from`, `to`, `map`, `x`,`y`,`z`, `region`, `name`, `ownerSerial`, `ownerAcct`, `ban:{x,y,z}`, `builtOn`, `lastRefreshed` |
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`from`/`to` are decay stages (`LikeNew`, `Slightly`, `Somewhat`, `Fairly`, `Greatly`, `IDOC`, `Collapsed`, …). Emitted only on a **transition**, so watch for `to == "IDOC"`. `ban` is where a player would stand to see the sign.
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```json
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{"kind":"house.decay","serial":"0x4004705F","from":"Somewhat","to":"Fairly",
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"map":"Trammel","x":1119,"y":1794,"z":0,"region":null,"name":"An Unnamed House",
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"ownerSerial":"0x75","ban":{"x":1112,"y":1804,"z":0},
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"builtOn":"2026-05-11T03:12:24Z","lastRefreshed":"2026-05-31T02:36:51Z"}
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```
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#### Economy supply (periodic)
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| kind | fields |
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|------|--------|
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| `economy.supply` | `accounts`, `gold` — total money supply across all accounts (~every 5 min; configurable) |
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#### Cheat detection & staff audit
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| kind | fields | notes |
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|------|--------|-------|
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| `cheat.fastwalk` | `who`, `ip` | The shard's own speed-hack detector fired. |
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| `audit.set` | `staff`, `prop`, `target`, `targetSerial`, `old`, `new` | A staff member used `[set` to change a property. `staff` may be null. |
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| `audit.command` | `staff`, `command`, `args` | A staff command was invoked. |
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#### Account linking
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| kind | fields | notes |
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|------|--------|-------|
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| `link.request` | `code`, `account`, `char`, `ttlSec` | A player ran `[link` in game. Show them a prompt to enter `code` on the site; you then confirm it via `POST /link/confirm`. See §6. |
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---
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## 5. REST — read queries
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These fetch live state from the shard (correlated round-trip). Typical latency is a few milliseconds; the sidecar waits up to 10s for the shard before returning **504**.
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### Character profile
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```
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GET /char/{account}/{slot} # by account + character slot (0-based)
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GET /char/serial/{serial} # by serial, e.g. /char/serial/0x24C
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```
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Full character sheet: stats, all trained skills, worn equipment with flattened item mods. Works for **offline** characters too. `GET /char/serial/...` falls back to the last **cached** profile if the shard is unreachable (so a page still renders during a shard restart).
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```json
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{
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"kind": "char.profile", "serial": "0x24C", "name": "Darrow", "title": null,
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"body": 400, "hue": 33770, "online": false, "acct": "whitlocktech",
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"stats": { "str":120,"dex":120,"int":123, "hits":110,"hitsMax":110,
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"mana":123,"manaMax":123, "stam":120,"stamMax":120,
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"fame":0,"karma":0,"luck":0,
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"resist": {"phys":44,"fire":44,"cold":44,"pois":44,"energy":44} },
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"skills": [ {"n":"Swords","base":120.0,"value":120.0,"cap":120.0,"lock":"Up"}, "..." ],
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"equipment": [
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{ "serial":"0x40013AAD","layer":"Shirt","itemId":7933,"hue":33,
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"cliloc":1027933,"mods":{} },
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{ "serial":"0x4002B3","layer":"OneHanded","itemId":5046,"hue":0,"cliloc":1023721,
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"weapon":{"minDamage":16,"maxDamage":18},
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"mods":{"WeaponDamage":50,"HitLightning":40} }
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]
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}
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```
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Field notes:
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- `skills[].base` is trained value, `value` includes item/temp bonuses, `cap` is the cap. **Do not assume `base <= cap`** — GM characters can exceed it.
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- `equipment[].mods` is a flattened map of every non-zero AOS attribute on the item (weapon or armor). Empty `{}` for plain items.
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- Item names are usually **clilocs**, not strings: use `name` when present, otherwise resolve `cliloc` against a UO cliloc table on the site.
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- Errors: unknown account → **404** `{"kind":"bridge.error","reason":"unknown account"}`; bad slot → **404**/**400** similarly.
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### Account roster
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```
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GET /roster/{account}
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```
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Lightweight list of an account's characters (up to 5–7), including offline ones. Use this for a character-picker, then fetch the full profile on demand.
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```json
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{ "kind":"account.roster", "acct":"whitlocktech",
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"chars":[ {"slot":0,"serial":"0x24C","name":"Darrow","body":400,"online":false} ] }
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```
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### Player vendors
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```
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GET /vendors/{account}
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```
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Every player vendor owned by any character on the account, with held gold and current listings.
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|
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```json
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{ "kind":"vendor.snapshot", "acct":"seed_000",
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"vendors":[
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{ "serial":"0x2C0", "shopName":"Seed Shop 810", "holdGold":24186,
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"ownerSerial":"0x1F5", "map":"Felucca", "x":1402, "y":1604,
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"listings":[
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{"serial":"0x4001440F","itemId":3937,"amount":1,"price":69819,"forSale":true}
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] } ] }
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```
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---
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## 6. REST — commands & history
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||||||
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### Confirm an account link
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The in-game `[link` flow: the player runs `[link`, the shard emits a `link.request` event (over the WebSocket) carrying a one-time `code`. Your site shows the logged-in website user a box to enter that code, then:
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|
|
||||||
|
```
|
||||||
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POST /link/confirm
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{ "code": "AB12CD", "websiteUserId": "9931" }
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||||||
|
```
|
||||||
|
|
||||||
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- Success → **200** `{"kind":"link.ok","code":"AB12CD","account":"PerryAdimn","websiteUserId":"9931"}`. The game account is now permanently tagged with your `websiteUserId` (persisted on the shard); subsequent `mob.login` events for that account carry `webId`.
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- Bad/expired code → **404** `{"kind":"link.error","code":"AB12CD","reason":"unknown or expired code"}`.
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||||||
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||||||
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Codes are one-time and expire (default 5 min).
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||||||
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||||||
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### Look up an existing link
|
||||||
|
|
||||||
|
```
|
||||||
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GET /link/{account}
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||||||
|
```
|
||||||
|
|
||||||
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- **200** `{"account":"PerryAdimn","websiteUserId":"9931"}` if linked.
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||||||
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- **404** `{"account":"PerryAdimn","linked":false}` if not.
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||||||
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||||||
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(This reads the sidecar's mirror of confirmed links — no shard round-trip.)
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||||||
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### Publish / remove town-crier news
|
||||||
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|
||||||
|
Push a message that every in-game town crier announces until it expires.
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||||||
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|
||||||
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```
|
||||||
|
POST /towncrier
|
||||||
|
{ "id": "news-42", "lines": ["Hear ye!", "Market tax is now 5%."], "durationSec": 3600 }
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||||||
|
```
|
||||||
|
→ **200** `{"kind":"towncrier.ok","id":"news-42"}`. Re-posting the same `id` replaces the prior entry.
|
||||||
|
|
||||||
|
```
|
||||||
|
DELETE /towncrier/{id}
|
||||||
|
```
|
||||||
|
→ **200** `{"kind":"towncrier.ok","id":"news-42"}`, or **404** `{"kind":"towncrier.error","reason":"unknown id"}`.
|
||||||
|
|
||||||
|
Caps apply (line count/length, active entries, duration); an over-cap post returns `towncrier.error`.
|
||||||
|
|
||||||
|
### History (from the sidecar's database)
|
||||||
|
|
||||||
|
```
|
||||||
|
GET /history?kind={kind}&limit={n} # kind optional, limit default 100 (max 1000)
|
||||||
|
GET /economy?limit={n} # the money-supply series (economy.supply events)
|
||||||
|
```
|
||||||
|
|
||||||
|
Recent events, **newest first**, served from SQLite (no shard needed). This is your backfill when a WebSocket client (re)connects, and the source for feeds like "recent sales" or "latest IDOC".
|
||||||
|
|
||||||
|
```
|
||||||
|
GET /history?kind=vendor.sale&limit=50
|
||||||
|
→ { "events": [ {"kind":"vendor.sale", "...": "...", "t": 1783720195626}, ... ] }
|
||||||
|
|
||||||
|
GET /economy?limit=200
|
||||||
|
→ { "series": [ {"kind":"economy.supply","accounts":52,"gold":110502898,"t":...}, ... ] }
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Status codes
|
||||||
|
|
||||||
|
| Code | Meaning |
|
||||||
|
|------|---------|
|
||||||
|
| 200 | OK |
|
||||||
|
| 400 | Bad request (malformed body, invalid parameter, or a shard `*.error` that isn't a not-found) |
|
||||||
|
| 401 | Missing or invalid auth token |
|
||||||
|
| 404 | Not found (unknown account / character / id) |
|
||||||
|
| 409 | Protocol version mismatch (you sent `X-UOLink-Version` and it disagreed) |
|
||||||
|
| 500 | Internal error (e.g. database) |
|
||||||
|
| 503 | Shard not connected — the query needs the live game and it's down |
|
||||||
|
| 504 | Shard connected but didn't reply within 10s |
|
||||||
|
|
||||||
|
`503` vs `404`: a `503` is transient (shard restarting — retry), a `404` is a real "doesn't exist."
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Putting it together
|
||||||
|
|
||||||
|
A typical character page:
|
||||||
|
|
||||||
|
```js
|
||||||
|
const H = { "Authorization": `Bearer ${TOKEN}`, "X-UOLink-Version": "1" };
|
||||||
|
|
||||||
|
// 1. render the roster
|
||||||
|
const roster = await fetch(`${BASE}/roster/${account}`, { headers: H }).then(r => r.json());
|
||||||
|
|
||||||
|
// 2. full sheet for the selected character
|
||||||
|
const res = await fetch(`${BASE}/char/${account}/${slot}`, { headers: H });
|
||||||
|
if (res.status === 503) showBanner("Game server is restarting…");
|
||||||
|
else renderProfile(await res.json());
|
||||||
|
|
||||||
|
// 3. live vitals: subscribe to the feed and update hp/mana as char.vitals arrives
|
||||||
|
// (see the WebSocket client in §4)
|
||||||
|
|
||||||
|
// 4. recent sales widget
|
||||||
|
const sales = await fetch(`${BASE}/history?kind=vendor.sale&limit=20`, { headers: H })
|
||||||
|
.then(r => r.json());
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Caveats & current limits
|
||||||
|
|
||||||
|
- **No rate limiting yet.** The sidecar does not throttle callers; put it behind your own gateway if it's public. Profile/roster/vendor queries hit the live shard, so cache them site-side.
|
||||||
|
- **WebSocket is push-only and live-only.** No client→server messages, no replay. Backfill via `/history`.
|
||||||
|
- **Cache freshness.** `GET /char/serial/...` may serve a stale cached profile when the shard is down; the account+slot form always goes live (503 if down).
|
||||||
|
- **`bootId`** on `server.hello` is your signal to invalidate site-side caches: if it changed, the shard restarted.
|
||||||
|
- **Protocol changes** bump `X-UOLink-Version`. Compare it on startup and fail fast rather than mis-parsing a newer shape.
|
||||||
Reference in New Issue
Block a user