Commit Graph

4 Commits

Author SHA1 Message Date
44039e83d5 docs(link): call ServUO's decoders — the crash is on a branch we never take
Decision: no decoders are reimplemented. Extraction goes through ServUO's own
vendored Ultima, which Scripts.csproj already references, so the art half of
this protocol is plumbing and the Mythic cliloc reader (§9) becomes the only
decoder Protocol 8 writes rather than calls.

What makes that safe rather than merely cheap is a distinction §1.1 did not
draw. All three decoders build a FileIndex, but only Gumps passes
hasExtra: true — and FileIndex.cs's own comment says that branch exists FOR
gumpartlegacy.uop, the one UOP layout with an extra field. Art passes
hasExtra: false and probed 49,150 statics plus 16,384 land tiles with zero
faults; Animations touches no UOP at all and probed 1,144 bodies clean. The
access violation is a bug on a branch exactly one decoder reaches, and that
decoder was already out of scope. So "nothing calls Ultima.Gumps" is now a
safety rule, and adding gump art later means fixing that path first.

§4.2 records the three costs this accepts: six of twelve stock player bodies
have no art (UOP-only, not reachable by calling the existing code differently),
System.Drawing stays in the decode path, and we inherit whatever Ultima a shard
vendors — EXTRACTOR_VERSION already covers the last one.

Phase 0 changes shape with it. It was going to prove new decoders byte-identical;
it now tries to BREAK the vendored ones on purpose, from inside a running ServUO
against a deliberately patched client, because the probes behind §1.1 ran in
PowerShell against a stock client and neither is the real environment.

§17 is down to one real question: libgdiplus on Linux/Mono shards.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-10 01:11:13 -05:00
b62d0b6307 docs(link): player bodies face you, everything else does not
Player character bodies take direction index 0 (head-on); every other body takes
index 1 (front three-quarter). Direction still does not appear in the key — both
indices are extractor configuration.

The split follows the legibility caveat rather than fighting it: a humanoid
reads fine head-on and a character portrait should look at you, while a wolf
seen head-on is a dark blob and the same wolf at index 1 is obviously a wolf.

§5.2 is new: which bodies count as player characters is asked of the shard, via
Race.AllRaces and each race's MaleBody/FemaleBody/MaleGhostBody/FemaleGhostBody,
never hardcoded. Twelve ids on stock 57.4. Two things say a hardcoded list would
have been wrong — RaceDefinitions.cs passes the gargoyle's ghost bodies in the
opposite order to the other two races (695 male, 694 female), and a shard that
calls RegisterRace adds ids no table of ours would contain.

And the finding that matters most: SIX OF THOSE TWELVE do not decode at all with
ServUO's vendored Animations — both human ghosts and every gargoyle body,
because they live in AnimationFrame*.uop which that library never reads. The one
part of the scope with the most attention on it is the part the vendored library
serves worst, which is now the strongest single argument for §4's recommendation
to own the decoders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-10 01:06:32 -05:00
0c3f0d65cc docs(link): one direction, not five — and it is index 0
Only the viewer-facing direction is wanted for players and monsters, so
direction leaves the key entirely (§5.1) rather than being a segment nobody
varies. Every depth count in §11 falls by exactly 5x.

Which index that is was rendered, not looked up: all five directions for a
human, a wolf and a dragon. Index 0 is head-on — face, chest and front legs —
and index 4 is directly away, with a quadruped's tail toward the camera. The
small-thumbnail version of the same test suggested the opposite, which is why
the finding is in the doc rather than in someone's head.

Measured consequence: body 400 drops 1,050 -> 210 frames, and a complete
one-direction set for all 1,144 bodies is ~173,000 frames (~170 MB) rather than
~865,000. That moves a bulk-fill-everything switch from "never" to something
phase 5 should leave room for.

One caveat kept as an open question: index 0 is the least legible view for
four-legged creatures — a head-on wolf is a dark blob, a side-on wolf is a wolf
— so the extractor takes the index as configuration defaulting to 0, and §17
asks whether the catalogue should default to 1 or 2 instead.

No client-derived image is committed; the render was inspected and discarded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-10 00:47:14 -05:00
556141341f docs(link): Protocol 8 — client assets over the bridge
The shard host already has the UO client — ServUO cannot boot without one, and
Config/DataPath.cfg resolves into Server.Core.DataDirectories at runtime. So the
cliloc table, the creature and item art, and the spawn atlas's own source files
can all reach the website over the bridge that already exists, and UOFiddler,
the desktop conversion step and the website's shared-filesystem view of the
ServUO tree all go away.

Design of record for the work: the shard extracts, the sidecar forwards, the
website decides — which is the only arrangement that keeps the sidecar a dumb
forwarder while still resolving creature slug -> body id, something only code
running inside ServUO can do.

Measured against this machine's ServUO 57.4 tree and client rather than assumed:
Art.GetStatic and GetLand decode ~66,000 ids with no faults, 1,144 bodies have a
decodable first frame, and body 400 alone is 1,050 frames across its actions and
directions — which is what makes the bulk set one thumbnail per body and
everything deeper on demand.

Two findings shape the build. Gumps.GetGump(2) does not fail, it corrupts the
process (AccessViolationException, 0xC0000005) — uncatchable on .NET Framework
4.8 and a shard crash in-process — so §4 recommends owning bounds-checked
decoders rather than calling ServUO's vendored Ultima, which also removes the
System.Drawing/libgdiplus dependency and the UOP gap that leaves gargoyle bodies
666/667 empty. And the shard -> sidecar direction has no line cap today, which
Protocol 8 must close before it starts sending large lines deliberately.

UOFiddler is Beerware, so its Mythic cliloc decompressor can be ported into this
GPL-3.0-or-later tree and the conversion step retired entirely.

Nine phases, four decisions still open in §17.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-10 00:25:25 -05:00