Commit Graph

16 Commits

Author SHA1 Message Date
eabaf2635f docs(link): protocol 6 part b -- leases, participation, and what the walk found
Six files. `v6.md` gains sections 7-10: one version with two halves, the lease
plane, the participation ledger, and 11b's verification.

Three corrections to what the plan and the design of record assumed.

Phase 11b is FIVE repos, not four, and in the opposite direction from 11a's
correction: a lease's ledger row had no reconcile path anywhere, because the step
that made it names `core.lease` and that is core's own action. `website` joins.

EVENTS.md's §D frames the 258 `Config.Get` call sites as splitting into two
patterns. Measured on 57.4: of the 158 non-Bridge sites in `Scripts/`, roughly
eight are read live. The allowlist is not a curated subset of a large pool, it is
nearly the whole of what exists. And `Config.Set` has exactly one caller in the
entire tree, so on a stock shard a GM cannot drift a configuration lease even
deliberately -- which is why proving `drifted` needed a scaffolding verb.

§G's "participation attribution is now the largest piece of new UO work" closes,
and the live-config-lease row goes to built-with-one-key.

§10.1 records the defect the phase's own deferral found in 11a's shipped code:
`bridge.busy` answered 200 instead of 425 because the frame carried two `kind`
fields and parsers take the last. Unreachable in 11a by construction; produced on
the first collision here.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-04 19:32:11 -05:00
8b4096dd18 docs(link): protocol 6 as built — a guarantee, and the kind that pays for it
`link/v6.md` is the spec of record. It is the first bump that adds a promise
rather than data: a command carrying an `idempotencyKey` is executed at most once,
and a repeat is answered with the original reply.

Also in this PR:

- `INTEGRATION.md` — §2 gains v6, the write plane gains a "retrying a command
  safely" section with the four rules a caller needs, §7 gains 425 and the
  paragraph on why it is not 409, and the event catalog gains `champ.boss.killed`.
- `PLAN.md` — §5.5 records that a per-KILL damage table needs no override even
  though a per-HIT event does, which is the observation the new kind rests on;
  §7 documents the key on the inbound frames.
- `EVENTS.md` — §A row 7 and two §G capability rows close, and the failure table's
  "an action succeeds but the ack is lost" loses its "does not exist today".
- `EVENTS_PLAN.md` — Phase 11 splits into 11a and 11b, and `installer` leaves the
  phase: PLAN.md §7.4 made sure no protocol version is hardcoded there, so the
  bundle gate is version-agnostic and needed no change for 5 either.

The live walk's defect is written up in v6.md §6.1 because the naive check
confirms it: an active ChampionSpawn registers an unnamed region over its own
spawn area, so the innermost region containing a champion boss is guaranteed to
have no name — and region registration is deferred, so a lookup at spawn time
answers "Britain" while one at the kill does not.

CRLF preserved throughout; links and anchors checked by hand, this repo has no CI.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-04 14:57:42 -05:00
6304c42dfb docs(link): protocol 5 — the decay schedule, vendor fee state and account.login.result
Design of record for the bump, plus the reference updates it obliges.
Engagement Phase 10, as built.

link/v5.md is new. Three enrichments in one bump, because a bump costs a sidecar
release, a republished bundle and an operator update on every shard — a field left
out costs a whole second round of that, not a follow-up commit.

  a. house.decay gains ownerName and a nested `schedule`. estimatedCollapse is
     present ONLY where it is exact: under dynamic decay each stage's duration is
     drawn at random on entry, so collapse is knowable only once the house is
     already at IDOC; under static decay it is exact at every stage. Omitted
     rather than approximated — an absent field is honest where a wrong date
     becomes a dated promise in a player's mail.
  b. vendor.listing gains ownerAcct — a character name identifies nobody, only the
     game account joins to shard_account_links — and a `fees` block resolving
     PlayerVendor.PayTimer's dismissal rule into a dismissalAt instant. There is
     deliberately no daysRemaining: a pay period is a UO day on an old-system
     shard, so the name would be wrong by a factor of twelve.
  c. account.login.result is a NEW kind. account.login.attempt fires from a veto
     hook that runs before the auth decision and constructs with Accepted = true,
     so it fires on successful logins too and cannot carry a verdict.

INTEGRATION.md: the version banner to 5, the Housing and Market field tables and
examples, and the new kind beside the attempt — with the attempt's own row
corrected to say why it is not a failure signal.

PLAN.md: 5.1's "failed-login signals" row was wrong about what AccountLogin can
tell you; 5.3 and 5.4 gain the two new signals; 5.4's dynamic-decay model gets the
consequence for publishing a collapse time, and the CanDecay rule gets its testing
trap. 7's frames are marked as 1.0's design sketch rather than the shipped wire,
which they have not been for four versions.

ENGAGEMENT.md: Phase 10 as built. Two decisions taken during the build (both field
groups nested, so one admin rule governs each and a future field inherits the gate;
no daysRemaining), the three visibility classifications, and the pin improvement —
the schema test now asserts the declarations AGREE rather than that they all say a
literal, which is the protocol-4 bug seen from the other side.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-31 19:19:09 -05:00
71207cef16 docs(link): the Protocol 3.0 cutover (v3.md order 6)
INTEGRATION.md was written for the window that just closed -- it told integrators
the version had NOT been bumped yet and that a sidecar on `edge` reports 2 while
already carrying v3 kinds. That guidance is now wrong in the direction that
matters, so the version section states 3 (header, /health, ws.hello, the 409
example and the §8 worked example) and replaces the "until then" paragraph with
what a v2 integration actually has to do to upgrade: change the constant it
sends, and nothing else, because nothing that existed in v2 changed shape.

v3.md gains §4.1 for what the bump touches and, more importantly, WHY the
website's boot migration is gated on a marker row: schema.sql is re-run on every
boot and uo_link_config.protocol is admin-editable, so an ungated UPDATE would
silently un-pin an operator running an older sidecar. That is the one piece of
the cutover a reader could not infer from the code being one constant.

Progress tables: 5b done, 6 in review.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 18:04:00 -05:00
6ce60a82c3 docs(link): the player-vendor marketplace (Protocol 3.0 §8)
Documents order 5b across the four repos, and records what building it changed
about §8 as designed.

- NEW website/MARKETPLACE.md — the operator guide: what the pages must say out
  loud and why, the privacy contract (the player's in-game Vendor Search toggle
  wins, and no admin setting overrides it), the Bridge.cfg knobs and how they
  trade against each other, and the measured sweep costs.
- INTEGRATION.md — catalog entry for vendor.listing / vendor.listing.remove with
  its six consumer gotchas, and the GET /market REST section (the sidecar's only
  paged read, and why it orders by serial rather than shop name).
- BACKEND_DESIGN.md — shard_vendors / shard_vendor_items, the routes, and the
  marketplace search as the only rate-limited public read.
- SHARD_VISIBILITY.md — why the market's fields default to Everyone (the in-game
  gump already shows exactly that set), why location is one setting covering
  four things, and why hiding the owner name without the owner id achieves
  nothing.
- PLAN.md — the amortized round-robin as the one sweep pattern the bridge did not
  previously have, and an update to §7's cliloc note: pushing name resolution to
  the plugin was never an option, because ServUO cannot read a modern client's
  compressed cliloc files either.
- v3.md §8.8 — the four things the build settled differently, chief among them
  that §8.1's FLAT location payload would have made Part A's pre-wired
  market.location rule inert, exactly like the characterName miss one part
  earlier.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 09:52:14 -05:00
8e857a9c8d docs(link): points.board, the leaderboards API, and what a real shard changed
Protocol 3.0 §7 lands across servuo-plugins, link and website; this is the
matching documentation.

INTEGRATION.md
  - points.board in the event catalog: one frame per system, never a delta, no
    points.remove (the shard's system set is fixed at startup). Four gotchas
    called out, all of them things a consumer gets wrong by default:
      1. maxPoints: 0 means UNCAPPED, not "zero allowed" — and on a real shard
         it is the COMMON case, so anything rendering points/maxPoints must
         special-case it or divide by zero on the happy path.
      2. nameString is usually null, with a cliloc in nameNumber — so
         humanising the system key is the primary display path, not a fallback.
      3. players counts players actually holding points, not table size: ten of
         the ~25 systems keep a zero-point row per character ever created, so
         the raw count would report the shard's whole census.
      4. Entries carry serial + name only, never acct/webId.
  - The char.profile `points` block, and why `rank` is absent by default.
  - GET /points and /points/:system, including why 404 (never published) and
    200-with-empty-top (published, nobody scored) are different answers.

v3.md
  - B/2 marked done in both the progress table and §9.
  - NEW §7.5, "what the run against a real shard changed" — the same record §6.1
    and §6.2 keep. Four corrections the plan could not have anticipated from
    reading PointsSystem.cs, the sharpest being that (long)double.MaxValue is an
    unchecked conversion yielding long.MinValue, which published
    "maxPoints": -9223372036854775808 on the first live sweep. Also records that
    GetEntry/GetPoints mutate the world on AutoAdd systems and so cannot be used
    in a read model, and the one deliberate deviation from §7.4: the visibility
    field rule must key on the wire's `name`, not the descriptive
    `characterName`, or it is silently inert.

BACKEND_DESIGN.md — shard_points_boards (including why the top-N list stays in
the payload and why listing orders by COALESCE(name, system)), plus the two new
public routes.

PLAN.md — 3.0 phasing brought current: the spawn atlas and points.board added to
what has shipped, and the Points* keys noted in the config-key paragraph.

PROJECT_TREE.md files are deliberately untouched — they are CI-generated and say
so.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 21:05:04 -05:00
b0a2207c6a docs(link): record world.ruleset and mark Protocol 3.0 progress
Protocol 3.0 order 2 (v3.md §5) is built across all four repos; this is its
documentation half, plus the running progress record the plan was missing.

v3.md
  - A progress table at the top and a State column on §9's sequencing table, so
    "what has landed" is answerable without reading four git logs. Part A (order
    1) and world.ruleset (order 2) are marked done; the spawn atlas is next.
  - §5 gains the implementation notes worth keeping, chiefly: where a system's
    on/off state is DERIVED rather than configured, read the system's own static
    instead of inventing a .cfg key (Shadowguard has no Enabled key — it's the
    TOL expansion gate; Factions is `!ViceVsVirtueSystem.Enabled` by
    construction in stock ServUO). Also that the plugin CAN be compile-verified
    despite the "no standalone build" caveat, and how.

INTEGRATION.md
  - The world.ruleset catalog entry and GET /ruleset, with the two things
    consumers get wrong: caps are in TENTHS (1000 = 100.0), and `connect` exists
    only if the operator set Bridge.PublicConnectAddress — the shard's real
    listen address is never published.
  - §2 now says plainly that v3 has NOT been bumped yet and what that means:
    sidecars on `edge` report 2 while already carrying some v3 kinds, so do not
    infer feature availability from the version during this window.

PROTOCOL_2.md §10.4
  - The deferred "which PvP system does this shard run?" is answered (VvV on,
    Factions off — and mutually exclusive by construction), and world.systems is
    marked superseded by world.ruleset, which carries the systems block it asked
    for. No orphan kind is left behind.

BACKEND_DESIGN.md — the shard_ruleset table (why it is stored whole rather than
normalized, and why no row means null rather than {}) and the public route.

PROJECT_TREE.md is deliberately untouched: sync-project-tree regenerates it on
push to main, so it updates itself at the v3 cutover.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 14:39:53 -05:00
Claude
5880bc9f1e docs: fix cross-refs and scrub machine paths
- Repoint doc-to-doc references from the old docs/ prefix to the co-located
  sibling filenames (docs live under link/ here now).
- Replace the personal ServUO checkout path (C:\Users\...\servuo) with a
  <servuo> placeholder throughout.
2026-07-18 02:32:49 -05:00
ee425f95d9 Phase 7: PlayerVendorSale core event + subscriber
The one non-drop-in piece. Player-vendor purchases raise no EventSink, so the
sale is invisible to subscription. Two git-format core patches add a
PlayerVendorSale event and raise it at the committed sale in
PlayerVendorBuyGump.OnResponse (right after HoldGold +=), where buyer, vendor
owner, item, price, and commission are all in scope. The subscriber
BridgeVendorSale emits vendor.sale.

All three are a coupled unit. The subscriber references PlayerVendorSaleEventArgs,
which does not exist until the EventSink patch is applied, so it lives in patches/
not overlay/ -- shipping it in overlay would break the build on any unpatched
install. patches/README.md documents applying the unit; both patches verified
with git apply --check against stock ServUO 57.4. This is the first phase that
rebuilds the core (ServUO.exe), not just Scripts.dll.

vendor.sale carries buyer and vendor-owner accounts, both present and distinct,
which is the pair that flags gold-laundering when they match -- richer than the
ownerless NPC ValidVendor* events, and on a committed sale rather than a
validation stage.

Verified with a probe firing the event on real seeded-vendor data: vendor.sale
emitted with buyerAcct=seed_001, ownerAcct=seed_000, Longsword, price 69819. The
probe proves the event, args, subscriber, and payload; the literal gump call site
firing on a real purchase needs a live buyer with a NetState and is confirmed by
an in-game buy. Evidence in docs/PLAN.md §17.

This completes every phase on the ServUO side. Phases 0-6 are drop-in (overlay/);
7 is patches/. Cheat signals are folded into existing streams (fastwalk, audit,
vendor.sale), not a separate phase. Remaining work is the Rust sidecar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 15:46:07 -05:00
db7c0adbf0 Phase 6: town-crier news (website -> game)
BridgeTownCrier handles inbound towncrier.add / towncrier.remove, pushing
website-published news into GlobalTownCrierEntryList so every town crier
announces it until it expires. Both run on the Core thread (required: AddEntry
mutates a shared list and the criers send packets). An id maps to the created
TownCrierEntry so a later remove can pull it, and re-adding an id replaces the
prior entry.

Caps are enforced before touching the shared list -- line count, line length,
active-entry count, duration -- as defense in depth on top of the loopback trust
boundary: a buggy or compromised sidecar still cannot flood the criers or pin a
message forever. Config: Bridge.TownCrierMax{Lines,LineLength,Active,DurationSec}.

Verified with a sending stub and a probe that logs the actual crier list. Replies
and game state agree: add n1 -> towncrier.ok and the entry appears with the exact
lines; add n2 (8 lines over the cap of 6) -> towncrier.error and never enters the
list; remove n1 -> towncrier.ok and the entry is gone; remove unknown ->
towncrier.error. Evidence in docs/PLAN.md §16.

Adds BridgeJson.GetStringList for JSON string arrays, tools/stub_sidecar_crier.ps1,
and tools/scaffolding/BridgeCrierProbe.cs. This closes the pure-plugin inbound
work; only the PlayerVendorSale core edit (Phase 7) remains on the ServUO side.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 11:56:22 -05:00
5eecdea2fc Phase 5: [link account linking
BridgeAccountLink ties a game account to a website account. [link mints a
one-time, 5-minute code from an unambiguous alphabet (no O/0/I/1), holds it in a
Core-thread dict keyed to the account, and emits link.request. The website
relays the code back through the sidecar as link.confirm; the shard validates,
writes the WebsiteUserId account tag, and replies link.ok. A bad or expired code
gets link.error.

The tag persists to accounts.xml in ServUO's standard <tags> format, read by
LoadTags at boot, so a link survives restarts with no new persistence layer.
mob.login now carries webId when the account is linked, so the sidecar can
attribute a session to a site user without a lookup.

Safeguards: one-time codes; only the newest code per account is valid; per-account
30s rate limit against code spam; a 1-minute purge bounds the code table; the
websiteUserId is trusted only because the socket is loopback-only. The tag reaches
memory on confirm but disk only on the next save — a hard crash between loses it,
and the player just re-runs [link.

Verified end to end with a smart stub that reads the emitted code and confirms
it: link.request -> link.confirm -> link.ok, a bad code -> link.error, and the
tag observed in accounts.xml after a save. Evidence in docs/PLAN.md §15.

The [link command body is exposed as RequestLink(Mobile) so it can be driven in
tests without a client. Adds tools/stub_sidecar_link.ps1 and
tools/scaffolding/BridgeLinkProbe.cs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 11:47:17 -05:00
edb1fdcbe2 Phase 4: character-profile request/response
BridgeProfile builds the read-models the website consumes; BridgeRequests
registers the inbound handlers. The sidecar asks, the shard answers on the Core
thread (inbound lines are marshaled through Timer.DelayCall before a handler
runs), so all of these read live world state safely.

  - char.request: resolve by serial, or by account + slot, and reply with a full
    profile (stats, all trained skills, worn equipment with flattened AOS mods,
    resists). Works for offline characters since a logged-off mobile stays
    resident until Delete.
  - account.roster: light per-character summary, offline chars included.
  - vendor.snapshot: every player vendor owned by an account, with held gold and
    priced listings.

Each request may carry a reqId the reply echoes so the sidecar can correlate.
An unresolvable request gets a bridge.error reply rather than silence, so the
website can show a real failure instead of hanging.

Verified against the real world with a sending stub: all five requests answered,
both char lookup paths (account+slot and serial) returning the identical profile,
vendor.snapshot returning seed_000's two vendors and 80 listings, and the bad
account returning bridge.error. Two real-data findings noted in docs/PLAN.md §14:
a GM character can have skill base > cap (the website must not assume otherwise),
and the mod-flattening path still wants a genuinely kitted character to exercise
against real suffix gear.

Adds tools/stub_sidecar_request.ps1 (sends requests) and a hardened
tools/stub_sidecar.ps1 (survives reaping/rebind).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 11:34:14 -05:00
07e109994d Phase 3: polled sweeps (vitals, house decay, economy)
BridgeSweeps runs three repeating Core-thread timers for the state that has no
EventSink. Cost measured in Phase 1 is why they can run on the main thread: a
full pass of all three is well under a millisecond at the seeded scale.

  - Vitals: online players only. Small and volatile; the sidecar diffs snapshots.
    Offline characters do not move, so they are served on demand as full profiles
    instead, not swept.
  - House decay: emits only on a level transition. A silent baseline on
    ServerStarted records every house's current stage, so a restart does not
    re-announce them. Payload carries from/to, coords, nested ban location,
    region, sign name, owner serial+account, and built/refreshed timestamps, all
    null-guarded.
  - Economy supply: periodic sum of every account's currency as a snapshot. The
    level; AccountGoldChange and the vendor events are the flow.

All three re-arm on `[bridge reload`; `[bridge sweepnow` runs one of each on
demand; `[bridge status` reports sweep counters. Sweeps skip emitting while the
sidecar is disconnected, since their state is perishable and re-emitted next
tick anyway (unlike events, which queue through an outage).

Verified on the seeded world with 8s intervals: baseline recorded 29 houses
silently, a probe bumped one Somewhat->Fairly, and the next sweep emitted exactly
one house.decay and none for the other 28. Economy emitted a supply snapshot per
interval. Vitals emitted nothing, correctly, since all seeded characters are
offline. Evidence in docs/PLAN.md §13.

Adds tools/scaffolding/BridgeSweepProbe.cs (never deployed) to force a decay
transition on demand.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:59:21 -05:00
637dedc45e Phase 2: cheap event streams
BridgeEvents subscribes the streams selected for tracking, economy, and cheat
detection: Login/Logout/AccountLogin, AccountGoldChange, ValidVendorPurchase/
Sell, PlacePlayerVendor, SkillGain, FameChange, KarmaChange, QuestComplete,
PlayerDeath, PlayerMurdered, OnKilledBy, FastWalk, OnPropertyChanged, Command,
and Before/AfterWorldSave.

Every handler runs on the Core thread inside the path that raised it, so each is
wrapped to never throw, does only Emit (which enqueues and returns), and never
mutates the args. Three of these are veto hooks and are read strictly:
AccountLogin (Accepted/RejectReason, and a plaintext Password we never emit),
FastWalk (Blocked), and the login decision path generally.

Testing on the live shard found that SkillGain fires for NPCs, hard: the first
boot emitted 115 skill.gain events in four seconds, all spawned creatures
grinding Meditation, zero players. That is the general rule here — most "player"
events also fire for NPCs — so SkillGain, FameChange, KarmaChange, and OnKilledBy
all filter to players on the Core thread before the socket. Gold, fame, karma,
and the save boundaries were fired through their real code paths and observed at
the stub sidecar; gold.change round-trips the platinum->gold conversion and
persists across restarts. Evidence in docs/PLAN.md §12.

Adds tools/scaffolding/BridgeEventProbe.cs (never deployed) which triggers those
events through real world mutations rather than synthetic Invoke calls.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:46:41 -05:00
35c85d542a Phase 1: loopback transport to the sidecar
BridgeLink owns a TcpClient to 127.0.0.1 and nothing else touches it. Emit() is
called from the Core thread; it enqueues onto a bounded drop-oldest queue and
returns. A link thread drains the queue and reconnects with backoff; a reader
thread parses inbound lines and marshals each to the Core thread via
Timer.DelayCall. An absent, slow, or wedged sidecar therefore cannot stall the
shard, which is the property the rest of the bridge depends on.

Outbound JSON is written by hand into a StringBuilder because it runs on the
Core thread for every event and the measured budget assumes that cost. Inbound
uses JavaScriptSerializer: commands arrive at human rates, so correctness beats
speed, and parsing happens off the Core thread anyway. That needs a
System.Web.Extensions reference.

server.hello is emitted per connection rather than once at ServerStarted. A
sidecar that restarts independently would otherwise never learn which shard it
is attached to. It carries a bootId, stable across reconnects and fresh on every
shard restart, so the sidecar can tell "I reconnected" from "the shard
restarted" and keep or discard its cache accordingly.

Two defects found by testing and fixed before commit:

  - Backoff ceiling was 30s, so a sidecar restart cost up to half a minute of
    buffering on a loopback socket. Now 5s.
  - A stale reader could kill a fresh connection: reader.Join(1s) can time out,
    and the old thread's finally block then set the shared _dead flag, possibly
    tearing down the connection that had replaced it. Connections now carry an
    epoch and a reader only marks dead the one it owned.

Acceptance evidence recorded in docs/PLAN.md §11: boots with no sidecar, buffers
through the outage and drains on connect, round-trips ping/pong on the Core
thread, survives unknown kinds and malformed JSON, and reconnects unattended.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 05:03:03 -05:00
c87ca88d86 Phase 0: fix runtime script compilation
ScriptCompiler.Compile() runs `dotnet build Scripts/Scripts.csproj -c Release`
with no Platform, so MSBuild defaults to AnyCPU. Scripts.csproj gated both
OutputPath and DefineConstants on Configuration|Platform == Release|x64, so
under the server's own build the DLL landed in Scripts/bin/Release/ (while the
core loads Scripts.dll from the base directory) and TRACE;NEWTIMERS;ServUO went
undefined (XmlSpawner compiled its non-ServUO branches).

Compile() also never checks the build's exit code before Assembly.LoadFrom, so
the failure was silent and the stale DLL reloaded. Runtime script compilation
had had no effect since 2026-05-30.

Condition both property groups on Configuration alone. Server.csproj is left
alone: nothing under Server/ uses those symbols, and giving it OutputPath=..\
would make the boot-time build try to overwrite the running ServUO.exe.

Verified end-to-end: a plain boot now logs "Core: Compiling scripts... / Build
succeeded." and loads 206208 items, 42771 mobiles.

Also adds the implementation plan, the measured performance budget, the test
scaffolding used to produce it (seeder + probe, both default-off), and the
record of shard repairs that had to precede any of this.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 04:34:18 -05:00