docs!: Protocol 3.0 cutover — the 3.0 documentation set #73

Merged
whitlocktech merged 35 commits from edge into main 2026-08-01 06:29:38 +00:00
13 changed files with 3160 additions and 18 deletions

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@@ -19,6 +19,11 @@ ci/ cross-cutting CI/quality notes
| [BACKEND_DESIGN.md](website/BACKEND_DESIGN.md) | API contract, DB schema, security model |
| [HERO_EDITOR.md](website/HERO_EDITOR.md) | Hero canvas editor feature spec |
| [WIKI_UPGRADE.md](website/WIKI_UPGRADE.md) | Wiki subsystem upgrade notes |
| [SHARD_VISIBILITY.md](website/SHARD_VISIBILITY.md) | Who sees which shard data — the admin-configurable audience framework |
| [SPAWN_ATLAS.md](website/SPAWN_ATLAS.md) | The bestiary / spawn atlas: what the shard contains, parsed from its own ServUO tree |
| [CLILOCS.md](website/CLILOCS.md) | UO's id → name table: converting one from your client so items have names |
| [UOFIDDLER.md](website/UOFIDDLER.md) | **Operator runbook** — step-by-step extraction from your own UO client (cliloc table, creature art) |
| [MARKETPLACE.md](website/MARKETPLACE.md) | The player-vendor index: how it is gathered, what it costs, how to tune it |
| [website-README.md](website/website-README.md) | Snapshot of the website repo's README (setup/run reference) |
| [PROJECT_TREE.md](website/PROJECT_TREE.md) | Auto-generated snapshot of the repo's tracked file layout |
@@ -27,6 +32,7 @@ ci/ cross-cutting CI/quality notes
|---|---|
| [INTEGRATION.md](link/INTEGRATION.md) | How the website integrates with the uo-link sidecar |
| [PROTOCOL_2.md](link/PROTOCOL_2.md) | Protocol 2.0 / 2.1 design |
| [v3.md](link/v3.md) | Protocol 3.0 design — shard content/standings streams + the visibility framework |
| [ADMIN_CONTROLS.md](link/ADMIN_CONTROLS.md) | Staff write-plane (kick/ban/broadcast, page queue) |
| [SHARD_PREREQS.md](link/SHARD_PREREQS.md) | Shard-side prerequisites for the bridge |
| [PLAN.md](link/PLAN.md) | uo-link build plan |

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@@ -1,6 +1,6 @@
# Android App — Plan
Status: **M0M7 landed; M7 (push notifications) both parts done — Part 1 backend (website#78) and Part 2 app (Android-app#15) plus a small `push.ntfyUrl` settings addition (website#79). Remaining: set the shard's `NTFY_*` deploy config so push lights up, and cut the v1 tag. M9 (native SSO login) is now underway backend-first — the Mobile SSO Authorization Bridge is being built in `website/` + `docs/` ahead of the app-side client (§4.2, §9 M9); custom-scheme callback only for now, App Links deferred (see [`APP_LINKS.md`](./APP_LINKS.md)).** This document is the
Status: **M0M7 landed; M7 (push notifications) both parts done — Part 1 backend (website#78) and Part 2 app (Android-app#15) plus a small `push.ntfyUrl` settings addition (website#79). Remaining: set the shard's `NTFY_*` deploy config so push lights up, and cut the v1 tag. M9 (native SSO login) is now underway backend-first — the Mobile SSO Authorization Bridge is being built in `website/` + `docs/` ahead of the app-side client (§4.2, §9 M9); custom-scheme callback only for now, App Links deferred (see [`APP_LINKS.md`](./APP_LINKS.md)). **M11 (Protocol 3.0 shard parity)** is scoped and next: the app sees none of the four shard features v3 added (`ruleset`, `leaderboards`, `market`, `atlas`) and does not consult `GET /public/shard/features`, so it gates shard nav on session role alone while an admin can switch any of those surfaces off or raise its audience — the v3 `edge``main` cutover is held until it lands (§9 M11).** This document is the
design contract for the `RunicGateway/Android-app` repo. It was written before implementation so the
API changes it depends on could be landed in `website/` and `docs/` first. The authoritative API
reference is the committed OpenAPI spec at `website/server/swagger/swagger-output.json` (regenerated
@@ -631,6 +631,8 @@ not rank).
| News & content | everyone | `/public/posts/:category`, `/public/pages/:slug` |
| Wiki | everyone | `/public/wiki`, `/public/wiki/categories`, `/public/wiki/tags`, `/public/wiki/:slug` |
| Shard (live) | everyone | `/public/shard/*` + `/public/shard/stream` (SSE) |
| **Rules / Leaderboards / Market** | everyone, *if the shard publishes them* | `/public/shard/{ruleset,points,market}` (M11) |
| **Atlas** (bestiary) | everyone, *if the shard publishes it* | `/public/atlas/*` (M11) |
| Contact | everyone | `/public/contact` |
| **My Account** | signed-in | `/player/account/*` (or `/admin/account/*` for staff — see §6.4) |
| **My Characters / Vendors / Houses** | `player` (linked) | `/player/shard/*` |
@@ -639,6 +641,12 @@ not rank).
Guidelines:
- The menu is **declarative + data-driven**, not a pile of `if role ==` checks — one list of entries
with a `minAccess`/`requiredCapability` field, filtered by the session.
- **Session role is not the only gate on shard surfaces (M11).** Every shard-derived feature is
*admin-configurable* — it can be switched off or raised to a higher audience rung — so a shard entry
is filtered by the session role **and** by `GET /public/shard/features`, which reports the features
the caller may actually reach. While that answer is unknown (in flight, or the lookup failed) the app
shows everything: the server gates regardless, and a nav that flickers in on every load is worse than
a link that briefly `403`s.
- Never hide the fact that more exists behind auth in a way that misleads; anonymous users see public
groups and a "Sign in" affordance.
- The server is the source of truth: a hidden/greyed item is a UX convenience; every gated call still
@@ -663,9 +671,15 @@ Guidelines:
### 6.2 Public shard (live)
- Status/online/feed/economy/champs/guilds/governors(+history)/presence/houses/idoc — the
`/public/shard/*` GETs.
- **Live updates** — subscribe to `GET /public/shard/stream` (SSE, safe kinds only) and patch the
in-memory boards in place (champ/guild/city/house/presence update+remove frames). Reconnect with
backoff; fall back to poll if SSE drops.
- **Live updates** — subscribe to `GET /public/shard/stream` (SSE) and patch the in-memory boards in
place (champ/guild/city/house/presence update+remove frames). Reconnect with backoff; fall back to
poll if SSE drops. What arrives on the stream is **resolved from the caller's audience rung at
subscribe time**, not from a fixed allowlist (Protocol 3.0 §3.6) — the stream request carries the
bearer like every other call, so a signed-in app session sees exactly what the same account sees on
the web.
- **Visibility + the Protocol 3.0 surfaces (M11)** — `GET /public/shard/features` drives which of these
the menu offers; `GET /public/shard/{ruleset,points,points/:system,market,market/meta,market/vendors/:serial}`
and `GET /public/atlas/*` are the new reads. Full contract and traps in §9 M11.
### 6.3 Player self-service & game data (bearer)
- **Account** — `GET /player/account`; `PATCH /player/account/username`;
@@ -675,6 +689,11 @@ Guidelines:
- **My game data** — `GET /player/shard/roster/:account`, `/char/:serial`, `/vendors/:account`,
`/sales`, `/houses`. All ownership-checked server-side; a `503` means shard/sidecar down → show an
"offline, retry" state (see §7).
- **The character sheet carries two things the app does not yet read (M11):** the `points` block
(per-character loyalty/points standings, Protocol 3.0 §7.3) and the server-resolved cliloc names on
`equipment[].clilocName` / `titles.rewardResolved` (§8.6). Both are served **ungated** on this route —
a character's own standings are self-service data and do not depend on the public `leaderboards`
feature being visible, which is the behavior the app must mirror rather than re-gate.
- **Presentation is text-only for v1.** Character sheets and vendor listings render as data/text — no
item icons or paperdoll art. A richer "pretty paperdoll" view is a **future** enhancement (pending the
art/asset work on the platform side) and is explicitly out of the first release.
@@ -883,10 +902,98 @@ push, and Play (M6M8) follow the designed app.
shard-write actions degrade gracefully when the sidecar is offline. Excluded: hero/CMS block
editor, Discord-bot config, uo-link config, OAuth-provider setup.
12. **M11 — Protocol 3.0 shard parity** (post-v1; scoped 2026-07-30). The website's Protocol 3.0 work
added four shard features and, with them, an **admin-configurable visibility framework** the app
knows nothing about. `link/v3.md` §10 deferred the app side as a follow-up; it is now scoped
deliberately, and **the v3 `edge` → `main` cutover is held until both parts land** so web and app
surface the same shard on the same day (decided 2026-07-30).
Neither part is coupled to the cutover *merge order*, which is what makes holding it a schedule
decision rather than a technical one: against a pre-v3 website every new route and
`/public/shard/features` simply `404`s, and each consumer below falls back to exactly today's
behavior. The app declares no protocol version and never talks to the sidecar.
- **Part 1 — the visibility rules + the read-model adds.** The security-shaped half, reviewed on
its own:
- `GET /public/shard/features` → `{ level, features[] }`: the features **this caller** may reach.
A new singleton cache mirrors the web client's (`lib/useShardFeatures.js`): per-viewer but
stable for a session, invalidated on sign-in/out and on a server switch.
- `MenuEntry` gains `feature: String?` beside its existing `access`, so the one declarative menu
(§5) filters on the session role **and** the shard's live feature config. While the lookup is
in flight or has failed, **show everything** — the same deliberate fail-open the web client
takes, because the server gates regardless and a nav that flickers in on every load is worse
than a link that briefly `403`s. The gate is server-side; hiding is presentation.
- **`404` and `403` mean different things here** and neither is a generic error:
`requireFeature` `404`s a *disabled* feature (deliberately not disclosing that it exists) and
`403`s a viewer *below its audience*. Both render "not available on this shard", alongside the
existing `503` = shard offline (§7).
- **The `level` from `/features` is authoritative — do not re-derive the rung from the role.**
The server's ladder is `anonymous → logged_in → player → staff → admin`, where `player` means
*a linked game account* and staff always satisfy `player` (the same superset rule `Menu.kt`
already encodes as `isPlayer || isStaff`).
- **`char.profile.points`** → the "Loyalty & Points" block the web character sheet gained:
`CharProfileDto.points[{system, nameString, points, maxPoints, rank?}]`. Three traps, all of
them things a real shard does and a fake one does not (`v3.md` §7.5): `maxPoints == 0` means
**uncapped** and is the *common* case, so nothing may divide by it; `nameString` is usually
`null` because most systems name themselves with a cliloc, making the humanise-the-`system`-key
path the **primary** one rather than a fallback; and `rank` is absent unless the shard runs
`PointsProfileRank=true` — absent and "unranked" are different answers.
- **Cliloc-resolved names** (`v3.md` §8.6, already live on the website): `EquipmentDto` gains
`name` + `clilocName` and `TitlesDto` gains `rewardResolved`, so equipment stops rendering as a
layer or a bare id. Precedence is `name → clilocName → layer`: a player-given name outranks the
resolved type name, and the server applies the same order. A shard with no cliloc table
configured sends neither field and the sheet renders exactly as it does today.
- `ActorDto` keeps its `acct` / `webId` fields (nullable, so nothing breaks) but its KDoc stops
describing them as available: they are **locked to the admin rung**, always, and stripped from
every response below it.
- **Part 2 — the four new screens**, each hidden by its feature name in the menu:
- **Rules** — `GET /public/shard/ruleset` (`ruleset`). A `null` body means "the shard has not
published its ruleset yet", which is a different state from the feature being disabled. Every
block is optional and omitted when its system is off. **`caps.skill` / `caps.totalSkill` are in
tenths** (1000 = 100.0) and must be converted — the raw number is actively misleading, not
merely unhelpful. Live via the `world.ruleset` frame, which is on the public stream by default.
- **Leaderboards** — `GET /public/shard/points`, `/points/:system` (`leaderboards`). The same
`maxPoints`/`nameString` traps as the profile block. Live via `points.board`.
- **Market** — `GET /public/shard/market` (`q`, `minPrice`, `maxPrice`, `itemId`, `map`, `region`,
`sort`, `limit`, `offset`), `/market/meta` for the filter options + staleness, and
`/market/vendors/:serial` (`market`). Four things this screen must get right: it is the site's
first **rate-limited** public endpoint, so handle `429` the way the contact form does; the
*"prices last refreshed N minutes ago"* banner is **required, not decoration** — the shard
sweeps vendors round-robin, so a listing can legitimately be a full cycle stale and a page
implying live prices sends people to an item that sold twenty minutes ago; a `truncated` shop
must say so; and `location` is a **nested object** that an admin may gate away entirely, which
the vendor screen renders as "hidden by the shard" (a real answer) rather than as blank
coordinates — same for `ownerName` / `ownerSerial`. **The `market` SSE fan-out is off by
default** (a live firehose of vendor inventories would be the site's biggest bandwidth
consumer), so the screen is a plain paginated read and must never depend on live frames.
- **Atlas** — `GET /public/atlas/{creatures,creatures/:slug,regions,landmarks,champions,meta}`
(`atlas`). Note the path: `/public/atlas`, **not** `/public/shard` — the atlas is static shard
*content*, not live shard *state*, and unlike `/shard/*` it **is** `siteMode`-gated like
`/posts` and `/wiki`, so a site in maintenance mode withholds it independently of the sidecar.
Three traps. Two are units/naming, from `v3.md` §6.3: respawn delays are **seconds**
throughout, and `points` is a *count* on the search route while `spawners` is the *list* on
the detail route. The third is a **shape**: `places` is a list of
`{facet, label, spawners, maxAlive}` **objects**, not of place-name strings — it is the
aggregate the screen exists to show ("Shrines, Isamu-Jima, Yew"), it arrives only on the
detail route, and typing it `List<String>` makes that whole route fail to decode while the
request itself returns `200`.
- **Verification** — the five-rung walk (`anonymous`, `logged_in`, `player`, `staff`, `admin`)
against a local website on the cutover branch, per
[`../link/v3.md`](../link/v3.md) §11 and the shard-visibility smoke harness; plus one pass with
**every feature disabled** in Admin → Shard Visibility, confirming the app *hides* each surface
instead of erroring on it. Unit tests cover the menu filter (role × feature set), the
`404`/`403`/`503` mapping, and DTO decode for each new shape. **Decode tests must feed real
captured JSON**, not DTOs built in Kotlin: the fakes under `data/api/fake/` construct objects
directly, so they can never catch a wire/type mismatch — which is how the `places` shape above
shipped past a green suite.
- **Excluded**, in the same class as M10's exclusions: the admin *configuration* panels — Shard
Visibility, Spawn Atlas and Cliloc import — alongside the hero/CMS block editor, Discord-bot
config, uo-link config and OAuth-provider setup.
### Deferred (not a milestone)
- **`/api/mobile` facade migration + app-version floor** — briefly planned as M11 (2026-07-22), now
**deferred with no app work scheduled**. The website's router refactor is being done in place with
- **`/api/mobile` facade migration + app-version floor** — briefly planned as its own milestone
(2026-07-22), now **deferred with no app work scheduled**. The website's router refactor is being done in place with
every URL byte-identical and `/api/v1` is not being retired, so the app's ~70 hardcoded `api/v1/…`
endpoints, its SSE path, and its SSO URLs keep working untouched. If the mobile contract ever needs
to diverge from web, the migration comes back — starting from a one-line alias mount on the server,

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@@ -31,18 +31,32 @@ Missing or wrong token → **401** `{"error":"missing or invalid auth token"}`.
The wire protocol is versioned so a mismatch is caught immediately instead of failing weirdly.
- Every response carries an **`X-UOLink-Version: 2`** header.
- `GET /health` and the WebSocket `ws.hello` frame include `"protocol": 2`.
- **Optionally**, send `X-UOLink-Version: 2` on your requests. If it disagrees with the sidecar, the request is rejected **409 Conflict**:
- Every response carries an **`X-UOLink-Version: 3`** header.
- `GET /health` and the WebSocket `ws.hello` frame include `"protocol": 3`.
- **Optionally**, send `X-UOLink-Version: 3` on your requests. If it disagrees with the sidecar, the request is rejected **409 Conflict**:
```json
{ "error": "protocol version mismatch", "sidecar_protocol": 2, "client_protocol": "1" }
{ "error": "protocol version mismatch", "sidecar_protocol": 3, "client_protocol": "2" }
```
Pin the version you built against and compare it to the header (or `/health.protocol`) at startup.
**v2 (Protocol 2.0)** added the account-provisioning surface (§6.x: `POST /accounts/create`, `DELETE /link/{account}`) and the `account.*` events. Outbound event kinds are **additive** — a v1 client that ignores unknown kinds keeps working against the live feed — but the new *endpoints* require a v2 sidecar. If you send `X-UOLink-Version: 1`, calls to the new endpoints are refused with the 409 above.
**v3 (Protocol 3.0)** adds `world.ruleset`, `points.board` and `vendor.listing` /
`vendor.listing.remove`, with the `GET /ruleset`, `/points` and `/market` reads that serve them from
the sidecar's store. Same shape as the v2 bump: the event kinds are additive, so a v2 client that
ignores unknown kinds keeps working against the live feed, but the three new endpoints require a v3
sidecar. There is deliberately **no feature-negotiation array** — v3 implies all three kinds, so the
version number alone tells you what is available.
**Upgrading a v2 integration.** The bump is an operator-visible hard break in one direction only: a
client still declaring `2` gets a 409 on every protected route and, on the WebSocket, a closed
connection on the `ws.hello` mismatch. So update the pinned version at the same time you deploy the
v3 sidecar. Nothing that existed in v2 changed shape, so that is the whole migration — the website
does it with a one-shot boot migration of its `uo_link_config.protocol` row ([`v3.md`](v3.md) §4.1);
a third-party client changes the constant it sends.
---
## 3. Health
@@ -54,7 +68,7 @@ GET /health (no auth)
```json
{
"status": "ok", // "ok" when plugin connected AND db reachable, else "degraded"
"protocol": 1,
"protocol": 3,
"plugin_connected": true, // is the shard link up right now?
"database": "ok", // "ok" | "error"
"uptime": "3d 12h",
@@ -77,7 +91,7 @@ A push-only stream of game events as they happen. You do **not** send commands o
**On connect**, the first frame is:
```json
{ "kind": "ws.hello", "protocol": 1 }
{ "kind": "ws.hello", "protocol": 3 }
```
**Then** a continuous stream of event frames, each with at least `t` (epoch ms) and `kind`. Route on `kind`.
@@ -315,6 +329,198 @@ The house registry — one row per house, complementing the `house.decay` *trans
Render from `GET /houses` (§6) on connect, then keep live with these events.
#### Shard ruleset (Protocol 3.0)
How the shard is actually configured, published by the shard itself. **Not a sweep** — it changes only
when an operator edits `Config/*.cfg`, so it is emitted once per shard↔sidecar connect (and on
`[bridge reload`), exactly like `server.hello`.
| kind | fields | notes |
|------|--------|-------|
| `world.ruleset` | `rev`, `shard`, `expansion`, `connect?`, `systems`, `caps`, `housing`, `accounts`, `vetRewards`, `loot`, `vendors`, `champions?`, `treasureMaps`, `vvv?`, `store`, `schedule?` | The whole ruleset, always complete — **never a delta**, so the latest frame replaces the previous one outright. Every block except `shard`/`expansion` is optional and is **omitted when its system is off**, so absence means "not applicable here", not "unknown". |
`rev` is the shard's FNV-1a of the body: identical `rev` means the ruleset is unchanged and this frame
is just a reconnect re-send, so a consumer can skip the write. It is deliberately **not**
`String.GetHashCode()`, which is seeded per process and would change on every shard restart.
```json
{"kind":"world.ruleset","rev":"1a2b3c4d","shard":"UOMysticmoon","expansion":"EJ",
"systems":{"cityLoyalty":true,"vvv":true,"factions":false,"siege":false,"chat":true,
"store":true,"dailyRares":true,"honesty":true,"shadowguard":true,
"treasureMaps":true,"vetRewards":true,"testCenter":false},
"caps":{"skill":1000,"totalSkill":7000,"stat":225,"str":125,"dex":125,"int":125,
"strMax":150,"dexMax":150,"intMax":150},
"housing":{"accountHouseLimit":1},
"accounts":{"perIp":3,"charSlots":7,"autoCreate":true},
"vetRewards":{"enabled":true,"rewardIntervalDays":30},
"loot":{"feluccaLuckBonus":1000,"feluccaBudgetBonus":100,"feluccaMaxProps":11},
"vendors":{"restockDelayMinutes":60,"maxSell":500,"economyStockAmount":500},
"champions":{"powerScrolls":6,"statScrolls":16,"scrollChance":0.1,
"transcendenceChance":50.0,"rankThresholds":[5,10,13]},
"treasureMaps":{"enabled":true,"lootChance":0.01,"resetDays":30},
"vvv":{"enabled":true,"startSilver":2000,"enhancedRules":false},
"store":{"enabled":true,"currencyName":"Sovereigns"},
"schedule":{"autoSaveEnabled":true,"autoSaveFrequencyMinutes":15,"autoRestartEnabled":false},
"t":1752489280000}
```
**Two things consumers get wrong.**
1. **`caps.skill` and `caps.totalSkill` are in tenths**, the way ServUO stores them: `1000` is `100.0`
skill and `7000` is `700.0` total. Rendering the raw number is actively misleading. The other caps
(`stat`, `str`, …) are plain integers.
2. **`connect` is present only if the operator set `Bridge.PublicConnectAddress`.** The shard's real
listen address (`Server.cfg`) is never published; nor are `Staff.cfg`, `Email.cfg`, `DataPath.cfg`,
`Bridge.cfg`, `Compiler.cfg`, `Reports.cfg` or `Client.cfg`. The frame is built from an explicit
allowlist in `BridgeRuleset.cs` — `Config.Entries` is never enumerated, because that would sweep in
every key on the server.
Absent entirely if the shard runs `Bridge.RulesetEnabled=false` or an older plugin. Render from
`GET /ruleset` (§6) on connect, then keep live with this event.
This **supersedes the `world.systems` frame** sketched in [`PROTOCOL_2.md`](PROTOCOL_2.md) §10.4 and
never implemented; the `systems` block above is what that asked for.
#### Points / loyalty leaderboards (Protocol 3.0)
ServUO carries ~25 separate point currencies — Queen's Loyalty, Void Pool, Casino, Clean Up Britannia,
the nine city loyalties, Blackthorn, the Doom / Khaldun / Kotl treasure systems — every one a standing
players accumulate over months, and none of them visible outside an in-game gump before 3.0.
A diff sweep (default 300 s), **one frame per system** rather than one large frame for all of them,
matching `champ.update` / `guild.update`. A system is emitted only when its top N or its participant
count actually changes.
| kind | fields | notes |
|------|--------|-------|
| `points.board` | `system`, `nameString`, `nameNumber`, `maxPoints`, `showOnGump`, `players`, `top[]` | One system's complete board — **never a delta**. The latest frame for a `system` replaces the previous one outright. `top[]` entries are `{rank, serial, name, points}`. |
`system` is the shard's own `PointsType` enum name (`QueensLoyalty`, `CleanUpBritannia`, …) and is the
board's stable key. There is deliberately **no `points.remove`**: the set of systems is fixed at startup
by `PointsSystem.Configure`, so a system cannot disappear at runtime — the same argument `city.update`
makes for cities.
```json
{"kind":"points.board","system":"QueensLoyalty",
"nameString":"Queen's Loyalty","nameNumber":1114938,
"maxPoints":15000,"showOnGump":true,"players":842,
"top":[{"rank":1,"serial":"0x1A2B","name":"Darrow","points":29500},
{"rank":2,"serial":"0x1A2C","name":"Mireille","points":21000}],
"t":1752489280000}
```
**Four things consumers get wrong.**
1. **`maxPoints` of `0` means UNCAPPED, not "zero points allowed".** ServUO's idiom for an uncapped
system is `double.MaxValue` (`DespiseCrystals`, `ShameCrystals` and `VoidPool` all use it), which
the plugin normalises to `0` rather than emitting a nonsense integer. On a real shard **most
systems are uncapped**, so a UI that renders `points / maxPoints` must special-case this or it will
divide by zero on the common path.
2. **`nameString` is usually `null`.** The shard's `Name` is a `TextDefinition`, which may carry a
literal *or* a cliloc id, and in practice most systems use the cliloc — so `nameNumber` is set and
`nameString` is `null`. Resolve clilocs consumer-side; failing that, humanising the `system` key
("CleanUpBritannia" → "Clean Up Britannia") reads better than showing a bare number. This is the
same contract `titles.reward` already documents.
3. **`players` counts players who actually hold points**, not the size of the system's table. Ten of
the ~25 systems have `AutoAdd = true` and therefore keep a zero-point row for every character that
has ever logged in, so the raw table size would report the shard's entire character census as that
system's participants.
4. **Entries carry `serial` and `name` only — never `acct` or `webId`.** A board is the widest-audience
surface the bridge has, so the account name of every ranked player deliberately does not cross the
wire; resolve serial → site user from your own link mirror if you need it.
Absent entirely if the shard runs `Bridge.PointsLeaderboardEnabled=false` or an older plugin. Render
from `GET /points` (§6) on connect, then keep live with this event.
##### `char.profile` gains a `points` block
Read-model enrichment on the existing kind — there is **no** request kind for one character's points,
the same precedent `titles` set in [`PROTOCOL_2.md`](PROTOCOL_2.md) §10.3:
```json
"points":[{"system":"QueensLoyalty","nameString":"Queen's Loyalty","nameNumber":1114938,
"points":29500,"maxPoints":15000}]
```
Systems where the character has no entry, or an entry at zero, are **omitted** — otherwise every sheet
would carry ~25 zeroes. `maxPoints` follows the same `0 == uncapped` rule as the board.
`rank` is **absent by default** and appears only when the shard runs `Bridge.PointsProfileRank=true`:
a points lookup stops at the character's own row, but a rank must count every row that beats them, in
every system, on every profile build. Derive rank from `points.board` instead for anyone in the top N.
#### Player-vendor marketplace (Protocol 3.0)
The shard-wide shop index: every player vendor's shop name, owner, location and priced inventory —
the same set the in-game **Vendor Search** gump reads, published so a site can offer the same search
from outside the game.
An **amortized round-robin diff sweep**, not a snapshot RPC, and the distinction is load-bearing:
`rpc.rs::try_route` correlates a reply on the FIRST frame carrying a matching `reqId`, so a chunked
reply sharing one `reqId` would deliver chunk 1 to the HTTP caller and leak chunks 2..N onto the
broadcast feed. A whole-world snapshot could not fit in one frame inside the 10 s reply timeout
either. The per-account `vendor.snapshot` RPC (§5) is unaffected and still serves the player portal.
Each tick inventories at most `Bridge.MarketSweepBatch` vendors (default 25) starting from a
persistent cursor, so **per-tick cost is bounded independently of world size**; full coverage takes
`ceil(vendors / batch) × MarketSweepSeconds`. A vendor is emitted only when its contents, prices,
shop name or location actually change.
| kind | fields | notes |
|------|--------|-------|
| `vendor.listing` | `serial`, `shopName`, `ownerSerial`, `ownerName`, `location{}`, `count`, `total`, `truncated`, `items[]` | One vendor's complete shop — **never a delta**. The latest frame for a `serial` replaces the previous one outright. |
| `vendor.listing.remove` | `serial` | The shop is gone from the index: dismissed, expired, or its owner switched off the in-game Vendor Search flag. |
```json
{"kind":"vendor.listing","serial":"0x40001234",
"shopName":"Darrow's Bargains","ownerSerial":"0x1A2B","ownerName":"Darrow",
"location":{"map":"Trammel","x":1421,"y":1699,"z":0,
"region":"Britain","house":"Darrow's Villa"},
"count":2,"total":2,"truncated":false,
"items":[{"serial":"0x40012ABC","itemId":3922,"hue":0,"amount":1,
"price":25000,"name":null,"cliloc":1023721},
{"serial":"0x40012ABD","itemId":7026,"hue":1157,"amount":3,
"price":500,"name":"a shard sigil","cliloc":1041243}],
"t":1752489280000}
```
**Six things consumers get wrong.**
1. **`name` is `null` for nearly every item; `cliloc` is the real label.** Items carry a
`LabelNumber`, not a name. The plugin deliberately never calls `VendorSearch.GetItemName`, which
builds an `ObjectPropertyList`, serialises it and byte-parses the packet **per item** — a
multi-hundred-millisecond stall across a full pass. (It would not work anyway: every current
client ships its cliloc files compressed and ServUO's bundled `Ultima.StringList` cannot read
them, so the in-game gump has the same gap.) Resolve clilocs consumer-side; a non-null `name` is a
player-set literal and is strictly more specific, so **prefer it over the cliloc**.
2. **`location` is one nested object, and it may be absent entirely.** It is nested so that a
consumer gating vendor whereabouts gates one field rather than five that can drift apart — the
website's `market.location` rule removes the whole object. Treat a missing `location` as "not
published", not as an error.
3. **`truncated` means the shop holds more than the frame carries.** `count` is what was published,
`total` is what the shop actually holds, capped by `Bridge.MarketMaxListings` (default 250). A
commodity reseller with thousands of stacked resources is real and an uncapped frame for one is
measured in megabytes. Say "showing 250 of 3,104" rather than presenting a partial shop as
complete.
4. **`child: true` means the price buys the ENCLOSING CONTAINER.** ServUO prices a container as a
unit and everything inside inherits that price with no `VendorItem` of its own; `DoSearch`
surfaces the same flag. A UI that prints the container's price against each item inside it is
lying about the shard.
5. **Opted-out vendors are absent, and that is a privacy control.** `pv.VendorSearch` is the player's
own in-game toggle and the sweep honours it — hide your vendor in game and it is hidden here too.
The same goes for `Map.Internal` and a null backpack, matching `DoSearch`. Process
`vendor.listing.remove` promptly: it is how a player *revoking* that consent reaches you.
6. **Prices are inherently stale, by design.** The round-robin sweep means a shop can be a full cycle
behind. Any UI over this must say how old the data may be — the website derives it from the oldest
vendor row.
Entries carry `ownerSerial`/`ownerName` and **never `acct` or `webId`**, the same rule `points.board`
follows. Absent entirely if the shard runs `Bridge.MarketEnabled=false` or an older plugin. Render
from `GET /market` (§6) on connect, then keep live with these events — though note that a live
firehose of whole vendor inventories is the largest stream the bridge produces, and a consumer that
only needs a browsable index (as the website does) is better served by the REST read plus the
periodic re-sweep.
---
## 5. REST — read queries
@@ -354,7 +560,7 @@ Full character sheet: stats, all trained skills, worn equipment with flattened i
Field notes:
- `skills[].base` is trained value, `value` includes item/temp bonuses, `cap` is the cap. **Do not assume `base <= cap`** — GM characters can exceed it.
- `equipment[].mods` is a flattened map of every non-zero AOS attribute on the item (weapon or armor). Empty `{}` for plain items.
- Item names are usually **clilocs**, not strings: use `name` when present, otherwise resolve `cliloc` against a UO cliloc table on the site.
- Item names are usually **clilocs**, not strings: use `name` when present, otherwise resolve `cliloc` against a UO cliloc table on the site. **Do not expect the shard to resolve them for you** — on any modern client ServUO's own `Ultima.StringList` cannot read the client's compressed cliloc files, so `VendorSearch.GetItemName` returns `item.Name` and the in-game Vendor Search gump has the same gap. Building that table is a consumer-side job; the website's is described in [`website/CLILOCS.md`](../website/CLILOCS.md).
- `titles` (Protocol 2.0): `selected` is the index into `reward` currently displayed (`-1` if none). `fameKarma`/`skill` are computed display titles, omitted when the character has none. `reward` entries may be a **cliloc number as a string** or a literal string — resolve numeric ones against your cliloc table, same as item names.
- Errors: unknown account → **404** `{"kind":"bridge.error","reason":"unknown account"}`; bad slot → **404**/**400** similarly.
@@ -658,6 +864,72 @@ GET /houses
Every house's latest snapshot — owner→houses map. Served from the sidecar's projection, kept current by the `house.*` stream (§4). Ordered by name. Survives a sidecar restart.
### Shard ruleset (Protocol 3.0)
```
GET /ruleset
→ { "ruleset": {"kind":"world.ruleset","rev":"1a2b3c4d","shard":"UOMysticmoon",
"expansion":"EJ","systems":{...},"caps":{...},"accounts":{...}, ... } }
```
The shard's published ruleset (§4 for the full frame and its two gotchas). Served from the sidecar's
store, so it **answers while the shard is down** — a rules page that goes blank during a restart is
worse than one that is briefly stale. Keep it current with the `world.ruleset` stream.
`{"ruleset": null}` means the shard has never published one — an older plugin, or
`Bridge.RulesetEnabled=false`. That is a real answer distinct from a published ruleset, and worth
rendering differently ("not published yet") rather than as an empty ruleset.
### Points / loyalty leaderboards (Protocol 3.0)
```
GET /points
→ { "boards": [ {"kind":"points.board","system":"QueensLoyalty","nameString":"Queen's Loyalty",
"nameNumber":1114938,"maxPoints":15000,"showOnGump":true,"players":842,
"top":[{"rank":1,"serial":"0x1A2B","name":"Darrow","points":29500}, ...],"t":...}, ... ] }
GET /points/{system} # e.g. /points/QueensLoyalty
→ {"kind":"points.board","system":"QueensLoyalty", ... }
```
Every system's latest board, or one by its `PointsType` name (§4 for the frame and its four gotchas).
Served from the sidecar's projection, kept current by the `points.board` stream, ordered by display
name. Survives a sidecar restart — which matters more here than for live state, since these are
standings built over months and blanking them during a restart reads as data loss.
`GET /points/{system}` returns **404** for a system the shard has never published (an unknown name, or
one excluded by `Bridge.PointsSystems`). That is distinct from a published board nobody has scored in
yet, which is **200** with an empty `top[]` — and the two are worth rendering differently.
### Player-vendor marketplace (Protocol 3.0)
```
GET /market?limit=200&offset=0
→ { "vendors": [ {"kind":"vendor.listing","serial":"0x40001234",
"shopName":"Darrow's Bargains","ownerSerial":"0x1A2B","ownerName":"Darrow",
"location":{"map":"Trammel","x":1421,"y":1699,"z":0,
"region":"Britain","house":"Darrow's Villa"},
"count":2,"total":2,"truncated":false,"items":[ ... ],"t":...}, ... ],
"total": 137, "limit": 200, "offset": 0 }
```
Every vendor's latest shop, exactly as `vendor.listing` published it (§4 for the frame and its six
gotchas). Served from the sidecar's projection, so it answers while the shard is down.
**This is the only PAGED read the sidecar serves**, because it is the only board that can be a whole
world's inventory. `limit` is clamped to 1..1000 (default 200); `total` is returned so a caller knows
when to stop rather than paging until it sees a short page, which would race a concurrent sweep.
Ordering is by **serial**, not by shop name — a serial is stable while a shop name is renameable, so
a rename mid-walk cannot make a vendor skip or repeat a page.
The route is `/market` and deliberately **not** `/vendors`: `/vendors/{account}` next door is the
per-account RPC (§5), and two routes a prefix apart meaning "this player's shops" and "every shop on
the shard" is a trap nobody wins.
Frames are served **verbatim**, owner names and coordinates included. That is not an oversight: the
sidecar defines no audiences. Deciding who may see what is the consuming site's job — see
[`v3.md`](v3.md) §3 for how the website does it.
---
## 7. Status codes
@@ -683,7 +955,7 @@ Every house's latest snapshot — owner→houses map. Served from the sidecar's
A typical character page:
```js
const H = { "Authorization": `Bearer ${TOKEN}`, "X-UOLink-Version": "2" };
const H = { "Authorization": `Bearer ${TOKEN}`, "X-UOLink-Version": "3" };
// 1. render the roster
const roster = await fetch(`${BASE}/roster/${account}`, { headers: H }).then(r => r.json());

View File

@@ -284,6 +284,15 @@ Counts in `hello` are a live snapshot taken on the Core thread, not a cached val
`Item.Name` is frequently `null`; the display name is `LabelNumber`, a cliloc id. **There is no `Data/Cliloc.enu` in this repo**`BRIDGE_FINDINGS.md` §IV.4 is wrong about this. Cliloc data lives in the client install, which `DataPath` resolves to `D:\Games\Electronic Arts\Ultima Online Classic\`. Ship **both** `name` (when non-null) and `cliloc`, and resolve the number **on the website** against a cliloc map. That avoids a server-side dependency on the client directory.
**Update (3.0).** That recommendation held, and the reason it had to hold turned out to be stronger
than "avoids a dependency": **ServUO cannot resolve clilocs either.** Every current client ships its
`Cliloc.*` files compressed, and the bundled `Ultima.StringList` reads only the older plain layout —
so `VendorSearch.StringList` is null and `VendorSearch.GetItemName` returns `item.Name` on any modern
shard. The in-game Vendor Search gump has the same gap, which is why `vendor.listing` never calls it.
Pushing name resolution to the plugin was never an option. See [`v3.md`](v3.md) §8.6 and
`docs/website/CLILOCS.md` for how the site gets a table instead (the operator converts one from their
own client, once).
---
## 8. Corrections to `BRIDGE_FINDINGS.md`
@@ -315,6 +324,35 @@ Counts in `hello` are a live snapshot taken on the Core thread, not a cached val
7. **Core edit: `PlayerVendorSale`** (§6). Then the cheat-detection feed.
8. **Cheat signals.** `FastWalk`, `OnPropertyChanged` audit, vendor-sale anomaly detection in the sidecar.
**Beyond 1.0.** Phases above are the 1.0 read/event plane. Protocol 2.0's phasing (provisioning +
world-state boards) is [`PROTOCOL_2.md`](PROTOCOL_2.md) §13; Protocol 3.0's (visibility framework,
shard content and standings) is [`v3.md`](v3.md) §9, which also tracks what has landed. Shipped from
3.0 so far: **Part A** — the visibility framework — **`world.ruleset`** ([`v3.md`](v3.md) §5),
`BridgeRuleset.cs`, the first bridge stream that is neither an event subscription nor a sweep (it is
emitted once per connect, like `server.hello`, because shard config changes only when an operator
edits a file) — the **spawn atlas** ([`v3.md`](v3.md) §6), which is website-only and touches no wire
at all — and **`points.board`** ([`v3.md`](v3.md) §7), `BridgePoints.cs`, the loyalty/points
leaderboards. `BridgePoints` is the widest read the bridge performs: ten of ServUO's ~25 point systems
keep a row for every character ever created, so it selects the top N in a single bounded pass rather
than sorting, and runs on a deliberately slow 300 s interval.
Also shipped: **`vendor.listing`** ([`v3.md`](v3.md) §8), `BridgeMarket.cs`, the shard-wide
player-vendor index. It introduces the one sweep pattern the bridge did not previously have — an
**amortized round-robin**. Every other sweep walks its whole collection per tick, which is fine for
tens of houses or a fixed set of point systems and is not fine for a world of shops whose inventories
recurse into containers. `BridgeMarket` inventories at most `MarketSweepBatch` vendors per tick from
a persistent cursor, so the per-tick cost is bounded by the batch rather than by world size, and full
coverage takes `ceil(vendors / batch) x MarketSweepSeconds`. Measured at **15.4 ms** for a cold tick
of 25 vendors x 40 listings and **0.3 ms** in steady state (the per-vendor diff), on a shard of 209k
items / 43k mobiles. It is also the first stream to honour a per-player privacy toggle: ServUO's own
`PlayerVendor.VendorSearch` flag, so a shop hidden in game is hidden on the site.
That completes 3.0's feature work, so the last step is the version itself: `PROTOCOL_VERSION` **2 →
3** and the coordinated `edge``main` merge across all four repos ([`v3.md`](v3.md) §4 and §4.1).
The bump is deliberately the *only* thing that happens at that moment — v3 adds kinds and endpoints
but changes nothing that already existed in v2 — so the operator-visible break is limited to
re-pinning the version, which the website does for itself in a one-shot boot migration.
### Config keys (`Config/Bridge.cfg`)
```ini
@@ -328,6 +366,13 @@ EconomySweepSeconds=300
Read in `Configure()` via `Config.Get<T>("Bridge.<Key>", default)`. Key scope is the filename: `Bridge.cfg` + `StatSweepSeconds``Bridge.StatSweepSeconds`.
The set above is the 1.0 sample, not the current one — every later phase added keys (sweep intervals
for each board, the town-crier/news caps, the admin write plane, account provisioning, and 3.0's
`RulesetEnabled` / `PublicConnectAddress` / `RulesetIncludeSchedule`, and the `Points*` and `Market*`
blocks).
**`servuo-plugins/overlay/Config/Bridge.cfg`
is the authoritative, commented list**; `BridgeConfig.cs` holds the defaults.
---
## 11. Phase 1 acceptance

View File

@@ -285,6 +285,18 @@ City titles and faction/VvV merchant titles (`CityLoyaltySystem.ApplyCityTitle`,
### 10.4 Factions / Vice vs Virtue
> **Status update (Protocol 3.0, 2026-07-28).**
>
> - **The deferred question is answered.** This shard runs **Vice vs Virtue** (`VvV.cfg Enabled=True`);
> old Factions is off, and in stock ServUO that is not a coincidence —
> `Services/Factions/Core/Faction.cs` sets `Settings.Enabled = !ViceVsVirtueSystem.Enabled`, so the
> two are mutually exclusive by construction. The `vvv.standings` / `vvv.battle` streams below are
> therefore unblocked, but are **not** scoped for 3.0 (see [`v3.md`](v3.md) §2 row 5).
> - **`world.systems` is superseded by `world.ruleset`** ([`v3.md`](v3.md) §5), which shipped in 3.0.
> It was never implemented under this name. `world.ruleset` carries the same
> `systems{cityLoyalty, vvv, factions, …}` sub-object this section asked for, plus the rest of the
> shard's published ruleset, so no orphan kind is left behind. Do not implement `world.systems`.
**Which system is live is a shard decision — verify before building.** Two exist:
- **Old Factions** (`Scripts/Services/Factions`): `Faction.Commander` (leader, `Faction.cs:160`), `Faction.Election`, `Faction.Members` (`List<PlayerState>`), and faction-controlled **Towns** (`Town.cs` — each town has an owning faction, a sheriff, and finance). Config-gated and, on most modern shards, **off**.
@@ -300,7 +312,10 @@ City titles and faction/VvV merchant titles (`CityLoyaltySystem.ApplyCityTitle`,
{"kind":"vvv.standings","order":142000,"chaos":138500,"leaderSide":"Order"}
```
> Start by detecting which system is enabled at boot and streaming only that one; emit a one-time `world.systems` frame (what's on: cityLoyalty, vvv, factions) so the website renders the right panels instead of guessing.
> Start by detecting which system is enabled at boot and streaming only that one. ~~emit a one-time
> `world.systems` frame (what's on: cityLoyalty, vvv, factions) so the website renders the right panels
> instead of guessing.~~ — **superseded: `world.ruleset` already carries that `systems` block** (see the
> status note at the top of this section).
## 11. Further integration points — a menu to pick from

1037
link/v3.md Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -99,8 +99,12 @@ server/
pages.router.js (2) /public/pages — the draft-preview
route precedes /:slug and is
deliberately not site-mode gated
shard.router.js (12) /public/shard/* incl. the anonymous
shard.router.js (14) /public/shard/* incl. the anonymous
SSE stream; never site-mode gated
atlas.router.js (6) /public/atlas/* — the spawn atlas.
NOT under /shard: nothing here
touches the sidecar, and unlike
/shard it IS site-mode gated
site.router.js (4) /settings /status /version /contact —
the group-root singletons; declares no
router-level middleware
@@ -358,6 +362,232 @@ analogue to a password — and there is no hash-lookup constraint (verification
unused rows and `bcrypt.compare`s each, like password verification). `used_at` is the single-use
marker. Cleared wholesale on TOTP disable / password change / password reset.
### shard_ruleset — the shard's published ruleset (Protocol 3.0)
Singleton row (`id = 1`, CHECK-constrained) holding the latest `world.ruleset` frame: `rev`,
`expansion`, `payload` JSON (the whole frame), `t`, `updated_at`. The shard re-emits the complete
ruleset on every sidecar connect, so this is an **overwrite, not an append** — and the kind is
deliberately **not** in `LOGGED_KINDS`, since logging it would put a duplicate row in `shard_events`
on every reconnect while `server.hello` already marks each of those.
The frame is stored whole rather than normalized into columns: it is a flat description of server
config that is read as one page, so splitting it up would mean a schema change every time the shard
grows a new block. `rev` (the shard's FNV-1a of the body) and `expansion` are hoisted only because
they are cheap to display — the same payload-plus-hoisted-columns shape `shard_champs` uses.
**No row means the shard has never published one** (an older plugin, or `Bridge.RulesetEnabled=false`),
served as `null` rather than `{}`: "not published yet" and "published, everything off" are different
answers and the page renders them differently.
### shard_points_boards — points / loyalty leaderboards (Protocol 3.0)
One row per point system, keyed by the shard's own `PointsType` name (`QueensLoyalty`,
`CleanUpBritannia`, …). The shard carries ~25 of these, each a standing players build over months.
Columns: `system` (PK), `name`, `name_cliloc`, `max_points`, `players`, `show_on_gump`, `payload` JSON
(the whole `points.board` frame), `t`, `updated_at`.
**The top-N list stays inside `payload`** rather than being normalized into a `shard_points_entries`
table. It is a fixed-size list (10 by default) that is only ever read whole — exactly like
`shard_governors.candidates` — so normalizing buys nothing until something needs a per-character
reverse lookup, and a character's own standings already ride inside `char.profile` instead.
Board state, not events: `points.board` is **not** in `LOGGED_KINDS`, for the same reason
`guild.update` isn't. The shard emits a frame every time anyone's score moves a top ten, so logging
would grow `shard_events` without bound for something whose only interesting value is its latest
version. There is also **no delete path** — the shard's set of systems is fixed at startup, so there is
no `points.remove` to mirror.
Two values carry non-obvious meanings, both set by the plugin and both documented in
[`link/INTEGRATION.md`](../link/INTEGRATION.md) §4:
- **`max_points = 0` means uncapped**, and on a real shard that is the *common* case (ServUO's
uncapped idiom is `double.MaxValue`, which the plugin normalises to 0). Anything rendering
`points / max_points` must special-case it.
- **`name` is usually NULL**, with `name_cliloc` set instead — most systems name themselves with a
cliloc rather than a literal. Listing therefore orders by `COALESCE(name, system)`, so boards
awaiting cliloc resolution sort by their own key rather than clumping together under NULL.
### shard_vendors / shard_vendor_items — the player-vendor marketplace (Protocol 3.0)
The shard-wide shop index, fed by `vendor.listing` / `vendor.listing.remove`. One row per player
vendor and one per priced listing. Full operator detail in [`MARKETPLACE.md`](MARKETPLACE.md); the
design is `docs/link/v3.md` §8.
| Table | Shape |
|---|---|
| `shard_vendors` | `serial` (PK), `shop_name`, `owner_serial`, `owner_name`, `map`/`x`/`y`/`z`, `region`, `house`, `item_count`, `item_total`, `truncated`, `t`, `updated_at`. Indexes on owner, map, region and `updated_at`. |
| `shard_vendor_items` | `id` (PK), `vendor_serial`, `serial`, `item_id`, `hue`, `amount`, `price`, `name`, `cliloc`, `display_name`, `child`. Indexes on `vendor_serial`, `price`, `item_id`, `display_name`, and `(display_name, price)`. |
**Ingest is per-vendor and authoritative**: the frame is the whole shop, so ingest is
delete-then-insert of that vendor's listings inside one transaction. All-or-nothing matters
specifically because the two writes are "the shop" and "what is in it" — a failure between them
leaves a shop advertising an inventory it no longer has, which is visibly wrong and indistinguishable
from a genuinely empty shop. No foreign keys, consistent with every other `shard_*` table.
**There is deliberately no `payload` column**, unlike `shard_points_boards` directly above. The
board's top-N is a fixed-size list read whole, so it lives in JSON; here the items *are* the
searchable rows, so they are normalized and nothing is left worth duplicating. The sidecar keeps the
whole blob — outage resilience is its job, search is ours.
Market state, not events: neither kind is in `LOGGED_KINDS`, and this is the strongest case of the
three v3 kinds. One frame carries up to 250 listings and the sweep re-emits a shop on any price
change, so logging would turn `shard_events` into a price history nobody reads.
Two columns carry non-obvious meanings:
- **`item_count` vs `item_total`.** `item_count` is what the frame published; `item_total` is what
the shop actually holds. They differ when `truncated` — the shard caps listings per frame
(`Bridge.MarketMaxListings`, 250 by default), and a commodity reseller with thousands of stacks
genuinely exceeds it. Any UI must show both or it presents a partial shop as complete.
- **`display_name` is denormalized at ingest**, resolved from the item's literal `name` (preferred —
a player set it, so it is more specific) else its `cliloc` against `shard_clilocs`. Resolving at
query time would put the cliloc table on the hot path and make search-by-name impossible. Because
the shard's diff sweep will not re-send an unchanged shop just because the site learned what its
items are called, **a cliloc import triggers a bulk re-resolution** of this column (after a boot
import and after an admin import; ~50 ms per thousand rows, never throws).
`updated_at` is written explicitly on every upsert rather than left to `ON UPDATE CURRENT_TIMESTAMP`,
which MariaDB does not fire when every column is written back unchanged. A shop re-published
identically is still *freshly confirmed*, and without this the staleness banner would age a perfectly
current shop forever.
### shard_feature_visibility — per-feature audience config (Protocol 3.0)
One row per shard feature: `feature` (PK), `enabled`, `audience` (a rung on the ladder in §6.5),
`stream` (whether the feature's kinds fan out over SSE at all), `field_rules` JSON (`{field: rung}`
for the sensitive fields only), `updated_by`, `updated_at`.
**An absent row means "use the compiled default", and the compiled defaults reproduce pre-3.0
behavior — so an empty table is a no-op and there is nothing to seed.** Stored rows are merged over
the defaults on read, which is also where the invariants are re-applied: a row naming an unknown
feature is ignored (a stale row must not resurrect a removed feature), an invalid rung falls back to
the default rather than failing open, and a rule touching a locked field (`acct` / `webId`) is
discarded. See §6.5.
### shard_spawn_* / shard_regions / shard_landmarks / shard_champion_spawns / shard_atlas_meta — the spawn atlas (Protocol 3.0)
Static shard **content**, not live shard state. Nothing here comes from the sidecar: the atlas is
derived from the shard's own ServUO tree, re-read on **every server boot** and hash-gated so an
unchanged tree costs one read pass and no write. Nothing is precomputed and committed — a shard's
maps change over its life, and a snapshot in the repo would silently drift from the world players
actually see. These tables stay populated whether the shard is up or not. Full operator detail in
[`SPAWN_ATLAS.md`](SPAWN_ATLAS.md); the design is `docs/link/v3.md` §6.
**No facet name appears anywhere in the code.** A shard may add facets, replace them, or rename them
when its maps are updated; the facet set is discovered from the tree, and the loose spellings in
`Data/Locations` are matched against it rather than looked up in a table.
| Table | Key columns |
|---|---|
| `shard_spawn_creatures` | `slug` PK, `name`, `total`, `points`, `facets` JSON, `art` NULL |
| `shard_spawn_points` | `id` PK, `facet`, `name`, `x`, `y`, `width`, `height`, `spawn_range`, `max_count`, `min_delay`, `max_delay`, `tod_start/end/mode`, `region`, `landmark`, `label` |
| `shard_spawn_point_types` | `(point_id, slug)` PK, `max_count` |
| `shard_regions` | `facet`, `name`, `type`, `priority`, `parent`, `rects` JSON |
| `shard_landmarks` | `facet`, `name`, `grp`, `x`, `y`, `z` |
| `shard_champion_spawns` | `slug` PK, `name`, `grp`, `type`, `random_type`, `facet`, `x`, `y`, `z`, `radius`, `label` |
| `shard_atlas_meta` | Singleton (`id = 1`), `payload` JSON (counts, a sha256 per source file, `parserVersion`), `imported_at` |
| `shard_atlas_pending` | Singleton (`id = 1`), `status` (`pending`/`rejected`), `payload` JSON, `detected_at` |
The first seven are **import-owned**: a refresh empties and reloads every one inside a single
transaction, so a failed reload leaves the previous atlas intact rather than a half-loaded world.
Nothing else writes to them, and nothing holds a foreign key to them — no FKs at all, consistent with
every other `shard_*` table.
**`shard_atlas_pending` is the security-relevant one.** A refresh that would REMOVE a facet is never
applied automatically: facet loss is indistinguishable at boot from a half-copied or mid-update tree,
so it is staged here for an admin to approve or reject, and **startup is never blocked by it**. Only
the decision is stored — source hashes plus the facet diff, a few KB — and approving re-parses the
tree, so a multi-megabyte blob never lands in the database and what gets applied matches the tree at
approval time. A rejection is remembered against those exact hashes so a declined refresh does not
re-prompt on every restart. Everything else (new facets, renamed regions, changed spawns) applies
immediately, since none of it can destroy data an operator would miss.
The boot refresh is **best-effort by contract**: no configured path, an unreadable mount, a malformed
file or a database error is caught and logged, and the site comes up serving whatever atlas it had.
The tree path comes from the `spawn_atlas_servuo_path` setting, falling back to `SERVUO_PATH`.
**A refresh re-derives when the tree changed OR the parser did.** `spawnAtlasSource.PARSER_VERSION`
is stored in `shard_atlas_meta` beside the source hashes and bumped whenever the parser produces
different data from identical files. Hashing the tree alone would strand an install whose maps never
change on whatever an older build derived — a corrected parse would ship and never reach the data.
Four column choices worth stating, because each one is a trap:
- **`spawn_range`, not `range`**, and **`grp`, not `group`** — both are reserved words.
- **`DELETE`, not `TRUNCATE`.** `TRUNCATE` is DDL in MariaDB and implicitly commits, which would
defeat the all-or-nothing reload. At ~7k rows the difference does not matter.
- **Point ids are assigned explicitly**, not left to `AUTO_INCREMENT`: the `shard_spawn_point_types`
rows need to know them, and `conn.batch()` reports no usable `insertId` for a multi-row insert.
- **Plain `INDEX` on `name`, deliberately not `FULLTEXT`.** ~800 creature rows makes a `LIKE` scan
free, and FULLTEXT's minimum token length would break searches for names like "orc".
`shard_champion_spawns` is the *configured* altar roster ("there is an Unholy Terror altar in
Deceit"). The live `champ.update` feed in `shard_champs` is the separate answer to "it is on level 3
right now". Both exist; they are not the same data.
**`shard_spawn_creatures.art` is always NULL on a fresh import.** The project ships no creature
artwork: sprites live in the operator's own client `.mul`/`.uop` files and are theirs, not ours to
redistribute. An operator supplies art via a gitignored map plus images under the (already
gitignored) `server/uploads/atlas/`. Text-only is the normal, supported state.
### shard_clilocs / shard_cliloc_meta — UO's localization table (Protocol 3.0)
Items on the wire carry a `LabelNumber`, not a name. The bridge has always sent it —
`char.profile.equipment.cliloc`, reward titles as a cliloc number in string form, and one per
marketplace listing — but with no table to resolve it against, the character sheet could only render
`id 1023721` where the game renders "quarter staff".
| Table | Shape |
|---|---|
| `shard_clilocs` | `number` INT PK, `flag`, `text` TEXT |
| `shard_cliloc_meta` | Singleton (`id = 1`), `payload` JSON (source file, sha256, count, `parserVersion`), `imported_at` |
Import-owned and all-or-nothing in one transaction, same contract as the atlas — including **`DELETE`,
not `TRUNCATE`**, for the same reason.
**Sourced from files the operator supplies**, at a path from the `cliloc_client_path` setting falling
back to `UO_CLIENT_PATH`. Nothing client-derived is committed: UO's strings are EA's, exactly as the
creature sprites are. A shard with nothing configured is fully supported — names render as ids. Full
design and operator guide: [`CLILOCS.md`](CLILOCS.md).
**It reads a SET of sources, not one file**, because shards edit items and add new ones and those
carry cliloc ids no stock client table has. A base (the converted client table) plus every overlay
under `custom/` are re-read on every boot and hash-gated **together**, exactly as the atlas re-reads
`Regions.xml` + `Locations/*.xml` + `Spawns/*.xml` + `ChampionSpawns.xml`. Later sources win, so an
overlay both adds ids and overrides stock ones, and adding one custom item never means re-exporting a
5 MB client file. Scale, measured on the live shard: its script tree references 16,434 cliloc ids and
only 37 are absent from stock — tens of entries against a 67k base, which is why this is an overlay
and not a second table.
The conversion step is not avoidable: **every current client ships its cliloc files compressed**
(first DWORD's high byte `0x8E`), and ServUO's own bundled `Ultima.StringList` cannot read that
either — so the shard cannot supply names on our behalf. The plain layout and a delimited text export
are both accepted, sniffed by header rather than extension.
Three decisions worth stating:
- **`text` is TEXT, not VARCHAR.** Long property descriptions reach 12 KB. The index that matters for
marketplace search is the denormalized `shard_vendor_items.display_name`, not this table.
- **Blank entries are dropped at import** — 123,490 parsed → **67,496** stored. Roughly half a cliloc
table is empty strings for ids the client reserves and never uses; a row that resolves to no name is
indistinguishable from no row at all, and dropping them makes the binary and text imports converge
on identical content.
- **Two refusals, one of them the atlas's.** A corrupt source fails the parse on a truncated record,
so it is caught outright and leaves the previous table serving. But a source that has **vanished**
parses perfectly and imports a table quietly missing everything it contributed — an unmounted volume
and a deliberate deletion are indistinguishable from here, which is precisely the ambiguity the
atlas stages a facet removal for. So it is escalated: `status: 'needsReview'`, nothing applied,
`missingSources` reported by both the import and `status()`, and an admin accepts it with
`{approve:true}`. That is a flag rather than the atlas's approve/reject pair because the atlas
stores a pending decision so that approving **re-parses** the tree; here nothing is stored, so
re-reading at approval time is automatic.
**Resolution is server-side and there is no public route.** The table is never served *as* a table:
67k rows would dwarf any page using them, and the Android client consumes the same already-resolved
JSON. `resolveMany()` returns only ids that resolved to something displayable — placeholders like
`~1_val~` are stripped, since the bridge sends the id and never the property packet that carries the
arguments — and it never throws, because a cliloc lookup is decoration on a character sheet.
---
## 4. API contract
@@ -372,7 +602,7 @@ are authoritative, and they answer different questions:
| Artifact | Source of truth for | Generated by |
|---|---|---|
| `server/routes.manifest.json` — mirrored as [api-route-inventory.json](./api-route-inventory.json) | **What URLs exist.** 200 public routes + 2 on the internal listener, sorted, method + path only. | `npm run routes:manifest`, by walking the live Express stack |
| `server/routes.manifest.json` — mirrored as [api-route-inventory.json](./api-route-inventory.json) | **What URLs exist.** 215 public routes + 2 on the internal listener, sorted, method + path only. | `npm run routes:manifest`, by walking the live Express stack |
| `server/swagger/swagger-output.json` — served at `/api/docs` | **What each route means.** Parameters, bodies, response codes, security. | `npm run swagger`, from `#swagger.*` annotations |
The split is deliberate: Swagger is annotation-derived, so an unannotated route is invisible in it and
@@ -556,6 +786,19 @@ from the per-route **siteMode** middleware (§5), never from an auth gate.
| GET | `/wiki` | list of pages (slug + title) |
| GET | `/wiki/:slug` | single page |
| POST | `/contact` | (rate-limited) send mail via SMTP; if unconfigured, respond `{fallback:"mailto", email}` |
| GET | `/shard/ruleset` | the shard's own published ruleset (Protocol 3.0 `world.ruleset`): expansion, which optional systems are on, skill/stat caps, account and house limits, champion scroll rules, the save/restart schedule. Served from `shard_ruleset`, so it renders while the shard is down; live via `world.ruleset` on `/shard/stream`. Behind `requireFeature('ruleset')`. **`null`** means the shard has never published one — a real answer, distinct from a published ruleset. `caps.skill` / `caps.totalSkill` are in **tenths** (1000 = 100.0). |
| GET | `/shard/points` | every points/loyalty leaderboard the shard publishes (Protocol 3.0 `points.board`) — Queen's Loyalty, Void Pool, the nine city loyalties, Clean Up Britannia, … Served from `shard_points_boards`, so it renders while the shard is down; live via `points.board` on `/shard/stream`. Behind `requireFeature('leaderboards')`, ordered by display name. **`maxPoints: 0` means uncapped** (the common case), and `nameString` is usually `null` with `nameNumber` holding a cliloc — resolve client-side or humanise the `system` key. |
| GET | `/shard/points/:system` | one board by the shard's `PointsType` name (e.g. `QueensLoyalty`); `:system` must match `/^[A-Za-z][A-Za-z0-9_]{0,47}$/` or **400** before any query runs. **404** = the shard has never published that system, which is distinct from a published board nobody has scored in yet (**200** with an empty `top`). |
| GET | `/shard/market?q=&minPrice=&maxPrice=&itemId=&map=&region=&sort=&limit=&offset=` | search the player-vendor marketplace (Protocol 3.0 `vendor.listing`). Returns **listings**, not vendors — "who sells X and for how much" is the question, and a vendor-shaped result would make every caller flatten the shops back out. Served from `shard_vendors` + `shard_vendor_items`, so it renders while the shard is down. Behind `requireFeature('market')` **and rate-limited** — the first genuinely expensive public read on the site (a `LIKE` scan plus a `COUNT` over what is typically the largest `shard_*` table, reachable with no session). `sort ∈ {price_asc, price_desc, recent}`. `q` matches the resolved display name **or** the item's literal name, with `%`/`_` escaped: they are `LIKE` metacharacters, not SQL ones, so parameterization alone would let `?q=%` match every listing on the shard. Every response repeats `staleAt` (the oldest vendor row) because the shard sweeps round-robin — a banner that ages with the results it labels, not one fetched once. |
| GET | `/shard/market/meta` | index size, staleness (`staleAt`/`freshAt`) and which facets and regions actually hold vendors, so a client builds its filters without running a search it will discard. |
| GET | `/shard/market/vendors/:serial` | one shop and its listings; `:serial` must match `/^0x[0-9A-Fa-f]{1,16}$/` or **400** before any query runs. **404** = a serial the index has never seen, which also covers a vendor since dismissed or hidden — to an anonymous caller those are the same answer, and distinguishing them would leak that a hidden vendor exists. `truncated` (with `total` exceeding `count`) means the shop holds more than the shard publishes per frame. |
| GET | `/shard/features` | the shard features **this caller** may reach plus the audience rung they resolved to (§6.5), so a client hides nav it can't follow. Reports only what the caller can see — the list itself never discloses a gated feature. Consumed by the SPA header and (pending) the Android nav. |
| GET | `/atlas/creatures?q=&facet=&limit=&offset=` | the bestiary, most numerous first, with an unpaginated `total`. Static content parsed from the shard's ServUO tree — **not** sidecar-backed, which is why the atlas sits outside `/shard`, and unlike `/shard/*` it **is** site-mode gated. Behind `requireFeature('atlas')`. `?facet=` is matched exactly and never validated against a list (no facet name exists in the code); the filter is an `EXISTS` over the points rather than a JSON path or `JSON_SEARCH` built from caller input, whose `%`/`_` wildcards would make `?facet=%` match everything. |
| GET | `/atlas/creatures/:slug` | one creature: `places` (the point-in-rect aggregate — "lizardman → Shrines, Isamu-Jima, Yew"), `spawners` (the bounded raw list, with `spawnersTruncated`), `alsoHere`. **`points` is a COUNT and `spawners` is the LIST** — named apart so one key never means a number on one route and an array on another. `minDelay`/`maxDelay` are in **seconds**, normalised at parse time from the source's per-record minutes-or-seconds. 404 = no such creature in this atlas. |
| GET | `/atlas/regions?facet=&q=` | named regions and the rectangles that placed each spawner |
| GET | `/atlas/landmarks?facet=&q=` | points of interest, labelled by `group` ("Covetous", not "Level 1") |
| GET | `/atlas/champions?facet=` | the **configured** altar roster. Not `/shard/champs`, which is the live board. |
| GET | `/atlas/meta` | facets, counts and when the atlas was parsed. Game-world facts only — the ServUO path, source hashes and any pending refresh are operator detail and live on the admin route. |
Public content GETs pass through the **siteMode** gate (§5).
@@ -570,6 +813,10 @@ the whole gate. The ops/config capabilities — `uo-link`, `email`, `discord-bot
linking carries no extra gate and the in-game staff operations carry `modAccess`. There is no residual
file: every admin route is declared in a capability router.
`GET`/`PUT /admin/shard/visibility` are the third tier on that mixed prefix: **`adminOnly`**, because
they decide what *anonymous* visitors can see (§6.5). They sit above `modAccess` deliberately — a
moderator can ban a player but cannot decide what the public internet reads.
`GET /dashboard` and `PUT /site-mode` are the one place where a **single screen spans two tiers**: the
dashboard is staff-wide, but the site-mode toggle on it is `adminOnly`. The client must therefore gate
that control on its own (`Dashboard.jsx` renders it only for `role === 'admin'`) rather than relying on
@@ -595,6 +842,13 @@ file a route sits in — that is the property the route manifest freezes.
| GET | `/users/:id/trusted-devices` | list a user's active trusted devices (never tokens) |
| DELETE | `/users/:id/trusted-devices` · `…/:deviceId` | revoke all / one of a user's trusted devices (logs `admin.trusted_device.revoke[_all]`) |
| POST | `/users/:id/mfa/reset` | recover a locked-out user: disable TOTP + revoke all trusted devices + clear recovery codes (logs `admin.user.totp.reset`) |
| GET | `/shard/atlas` | spawn-atlas status (`adminOnly`): the ServUO path, whether the tree is readable, whether it has drifted from what is loaded, counts, facets, and any refresh staged for review. The public `/atlas/meta` reports the game world only; the filesystem detail is here. |
| POST | `/shard/atlas/import` | re-import without restarting; `{force}` ignores the hash gate. **An unreadable tree answers 200 with `status:"unavailable"`, not 500**`refresh()` reports outcomes rather than throwing (the boot path must never be blocked by a bad tree) and that contract is preserved at the API. |
| POST | `/shard/atlas/approve` · `/shard/atlas/reject` | answer a refresh staged because it would REMOVE a facet. Approving **re-parses** the tree, so what lands matches it at approval time; rejecting is remembered against those source hashes so it does not re-prompt every restart. 404 when nothing is staged. |
| PUT | `/shard/atlas/path` | point the atlas at a different tree (persisted as `spawn_atlas_servuo_path`, which wins over `SERVUO_PATH`). Blank clears it. Deliberately **does not import** — moving the mount and reloading the world are separate decisions — and returns fresh status so the panel can offer the import next. |
| GET | `/shard/clilocs` | cliloc-table status (`adminOnly`): every source found now (base first, then `custom/` overlays in merge order), what each contributed at the last import, readability, drift across the set, the entry count, and `missingSources`. `configured:false` is a supported state — item names then render as ids. No public counterpart: the table is never served *as* a table. |
| POST | `/shard/clilocs/import` | reload after a client patch or an overlay edit; `{force}` ignores the hash gate, `{approve}` accepts a **vanished** source (refused by default — see the table notes above). **A missing path — or the likely mistake of pointing at the client's own COMPRESSED `Cliloc.enu` — answers 200 with `status:"unavailable"` and a `code`, not 500.** `COMPRESSED` is called out by name: a 500 would say only "something broke", and the operator needs to be told which file to convert. |
| PUT | `/shard/clilocs/path` | point the site at a different cliloc base file or directory (persisted as `cliloc_client_path`, which wins over `UO_CLIENT_PATH`). Overlays are read from `custom/` beside it either way. Blank clears it. Deliberately **does not import**, same reasoning as the atlas path. |
Every admin write logs to `activity_log`.
@@ -628,7 +882,11 @@ who"; `activity_log` provides the history feed.
- **Cookie**: `httpOnly`, `sameSite=Lax`, `path=/`, and **`secure` decided per-request** (`COOKIE_SECURE=auto``secure: req.secure`).
- **Trusted-device MFA.** A second, separate httpOnly cookie (`rg_trust`, default 30d) — opaque, sha256-hashed server-side in `trusted_devices` — lets a browser/app **skip the TOTP step** (never the password) on future logins. It is a server-side, per-row-revocable record (never a JWT claim), so the stateless session JWT is unchanged and trust stays revocable. It only ever gates the **second factor**; it deliberately outlives logout, and is cleared on untrust / password change / password reset / TOTP disable. **Recovery codes** (bcrypt, single-use) are the 2FA-lockout fallback. All admin trusted-device/MFA actions and the self actions (`auth.login.trusted_device`, `account.trusted_device.*`, `account.recovery_code*`, `admin.trusted_device.*`, `admin.user.totp.reset`) are audit-logged. See `docs/website/TRUSTED_DEVICES_MFA.md`. This is the key to dual access: the cookie is `Secure` when reached through Pangolin (HTTPS, `X-Forwarded-Proto: https`) but **not** `Secure` when reached directly over the LAN IP on plain HTTP — so login works in both. `COOKIE_SECURE=true|false` can force it. Requires `trust proxy` (below). `localhost:5173` (Vite) and `localhost:3000` are same-site, so the cookie flows in dev too.
- **bcrypt** hashing (cost 10+); plaintext passwords never stored, logged, or returned.
- **Rate limiting** (`express-rate-limit`) on `/auth/login` and `/public/contact`.
- **Rate limiting** (`express-rate-limit`) on `/auth/login`, `/public/contact`, and — the only limited
*read*`/public/shard/market` and `/public/shard/market/vendors/:serial` (60/min/IP). Every other
public read is an indexed lookup of bounded size; the marketplace search is a `LIKE` scan plus a
`COUNT` over the largest `shard_*` table, anonymous by default, so it is the one public GET that is
worth money to serve.
- **Validation** (`express-validator`) on all writes; centralized error handler.
- **helmet** with a Content-Security-Policy tuned for the built React SPA. The policies now live in
**`server/src/config/csp.js`** (`app.js` only wires them up):
@@ -672,6 +930,77 @@ who"; `activity_log` provides the history feed.
- **`app.set('trust proxy', 1)`** so secure cookies, `req.ip`, and rate-limiting work behind Pangolin.
- **CORS**: same-origin in prod (SPA served by Express). Dev only: allow `CLIENT_ORIGIN` (Vite, `http://localhost:5173`) with `credentials:true`.
### 6.5 Shard visibility — the audience boundary (Protocol 3.0)
Every shard-derived surface is gated by an **admin-configurable, per-feature and per-field** audience
setting. This **replaces** the static `PUBLIC_KINDS` allowlist that used to be the whole boundary.
Policy lives in `utils/shardVisibility.js`; rows live in `shard_feature_visibility`; the admin surface
is `GET`/`PUT /admin/shard/visibility` (`adminOnly`). Admin-facing guide:
[`SHARD_VISIBILITY.md`](SHARD_VISIBILITY.md). Design: [`../link/v3.md`](../link/v3.md) §3.
**The ladder.** `anonymous < logged_in < player < staff < admin`, each rung implying the ones below.
`viewerLevel(req)` resolves it: no session ⇒ `anonymous`; authenticated ⇒ `logged_in`; authenticated
with a linked game account ⇒ `player`; moderator ⇒ `staff`; admin ⇒ `admin`. **Staff satisfy the
`player` rung without a linked account** (consistent with `/player/*` being role-agnostic).
**`editor` gets no shard privilege** — it is a content role, and mapping it to `staff` would silently
widen what editors see.
**Two invariants that are code, not configuration.** Both are enforced server-side and both reject
rather than silently ignore:
1. **`acct` and `webId` are admin-only, always.** They are not exposed as configurable fields, and a
stored row attempting to loosen them is discarded on read as well as rejected on write. A character
name is visible in game; the account behind it and the website user it links to are not.
The lock is on the field's **meaning, not one spelling**: `isLockedField(key)` matches a key that
*is* or *ends in* `acct`/`webId`, case-insensitively, so the flattened forms the read models emit
(`shapeHouse``ownerAcct`, `shapeGuild``leaderWebId`) are covered too. An exact-key check was
the original implementation and it let `GET /public/shard/idoc` serve `ownerAcct` anonymously.
2. **A kind absent from `KIND_FEATURE` is never broadcast below `admin`.** Fail closed. This is what
keeps the kind map a security boundary rather than a convenience filter, and it means a shard that
starts emitting an unknown event degrades to staff-only, never to public.
**Fail-closed everywhere else too.** An unreadable visibility config withholds every public frame; a
DB failure falls back to the compiled defaults (pre-3.0 behavior), not to open; an unresolvable viewer
subscribes as `anonymous`. The ladder comparison uses **asymmetric** fallbacks by design — an unknown
*viewer* level floors to the bottom rung and an unknown *requirement* ceils to admin, so an
unrecognised value loses on both sides. (A single shared fallback cannot do that: whichever direction
it picks, it fails open on one side.)
**Three enforcement points, one config:**
| Where | Mechanism |
|---|---|
| Routes | `requireFeature(name)`**404** when the feature is disabled (don't leak that it exists), **403** when the caller is below its audience. `projectFeature` then strips out-of-rung fields from the body. |
| SSE (`utils/shardBroadcast.js`) | Per-connection filtering. A subscriber's rung is resolved **once at subscribe time and frozen** for that connection, so a long-lived stream can't gain privilege; each frame is then mapped kind→feature, gated, and field-projected per viewer. Two subscribers can legitimately receive different versions of one event, or one of them nothing. |
| Nav | `GET /public/shard/features` returns only what the caller may reach, so the SPA never renders a link that would 403. Presentation only. |
Config reads are cached ~5s, so admin changes take effect within seconds **including on already-open
streams**. `PUBLIC_KINDS` still exists and is still exported (`notificationStreams.js`) but is now
**derived** from the kind map rather than hand-maintained, so the two cannot drift.
**`PUBLIC_KINDS` is a module-load constant and must not be used to answer "may this caller read this
kind?"** — it is computed from the compiled *defaults*, so it cannot see an admin's changes. Use
`visibleKinds(level, config)`, which resolves against the live config. `/feed` uses it; it originally
used `PUBLIC_KINDS` and consequently kept serving `guild.join` to anonymous callers after an admin had
moved `guilds` to `staff`. `visibleKinds` deliberately ignores the `stream` flag: that governs SSE
fan-out only, so a feature whose live firehose ships off (market) stays readable from stored history.
**Every read path that returns shard data must call `projectFeature`.** The stored-history endpoints
are not exempt — `/feed` returns the same events the stream does, and returning them unprojected
reopens on the REST side exactly what the stream closes. Relatedly, `shardEvents.db.list` treats an
**empty** `kinds` array as "serve nothing", never "no filter"; the fall-through it used to take would
have turned a fully-gated config into a dump of the entire event log.
`projectFeature` walks **arrays and plain objects only**. A `Date`, `Buffer` or other class instance
is passed through as a value — rebuilding one key-by-key yields `{}`, which is the difference between
the pure-JSON wire frames and the DB-backed read models whose rows carry real `Date` columns.
**Defaults reproduce pre-3.0 behavior exactly**, so installing the framework is a no-op until an admin
changes something — with deliberate exceptions, which are the leaks it was written to close.
`/public/shard/guilds`, `/public/shard/governors` and `/public/shard/feed` previously returned the raw
stored payload, whose actors carry `acct` and `webId`; `/public/shard/idoc` returned the flattened
`ownerAcct`. All are now stripped for every caller below admin.
---
## 7. Email

309
website/CLILOCS.md Normal file
View File

@@ -0,0 +1,309 @@
# Cliloc table (item and title names)
**Status:** Complete on `edge` — website [#115](https://gitea.whitlocktech.com/RunicGateway/website/pulls/115), docs [#70](https://gitea.whitlocktech.com/RunicGateway/docs/pulls/70).
**Design:** [`docs/link/v3.md` §8.6](../link/v3.md) — Protocol 3.0, the dependency Part B/3 was sequenced behind.
A "cliloc" is UO's localization table: an integer id mapped to a display string.
**Items on the wire carry a `LabelNumber`, not a name.** The bridge has always
sent that number — `char.profile.equipment` has a `cliloc` field, reward titles
arrive as a cliloc number in string form, and every marketplace listing carries
one — but the site had no table to look it up in, so a character sheet could only
render `id 1023721` where the game renders **"quarter staff"**.
The number was never the missing piece. The table was.
## Why the operator has to convert the file
This is the awkward part, and it is not avoidable:
**Every current UO client ships its cliloc files compressed.** All eight
`Cliloc.*` files in a modern client (`chs`, `cht`, `deu`, `enu`, `esp`, `fra`,
`jpn`, `kor`) begin with a DWORD whose high byte is `0x8E` — the "Mythic"
compressed container. The plain layout this site parses is what those files
looked like *before* that change.
Decompressing it means an inverse-BWT coder with a frequency header — a few
hundred lines of bit-level work whose failure mode is plausible-looking garbage
rather than an error. The site has no business carrying that at runtime.
Two facts make the alternatives worse, not better:
- **ServUO cannot read it either.** Its bundled `Ultima.StringList` implements
only the plain layout, so on a modern client `VendorSearch.StringList` is null
and `VendorSearch.GetItemName` returns `item.Name` — usually nothing. The
shard cannot supply names on our behalf; the in-game Vendor Search gump has the
same gap.
- **Nothing client-derived may be committed.** UO's strings are EA's. The repo
ships no string table for the same reason it ships no artwork and no map
snapshot — see [`SPAWN_ATLAS.md`](SPAWN_ATLAS.md).
So the conversion happens **once, on the operator's machine, against their own
client**, and the site reads the result from a path it is given. A shard that
never does this is in a fully supported state: names render as ids, exactly as
they did before the table existed.
## Converting
> **Step-by-step operator instructions — where to get UOFiddler, where your
> client files are, and how to verify the import — are in
> [`UOFIDDLER.md`](UOFIDDLER.md).** This section covers the formats and the
> reasoning behind them.
Either format below is accepted; the site sniffs which one it was handed.
| Format | Fidelity | Notes |
|---|---|---|
| **Plain binary** (recommended) | Exact | 6-byte header, then `{int32 number, byte flag, uint16 length, UTF-8}` records |
| Delimited text | Loses leading/trailing whitespace | `number<TAB\|,\|;>text` per line; a header row, blank lines and `#` comments are ignored |
The whitespace caveat is real but cosmetic: ~1,300 of the 123,490 entries in a
stock `Cliloc.enu` are label prefixes like `"max = "` whose trailing space is
meaningful when the client concatenates a value onto them. Nothing on this site
concatenates, and every consumer passes through `displayText()`, which trims.
### Using the bundled tool
`server/tools/cliloc-export/` is a small .NET console app that drives
[UOFiddler](https://github.com/polserver/UOFiddler)'s `Ultima.dll` — the
decompressor that already exists and is already maintained — and writes the plain
format. It loads that DLL **reflectively** so it compiles against any SDK, and it
writes the records by hand because UOFiddler's own `SaveStringList` *re-compresses*
on save (its purpose is round-tripping a file back into the client, so its output
is byte-identical to its input — a trap worth knowing about).
```bash
cd website/server/tools/cliloc-export
dotnet build -c Release
# binary (recommended)
dotnet run -- "<UOFiddler>/Ultima.dll" "<UO client>/Cliloc.enu" /srv/uo-data/clilocs.plain
# or tab-delimited
dotnet run -- "<UOFiddler>/Ultima.dll" "<UO client>/Cliloc.enu" /srv/uo-data/clilocs.tsv --tsv
```
A UOFiddler GUI export works too, but **not unmodified**: its Cliloc tab writes
`Number;Text;Flag` — three columns, the flag *last* — and the parser reads
`number<separator>text`, so the trailing field is absorbed into the name and
every item renders as `quarter staff;0`. Stripping it is one `sed`, given in
[`UOFIDDLER.md`](UOFIDDLER.md) §Route B.
The parser already tolerates `number,flag,text`, with the flag in the *middle*.
It is not extended to cover the trailing form because a final `;0` is
indistinguishable from a name that genuinely ends that way — a heuristic there
would corrupt real names to save the operator one command.
## Shard-added and shard-edited items
**Shards edit items and add new ones**, and those carry cliloc ids no stock
client table has. The table is therefore built from a **set** of sources, all
re-read on every boot and hash-gated together — the same shape as the spawn
atlas, which reads `Regions.xml` + `Locations/*.xml` + `Spawns/*.xml` +
`ChampionSpawns.xml` and merges them:
```
<cliloc path>/
clilocs.plain ← base: the converted client table
custom/
01-uomysticmoon.tsv ← overlays: shard additions and overrides
02-events.tsv
```
Overlays use the same delimited-text format, are read in **sorted order**, and
**later sources win** — so an overlay both *adds* ids the client never had and
*overrides* stock ones the shard has re-purposed. Any `.tsv`, `.csv`, `.txt`,
`.enu` or `.plain` file in `custom/` is picked up; anything else (a `README.md`,
say) is ignored.
Adding, editing or removing any overlay counts as drift, so a new custom item
needs only a file edit and a restart — or the admin panel's Import button.
**Adding one item never means re-exporting a 5 MB client file.**
The import result reports what each source contributed, which is how you confirm
an overlay took effect — `overrode: 0` on a file meant to re-label stock items
says it did not:
```json
"sources": [
{ "label": "clilocs.plain", "kind": "base", "entries": 123490, "added": 123490, "overrode": 0 },
{ "label": "custom/uomysticmoon.tsv", "kind": "custom", "entries": 2, "added": 1, "overrode": 1 }
]
```
**Why a convention rather than discovery.** Everywhere else this pipeline follows
the shard's own files, but **ServUO has no server-side notion of a custom
cliloc** — they live in the patched client a shard distributes to its players,
and nothing in the tree declares them. There is nothing to discover, so `custom/`
is the one thing here that is our convention rather than the shard's. (An
operator who *does* patch their client cliloc needs no overlay at all: convert
the patched file and their edits are simply in the base.)
Measured on the live shard for scale: its script tree references **16,434** cliloc
ids and only **37** are absent from the stock client table — tens of entries
against a 67k base, which is what makes an overlay the right shape rather than a
second full table.
## Configuring the path
Two ways to point at the sources, the setting winning over the environment:
| Source | Notes |
|---|---|
| `cliloc_client_path` setting | Admin-editable (Admin → Shard); takes effect on the next refresh without a redeploy |
| `UO_CLIENT_PATH` env var | The deploy-time default, since the path usually describes a mount the deployment sets up |
The value may be **the base file itself or a directory to search**, because both
are natural answers to "where is it". Overlays are read from a `custom/`
directory beside the base **either way** — pointing at a file does not forfeit
them.
A directory is searched case-insensitively (the client writes `Cliloc.enu` on
Windows; the site usually runs on Linux) for, in order: `clilocs.tsv`,
`clilocs.csv`, `clilocs.plain`, `cliloc.plain`, `cliloc.plain.enu`,
`cliloc.enu.plain`, `clilocs.txt`, `cliloc.enu`.
That ordering puts explicitly-converted names first on purpose. Pointing the
setting straight at an unconverted client directory finds `cliloc.enu`, which is
compressed — and the site says so by name rather than failing obscurely:
```
status: unavailable
code: COMPRESSED
reason: This is a compressed (Mythic-format) cliloc file, which the site cannot
read. Convert it to the plain format first — see docs/website/CLILOCS.md.
```
## Refresh contract
Identical in shape to the spawn atlas, and for the same reasons:
- **It never blocks startup.** No path, an unreadable file, a wrong-format file,
a database error — all caught and logged. The site comes up either way.
- **Hash-gated.** The boot path hashes the file and skips the parse entirely when
it matches what is loaded, which is every restart that did not follow a client
patch. Measured on a stock table: **14 ms** for the no-op, **663 ms** for a full
parse and replace.
- **A `PARSER_VERSION` bump also counts as drift**, so a corrected parse reaches
an install whose client never patches.
### Two ways a refresh is refused
**A corrupt file** — the realistic failure for any single source — makes the
parser fail on a truncated record rather than yield a plausible-but-short table,
so it is caught outright. Verified: a file truncated to half its length reports
```
code: TRUNCATED
reason: Truncated record header at byte 2486759 (74909 entries read)
```
and the rows already loaded are untouched. A malformed overlay names the file it
came from (`custom/broken.tsv: No cliloc entries found…`), because "which of my
six overlay files is broken" is otherwise a guessing game.
**A source that has VANISHED** is the hazard a single file did not have. It
parses perfectly and imports a table quietly missing everything that file
contributed — and an unmounted volume looks exactly like a deliberate deletion
from here. This is the same ambiguity the atlas stages a facet removal for, so it
is escalated rather than applied:
```
status: needsReview
reason: 1 previously-loaded cliloc source(s) are missing;
the existing table is unchanged
missingSources: ["custom/uomysticmoon.tsv"]
```
`status()` reports `missingSources` too, so the panel can show it before anyone
clicks Import. An admin accepts it by re-running the import with
`{ "approve": true }`.
**Why that is a flag and not the atlas's approve/reject pair.** The atlas stores
a pending decision in its own table so that approving *re-parses the tree*, which
is what keeps a multi-megabyte blob out of the database and makes the applied
result match the tree at approval time. Here nothing is stored, so re-reading at
approval time is automatic — the decision is a single boolean on the import an
admin was already going to run.
## What gets stored
| | |
|---|---|
| Parsed from a stock `Cliloc.enu` | **123,490** entries |
| Of those, empty strings | **55,994** (ids the client reserves and never uses) |
| Stored in `shard_clilocs` | **67,496** |
Blank entries are dropped at import. A row resolving to no name is
indistinguishable from no row at all to every caller, and dropping them makes the
binary and text imports converge on **identical** content — the binary format
carries the blanks explicitly and a text export may or may not, depending on the
tool. Verified: both formats import to the same 67,496 rows with the same keys.
`text` is `TEXT`, not `VARCHAR`: the long property descriptions reach 12 KB, and
silently truncating them would be worse than storing them. The index that matters
for marketplace search is on the denormalized `shard_vendor_items.display_name`,
not here.
## How names are applied
**Resolution happens server-side.** The table is never served *as* a table and
there is no public route for it. Two reasons: 67k rows would dwarf any page that
used them, and the Android client consumes the same JSON and would otherwise need
its own copy.
`resolveMany()` takes a batch of ids and returns a `Map` holding only those that
resolved to something displayable, so "no such id" and "id with no usable name"
collapse into one branch at the call site. It never throws — a cliloc lookup is
decoration on someone's character sheet, and a database blip must not fail the
sheet. A capped in-process cache fronts it; measured cold **4.2 ms**, warm
**0.015 ms**.
### `displayText()`
Cliloc strings interpolate arguments the client pulls from an item's property
list — `~1_val~`, `~2_NAME~`. **We never have those**: the bridge sends the id,
not the packet. So a name carrying them is reduced to what is actually knowable.
| Raw | Displayed |
|---|---|
| `quarter staff` | `quarter staff` |
| `cold damage ~1_val~%` | `cold damage` |
| `[~1_stuff~]` | *(nothing — the whole string was the argument)* |
| `50%` | `50%` |
| `Runic Gateway Sigil (v2)` | `Runic Gateway Sigil (v2)` |
**Punctuation is only tidied when a placeholder was actually removed.** The
trailing `%` in row two is the unit belonging to the number we never had, and the
brackets in row three only ever wrapped the argument — but a string with no
placeholder has no such debris, and trimming it anyway corrupts real names. Rows
four and five are the ones that caught it: a shard's custom
`"Runic Gateway Sigil (v2)"` rendered as `"(v2"` while the bracket trim was
unconditional.
### Consumers
- **Character sheet equipment.** `enrichCharProfile` attaches `clilocName` to each
item. A player-given `name` always wins — "Bob's lucky axe" must not be
relabelled "hatchet" — and the client re-states that precedence.
- **Reward titles.** `titles.rewardResolved` is a parallel array with the numeric
entries turned into words (`null` where nothing resolved). The sheet used to
*skip* numeric reward titles entirely, having no way to render them.
- **Marketplace listings** (Protocol 3.0 §8) denormalize the resolved name into
`shard_vendor_items.display_name` so search can index it.
## Admin surface
All admin-only, alongside the atlas under Admin → Shard:
| Route | Purpose |
|---|---|
| `GET /api/v1/admin/shard/clilocs` | Sources found, what each contributed at the last import, readability, drift, entry count, `missingSources` |
| `POST /api/v1/admin/shard/clilocs/import` | Reload after a client patch or an overlay edit; `{ "force": true }` reimports an unchanged set, `{ "approve": true }` accepts a vanished source |
| `PUT /api/v1/admin/shard/clilocs/path` | Set the path; blank disables resolution |
A refresh **result is not an exception**: a missing file, or the likely mistake of
pointing at the client's own compressed `Cliloc.enu`, answers `200` with
`status: "unavailable"` and a reason. A `500` would say only "something broke";
the operator needs to be told which file to convert. Setting the path
deliberately does **not** import as a side effect — the response carries the
refreshed status so the panel can offer that as the next step.

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# Marketplace — the player-vendor index
**Status:** On `edge` — servuo-plugins [#5](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins/pulls/5), link [#19](https://gitea.whitlocktech.com/RunicGateway/link/pulls/19), website [#116](https://gitea.whitlocktech.com/RunicGateway/website/pulls/116).
**Design:** [`docs/link/v3.md` §8](../link/v3.md) — Protocol 3.0 Part B/3.
**Depends on:** [`CLILOCS.md`](CLILOCS.md) — without a cliloc table, listings render as item ids.
The marketplace is a searchable index of every player vendor on the shard: what
each shop is selling, for how much, and where it is standing. It is the same set
the in-game **Vendor Search** gump reads, offered from outside the game — so a
player can find the vanquishing kryss they want before logging in, and someone
who does not play at all can see that the economy exists.
Page: `/site/market`, plus `/site/market/vendors/:serial` for one shop.
## Three things the pages must say out loud
Everything below follows from how the data is gathered, and each has a visible
consequence the UI is required to surface.
**1. The prices are not live.** The shard sweeps vendors **round-robin** — at
most `Bridge.MarketSweepBatch` shops per tick — so a given shop can be a full
cycle behind. The page carries a *"prices last refreshed N minutes ago"* banner
driven by the **oldest** vendor row, not the newest: the one stale shop is the
one that wastes somebody's trip.
**2. A shop can be truncated.** `Bridge.MarketMaxListings` (250 by default) caps
how many listings one frame carries. A commodity reseller with thousands of
stacked resources is a real thing, and an uncapped frame for one is measured in
megabytes. Over the cap the shop reports `truncated`, and the vendor page says
*"showing 250 of 3,104 — this shop holds more than the shard publishes"* rather
than presenting a partial shop as complete.
**3. An item may have no name.** Items on the wire carry a cliloc id, not a name.
On a shard whose operator has not converted a cliloc table
([`CLILOCS.md`](CLILOCS.md)) the honest render is the item id — never an invented
label, which would be indistinguishable from a real one.
## Privacy: the player's own toggle wins
Only vendors whose owner left the in-game **Vendor Search** flag ON are ever sent
to the site. A player who hides their shop in game is hidden here too, and no
admin setting overrides that. When they hide one that was already indexed, the
shard emits `vendor.listing.remove` and the row is deleted — so revoking consent
takes effect, it does not merely stop refreshing.
Shop name, owner character name and location default to **Everyone**, because the
stock Vendor Search gump already shows exactly that set to any player in game.
They remain admin-configurable; see [`SHARD_VISIBILITY.md`](SHARD_VISIBILITY.md).
Account names and website user ids never cross the wire at all.
## How it is put together
```
ServUO uo-link sidecar website
────── ─────────────── ───────
BridgeMarket.cs vendors table shard_vendors
round-robin sweep ──────► (whole frame blob) ──────► shard_vendor_items
per-vendor diff GET /market (paged) + display_name
vendor.listing resolved at ingest
vendor.listing.remove
```
**The shard side** walks at most `MarketSweepBatch` vendors per tick from a
persistent cursor, diffs each against what it last published, and emits a whole
frame for any shop that moved. Per-tick cost is therefore bounded by the batch,
not by how many vendors the world holds — full coverage takes
`ceil(vendors / batch) × MarketSweepSeconds`.
**The sidecar** stores each frame whole and serves `GET /market`, its only paged
read. It normalizes nothing and defines no audiences: it is a dumb forwarder, and
search is the website's job.
**The website** splits each frame into a vendor row and its listings, replacing
that vendor's whole listing set inside one transaction (the frame is
authoritative for that vendor, never a delta). Item names are resolved against
the cliloc table **on the way in** and stored denormalized, which is what makes
search-by-name possible and keeps the cliloc table off the hot path.
## Operating it
Everything is in `Config/Bridge.cfg` on the shard. There is nothing to configure
on the website.
| Setting | Default | What it does |
|---|---|---|
| `MarketEnabled` | `true` | Master switch. Off publishes nothing; the page shows an empty index. |
| `MarketSweepSeconds` | `60` | Tick interval. |
| `MarketSweepBatch` | `25` | Vendors inventoried per tick. Clamped 1..500. |
| `MarketMaxListings` | `250` | Per-shop listing cap, after which `truncated`. Clamped 1..5000. |
**Faster coverage vs. per-tick cost.** Lowering `MarketSweepSeconds` or raising
`MarketSweepBatch` both refresh the index sooner and both cost more per tick.
The expensive part is the item walk, which recurses into every container a vendor
is selling — so a shard of big shops should raise the interval rather than the
batch.
`[bridge status` reports the sweep, including `lastMs` and `maxMs`:
```
market(enabled=True sweeps=42 scanned=108 emitted=27 removed=0 skipped=0
truncated=0 tracked=27 vendors=27 cursor=2 batch=25 lastMs=0.31 maxMs=15.40)
```
A tick over **50 ms** prints a rate-limited warning naming the knob:
```
[Bridge] market sweep took 82.4 ms (budget 50 ms) - lower Bridge.MarketSweepBatch (now 25) if this persists
```
Measured on a shard with 27 vendors × 40 listings (209k items, 43k mobiles):
**15.4 ms** for the first cold tick of 25 vendors, **0.3 ms** in steady state —
the diff is what makes an unchanged world nearly free. Note the arithmetic: 25
*full* shops at the 250-listing cap is 6,250 items ≈ 95 ms, over budget. Real
shops hold tens, which is why 25 is the default and why the warning exists.
`[bridge sweepnow` runs one tick immediately; `[bridge reload` re-reads the
settings above without a restart.
## Names arriving late
Item names come from the cliloc table, and the market sweep will **not** re-send
an unchanged shop just because the site learned what its items are called. So a
cliloc import triggers a bulk re-resolution of every stored listing — otherwise
an operator who configures clilocs after the first sweep would see item ids until
every shop happened to change on its own. It runs after a boot import and after
an admin import, takes ~50 ms per thousand listings, and never throws: a failure
leaves names exactly as they were.
## API
All under `/api/v1/public/shard`, gated by the `market` feature and
**rate-limited** — these are the first genuinely expensive public reads on the
site (a `LIKE` scan plus a `COUNT` over what is typically the largest `shard_*`
table, reachable with no session).
| Route | What |
|---|---|
| `GET /market` | Search. Returns **listings**, not vendors — "who sells X and for how much" is the question. `?q=&minPrice=&maxPrice=&itemId=&map=&region=&sort=&limit=&offset=`, `sort ∈ {price_asc, price_desc, recent}`. |
| `GET /market/meta` | Index size, staleness, and which facets and regions actually hold vendors — so a client builds its filters without running a search it will discard. |
| `GET /market/vendors/:serial` | One shop and its listings. **404** for a serial the index has never seen, which also covers a vendor since dismissed or hidden — to an anonymous caller those are the same answer. |
`q` matches the resolved display name **or** the item's own literal name, because
an item with a player-set name (most of what is worth searching for on a
player-run shard) may carry a generic cliloc. `%` and `_` in a query are escaped:
they are `LIKE` metacharacters, not SQL ones, so parameterization alone would let
a search for `%` match every listing on the shard.
Full schemas are in the OpenAPI spec (`ShardMarketPage`, `ShardMarketVendor`,
`ShardMarketMeta`, `ShardMarketListing`, `ShardMarketLocation`).
## Tables
`shard_vendors` (one row per shop) and `shard_vendor_items` (one row per priced
listing). Both are ingest-owned; nothing else writes to them. No foreign keys,
in keeping with every other `shard_*` table — the ingest transaction is what
keeps them consistent, and an FK would turn a malformed frame into a failed write
rather than a dropped row.
There is deliberately **no `payload` column** on `shard_vendors`, unlike the
points board next door. The board's top-N is a fixed-size list read whole, so it
lives in JSON; here the items *are* the searchable rows, so they are normalized
and there is nothing left worth duplicating. The sidecar keeps the whole blob,
because outage resilience is its job.
`shard_vendor_items.display_name` is denormalized and indexed (alone, and
composite with `price` for "cheapest matching X"). See "Names arriving late"
above for how it is kept current.

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# Shard visibility — who sees which shard data
**Status:** Built (Protocol 3.0 Part A). Admin → Shard Visibility.
**Audience:** shard owners and admins.
**Companion to** [`../link/v3.md`](../link/v3.md) §3 (the design) and
[`BACKEND_DESIGN.md`](BACKEND_DESIGN.md) §6 (the security contract).
The website surfaces a lot of live shard data. What your players, your staff and the anonymous
internet may each see is **yours to decide**, per feature, from Admin → Shard Visibility.
Nothing changes until you change it: every setting ships at the value that reproduces how the site
behaved before this panel existed.
---
## 1. The audience ladder
Five rungs. Each one includes everyone below it.
| Rung | In the UI | Who that is |
|---|---|---|
| `anonymous` | **Everyone** | Anyone at all, signed in or not. |
| `logged_in` | **Signed in** | Any registered account, whether or not they've linked a game account. |
| `player` | **Linked players** | Accounts with a linked in-game account. **Staff always qualify**, linked or not. |
| `staff` | **Staff** | Admins and moderators. |
| `admin` | **Admins only** | Admins. |
Two notes that surprise people:
- **`editor` is a content role, not a shard role.** Editors write news and wiki pages; they get no
shard privilege from that. An editor is treated by link status like any other member. This matches
the rest of the site, where shard staff powers are admin-or-moderator.
- **Staff satisfy `player` without linking.** Otherwise an admin would be locked out of surfaces
they'd gated to players, which is how the `/player/*` routes already behave.
## 2. What you can set per feature
**Enabled.** Off means gone. The feature's pages return “not found”, not “forbidden” — a disabled
feature doesn't advertise that it exists.
**Who can see it.** The minimum rung, from the ladder above.
**Live updates.** Whether this feature pushes changes to open pages in real time. Turning it off
doesn't break the page; it just refreshes on load instead of updating in place.
**Sensitive fields.** Some features expose a field that deserves its own rung — you can publish the
board while holding back one column. See the table in §3.
## 3. The features, and their defaults
| Feature | What it exposes | Default | Sensitive fields |
|---|---|---|---|
| **Shard status** | Connection state, online count, gold-supply series | Everyone | — |
| **Activity feed** | Deaths, kills, skill gains, quests, logins | Everyone | — |
| **Champion spawns** | The live champion / mini-champ / sea-boss board | Everyone | — |
| **Guilds** | Guild rosters, alliances, leaders | Everyone | — |
| **Town governors** | City Loyalty governors, elections, term history | Everyone | — |
| **Houses / IDOC** | Houses in danger | Everyone | House owner → Staff · House price → Staff |
| **Players online** | Population aggregate, staff-online widget | Everyone | In-game location → Staff |
| **Shard rules** | Skill/stat caps, house limits, vet rewards, the ruleset | Everyone | Connect address → Everyone |
| **Spawn atlas** | Bestiary and spawn locations (static content) | Everyone | — |
| **Leaderboards** | Point and loyalty standings | Everyone | Character names → Everyone |
| **Marketplace** | The shard-wide player-vendor index | Everyone, **live updates off** | Vendor owner name → Everyone · Vendor owner character id → Everyone · In-game location → Everyone |
**Why the marketplace ships with live updates off.** A live feed of every vendor's full inventory
would be the single largest thing the site sends. No page needs it — the marketplace is a search over
stored data with a “prices last refreshed N minutes ago” stamp. Turn it on only if you want it.
**Why the marketplace's fields default to Everyone.** A vendor's shop name, its owner's character
name and where it is standing are *already* visible to every player in game: the stock Vendor Search
gump surfaces exactly that set to anyone who opens it. Publishing them on the site is not a new
disclosure. They stay configurable because a shard may still prefer to keep its economy behind a
login — and because "already public in game" is a judgement about your shard, not ours.
**Location is one setting covering four things.** Hiding it removes the facet, the coordinates, the
region *and* the house name together. That is deliberate: those are four ways of saying the same
thing, and a setting that hid the coordinates while publishing the house name would not have hidden
anything.
**Hiding the owner name also hides the owner character id.** They are separate settings so you can
be explicit, but leaving the id published while hiding the name achieves nothing — the leaderboards
and guild boards resolve that same id back to a character name. Set both.
**What hiding a vendor cannot do.** Only vendors whose owner left the in-game *Vendor Search* flag ON
are ever sent to the site, so a player who hides their shop in game is hidden here too — and no
setting on this page can override that. It works the other way as well: these settings control who
sees the index, not whether players can find each other's shops in game.
**Why house owner/price default to Staff.** The public Houses page has always been a "where are the
falling houses" board — location only. Owner and price are the staff view. That split is preserved.
## 4. What you cannot change
Two rules are enforced in code and are not settings. Attempting to set them returns an error rather
than silently ignoring you.
**1. Game account names and website user ids are admin-only, always.**
`acct` and `webId` never appear below the admin rung on any surface. A character *name* is visible in
game to anyone standing next to them; the **account** behind it is not, and neither is the website
user it's linked to. Publishing those would disclose something the shard itself doesn't, and would
tie a player's in-game identity to their forum identity without their consent.
This rule matches the *meaning* of a field, not one spelling of it. Some responses nest the player
who owns a record (`leader.acct`); others flatten it into the row (`ownerAcct`, `leaderWebId`,
`governorAcct`). Every one of those is locked, and the admin API refuses to configure any of them —
so a new response shape can't quietly reopen the hole by naming the field differently.
**2. Unknown event kinds are never broadcast below admin.**
The live stream maps each event kind to a feature. A kind with no mapping — a new event from a shard
plugin the site doesn't know yet, say — goes to admins only. It fails closed. This is what keeps the
stream safe by default when the shard starts sending something new: the worst case is that staff see
it and players don't, never the reverse.
## 5. How it's enforced
Three places, one config:
- **Page and API requests** are checked before the handler runs, and the response is then stripped of
any field above the caller's rung.
- **The live stream** resolves a viewer's rung once, when they connect, and freezes it for that
connection — a long-open page can't gain privilege because something changed underneath it. Each
event is then gated and stripped per viewer, so two people watching the same page can legitimately
receive different versions of the same event, or one of them nothing.
- **Navigation** hides links a viewer can't follow, so they don't hit a wall. This is presentation
only — the gate is server-side either way.
**Stored history answers the same way the live stream does.** The activity feed reads from the event
log rather than the live stream, but it resolves the *same* question against the *same* config: which
kinds you may read, and which fields survive. So moving a feature up a rung hides it from the history
as well as the stream — there is no back door where yesterday's copy of an event is more revealing
than today's.
One deliberate asymmetry: turning **live updates** off for a feature stops the push, not the reading.
The marketplace ships this way — its history and its pages are public, only the firehose is off.
Changes take effect within about five seconds, **including on streams that are already open**. You
don't need to restart anything.
If the database is briefly unreachable, the site falls back to the built-in defaults — the pre-v3
behavior — rather than to "everything is public".
## 6. Worked examples
**"I want a private shard — nothing public until people register."**
Set every feature to **Signed in**. Anonymous visitors still get the site itself; the shard data
disappears from the nav.
**"Publish the market, but don't tie vendors to players."**
Marketplace → Everyone, with **Vendor owner name** → Staff. Prices, items and locations stay public;
who owns each vendor doesn't.
**"Leaderboards for members only."**
Leaderboards → **Linked players**. Anyone who's linked a game account sees the standings; drive-by
visitors don't.
**"Let players see house owners."**
Houses → Everyone, **House owner** → Linked players. Note this is a real disclosure: house ownership
is visible in game, but the website makes it searchable in a way the game doesn't.

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# Spawn atlas
**Status:** Complete on `edge` — data pipeline in website [#112](https://gitea.whitlocktech.com/RunicGateway/website/pulls/112), API + pages in website [#113](https://gitea.whitlocktech.com/RunicGateway/website/pulls/113).
**Design:** [`docs/link/v3.md` §6](../link/v3.md) — Protocol 3.0 Part C.
The spawn atlas is a browsable catalogue of what the shard *contains*: which
creatures spawn, where, how many, and which champion altars are configured. It
answers "where do I find a lizardman?" with **"Shrines, Yew, Isamu-Jima"** rather
than with a list of raw coordinates.
## Two things that shape the whole design
**The shard's ServUO tree is the single source of truth.** Nothing is
precomputed and committed to the repository. A shard's maps change over its
lifetime — facets get added, replaced, or renamed — and a snapshot in the repo
would silently drift from the world players actually see. The atlas is therefore
re-derived from the tree **on every server boot**.
**Facets are not a fixed list.** Nothing in the codebase names Felucca, Trammel,
or any other stock facet. The facet set is whatever the shard's own files
declare, discovered at parse time. A shard running entirely custom maps gets
exactly the same treatment as a stock one, with no code change.
## What it is not
The atlas is **static shard content, not live shard state.**
- It does **not** come from the sidecar. Nothing here touches the bridge, and
there is no event kind, no wire change and no `PROTOCOL_VERSION` bump for it.
Part C is website-only.
- It stays fully populated while the shard is down.
- Its champion table (`shard_champion_spawns`) is the *configured roster*
"there is an Unholy Terror altar in Deceit". The live `champ.update` feed in
`shard_champs` is the separate, sidecar-fed answer to "it is on level 3 right
now". Both exist; do not conflate them.
Routes live at `/api/v1/public/atlas`, deliberately **not** under `/shard`,
because `/shard/*` means sidecar-dependent.
## Configuring the tree
The website needs to be able to *read* the ServUO tree — same host, a bind mount,
or a shared volume. Two ways to point at it, the setting winning over the
environment:
| Source | Notes |
|---|---|
| `spawn_atlas_servuo_path` setting | Admin-editable; changes take effect on the next refresh without a redeploy |
| `SERVUO_PATH` env var | The deploy-time default, since the path usually describes a mount the deployment sets up |
With neither set the atlas is simply skipped — the site runs normally without
one.
## The boot path
On every start the server hashes the source files and compares them against what
is loaded. Unchanged (the normal case on a restart) costs one read pass, ~120 ms,
and no database write. A real change costs a ~400 ms parse and a reload.
Two contracts govern it:
**1. It never blocks startup.** No configured path, an unreadable mount, a
malformed file, a database error — every one is caught and logged, and the site
comes up serving whatever atlas it already had.
**2. A facet disappearing is never applied automatically.** Losing a facet looks
exactly like a half-copied or mid-update tree, and boot cannot tell that apart
from a real map change. That refresh is *staged* for a human instead. Everything
else — new facets, renamed regions, changed spawns — applies immediately, since
none of it can destroy something an operator would miss.
```
boot
└─ path configured? no ──▶ skip
└─ tree readable? no ──▶ warn, carry on
└─ hashes changed? no ──▶ done (nothing parsed)
└─ parse
└─ a facet would be removed?
no ──▶ import
yes ──▶ stage for admin review; atlas unchanged
```
### Approving or rejecting a staged refresh
Only the *decision* is stored, never the parsed world — a few KB of source hashes
plus the facet diff. Approving **re-parses** the tree, so what lands matches the
tree at approval time rather than at boot, and a multi-megabyte blob never sits
in the database.
A rejection is remembered against those exact source hashes, so a declined
refresh does not re-prompt on every restart. Change the tree and the hashes
differ, which asks again.
From **Admin → Spawn Atlas**, or from the CLI:
```bash
cd website/server
npm run atlas:import -- --status # what is loaded, and what is pending
npm run atlas:import -- --approve # apply the staged refresh
npm run atlas:import -- --reject # keep the current atlas, dismiss it
```
## The CLI
The server refreshes itself on boot, so this is for applying a map change
*without* a restart, and for the approve/reject flow above.
```bash
npm run atlas:import # import if the tree differs
npm run atlas:import -- --servuo <path> # override the path for this run
npm run atlas:import -- --force # reimport even if unchanged
```
`--servuo` is a per-run override and deliberately does **not** persist — changing
where the atlas permanently reads from is an admin action, not a side effect of a
one-off import.
## Sources
| File | Count (stock ServUO 57.4) | Used for |
|---|---|---|
| `Spawns/*.xml` | 13 files, ~10.5 MB | Every spawner: location, size, delays, time-of-day, creature types |
| `Data/Regions.xml` | 129 KB, nested | Named regions and their rectangles |
| `Data/Locations/*.xml` | 6 files | Landmarks (dungeon levels, town markers) |
| `Config/ChampionSpawns.xml` | 4.8 KB | Configured champion altars |
**A stock tree has 13 spawn files but only 6 facets.** `Eodon.xml`,
`GravewaterLake.xml`, `TreasuresOfKotl.xml` and the other named-area files hold
TerMur/Trammel points. The facet always comes from each record's own `<Map>`,
never from the file name.
## How a coordinate becomes a place name
This is the transform the atlas exists for, in `resolveRegion()`:
1. The highest-`priority` named region whose rectangle contains the point. Ties
break toward the **smallest** rect, so a specific room wins over the
dungeon-wide rect enclosing it.
2. Otherwise the nearest landmark within the landmark radius (200 tiles by
default), labelled by its **group** ("Covetous"), not its individual marker
("Level 1").
3. Otherwise `"Wilderness"`.
The radius cap in step 2 is what keeps step 3 reachable. Without it the nearest
landmark is always *some* landmark however far away, and open countryside gets
labelled with a dungeon on the far side of the map.
Against stock ServUO this resolves **83.2%** of points (5,369 of 6,455): 3,681 by
region, 1,688 by landmark, 1,086 Wilderness.
## Three quirks in the source data
Each of these is silent if unhandled — the atlas still builds, it is just wrong.
**Facet names disagree between sources.** `Data/Locations/*.xml` spells them
`Ter Mur` and `Tokuno Islands`, while `<Map>` and `<Facet name>` say `TerMur` and
`Tokuno`. Unreconciled, the landmark bucket is keyed differently from the points
looking it up, so the fallback never fires and every unregioned spawn on those
facets reads "Wilderness".
This is reconciled **by matching, not by a lookup table** — there is no list of
facet names anywhere. `facetKey()` collapses spelling differences (lowercase,
alphanumerics only), and `resolveFacetName()` matches a loose spelling against
the canonical set discovered from the shard's own spawn and region data, by exact
key then by prefix in either direction. A name matching nothing keeps its own
name: forcing a wrong match would file a real custom facet's landmarks under the
wrong facet, which is worse than leaving it alone.
**Spawn type tokens carry XmlSpawner directives.** The `<Objects2>` type is not
always a bare class name:
```
Fairy,{RND,4,8} alchemist/z/-50 Agralem/Name/Agralem
GargishRouser,1 greatape,true GargishRefugee/hue/34532
```
Taken literally these invent creatures that do not exist *and* split real ones in
two, because `Fairy` and `Fairy,{RND,4,8}` slug apart into separate entries. 71 of
845 were affected. Everything from the first `/` or `,` is stripped, leaving 800
real creatures.
**Case is inconsistent across files.** The same creature is `Lizardman` in one
file and `lizardman` in another. Slugging collapses them correctly, but the
display name is chosen deterministically — most common spelling wins, ties break
to the more capitalised form, then alphabetically — because otherwise it would
depend on file read order and change on an unrelated restart.
## Tables
All are **import-owned**: a refresh empties and reloads them in one transaction,
so a failed reload leaves the previous atlas intact rather than a half-loaded
world. Nothing else writes to them and nothing holds a foreign key to them — no
FKs at all, consistent with every other `shard_*` table. Full column listings in
[`BACKEND_DESIGN.md`](BACKEND_DESIGN.md).
| Table | Rows (stock) | Notes |
|---|---|---|
| `shard_spawn_creatures` | 800 | `slug` PK; `total` = sum of each type's own max; nullable `art` |
| `shard_spawn_points` | 6,455 | `spawn_range`, since `range` is reserved in MariaDB |
| `shard_spawn_point_types` | 23,927 | The many-to-many; one spawner commonly carries six types |
| `shard_regions` | 387 | Flattened out of the nesting; `rects` JSON |
| `shard_landmarks` | 558 | `grp`, since `group` is reserved in SQL |
| `shard_champion_spawns` | 25 | Configured altars, not the live feed |
| `shard_atlas_meta` | 1 | Singleton; source hashes, for the change check |
| `shard_atlas_pending` | 01 | Singleton; a staged refresh awaiting admin review |
`shard_spawn_creatures.name` carries a plain `INDEX`, deliberately **not
`FULLTEXT`**: ~800 rows makes a `LIKE` scan free, and FULLTEXT's minimum token
length would break searches for names like "orc".
The reload uses `DELETE`, not `TRUNCATE``TRUNCATE` is DDL in MariaDB and would
implicitly commit, defeating the all-or-nothing guarantee. Point ids are assigned
explicitly rather than left to `AUTO_INCREMENT`, because the join rows need them
and `conn.batch()` reports no usable `insertId`.
## Artwork — operator-supplied, never shipped
**This project ships no creature art and no extraction tooling, and never will.**
UO sprites live in the operator's own client `.mul`/`.uop` files. They are the
operator's, not ours to redistribute.
The atlas is fully functional as text. `shard_spawn_creatures.art` is nullable
and is NULL on every fresh import; pages render without images, which is the
normal and supported state, not a degraded one.
An operator who wants art — step-by-step, with the UOFiddler side spelled out, in
[`UOFIDDLER.md`](UOFIDDLER.md) §Part 2:
1. Extracts it from **their own** client files (UOFiddler, ClassicUO tooling, or
any art extractor).
2. Drops the images under `server/uploads/atlas/`.
3. Copies `server/db/data/spawnAtlas.art.example.json` to `spawnAtlas.art.json`
and maps creature slugs to file names.
4. Restarts, or runs `npm run atlas:import -- --force`.
Both `spawnAtlas.art.json` and `server/uploads/` are gitignored, so neither the
map nor the images can be committed by accident.
## Code layout
| File | Role |
|---|---|
| `src/utils/spawnAtlasParse.js` | **Pure and fs-free** parsers, so CI covers them with no ServUO tree. Zero dependencies. |
| `src/utils/spawnAtlasSource.js` | The only thing that reads a ServUO tree; shared by the boot path and the CLI |
| `src/model/shardAtlas/shardAtlas.db.js` | The one-transaction replace |
| `src/model/shardAtlas/shardAtlas.model.js` | The refresh decision, staging, approve/reject |
| `scripts/importSpawnAtlas.js` | Thin CLI over the model |
Parsing notes:
- `Regions.xml`, `Locations/*.xml` and `ChampionSpawns.xml` genuinely nest, and
get a small hand-rolled **subset** tokenizer — elements, attributes,
self-closing tags, comments, the XML declaration, CDATA, and the five
predefined entities plus numeric refs. It is not a general-purpose XML parser
and must not be reused as one.
- The ~10.5 MB of `Spawns/*.xml` never touches that tokenizer. Those records are
flat, so they get a streaming regex sweep instead; a DOM would allocate a node
per element across ~40 fields on every record to keep 14 of them. **Do not put
the Points files through a DOM parser.**
- `<Objects2>` is `Type:MX=n:SB=…` segments joined by `:OBJ=`. Split on `:OBJ=`
*first* — a naive `split(':')` shreds it. A single Trammel point carries six
types.
- **Respawn delays are stored in two different units, per record.** XmlSpawner
writes `MinDelay`/`MaxDelay` in minutes, and switches to seconds only when a
spawner's delay does not divide into whole minutes — flagging that with
`DelayInSec` on the same record. A `5` therefore means five *minutes* on one
spawner and five *seconds* on the next, and both are plausible respawn times,
so a reader assuming either unit is silently wrong about the other. Stock
ServUO 57.4 has ~170 second-flagged spawners out of 6,455. The parser
normalises everything to **seconds**; the API and UI carry seconds throughout.
### The parser version
`spawnAtlasSource.js` exports `PARSER_VERSION`, stored in `shard_atlas_meta`
alongside the source hashes and bumped whenever the parser derives **different
data from identical files** — a fixed misreading, a new field, a changed unit.
A refresh re-derives when the tree changed **or** the parser did. Hashing the
tree alone would be a trap: an install whose maps never change would keep serving
whatever an older build derived, indefinitely, and a deploy that corrects the
parse would never reach the data. A version mismatch counts as drift, so the
correction lands on the next boot without an operator having to know it happened.
## The API
Everything is served from MariaDB. Nothing on this path touches the sidecar, so
the pages stay complete while the shard is down — which is why the routes sit at
`/api/v1/public/atlas` and **not** under `/public/shard`, where a prefix means
"sidecar-dependent". Unlike `/shard/*`, they *are* `siteMode`-gated, like
`/posts` and `/wiki`: a bestiary is site content and follows site content's rules.
Every route carries `requireFeature('atlas')`**404** when an admin has
disabled the feature (its pages must not reveal that it exists) and **403** when
the caller sits below its configured audience. The default is `anonymous`, so the
gates are inert until an admin changes something. Responses are field-projected
like every other shard read; `atlas` declares no sensitive fields today, and the
projection call is there so the first one that does is covered by construction
rather than by a retrofit ([`v3.md` §3.6.1](../link/v3.md)).
| Route | Answers |
|---|---|
| `GET /atlas/creatures?q=&facet=&limit=&offset=` | The bestiary, most numerous first, paginated with an unpaginated `total` |
| `GET /atlas/creatures/:slug?facet=&points=` | One creature: `places`, `spawners`, `alsoHere` |
| `GET /atlas/regions?facet=&q=` | Named regions and their rectangles |
| `GET /atlas/landmarks?facet=&q=` | Points of interest, labelled by `group` |
| `GET /atlas/champions?facet=` | The configured altar roster |
| `GET /atlas/meta` | Facets, counts and when the atlas was parsed |
Two shapes worth knowing:
- **`places` is the aggregate the atlas exists for.** "Lizardman → Shrines,
Isamu-Jima, Yew", grouped in SQL rather than by summing 6,455 point rows in
Node. `spawners` is the raw list underneath it, bounded, with
`spawnersTruncated` saying when it was cut.
- **`points` is a COUNT, `spawners` is the LIST.** The two are named apart
deliberately: the same key meaning a number on the search route and an array on
the detail route is the kind of thing a client only discovers in production.
`GET /atlas/meta` reports the **game world only**. The ServUO path, the per-file
hashes and any pending refresh describe the operator's filesystem, and live on
the admin route instead.
A facet is never validated against a list — nothing in the codebase names one.
`?facet=` is length-bounded and matched exactly, so an unknown name returns an
empty result rather than an error. The filter is an `EXISTS` over the points and
deliberately not a JSON path or `JSON_SEARCH` built from caller input: that
function treats `%` and `_` as wildcards, which would make `?facet=%` match
everything.
## The admin panel
**Admin → Spawn Atlas** (`/admin/shard-atlas`, admin-only — it reads a path on
the server's filesystem and replaces every atlas table, which is closer to a
deploy action than to moderation).
| Route | Does |
|---|---|
| `GET /admin/shard/atlas` | Status: path, readable, drift, counts, facets, pending |
| `POST /admin/shard/atlas/import` | Import now; `{ force: true }` ignores the hash gate |
| `POST /admin/shard/atlas/approve` | Apply a staged refresh, facet loss and all |
| `POST /admin/shard/atlas/reject` | Keep the current atlas; remember the decision |
| `PUT /admin/shard/atlas/path` | Point the atlas at a different tree |
Three behaviours that are deliberate:
- **An unreadable tree is a 200, not a 500.** `refresh()` reports outcomes rather
than throwing, because the boot path must never be stopped by a bad tree, and
that contract is preserved at the API. The panel says *"The tree could not be
read: …"*; a 500 would say only that something broke.
- **Setting the path does not import.** Moving the mount and reloading the world
are separate decisions, and an operator fixing a typo should not have a
multi-thousand-row replace happen under them. The response carries fresh status
so the panel can offer the import as the next step.
- **Every action is written to the admin activity log** (`shard.atlas.import` /
`.approve` / `.reject` / `.path`).

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# Extracting from your own UO client (UOFiddler)
**Audience:** the shard operator, once, at setup time.
**Related:** [`CLILOCS.md`](CLILOCS.md) (why the cliloc conversion is unavoidable),
[`SPAWN_ATLAS.md`](SPAWN_ATLAS.md) (where creature art fits).
Two features read data that **only exists inside a UO client**, and a UO client's
files are EA's, not ours to redistribute. So neither this repo nor any image we
publish can ship them — the operator extracts from **their own** client, once,
and points the site at the result.
| Feature | What it needs | Required? | Without it |
|---|---|---|---|
| **Item / title names** ([`CLILOCS.md`](CLILOCS.md)) | `Cliloc.enu`, converted | No | Names render as raw ids — `id 1023721` instead of *quarter staff* |
| **Creature art** ([`SPAWN_ATLAS.md`](SPAWN_ATLAS.md)) | Sprites from `.mul`/`.uop` | No | Atlas pages render as text, which is the normal state |
**Both are optional and neither is load-bearing.** A shard that never does any of
this is fully supported. Do part one and skip part two if art is not worth your
time — they share only the tool.
Everything you extract stays **outside the repository**: the converted cliloc
file lives at a path you choose, and `spawnAtlas.art.json` plus `server/uploads/`
are gitignored, so none of it can be committed by accident.
---
## Part 0 — Get UOFiddler
[UOFiddler](https://github.com/polserver/UOFiddler) is the community client-file
editor. We use it because its `Ultima.dll` already contains the cliloc
decompressor, maintained by people who do this for a living.
1. Download the latest release zip from
<https://github.com/polserver/UOFiddler/releases/latest> — one asset, named
`UOFiddler-<version>.zip` (4.22.2 is ~2 MB).
2. Extract it. The zip contains a single top-level folder, and the two files that
matter are at **its root**:
```
UOFiddler-4.22.2/
Ultima.dll ← the decompressor (Part 1 needs this path)
UoFiddler.exe ← the GUI (Part 2 needs this)
plugins/
```
3. **Runtime:** UOFiddler 4.22.2 is built for **.NET 10**. Running `UoFiddler.exe`
needs the .NET 10 **Desktop** Runtime (Windows only); loading `Ultima.dll` from
the converter in Part 1 needs the .NET 10 runtime. Install from
<https://dotnet.microsoft.com/download/dotnet/10.0>.
### Finding your client files
The cliloc file is in your **UO client installation directory**, not in your
ServUO tree — the shard server has no copy of it. Look for `Cliloc.enu` (English;
the other seven are `chs`, `cht`, `deu`, `esp`, `fra`, `jpn`, `kor`) beside
`art.mul` / `artLegacyMUL.uop`. The EA Classic Client's default location is:
```
C:\Program Files (x86)\Electronic Arts\Ultima Online Classic\
```
**If your shard distributes its own patched client to players, use that copy.**
Any cliloc edits you shipped to players are then already in the base table and
you need no overlay for them (see [`CLILOCS.md`](CLILOCS.md) §Shard-added and
shard-edited items).
---
## Part 1 — Convert the cliloc table
**Goal:** turn the client's compressed `Cliloc.enu` into a file the site can
read, and point the site at it.
The site cannot read `Cliloc.enu` directly. Every modern client compresses it
(the "Mythic" container), and so does ServUO's own bundled `Ultima.StringList` —
which is why the shard cannot supply names on our behalf either. The full
reasoning is in [`CLILOCS.md`](CLILOCS.md) §Why the operator has to convert the
file; this section is just the procedure.
Two routes. **The bundled tool is the recommended one** — the GUI export needs a
fixup step, described below.
### Route A — the bundled converter (recommended)
Needs a .NET SDK (any version 8 or newer — the project targets `net8.0` and rolls
forward, so whatever you have works) **plus** the .NET 10 runtime from Part 0,
which is what actually loads `Ultima.dll`.
```bash
cd website/server/tools/cliloc-export
dotnet build -c Release
# plain binary — recommended, exact
dotnet run -c Release -- \
"/path/to/UOFiddler-4.22.2/Ultima.dll" \
"/path/to/UO client/Cliloc.enu" \
/srv/uo-data/clilocs.plain
# or tab-delimited text, if you want to eyeball or hand-edit it
dotnet run -c Release -- \
"/path/to/UOFiddler-4.22.2/Ultima.dll" \
"/path/to/UO client/Cliloc.enu" \
/srv/uo-data/clilocs.tsv --tsv
```
Expected output for a stock English client:
```
wrote 123490 entries to /srv/uo-data/clilocs.plain (maxTextBytes=12150, skippedOversize=0)
```
**Sanity-check that number.** A stock `Cliloc.enu` is ~123,000 entries. A few
hundred means it read something else and you should not ship the result. The
tool exits non-zero and says `no entries were written — is that a cliloc file?`
when it gets nothing at all.
The conversion runs on whatever machine has the client (usually Windows), and the
site reads the output wherever it runs — so **copy the output file to the server**
if those are different machines. It is a single self-contained file (~5 MB); the
`--tsv` form is larger but diff-able.
<details>
<summary>Errors you may hit</summary>
| Message | Cause |
|---|---|
| `Ultima.StringList not found — is that really UOFiddler's Ultima.dll?` | First argument points at some other `Ultima.dll` (ServUO ships one too — it is **not** the same assembly and cannot do this) |
| `You must install .NET to run this application` | Missing the .NET 10 runtime from Part 0 step 3 |
| `Unexpected Ultima.StringList API` | UOFiddler older than 4.21 |
| `usage: clilocexport …` | Fewer than three arguments |
</details>
### Route B — the UOFiddler GUI
Use this if you would rather not install a .NET SDK. **It needs one extra step**,
so do not skip the fixup.
1. Launch `UoFiddler.exe` and point it at your client directory when it asks
(or **Options → Path Settings**).
2. Open the **Cliloc** tab and use its **export to CSV** action.
3. It writes `CliLoc.csv` to UOFiddler's configured output path, in **three**
columns with a header row:
```
Number;Text;Flag
1023721;quarter staff;0
```
4. **Strip the trailing flag column.** The site's text parser reads
`number<TAB|,|;>text`, so that third field is otherwise absorbed into the name
and every item on the site renders as `quarter staff;0`.
```bash
sed -E 's/;[0-9]+$//' CliLoc.csv > clilocs.csv
```
```powershell
Get-Content CliLoc.csv |
ForEach-Object { $_ -replace ';\d+$','' } |
Set-Content -Encoding utf8 clilocs.csv
```
The header row needs no removal — a line whose first field is not an integer
is skipped. Blank entries (`1005008;`) survive the fixup correctly and are
dropped at import, as intended.
5. Copy `clilocs.csv` to the server.
**Why the fixup is not just done for us:** the parser already handles
`number,flag,text` — the flag in the *middle*, which is what several exports
emit. UOFiddler puts it at the *end*, where it is indistinguishable from a name
that genuinely ends in `;0`. One `sed` on the operator's side beats a parser
heuristic that would corrupt real names.
### Point the site at it
Two ways, the setting winning over the environment:
| Where | How |
|---|---|
| **Admin → Shard → cliloc path** | Takes effect on the next refresh, no redeploy |
| `UO_CLIENT_PATH` env var | The deploy-time default |
The value may be **the file itself or a directory to search** — both are natural
answers to "where is it", and overlays are picked up either way.
Setting the path deliberately does **not** import as a side effect. Click
**Import** (or `POST /api/v1/admin/shard/clilocs/import`) to load it.
### Verify
`GET /api/v1/admin/shard/clilocs`, or the Admin → Shard panel, reports what each
source contributed:
```json
"sources": [
{ "label": "clilocs.plain", "kind": "base", "entries": 123490, "added": 123490, "overrode": 0 }
]
```
Roughly **67,500 rows stored** from a stock table is correct — about half a
cliloc table is empty strings for ids the client reserves and never uses.
Then load any character sheet with equipment: items should show names rather than
`id 1023721`.
<details>
<summary>What a refusal means</summary>
A bad file answers `200` with a `status` and a named reason, not a `500` — you
need to be told *which file* to fix.
| `code` | Meaning |
|---|---|
| `COMPRESSED` | You pointed at the raw client `Cliloc.enu`. Convert it — this whole page. |
| `TRUNCATED` | Half-copied file. Re-copy; the loaded table is untouched. |
| `EMPTY` | A text source with no parseable rows — the file is named in the reason. |
| `status: needsReview` + `missingSources` | A previously-loaded source has vanished (unmounted volume? deliberate deletion?). Nothing changes until you re-import with `{ "approve": true }`. |
</details>
### Custom items — do *not* re-export for these
Shard-added items carry ids no client table has. Drop a small delimited file in a
`custom/` directory beside the base file and re-import:
```
/srv/uo-data/
clilocs.plain ← base, from this guide
custom/
01-uomysticmoon.tsv ← your additions and overrides
```
Files are read in sorted order and **later sources win**, so an overlay both adds
new ids and overrides stock ones you have re-purposed. **Adding one item never
means re-exporting a 5 MB client file.** Details in [`CLILOCS.md`](CLILOCS.md).
---
## Part 2 — Creature art for the spawn atlas (optional)
**Goal:** put sprites on atlas pages. Purely cosmetic — the atlas is fully
functional as text, and `art` is NULL on every fresh import.
**This project ships no art and no art-extraction tooling, and never will.**
1. In `UoFiddler.exe` (paths configured as in Route B step 1), open the
**Animations** tab for creature sprites — or **Items** for object art — find
the creature, and export as PNG. Right-click an entry for its export options,
or use the tab's *Export All* action for a batch. (4.22.2 added an export
option to the Animation tab's thumbnail list, which is the convenient one
here.)
2. Put the images under `server/uploads/atlas/`.
3. Copy `server/db/data/spawnAtlas.art.example.json` to `spawnAtlas.art.json` in
the same directory and map creature slugs to file names:
```json
{
"lizardman": "lizardman.png",
"orc": "orc.png"
}
```
**Keys are the slugs the atlas API reports**, derived from the type names in
your own shard's `Spawns/*.xml` — read them off the atlas rather than guessing.
A creature with no entry renders without art, which is the default.
4. Restart, or `npm run atlas:import -- --force`.
The art map is re-read on every atlas refresh, so adding one image is an edit plus
a refresh. Both `spawnAtlas.art.json` and `server/uploads/` are gitignored.
---
## Licensing, briefly
UO's strings and sprites are EA's. Extracting from **your own** client for
**your own** shard is the arrangement here; redistributing the extracted files is
not something this project does or can advise on. That is the whole reason this
page exists instead of a download link.

View File

@@ -257,6 +257,26 @@
"method": "GET",
"path": "/api/v1/admin/shard/accounts"
},
{
"method": "GET",
"path": "/api/v1/admin/shard/atlas"
},
{
"method": "POST",
"path": "/api/v1/admin/shard/atlas/approve"
},
{
"method": "POST",
"path": "/api/v1/admin/shard/atlas/import"
},
{
"method": "PUT",
"path": "/api/v1/admin/shard/atlas/path"
},
{
"method": "POST",
"path": "/api/v1/admin/shard/atlas/reject"
},
{
"method": "GET",
"path": "/api/v1/admin/shard/audit"
@@ -313,6 +333,14 @@
"method": "GET",
"path": "/api/v1/admin/shard/vendors/:account"
},
{
"method": "GET",
"path": "/api/v1/admin/shard/visibility"
},
{
"method": "PUT",
"path": "/api/v1/admin/shard/visibility"
},
{
"method": "PUT",
"path": "/api/v1/admin/site-mode"
@@ -705,6 +733,30 @@
"method": "GET",
"path": "/api/v1/player/shard/vendors/:account"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/champions"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/creatures"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/creatures/:slug"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/landmarks"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/meta"
},
{
"method": "GET",
"path": "/api/v1/public/atlas/regions"
},
{
"method": "POST",
"path": "/api/v1/public/contact"
@@ -737,6 +789,10 @@
"method": "GET",
"path": "/api/v1/public/shard/economy"
},
{
"method": "GET",
"path": "/api/v1/public/shard/features"
},
{
"method": "GET",
"path": "/api/v1/public/shard/feed"
@@ -769,6 +825,10 @@
"method": "GET",
"path": "/api/v1/public/shard/presence"
},
{
"method": "GET",
"path": "/api/v1/public/shard/ruleset"
},
{
"method": "GET",
"path": "/api/v1/public/shard/status"