# Protocol 8 — Client assets over the bridge **Status:** Design of record. Approved in principle 2026-09-09 (architecture, asset scope, built-in cliloc decoder, atlas cleanup); §17 lists what is still open. **Supersedes the manual half of:** [`../website/UOFIDDLER.md`](../website/UOFIDDLER.md), [`../website/CLILOCS.md`](../website/CLILOCS.md) §Converting, [`../website/SPAWN_ATLAS.md`](../website/SPAWN_ATLAS.md) §Artwork and §Configuring the tree. Two features on this platform read data that only exists inside a UO client, and today both reach the site by hand: the operator installs UOFiddler, converts `Cliloc.enu` on their own desktop, exports sprites one at a time from a GUI, hand-writes a slug→filename JSON map, and copies the result to the server. A third — the spawn atlas — avoids UOFiddler but pays a different price: the **website** must be able to read the shard's ServUO tree directly, over a bind mount or a shared volume. This protocol deletes all three arrangements. The shard already has everything, and the bridge already goes to the website. --- ## 1. The premise, which turns out to be free **A ServUO shard cannot boot without a UO client installation.** It reads maps, statics, tiledata and multis out of `.mul`/`.uop` files, and `Config/DataPath.cfg` is where an operator declares where those live — *required* on Linux, auto-detected from the registry on Windows. At runtime the resolved directories sit in `Server.Core.DataDirectories`, a public static the plugin can read on any shard, with no new configuration and nothing for an operator to set up. So the files the operator has been converting on their desktop are already on the shard host, in a directory the shard already knows the path of, in a process the bridge already runs inside. Everything below follows from that. ### 1.1 What was measured, not assumed Against this machine's ServUO 57.4 tree (`C:\Users\colby\Desktop\ServUO`) and client (`D:\Games\Electronic Arts\Ultima Online Classic`, 3.5 GB), loading **ServUO's own `Ultima.dll`** — the assembly `overlay/Scripts/Scripts.csproj:39` already carries a `` to: | Call | Result | |---|---| | `Art.GetStatic(0…16383)` | 16,384 decoded, 0 errors | | `Art.GetStatic(16384…65535)` | 32,766 decoded, 1 empty, 16,385 clean out-of-range errors | | `Art.GetLand(0…16383)` | 16,384 decoded, 0 errors | | `Animations.GetAnimation(0…2047, 0, 1)` | **1,144** bodies with a decodable first frame, 904 empty, 0 errors | | `Hues.GetHue(33)` | loads | | `Bitmap.Save(…, Png)` | 852-byte PNG from one creature frame | | `Gumps.GetGump(2)` | **hard crash** — `AccessViolationException`, process exit `0xC0000005` | | `new StringList("enu", "Cliloc.enu")` | throws — `Non-negative number required` | Two of those rows are load-bearing and are dealt with in §4 and §9. The rest say the same thing: **most of the extraction this protocol needs is already implemented, already compiled, and already referenced by the plugin's own build.** Depth, for §11's sizing: body 400 (human male) has **35 actions × 5 directions = 1,050 frames**. One body. §5.1 cuts that by exactly 5×. --- ## 2. Architecture: the shard extracts, the sidecar forwards, the website decides ``` UO client files (operator's own, on the shard host) │ read by the plugin, off the Core thread ▼ ServUO shard (servuo-plugins/) ← decodes; resolves body ids; hashes │ loopback JSON, request/reply, one batch outstanding at a time ▼ uo-link sidecar (link/) ← forwards bytes; decides nothing │ REST, bearer-token auth, X-UOLink-Version: 8 ▼ website (module-uo/) ← stores, names, gates, serves ``` This is deliberately the *only* arrangement that keeps [the bridge's standing rules](PLAN.md) intact: - **The sidecar stays a dumb forwarder.** It moves opaque assets and decides nothing about them — no audience, no projection, no capability advertisement. Putting the decoders in Rust would have meant the sidecar deciding what an asset *is*, on top of re-deriving in Rust what is already compiled next door in C#. - **Access control stays on the website**, which has the auth machinery and the admin forms. - **The shard is still never network-reachable.** Nothing here opens a port; the plugin answers requests on the connection it already dialled out on. ### 2.1 Why not the sidecar, and why not the operator's desktop A Rust extractor in the sidecar would need ports of: the Mythic cliloc decompressor, `FileIndex` (including UOP), the ARGB1555 run-length frame decoder, `Body.def`/`Bodyconv.def` translation, `Hues.mul`, and a PNG encoder — weeks of work to re-derive what §1.1 shows already runs. It also cannot do §8: resolving a creature slug to a body id requires being inside ServUO. Automating on the operator's desktop (shipping the converter with the installer) removes UOFiddler but keeps a manual step and still cannot do §8. It was considered and rejected. --- ## 3. The transport, and the three traps in it ### 3.1 Assets go over the request/reply path, never the event path `link/sidecar/src/app.rs:122` persists **every** non-`pong` event into the SQLite store *and* broadcasts it to every WebSocket subscriber. An asset stream on that path would grow the sidecar's store without bound and fan megabytes out to every connected client, forever. `rpc.rs`'s `try_route` consumes a correlated reply and `continue`s **before** either of those happens. So an asset batch is a reply, not an event. This is not a new mechanism — it is the one `char.request`, `account.roster` and `vendor.snapshot` already use. ### 3.2 One batch outstanding, always `BridgeLink.Emit()` enqueues onto a **bounded drop-oldest** queue (`Bridge.QueueCap`, default 10,000). It counts **lines, not bytes** — a design that is correct for live events and dangerous for bulk transfer, because 10,000 queued 200 KB replies is 2 GB of shard memory. The rule that makes this safe is flow control, not a bigger queue: **the website requests batch *n+1* only after batch *n* has arrived.** Queue depth stays at approximately one. A dropped or lost reply simply times out and the batch is re-requested, which is safe because reading a client file is idempotent and has no world side effects. ### 3.3 The size ceilings are already fixed, and one of them is missing | Limit | Value | Where | |---|---|---| | Sidecar waits for a shard reply | **10 s** | `rpc.rs` `REPLY_TIMEOUT` | | Website waits for the sidecar | **12 s** | `module-uo/server/utils/uoLinkClient.js` `TIMEOUT_MS` | | Sidecar → shard line | 1 MiB | `BridgeLink.cs:283` | | **Shard → sidecar line** | **none** | `shard.rs` uses `read_line` unbounded | The first two bound a batch: it must decode, encode, serialise and cross the wire inside ten seconds. The last is a gap this protocol must close — an unbounded `read_line` facing a component that is now deliberately sending large lines is a memory-exhaustion shape we would be inventing ourselves. **Protocol 8 adds an explicit inbound line cap to the sidecar**, set above the largest legal batch and rejecting rather than buffering past it. Batches are therefore sized by bytes, not by count, with the emitter cutting a batch short when it would exceed the cap. Base64 costs 33%; the budget must be stated in encoded bytes. --- ## 4. The decoders: whose code, and the crash that decides it §1.1 found that `Gumps.GetGump(2)` does not fail — it **corrupts the process**. An `AccessViolationException` from `unsafe` pointer code is a corrupted-state exception; on .NET Framework 4.8 it is *not catchable* by an ordinary `try/catch`. In-process, on a live shard, that is a shard crash with players on it. Art and animation probed clean across ~66,000 and ~2,000 ids respectively. That is reassuring and it is not a guarantee: the inputs we have not tested are exactly the ones that matter — a shard's own **patched or custom** client files, which is the population this feature exists to serve. Two ways to hold this safely: **A1 — call ServUO's vendored `Ultima`, isolate the fault.** Fastest to build, and proven for the kinds we need. Requires running the decode where a fault costs one batch rather than the shard: a short-lived child process. That means a binary to deploy, which the overlay (deployed as *source*, compiled by ServUO at boot) has no mechanism for. **A2 — own bounds-checked decoders in the overlay.** Roughly 600–900 lines of ordinary safe C#: `FileIndex` (~150), the RLE frame decoder (~60, and it is the same loop, writing to a `ushort[]` instead of through a `LockBits` pointer), the static-art decoder, `Body.def`/`Bodyconv.def`, hue application, and a minimal PNG writer over `System.IO.Compression.DeflateStream` (~80). **A2 is recommended**, for four reasons that compound: 1. **It removes the crash class**, rather than containing it. 2. **It removes `System.Drawing` entirely.** ServUO's `Frame` decoder writes ARGB1555 straight into a `Bitmap` via `LockBits`, so System.Drawing is in the *decode*, not just the encode — a Linux/Mono shard needs libgdiplus even to read a sprite. Writing our own pixels and our own PNG makes the feature portable by construction. 3. **It removes the UOP gap, which lands squarely on the player bodies.** ServUO's vendored `Animations` reads legacy `anim*.mul` only, never `AnimationFrame*.uop`. This client has a full 195 MB `anim.mul` so most creatures resolve — but **six of the twelve stock player-character bodies return nothing**, including every gargoyle and both human ghosts (§5.2). A missing playable race in an asset store built for "player models and everything" is not a caveat, it is a defect, and it is in the highest-attention part of the scope. 4. **We are already in this business.** §9 writes a cliloc decompressor from scratch regardless. A2 also ends the dependency on whatever version of `Ultima` a given ServUO happens to vendor, which is the kind of thing that silently changes under a shard upgrade. --- ## 5. Addressing: one key for every asset Every asset the bridge can serve is named by a single string key, and the key is the cache key, the hash key, the filename stem and the manifest row id: ``` static/3922 one item graphic static/3922/h33 the same graphic, hue 33 applied land/3 one land tile body/34/a0 creature body 34, action 0, first frame body/400/a0/f0..f9 human male, action 0, all ten frames cliloc/enu the whole converted string table (not an image) tree/Spawns/Trammel.xml a ServUO tree file (§10) ``` Three properties this shape buys: - **Hue is part of the key, not a transform.** `itemId` and `hue` are already on the wire together (`BridgeMarket.cs:582`, `BridgeProfile.cs:314`), so a marketplace listing already knows the exact key for its own picture. Applying hues website-side would mean shipping `Hues.mul` semantics into Node for no gain. - **Depth is expressible without being mandatory.** `body/400/a0` and `body/400/a0/f0..f9` are the same addressing scheme at two depths, which is what lets §11 bulk-import thumbnails and fetch full animations on demand without a second protocol. - **Nothing in the key is client-version-specific**, so a client patch changes an asset's *bytes*, not its name — which is what makes §7's delta work. ### 5.1 There is no direction segment, because only one direction is wanted Bodies are stored in **five** directions and the client mirrors three of them to reach eight. Only one is needed here, so **direction is fixed by the extractor and is not part of the key**. Leaving it in would advertise a choice nobody is going to vary and would five-fold every count in §11 for nothing. **Which one depends on whether the body is a player character:** | Body | Direction | Why | |---|---|---| | A player character body | **0** — head-on, facing the viewer | A character is a portrait; it should look at you | | Everything else | **1** — front three-quarter | The view that actually reads as a creature (see the caveat below) | Which index is which was determined by **rendering all five** for a human, a wolf and a dragon rather than from a table, because the answer is not obvious and the small-thumbnail version of the same test suggested the exact opposite: | Index | View | |---|---| | **0** | **Head-on, facing the viewer** — face, chest and front legs visible | | 1 | Front three-quarter | | 2 | Full side profile | | 3 | Rear three-quarter | | 4 | Directly away — back of the head, and a quadruped's tail toward the camera | The caveat the render made obvious is what produced the split: **index 0 is the least legible view for four-legged and long-bodied creatures.** A wolf seen head-on is a dark blob; the same wolf at index 1 is unmistakably a wolf, which is also why UOFiddler's own thumbnail list picks that view. A humanoid has no such problem — it reads fine head-on, and head-on is what a character portrait wants. Both indices stay **configuration values** (defaulting to 0 and 1), so changing the catalogue's mind later is a setting and a re-import, not a protocol change. ### 5.2 "Player character body" is asked of the shard, never hardcoded `Server.Race.AllRaces` gives every registered race, and each carries `MaleBody`, `FemaleBody`, `MaleGhostBody` and `FemaleGhostBody`. The plugin enumerates those four ids per race and that set — nothing else — takes index 0. On stock ServUO 57.4 that is twelve ids: | Race | Male | Female | Male ghost | Female ghost | |---|---|---|---|---| | Human | 400 | 401 | 402 | 403 | | Elf | 605 | 606 | 607 | 608 | | Gargoyle | 666 | 667 | **695** | **694** | This is the §8 argument again in miniature: only code inside ServUO can answer it, and asking is the only thing that works on a shard with a custom race. Two details make the case that a hardcoded list would have been wrong — `RaceDefinitions.cs` passes the gargoyle's ghost bodies in the **opposite order** to the other two races (695 male, 694 female), and a shard that calls `RegisterRace` adds ids no table of ours would contain. **Half of that set does not decode with ServUO's vendored library.** Measured: | Decodes | Does not | |---|---| | Human male/female (400, 401) | **Human ghosts (402, 403)** | | Elf male/female (605, 606) | **Every gargoyle body (666, 667, 694, 695)** | | Elf ghosts (607, 608) | | Six of twelve, including a whole playable race. So the one part of the asset scope with the most attention on it — the player character, head-on — is precisely the part the vendored `Animations` serves worst, and §4's recommendation to own the decoders is what fixes it. This is the single strongest piece of evidence for that choice. --- ## 6. The manifest, and what the two buttons actually do Two stages, which is where **Import** and **Update** come from. **Stage 1 — the source gate.** The shard reports a manifest of the client files themselves: size, mtime and content hash of `Cliloc.enu`, `anim*.idx`/`anim*.mul`, `art.mul`/`artidx.mul`, `Body.def`, `Bodyconv.def`, `Hues.mul`. Unchanged since the last import, and nothing else happens. This is the same hash gate the spawn atlas and the cliloc table already use, and for the same reason: the normal case is a restart that changed nothing, and it must cost nothing. `anim.mul` is 195 MB and `art.mul` is 148 MB, so the gate is **(size, mtime) first, content hash only when those differ** — a full hash of 343 MB on every status poll would make the admin panel feel broken. **Stage 2 — the asset manifest.** For the working set (§11), the shard streams `[{ key, sha256, bytes }]` — no pixels. The website diffs that against what it holds and requests **only the keys whose hash changed**. - **Update** = stage 1, then stage 2, then fetch the diff. - **Import** = the same path with the diff skipped and every key fetched. - **A key that has vanished** from the manifest is staged for review, never applied silently — the same rule, and the same reasoning, as a vanished cliloc source or a disappearing atlas facet. An unmounted volume and a deliberate client downgrade look identical from here. Clilocs are the exception and stay a **whole-table replace** whenever the file hash changes: the measured cost is 663 ms for 67,496 rows, so per-entry deltas would be complexity bought for nothing. --- ## 7. The parser version applies here too `spawnAtlasSource.js` carries `PARSER_VERSION` (currently 5) and the cliloc source carries its own, both counted as drift so that a corrected parse reaches an install whose files never change. The asset pipeline inherits the rule and needs it more, not less: a fixed hue application or a corrected frame offset changes the bytes we derive from files that are byte-identical. **`EXTRACTOR_VERSION` lives in the plugin**, because the plugin is what derives the bytes, and it is folded into stage 1's gate. Bumping it makes every asset drift, which is correct. --- ## 8. Body ids: the part only the shard can do The atlas knows creatures by **slug**, derived from type names in `Spawns/*.xml`. The client knows them by **body id**. Nothing in the ServUO tree declares the mapping as data — today an operator bridges it by grepping `Scripts/Mobiles/Normal/.cs` for `Body =`, which appears variously as a decimal, as hex (`0xD1`), as `Utility.RandomList(35, 36)`, and as an `m_IDs[]` table. Inside ServUO the problem does not exist. `BridgeWorld.cs:350` already does exactly the required thing for a different feature: ```csharp var type = ScriptCompiler.FindTypeByName(name, true); var creature = Activator.CreateInstance(type) as BaseCreature; ``` Construct, read `creature.Body.BodyID`, `Delete()`. Authoritative, no source parsing, and correct for custom creatures a grep would never find. **This pass must run on the Core thread** — it constructs and deletes mobiles, which is world mutation — while the decode in §4 must run **off** it. That split is the one genuinely new threading shape in this protocol, and it is why slug→body resolution is its own request kind with its own (small) batch size rather than a step inside asset extraction. Constructing arbitrary creature types has side effects: constructors pack items, set skills, start timers. The mitigations are per-type `try`/`catch`, immediate `Delete()`, small batches, and the fact that the whole pass is admin-triggered rather than something that runs at boot. --- ## 9. The cliloc decompressor is ours now Every modern client ships `Cliloc.*` in the Mythic compressed container — this machine's `Cliloc.enu` is 4,989,921 bytes beginning `E8 79 67 8E`, high byte `0x8E`. ServUO's bundled `Ultima.StringList` implements only the plain layout and throws on it (§1.1), which is also why the shard's own `VendorSearch.GetItemName` is already inert. **UOFiddler is released under the Beerware licence**, so porting its decompressor into our GPL-3.0-or-later tree is clean. It lands in the overlay as ordinary C#, alongside §4's decoders, and from that point: - No operator installs UOFiddler. - No operator runs `dotnet build` on a converter. - No operator copies a 5 MB file to a server. - `website/server/tools/cliloc-export/` is retired, and `UOFIDDLER.md` is deleted rather than rewritten. **What survives untouched is the `custom/` overlay mechanism.** Shard-added items carry cliloc ids no client table has, and ServUO has no server-side notion of a custom cliloc — that is a real gap in the *game*, not an artefact of the manual pipeline, and `CLILOCS.md`'s reasoning for it stands. The base table now arrives over the bridge; overlays still come from a directory the site reads. Measured on the live shard: 16,434 cliloc ids referenced by the script tree, 37 absent from stock. --- ## 10. The atlas stops needing a shared filesystem Today `SPAWN_ATLAS.md` requires the **website** to read the ServUO tree — "same host, a bind mount, or a shared volume". That is the one place the platform's own rule (only the sidecar bridges the shard) is broken, and it is broken by the component that faces the internet. The same transport closes it. `spawnAtlasSource.js` already labels every file it reads with a portable key: | Label | Count (stock 57.4) | |---|---| | `Data/Regions.xml` | 1 | | `Data/Locations/*.xml` | 6 | | `Spawns/*.xml` | 13, ~10.5 MB | | `Config/ChampionSpawns.xml` | 1 | | `Data/Decoration/**` | tree | So the shard serves `tree/