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

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

Progress tables: 5b done, 6 in review.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 18:04:00 -05:00

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# uo-link Sidecar — Website Integration Guide
This is the API the website talks to. The sidecar is the only thing the site connects to; it relays to and from the ServUO shard over a private loopback socket. The game itself exposes no ports and is never reachable directly.
```
website ──WebSocket (live feed) + REST (queries/commands)──► sidecar ──loopback──► shard
```
- **Base URL** — default `http://127.0.0.1:8080` (WebSocket: `ws://127.0.0.1:8080`). Configurable in `sidecar.toml` (`web.bind`) or `UOLINK_WEB_BIND`. If you serve the site from another host, bind the sidecar to `0.0.0.0:8080` and put it behind TLS.
- **Content type** — all request and response bodies are JSON (`application/json`).
- **Timestamps** — every `t` field is **epoch milliseconds** (UTC). Human-readable timestamps (e.g. `house.decay.builtOn`, `/health.last_event`) are ISO-8601 UTC.
- **Serials** — game object ids are hex strings like `"0x24C"` (mobiles) or `"0x40013AAD"` (items). Treat them as opaque keys.
---
## 1. Authentication
Every route **except `GET /health`** requires the shared token from `sidecar.toml` (`web.auth_token`). Present it any of these ways:
| Transport | How |
|-----------|-----|
| REST | `Authorization: Bearer <token>` |
| REST | `X-Api-Key: <token>` |
| WebSocket | `?token=<token>` in the connect URL (browsers can't set headers on a WS handshake) |
Missing or wrong token → **401** `{"error":"missing or invalid auth token"}`. The token is compared in constant time. It is generated automatically on first run (the sidecar logs it); rotate by editing `sidecar.toml` and restarting.
---
## 2. Protocol version
The wire protocol is versioned so a mismatch is caught immediately instead of failing weirdly.
- 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": 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
```
GET /health (no auth)
```
```json
{
"status": "ok", // "ok" when plugin connected AND db reachable, else "degraded"
"protocol": 3,
"plugin_connected": true, // is the shard link up right now?
"database": "ok", // "ok" | "error"
"uptime": "3d 12h",
"last_event": "2026-07-10T22:08:27Z" // last line received from the shard; null if none yet
}
```
Always returns HTTP 200 (read `status`/`plugin_connected` for real state). Use it for liveness checks and to detect when the shard has dropped (`plugin_connected: false`).
---
## 4. WebSocket live feed
```
GET /ws?token=<token> (WebSocket upgrade)
```
A push-only stream of game events as they happen. You do **not** send commands over the WebSocket — use REST for that. The socket carries one JSON object per text frame.
**On connect**, the first frame is:
```json
{ "kind": "ws.hello", "protocol": 3 }
```
**Then** a continuous stream of event frames, each with at least `t` (epoch ms) and `kind`. Route on `kind`.
Notes:
- **Live-only, no replay.** A client that connects now sees events from now on. For history/backfill, use `GET /history`.
- The sidecar sends WebSocket **ping** frames every ~30s for keepalive; browser clients answer automatically.
- You may occasionally see a `{"kind":"pong",...}` frame (the sidecar's internal heartbeat to the shard). Ignore any `kind` you don't handle.
- A client that falls far behind is dropped rather than allowed to stall others — reconnect and backfill via REST if that happens.
### Minimal browser client
```js
const ws = new WebSocket(`ws://127.0.0.1:8080/ws?token=${TOKEN}`);
ws.onmessage = (m) => {
const ev = JSON.parse(m.data);
switch (ev.kind) {
case "ws.hello": /* check ev.protocol === 1 */ break;
case "mob.login": onLogin(ev); break;
case "vendor.sale": onSale(ev); break;
case "house.decay": onIdoc(ev); break;
// ...handle the kinds you care about; ignore the rest
}
};
ws.onclose = () => setTimeout(connect, 2000); // reconnect + backfill via /history
```
### Event catalog
Every event has `t` (epoch ms) and `kind`. A nested actor object looks like `{"serial","name","acct","player"}` (`acct` present only for player-owned mobiles).
#### Lifecycle
| kind | fields | notes |
|------|--------|-------|
| `server.hello` | `shard`, `bootId`, `connects`, `items`, `mobiles`, `accounts` | Sent to the sidecar on every shard (re)connect. `bootId` changes on a shard restart; stable across sidecar reconnects — use it to tell "shard restarted" (drop caches) from "sidecar reconnected". |
| `server.shutdown` | — | Clean shutdown. |
| `server.crashed` | `error` | Not always sent (a hard crash may skip it). |
| `world.save.before` / `world.save.after` | (`after` adds `items`, `mobiles`) | Save-cycle boundaries; a natural consistency checkpoint. |
#### Sessions & identity
| kind | fields |
|------|--------|
| `mob.login` | `who`, `map`, `x`, `y`, `z`, `webId` (present if the account is linked) |
| `mob.logout` | `who` |
| `account.login.attempt` | `acct`, `ip` — an authentication attempt (no password ever leaves the shard) |
#### Economy & commerce
| kind | fields | notes |
|------|--------|-------|
| `gold.change` | `acct`, `old`, `new`, `delta` | AccountGold flow (gold in bank/account, not physical coins). |
| `vendor.buy` | `who`, `vendor`, `item`, `itemSerial`, `amount`, `perUnit`, `total`, `committed:false` | **NPC** vendor purchase (validation stage). |
| `vendor.sell` | `who`, `vendor`, `item`, `itemSerial`, `amount`, `perUnit`, `total`, `committed:false` | **NPC** vendor sale. |
| `vendor.sale` | `buyerSerial`, `buyerAcct`, `ownerSerial`, `ownerAcct`, `vendorSerial`, `itemType`, `itemSerial`, `itemId`, `amount`, `price`, `commission`, `committed:true` | **Player** vendor sale, at the committed transaction. Carries both buyer and owner accounts — the pair that flags laundering when they match. |
| `vendor.placed` | `owner`, `vendor` | A player vendor was placed. |
```json
{"kind":"vendor.sale","committed":true,"buyerAcct":"wttest","buyerSerial":"0x2E0",
"ownerAcct":"seed_000","ownerSerial":"0x1F5","vendorSerial":"0x2E1",
"itemType":"Longsword","itemSerial":"0x40015218","itemId":3937,"amount":1,
"price":100,"commission":0,"t":1783720195626}
```
#### Character progression & vitals
| kind | fields | notes |
|------|--------|-------|
| `char.vitals` | `serial`, `hits`,`hitsMax`, `mana`,`manaMax`, `stam`,`stamMax`, `str`,`dex`,`int`, `map`, `x`,`y` | Periodic snapshot of each **online** player (~every 30s; configurable). Diff successive snapshots to detect change. |
| `skill.gain` | `who`, `skill`, `gained`, `base`, `cap` | Player skill gains only (NPC gains are filtered out). |
| `fame.change` / `karma.change` | `who`, `old`, `new` | Player only. |
| `quest.complete` | `who`, `quest` | |
#### Death & PvP
| kind | fields |
|------|--------|
| `player.death` | `who`, `killer` |
| `player.murdered` | `victim`, `murderer` |
| `mob.killed` | `killed`, `killer` — only kills that involve a player |
#### Housing / IDOC
| kind | fields |
|------|--------|
| `house.decay` | `serial`, `from`, `to`, `map`, `x`,`y`,`z`, `region`, `name`, `ownerSerial`, `ownerAcct`, `ban:{x,y,z}`, `builtOn`, `lastRefreshed` |
`from`/`to` are decay stages (`LikeNew`, `Slightly`, `Somewhat`, `Fairly`, `Greatly`, `IDOC`, `Collapsed`, …). Emitted only on a **transition**, so watch for `to == "IDOC"`. `ban` is where a player would stand to see the sign.
```json
{"kind":"house.decay","serial":"0x4004705F","from":"Somewhat","to":"Fairly",
"map":"Trammel","x":1119,"y":1794,"z":0,"region":null,"name":"An Unnamed House",
"ownerSerial":"0x75","ban":{"x":1112,"y":1804,"z":0},
"builtOn":"2026-05-11T03:12:24Z","lastRefreshed":"2026-05-31T02:36:51Z"}
```
#### Economy supply (periodic)
| kind | fields |
|------|--------|
| `economy.supply` | `accounts`, `gold` — total money supply across all accounts (~every 5 min; configurable) |
#### Cheat detection & staff audit
| kind | fields | notes |
|------|--------|-------|
| `cheat.fastwalk` | `who`, `ip` | The shard's own speed-hack detector fired. |
| `audit.set` | `staff`, `prop`, `target`, `targetSerial`, `old`, `new` | A staff member used `[set` to change a property. `staff` may be null. |
| `audit.command` | `staff`, `command`, `args` | A staff command was invoked. |
| `admin.audit` | `origin`, `action`, `actor`, `target`, `reason`, plus action-specific (`durationSec`, `sessions`, `hue`, `text`) | A moderation action was applied. `origin` is `"web"` (from the site, `actor:"web:<user>"`) or `"in-game"` (a staff member in the game client). Broadcast to every dashboard so your moderation log stays complete regardless of who acted. Emitted alongside the `admin.ok` reply for web actions; see §6. |
#### Account linking & provisioning
| kind | fields | notes |
|------|--------|-------|
| `link.request` | `code`, `account`, `char`, `ttlSec` | A player ran `[link` in game. Show them a prompt to enter `code` on the site; you then confirm it via `POST /link/confirm`. See §6. |
| `account.audit` | `origin`, `action`, `actor`, `target`, `websiteUserId` | A provisioning action was applied from the site (`origin:"web"`, `actor:"web:<user>"`). `action` is `create` or `unlink`; `target` is the account. Broadcast to every dashboard. **Never carries the password.** Emitted alongside the `account.ok` reply; see §6. |
| `account.unlinked` | `origin`, `account`, `websiteUserId`, `char` | A player ran `[unlink` **in game** (`origin:"in-game"`), severing the tie themselves. Drop the link from any roster you cache and reconcile your own record. |
#### Help-page (support) queue
| kind | fields | notes |
|------|--------|-------|
| `page.new` | `pageId`, `sender`, `type`, `message`, `map`, `x`,`y`,`z`, `sentMs`, `handled`, `handler` | A player opened a help page (support ticket). `pageId` is the sender's serial (one page per player). `type` is `Bug`/`Stuck`/`Account`/`Question`/`Suggestion`/`Other`/`VerbalHarassment`/`PhysicalHarassment`. `sender` is the usual actor object (with `webId` if the account is linked). |
| `page.updated` | same as `page.new` | A page's handled state changed (a staffer claimed/released it in game). |
| `page.closed` | `pageId` | The page left the queue (resolved, cancelled, or the player logged out). |
The queue has no in-game event, so it's polled (`PageSweepSeconds`, default 5s) — expect a few seconds' latency, and use `GET /pages` for the authoritative current queue on connect. See §6 to snapshot, respond, and close.
#### Champion spawns
Champion spawns have no in-game event either, so they're polled (`ChampSweepSeconds`, default 10s) and emitted **only on change**. Three families share the `champ.update` kind, told apart by `category`:
| `category` | source | what it is |
|------------|--------|-----------|
| `champion` | `ChampionSpawn` | the classic altar spawn (Felucca-style): type, level, kills, boss, cooldown |
| `mini` | `MiniChamp` | the TerMur mini-champ controller: type, level; auto-restarts, no kill counter |
| `sea` | `BaseSeaChampion` | a High Seas world-boss **mobile**, alive only while summoned |
| kind | fields | notes |
|------|--------|-------|
| `champ.update` | `serial`, `category`, `type`, `name`, `status`, `active`, `map`, `x`,`y`,`z`, `bossUp` — **plus category-specific fields below** | A spawn's state changed (or its first sight this connection). |
| `champ.remove` | `serial` | The spawn left the board: a controller was deleted, or a `sea` boss was slain/despawned. Drop the row. |
`status` is one of:
- **`active`** — running (or, for `sea`, the boss is alive).
- **`cooldown`** — stopped with a restart pending. For `champion`, `restartAt` (ISO-8601 UTC) is the ETA; `mini` always re-arms but exposes no ETA.
- **`dormant`** — stopped with nothing scheduled (`champion` only; a GM must turn it back on).
Category-specific fields on `champ.update`:
| category | extra fields |
|----------|--------------|
| `champion` | `level` (016), `rank`, `kills`, `maxKills`, `autoRestart`, `boss` (when `bossUp`), `restartAt` (when `cooldown`), `expireAt` (ISO-8601 UTC — when the current level times out if kills stall, present while `active`) |
| `mini` | `level`, `maxLevel`, `autoRestart` (always true); `bossUp` is always false |
| `sea` | `boss` (its name), `hits`, `hitsMax`; `bossUp` is always true; roams, so `x`,`y`,`z` and `hits` update as it moves/takes damage |
```json
{"kind":"champ.update","serial":"0x40012345","category":"champion","type":"Abyss",
"name":"Abyss","status":"active","active":true,"level":9,"rank":3,"kills":120,
"maxKills":256,"bossUp":false,"autoRestart":true,"map":"Felucca","x":5187,"y":570,"z":0,
"expireAt":"2026-07-14T11:00:00Z","t":1752489280000}
{"kind":"champ.update","serial":"0x0002ABCD","category":"sea","type":"Charybdis",
"name":"Charybdis","status":"active","active":true,"bossUp":true,"boss":"Charybdis",
"hits":4200,"hitsMax":5000,"map":"Trammel","x":4123,"y":2311,"z":-5,"t":1752489280000}
```
The events are live deltas; for the current board of all spawns at once, use `GET /champs` (§6) — that's what you render on connect, then keep live with these events.
#### Guilds (Protocol 2.0)
Guilds expose only one in-game event (a member joining), so the roster is polled (`GuildSweepSeconds`, default 60s) and diffed. Like champion spawns, `guild.update` is a **full-state upsert** emitted only on change — treat a guild id you've never seen as "newly created", and drop one on `guild.remove`. `guild.join` is the one real-time event, on top of the board.
| kind | fields | notes |
|------|--------|-------|
| `guild.update` | `id`, `name`, `abbr`, `members`, `online`, `alliance` (or null), `leader` (actor object or null) | A guild's roster/leader/alliance changed, or its first sight this connection. A **leave** shows up here as `members` dropping. |
| `guild.remove` | `id` | The guild disbanded (leader gone) or was removed. Drop the row. |
| `guild.join` | `id`, `name`, `abbr`, `who` (actor object) | Real-time: a player joined a guild (`EventSink.JoinGuild`). |
The `leader`/`who` **actor object** is `{serial, name, acct?, webId?, player}` — `acct`/`webId` present when the mobile has an account / a linked website user.
```json
{"kind":"guild.update","id":1042,"name":"The Silver Hand","abbr":"TSH","members":14,
"online":3,"alliance":"Britannian Pact",
"leader":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","webId":"9931","player":true},
"t":1752489280000}
{"kind":"guild.join","id":1042,"name":"The Silver Hand","abbr":"TSH",
"who":{"serial":"0x77","name":"Bran","acct":"bran","player":true},"t":1752489281000}
```
Render the current board from `GET /guilds` (§6) on connect, then keep it live with these events.
#### Town governors (Protocol 2.0)
In modern ServUO the "mayor" of a town is the **City Loyalty Governor**. The set of cities is polled (`CitySweepSeconds`, default 300s); each city emits `city.update` (full-state upsert) only when its governor, governor-elect, or election phase changes. **No events at all unless the shard runs the City Loyalty system.**
| kind | fields | notes |
|------|--------|-------|
| `city.update` | `city`, `governor` (actor or null), `governorElect` (actor or null), `electionPhase`, `candidates`, `autoPickAt` (ISO-8601 UTC, when an election is ongoing) | A city's governance changed. Derive "the governor changed" by comparing to your stored board. |
`electionPhase` is one of `none` / `nominate` / `vote` / `pending`. Cities: Moonglow, Britain, Jhelom, Yew, Minoc, Trinsic, SkaraBrae, NewMagincia.
```json
{"kind":"city.update","city":"Britain","electionPhase":"none","candidates":0,
"governor":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","webId":"9931","player":true},
"governorElect":null,"t":1752489280000}
```
Render the current board from `GET /governors` (§6) on connect, then keep it live with these events.
#### Presence (Protocol 2.0)
Who's online and where. A population snapshot is polled (`PresenceSweepSeconds`, default 30s) and emitted **only when it changes**; region transitions arrive in real time.
| kind | fields | notes |
|------|--------|-------|
| `presence.online` | `count`, `byFacet` `{map: n}`, `byRegion` `{region: n}` | The current online population. Emitted when the count or any breakdown changes. `GET /online` gives the latest; `GET /history?kind=presence.online` the time series. |
| `region.enter` | `from` (or null), `to` (or null), `map`, `who` (actor object) | A player crossed into a new named region. `from`/`to` are region names (`Wilderness` is unnamed). Cheap "who's where" feed. |
```json
{"kind":"presence.online","count":42,"byFacet":{"Felucca":12,"Trammel":30},
"byRegion":{"Britain":18,"Wilderness":9,"Despise":2},"t":1752489280000}
{"kind":"region.enter","from":"Britain","to":"Despise","map":"Felucca",
"who":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","player":true},"t":...}
```
#### Houses (Protocol 2.0)
The house registry — one row per house, complementing the `house.decay` *transition* feed (§ above). Polled (`HousingSweepSeconds`, default 300s) and diffed like the other boards.
| kind | fields | notes |
|------|--------|-------|
| `house.update` | `serial`, `name`, `owner` (actor or null), `coOwners`, `friends`, `region`, `map`, `x`,`y`,`z`, `decay`, `price`, `builtOn`, `lastRefreshed` | A house's owner/region/decay/co-owners changed, or first sight this connection. `decay` is the level name (e.g. `LikeNew`). `price` is the placement value — **stock ServUO has no "for sale" flag**, so this is not a listing. |
| `house.remove` | `serial` | The house was demolished or no longer exists. Drop the row. |
```json
{"kind":"house.update","serial":"0x40001234","name":"The Silver Anvil","decay":"LikeNew",
"price":432100,"map":"Felucca","x":1420,"y":1631,"z":0,"region":"Britain",
"owner":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","player":true},
"coOwners":2,"friends":5,"builtOn":"2026-01-02T00:00:00Z","lastRefreshed":"2026-07-10T00:00:00Z",
"t":1752489280000}
```
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
These fetch live state from the shard (correlated round-trip). Typical latency is a few milliseconds; the sidecar waits up to 10s for the shard before returning **504**.
### Character profile
```
GET /char/{account}/{slot} # by account + character slot (0-based)
GET /char/serial/{serial} # by serial, e.g. /char/serial/0x24C
```
Full character sheet: stats, all trained skills, worn equipment with flattened item mods. Works for **offline** characters too. `GET /char/serial/...` falls back to the last **cached** profile if the shard is unreachable (so a page still renders during a shard restart).
```json
{
"kind": "char.profile", "serial": "0x24C", "name": "Darrow", "title": null,
"body": 400, "hue": 33770, "online": false, "acct": "whitlocktech",
"stats": { "str":120,"dex":120,"int":123, "hits":110,"hitsMax":110,
"mana":123,"manaMax":123, "stam":120,"stamMax":120,
"fame":0,"karma":0,"luck":0,
"resist": {"phys":44,"fire":44,"cold":44,"pois":44,"energy":44} },
"skills": [ {"n":"Swords","base":120.0,"value":120.0,"cap":120.0,"lock":"Up"}, "..." ],
"equipment": [
{ "serial":"0x40013AAD","layer":"Shirt","itemId":7933,"hue":33,
"cliloc":1027933,"mods":{} },
{ "serial":"0x4002B3","layer":"OneHanded","itemId":5046,"hue":0,"cliloc":1023721,
"weapon":{"minDamage":16,"maxDamage":18},
"mods":{"WeaponDamage":50,"HitLightning":40} }
],
"titles": { "selected": 0, "fameKarma": "Lord", "skill": "Grandmaster Swordsman",
"reward": ["1154060", "The Bold"] }
}
```
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. **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.
### Account roster
```
GET /roster/{account}
```
Lightweight list of an account's characters (up to 57), including offline ones. Use this for a character-picker, then fetch the full profile on demand.
```json
{ "kind":"account.roster", "acct":"whitlocktech",
"chars":[ {"slot":0,"serial":"0x24C","name":"Darrow","body":400,"online":false} ] }
```
### Player vendors
```
GET /vendors/{account}
```
Every player vendor owned by any character on the account, with held gold and current listings.
```json
{ "kind":"vendor.snapshot", "acct":"seed_000",
"vendors":[
{ "serial":"0x2C0", "shopName":"Seed Shop 810", "holdGold":24186,
"ownerSerial":"0x1F5", "map":"Felucca", "x":1402, "y":1604,
"listings":[
{"serial":"0x4001440F","itemId":3937,"amount":1,"price":69819,"forSale":true}
] } ] }
```
---
## 6. REST — commands & history
### Confirm an account link
The in-game `[link` flow: the player runs `[link`, the shard emits a `link.request` event (over the WebSocket) carrying a one-time `code`. Your site shows the logged-in website user a box to enter that code, then:
```
POST /link/confirm
{ "code": "AB12CD", "websiteUserId": "9931" }
```
- Success → **200** `{"kind":"link.ok","code":"AB12CD","account":"PerryAdimn","websiteUserId":"9931"}`. The game account is now permanently tagged with your `websiteUserId` (persisted on the shard); subsequent `mob.login` events for that account carry `webId`.
- Bad/expired code → **404** `{"kind":"link.error","code":"AB12CD","reason":"unknown or expired code"}`.
Codes are one-time and expire (default 5 min).
### Look up an existing link
```
GET /link/{account}
```
- **200** `{"account":"PerryAdimn","websiteUserId":"9931"}` if linked.
- **404** `{"account":"PerryAdimn","linked":false}` if not.
(This reads the sidecar's mirror of confirmed links — no shard round-trip.)
### Create a game account (Protocol 2.0)
Provision a game account from your signup form and link it to the website user in one step. Requires a **v2** sidecar. Whether this is honored depends on the shard's signup mode (`website`/`hybrid` accept it; `game` refuses).
```
POST /accounts/create
{ "actor": "whitlocktech", "account": "bob", "password": "hunter2",
"websiteUserId": "9931", "ip": "203.0.113.7" }
```
- `actor` — the website user/staff id, recorded in the audit. Required.
- `account`, `password` — the game-client credentials the player chose. The password is hashed on the shard and **never** appears in any reply, event, or log.
- `websiteUserId` — the site user to auto-link.
- `ip` — **the end user's browser IP**, which you read from your own request context (remote-addr, or a trusted `X-Forwarded-For`). The shard enforces its per-IP account cap with this, exactly as it does for in-game signups. The sidecar cannot see the browser's IP (it only sees your server), so you must send it.
Responses:
- Success → **200** `{"kind":"account.ok","action":"create","account":"bob","websiteUserId":"9931"}`. The account exists and is linked; subsequent `mob.login` events carry `webId`.
- Name already taken → **409** `{"kind":"account.error","reason":"account already exists"}`.
- Per-IP cap hit → **429** `{"kind":"account.error","reason":"ip account limit reached"}`.
- Signups disabled for this mode → **403** `{"kind":"account.error","reason":"signups disabled for this mode"}`.
- Missing browser IP (when the shard requires it) → **400** `{"kind":"account.error","reason":"client ip required"}`.
- Bad username/password, or a missing field → **400**.
Abuse control beyond the per-IP cap (captcha, email verification, signup rate) is your site's responsibility.
### Unlink an account (Protocol 2.0)
Sever a game account's tie to its website user, from the site side. Requires a **v2** sidecar.
```
DELETE /link/{account}
{ "actor": "whitlocktech" }
```
- Success → **200** `{"kind":"account.ok","action":"unlink","account":"bob"}`. The `WebsiteUserId` tag is cleared on the shard and the sidecar's link mirror is dropped, so attribution stops immediately.
- Not linked → **404** `{"kind":"account.error","reason":"not linked"}`.
- Protected staff account → **403** `{"kind":"account.error","reason":"target is protected staff; refused"}`.
- Missing `actor` → **400**.
A player can also unlink themselves in game with `[unlink`; that emits an `account.unlinked` event (see §4) so you can reconcile your record.
### Publish / remove town-crier news
Push a message that every in-game town crier announces until it expires.
```
POST /towncrier
{ "id": "news-42", "lines": ["Hear ye!", "Market tax is now 5%."], "durationSec": 3600 }
```
→ **200** `{"kind":"towncrier.ok","id":"news-42"}`. Re-posting the same `id` replaces the prior entry.
```
DELETE /towncrier/{id}
```
→ **200** `{"kind":"towncrier.ok","id":"news-42"}`, or **404** `{"kind":"towncrier.error","reason":"unknown id"}`.
Caps apply (line count/length, active entries, duration); an over-cap post returns `towncrier.error`.
### Publish / remove Town Cryer **news** (Protocol 2.1)
Distinct from the scrolling-crier lines above: this puts a full article — title, HTML body, image, and a "more info" URL — into the in-game **Town Cryer News gump**, and (by default) has the criers proclaim the **title** in-world.
```
POST /news
{ "id": "42", "title": "Double XP Weekend",
"body": "<CENTER>Double XP Weekend</CENTER><BR><BR>Starts Friday 7PM.",
"image": 1614, "url": "https://yoursite/news/42" }
```
→ **200** `{"kind":"news.ok","id":"42"}`. Re-posting the same `id` **replaces** the prior article in place.
- `id`, `title` required. `body` (HTML supported), `image` (a UO gump id; a neutral scroll if omitted), `url` (a browser button in the gump) optional.
- `announce` defaults to **true** — the criers proclaim the title. Send `"announce": false` to post silently (e.g. a correction).
```
DELETE /news/{id}
```
→ **200** `{"kind":"news.ok","id":"42"}`, or **404** `{"kind":"news.error","reason":"unknown id"}`.
Caps apply (title/body length, max active articles). The **website is the source of truth**: the shard rebuilds its news list on restart and does not persist yours, so the sidecar automatically re-pushes your articles (silently) whenever the shard reconnects. Stock ServUO news is left intact — your articles are tracked separately.
### Staff moderation — the write plane
Account and session moderation against the live shard. **These are privileged.** The sidecar does
not model per-user roles — **your site must authenticate the staff user and check their permission
before calling.** The shard trusts the loopback socket and applies each command with CoOwner-level
authority, with one hard floor it enforces itself: any target at or above CoOwner (e.g. the Owner
account) is refused (**403**). The whole plane is **opt-in on the shard** (`AdminWriteEnabled` in
`Bridge.cfg`); when it's off, every call returns **403** `"admin write plane disabled"`.
Every request requires an **`actor`** — the website username/id of the staff member taking the
action. It is recorded in the shard console log, the ban's `BanDealer` tag, and the `admin.audit`
event, so actions are always attributable. A missing `actor` is **400**.
```
POST /admin/kick { "actor":"jane", "account":"griefer42" } # or "serial":"0x2E0"
POST /admin/ban { "actor":"jane", "account":"griefer42", "durationSec":604800, "reason":"harassment" }
POST /admin/unban { "actor":"jane", "account":"griefer42" }
POST /admin/broadcast { "actor":"jane", "text":"Server restart in 5 minutes", "hue":53 }
```
- **kick** — disconnects every live session of the target account (including one parked at
character-select). Target by `account` or `serial`. Reply carries `sessions` (how many were cut).
- **ban** — bans the account (works offline) and disconnects any live sessions. `durationSec > 0`
is a timed ban that auto-expires; `0`/absent is indefinite. Clamped to the shard's
`AdminBanMaxDurationSec`.
- **unban** — clears the ban.
- **broadcast** — a system message to everyone online. `hue` optional (default `53`, staff green).
Length-capped by the shard.
Success → **200** with an `admin.ok`:
```json
{ "kind":"admin.ok", "reqId":"r-2", "action":"ban", "target":"griefer42", "durationSec":604800, "sessions":1 }
```
Failure → an `admin.error` with a mapped status:
| Status | When |
|--------|------|
| 400 | missing `actor`, malformed body, or bad parameter |
| 401 | missing/invalid auth token |
| 403 | target is protected (at/above the floor), or the write plane is disabled on the shard |
| 404 | unknown or accountless target |
| 503 / 504 | shard not connected / didn't reply in time |
Each applied action also emits an unsolicited **`admin.audit`** frame on the WebSocket (§4) with
`origin:"web"`, so every connected dashboard — not just the caller — sees it. In-game moderation
by staff in the game client surfaces the same way with `origin:"in-game"`.
### Help-page (support) queue
Read the open queue, respond to a player, or close a page. Staff-facing — gate behind your own
roles, like the moderation endpoints above.
```
GET /pages # the open queue, newest state
POST /pages/{pageId}/respond { "message":"...", "close": false }
POST /pages/{pageId}/close
```
- **GET /pages** → `pages.list` with a `pages` array; each entry is the same shape as a `page.new`
event's fields (§4). This is the authoritative queue — use it on (re)connect, then keep it live
with the `page.new` / `page.updated` / `page.closed` events.
- **respond** delivers a message to the player exactly as an in-game staff reply does: a gump now if
they're online, otherwise queued for their next login. It shows as coming from "Staff". Pass
`"close": true` to resolve the page in the same call. → **200** `page.ok`.
- **close** removes the page from the queue. → **200** `page.ok`.
- Unknown `pageId` → **404** `page.error`; a respond with no `message` → **400**.
```json
POST /pages/0x24C/respond { "message": "A GM is on the way.", "close": true }
→ { "kind":"page.ok", "action":"respond", "pageId":"0x24C", "closed":true }
```
### History (from the sidecar's database)
```
GET /history?kind={kind}&limit={n} # kind optional, limit default 100 (max 1000)
GET /economy?limit={n} # the money-supply series (economy.supply events)
```
Recent events, **newest first**, served from SQLite (no shard needed). This is your backfill when a WebSocket client (re)connects, and the source for feeds like "recent sales" or "latest IDOC".
```
GET /history?kind=vendor.sale&limit=50
→ { "events": [ {"kind":"vendor.sale", "...": "...", "t": 1783720195626}, ... ] }
GET /economy?limit=200
→ { "series": [ {"kind":"economy.supply","accounts":52,"gold":110502898,"t":...}, ... ] }
```
### Champion-spawn board
```
GET /champs
```
The current state of **every** champion spawn at once — the live board. Served from the sidecar's own projection (no shard round-trip), kept current by the `champ.update` / `champ.remove` stream (§4). Render this on page load, then subscribe to those events to update in place. Each entry is exactly a `champ.update` payload (same fields, same `category` split); the list is ordered by `name`.
```
GET /champs
→ { "spawns": [
{"kind":"champ.update","serial":"0x40012345","category":"champion","type":"Abyss",
"name":"Abyss","status":"cooldown","active":false,"level":0,"rank":0,"kills":0,
"maxKills":256,"bossUp":false,"autoRestart":true,"map":"Felucca","x":5187,"y":570,
"z":0,"restartAt":"2026-07-14T10:45:00Z","t":1752489280000},
{"kind":"champ.update","serial":"0x40099999","category":"mini","type":"AbyssalLair",
"name":"AbyssalLair","status":"active","active":true,"level":2,"maxLevel":5,
"bossUp":false,"autoRestart":true,"map":"TerMur","x":987,"y":328,"z":11,"t":...}
] }
```
A row survives a sidecar restart (it's in SQLite), so the board reflects the last-known state even during a shard outage. A `sea` boss appears when summoned and is removed when slain.
### Guild board (Protocol 2.0)
```
GET /guilds
→ { "guilds": [ {"kind":"guild.update","id":1042,"name":"The Silver Hand","abbr":"TSH",
"members":14,"online":3,"alliance":"Britannian Pact",
"leader":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","webId":"9931","player":true},
"t":1752489280000}, ... ] }
```
Every guild's latest roster snapshot at once — the live board. Served from the sidecar's projection (no shard round-trip), kept current by the `guild.*` stream (§4). Render on load, then subscribe. Each entry is exactly a `guild.update` payload; ordered by name. Survives a sidecar restart.
### Governor board (Protocol 2.0)
```
GET /governors
→ { "cities": [ {"kind":"city.update","city":"Britain","electionPhase":"none","candidates":0,
"governor":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","player":true},
"governorElect":null,"t":1752489280000}, ... ] }
```
Every city's latest governance snapshot — the live board, kept current by the `city.update` stream (§4). Empty if the shard does not run the City Loyalty system. Ordered by city.
### Online population (Protocol 2.0)
```
GET /online
→ {"kind":"presence.online","count":42,"byFacet":{"Felucca":12,"Trammel":30},
"byRegion":{"Britain":18,"Wilderness":9},"t":1752489280000}
```
The current online population — total plus per-facet and per-region breakdowns. The latest `presence.online` snapshot (from SQLite, so it survives a sidecar restart); keep it live with the `presence.online` stream (§4). `count: 0` with empty maps if the shard hasn't reported yet. For the population time series, `GET /history?kind=presence.online`.
### House registry (Protocol 2.0)
```
GET /houses
→ { "houses": [ {"kind":"house.update","serial":"0x40001234","name":"The Silver Anvil",
"decay":"LikeNew","price":432100,"map":"Felucca","x":1420,"y":1631,"z":0,"region":"Britain",
"owner":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","player":true},
"coOwners":2,"friends":5,"builtOn":"...","lastRefreshed":"...","t":...}, ... ] }
```
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
| Code | Meaning |
|------|---------|
| 200 | OK |
| 400 | Bad request (malformed body, invalid parameter, or a shard `*.error` that isn't a not-found) |
| 401 | Missing or invalid auth token |
| 404 | Not found (unknown account / character / id, or a not-linked account) |
| 409 | Conflict — protocol version mismatch, or an account name already taken on `POST /accounts/create` |
| 429 | Too many requests — the shard's per-IP account cap was hit on `POST /accounts/create` |
| 500 | Internal error (e.g. database) |
| 503 | Shard not connected — the query needs the live game and it's down |
| 504 | Shard connected but didn't reply within 10s |
`503` vs `404`: a `503` is transient (shard restarting — retry), a `404` is a real "doesn't exist."
---
## 8. Putting it together
A typical character page:
```js
const H = { "Authorization": `Bearer ${TOKEN}`, "X-UOLink-Version": "3" };
// 1. render the roster
const roster = await fetch(`${BASE}/roster/${account}`, { headers: H }).then(r => r.json());
// 2. full sheet for the selected character
const res = await fetch(`${BASE}/char/${account}/${slot}`, { headers: H });
if (res.status === 503) showBanner("Game server is restarting…");
else renderProfile(await res.json());
// 3. live vitals: subscribe to the feed and update hp/mana as char.vitals arrives
// (see the WebSocket client in §4)
// 4. recent sales widget
const sales = await fetch(`${BASE}/history?kind=vendor.sale&limit=20`, { headers: H })
.then(r => r.json());
```
---
## 9. Caveats & current limits
- **No rate limiting yet.** The sidecar does not throttle callers; put it behind your own gateway if it's public. Profile/roster/vendor queries hit the live shard, so cache them site-side.
- **WebSocket is push-only and live-only.** No client→server messages, no replay. Backfill via `/history`.
- **Cache freshness.** `GET /char/serial/...` may serve a stale cached profile when the shard is down; the account+slot form always goes live (503 if down).
- **`bootId`** on `server.hello` is your signal to invalidate site-side caches: if it changed, the shard restarted.
- **Protocol changes** bump `X-UOLink-Version`. Compare it on startup and fail fast rather than mis-parsing a newer shape.