The work has a name now — the Asset Bridge — for commits, PR titles, branches (feat/asset-bridge-p<n>) and conversation. Protocol number stays 8 and the file stays docs/link/v8.md. §4.4 closes the last real open question rather than deferring it to phase 0, and takes all three answers instead of choosing one. ServUO targets net48, so a Linux host runs it under Mono, and Mono's System.Drawing is a thin layer over libgdiplus — which §4.2 put in the decode path, not just the encode. So on Linux it is a hard prerequisite for art. Cliloc and atlas import are unaffected; neither touches pixels. Windows hosts need nothing at all. It is now written down as: a SHARD_PREREQS.md entry, a doctor check in the installer, and a named NO_IMAGING status when it is missing, in the same family as the cliloc reader's COMPRESSED — never a stack trace, never a 500. Install routes per distro are in the section, apt-get install libgdiplus being the normal one. One fact recorded because depending on something unmaintained should be a conscious act: github.com/mono/libgdiplus was ARCHIVED in March 2025 and is read-only. Distributions still package and patch it, so installing it today is supported and ordinary — but it is the strongest long-term argument for moving extraction off System.Drawing eventually, and phase 4's UOP reader is written without it so that door stays open. §17 restructured: three settled items kept because each changes numbers elsewhere, and one genuinely open question (the default audience) that does not block starting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
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Asset Bridge (Protocol 8) — client assets without UOFiddler
Call it the Asset Bridge. That is the name for this work everywhere — commits, PR titles,
branches (feat/asset-bridge-p<n>), and conversation. The protocol number is 8 and this file is
docs/link/v8.md.
Status: Design of record. Approved in principle 2026-09-09 (architecture, asset scope,
built-in cliloc decoder, atlas cleanup); refined 2026-09-10 (one direction not five, ServUO's own
decoders, the UOP reader for player bodies, the libgdiplus requirement). §17 lists what is still
open.
Supersedes the manual half of: ../website/UOFIDDLER.md,
../website/CLILOCS.md §Converting,
../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
<ProjectReference> 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 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 continues 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 are ServUO's own — decided, and the crash is narrower than it looked
We call ServUO's vendored Ultima (decided 2026-09-10). No decoders are reimplemented.
overlay/Scripts/Scripts.csproj:39 already references the project, so the art half of this protocol
costs plumbing rather than pixel code, and only §9's cliloc decompressor is written from scratch.
The reason that is safe, rather than merely cheap, is a distinction §1.1 did not draw at first.
4.1 The crash lives on one code path, and nothing we call uses it
Gumps.GetGump(2) does not fail — it corrupts the process: AccessViolationException, exit
0xC0000005. That is a corrupted-state exception, uncatchable by an ordinary try/catch on .NET
Framework 4.8, so in-process on a live shard it is a crash with players on it. That much is
alarming, and on its own it looked like an argument against using this library at all.
It is not, because of how the three decoders construct their FileIndex:
| Decoder | UOP file | hasExtra |
Probed |
|---|---|---|---|
Art |
artLegacyMUL.uop |
false | 49,150 statics + 16,384 land tiles, 0 faults |
Animations |
none — legacy anim*.mul only |
— | 1,144 bodies, 0 faults |
Gumps |
gumpartLegacyMUL.uop |
true | faults on the second id |
FileIndex.cs's own comment says the extra-field handling exists for gumpartlegacy.uop — it is
the one UOP layout carrying an extra field, and hasExtra: true is the branch written to cope with
it. Gumps is the only caller that sets it. So the fault is not a general fragility in this
library's unsafe code; it is a bug on a branch that exactly one decoder reaches, and that decoder
is already out of scope (§11).
The rule this turns into is a safety rule, not a preference: nothing in this protocol calls
Ultima.Gumps. Adding gump art later means fixing or replacing that path first, deliberately,
not discovering it in production.
4.2 What the decision accepts
Three costs come with it, all known and none of them blocking:
- Six of the twelve stock player-character bodies have no art on this path — both human ghosts
and every gargoyle body (§5.2).
Animationsnever readsAnimationFrame*.uop. This one is not merely accepted: §4.3 adds a decoder for it, because it is the player character and the scope says player models. System.Drawingis a hard dependency, in the decode and not just the encode.Framewrites ARGB1555 straight through aLockBitspointer, so a Linux shard needs libgdiplus to read a sprite at all. That is a stated prerequisite — §4.4.- We inherit whatever
Ultimaa given ServUO vendors, which can change under a shard upgrade.EXTRACTOR_VERSION(§7) is the mitigation: it already counts as drift, so a shard whose library changed re-derives on the next import.
The residual risk that remains is a patched or custom client tripping an out-of-bounds read on a path we do call. §16's phase 0 is where that gets exercised rather than assumed.
4.3 One decoder we do write: UOP animation, for the player bodies
The six missing bodies are the player character, and the scope is player models, so they get a
decoder rather than a caveat. It is deliberately the narrowest possible addition: a reader for
AnimationFrame*.uop, used only for bodies the legacy path cannot resolve. Everything the
vendored code can already decode keeps going through the vendored code.
This client ships AnimationFrame1/2/3/4/6.uop (107, 118, 253, 115 and 24 MB) plus
AnimationSequence.uop. ServUO's FileIndex already contains a UOP reader — but Animations
never constructs one, and the UOP animation payload is its own format rather than a repackaged
mul record, so wiring the existing FileIndex in is not sufficient. Two license-compatible
references exist to work from: ClassicUO's animation loader (GPL-3, and we are GPL-3-or-later) and
UOFiddler 4.22 (Beerware, already established in §9).
The trap this must not fall into, and it is why the phase exists at all. Bodyconv.def maps
gargoyle 666 to anim5, and BodyConverter.Convert faithfully returns fileType 5 — where the
client has nothing. Asking the other anim files for index 666 does not fail. It returns 175
decodable action/direction combinations of a giant spider, because something unrelated occupies
that index in anim2.mul; fileTypes 3 and 4 return misaligned colour fragments. Rendered and
confirmed.
So the extractor takes BodyConverter.Convert's answer and, if that yields nothing, reports
nothing. It must never sweep file types looking for a hit — that does not find missing art, it
silently puts a spider on the gargoyle page, and no error is raised anywhere. A "0 rows" outcome is
correct behaviour; a plausible wrong picture is the failure this protocol most needs to avoid,
because nothing downstream can detect it.
4.4 Requirement: a Linux shard host needs libgdiplus
Stated prerequisite, not a soft recommendation. ServUO targets net48, so on Linux it runs under
Mono, and Mono's System.Drawing is a thin layer over libgdiplus. §4.2 put System.Drawing in
the decode path, so without that library a Linux shard cannot extract art at all — the cliloc table
(§9) and the atlas files (§10) are unaffected, since neither touches pixels.
Windows shard hosts need nothing. System.Drawing ships with .NET Framework. This is a
Linux-only prerequisite and most shards will never read this section.
| Host | Get it with |
|---|---|
| Debian / Ubuntu | sudo apt-get install libgdiplus — in Debian since bullseye (6.0.4) and bookworm/trixie (6.1), and in Ubuntu universe |
| Fedora / RHEL | sudo dnf install libgdiplus (EPEL or the Mono repository) |
| Docker | RUN apt-get update && apt-get install -y libgdiplus in the shard image |
| Alpine, or a distro with no package | Build from source — see the repository below. This is the awkward case and is worth avoiding by choosing a Debian-based image |
Upstream is https://github.com/mono/libgdiplus, with the Mono project's own page at https://www.mono-project.com/docs/gui/libgdiplus/.
One thing to know before depending on it: that repository was archived in March 2025 and is
read-only. Distributions still package and patch it, so apt-get install libgdiplus is a normal,
supported thing to do today — but upstream is not maintained. It is the strongest long-term argument
for eventually moving extraction off System.Drawing, and phase 4's UOP reader (§4.3) is written
without it precisely so that door stays open. It does not change the decision now.
How its absence must present. Never a stack trace and never a 500. Missing libgdiplus is a
named, actionable outcome in the same family as the cliloc reader's COMPRESSED:
status: unavailable
code: NO_IMAGING
reason: This shard host cannot render images — Mono's System.Drawing needs libgdiplus.
Install it (apt-get install libgdiplus) and re-run the import. Cliloc and
atlas import are unaffected.
The installer's doctor checks for it and reports it alongside its other host checks, so an
operator learns about this while setting the shard up rather than from an empty bestiary weeks
later.
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.
itemIdandhueare 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 shippingHues.mulsemantics into Node for no gain. - Depth is expressible without being mandatory.
body/400/a0andbody/400/a0/f0..f9are 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. These are UOP-only and §4.3 adds a decoder for them — verified genuinely absent from the legacy files rather than merely mis-addressed, by rendering what the other anim files hold at those indices and finding spiders.
Until that phase lands, and on any client that lacks them entirely, the catalogue must not treat
a missing player body as an error. It is the expected answer for half the set, and a status screen
that flags six failures on every import teaches an operator to ignore it.
shard_spawn_creatures.art staying NULL remains a first-class state everywhere it is consumed,
which it already is.
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/<Name>.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:
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# — the only decoder Protocol 8 writes rather than calls (§4) — and from that point:
- No operator installs UOFiddler.
- No operator runs
dotnet buildon a converter. - No operator copies a 5 MB file to a server.
website/server/tools/cliloc-export/is retired, andUOFIDDLER.mdis 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/<label> → bytes over the same batched request/reply path, and
spawnAtlasSource.js gains a second backend behind its existing interface: filesystem (today,
kept for same-host installs and for development) or sidecar (new, and the default once
configured).
The parsers do not move. spawnAtlasParse.js is pure, fs-free and CI-covered without a ServUO
tree, and every quirk it handles — the two respawn delay units, :OBJ= splitting, facet-name
reconciliation, the XmlSpawner directive stripping — stays exactly where it is. The shard sends
bytes; the website still decides what they mean. That is the same division as §2, and it keeps the
sidecar a forwarder here too.
SERVUO_PATH and the spawn_atlas_servuo_path setting remain, and select the filesystem backend.
11. What is bulk and what is on demand
The scope approved is creature art, item art, player models "and everything", against a future project. §1.1's measurements make the sizing question concrete:
| Kind | Addressable | Bulk? |
|---|---|---|
| Item statics | ~49,150 | No — on demand, cached, keyed by itemId (+ hue) |
| Land tiles | 16,384 | No — on demand |
| Creature/player bodies, first frame | 1,144 | Yes — this is the catalogue |
| One body, every action, one direction | 210 frames (body 400); 96–210 measured across six bodies | No — on demand, per body |
| All bodies, every action, one direction | ~173,000 frames, ~170 MB | No — but no longer unthinkable |
| The same at five directions | ~865,000 frames | Not built (§5.1) |
| Cliloc table | 123,490 entries → 67,496 rows | Yes — whole-table replace |
| ServUO tree files (§10) | ~21 files, ~10.6 MB | Yes |
The working set is one thumbnail per body, plus the atlas's own creatures. 1,144 sprites at roughly a kilobyte each is under 2 MB — trivial to import, trivial to re-hash, and it is the set that makes a bestiary, a marketplace listing and a character sheet render.
Everything deeper is the same protocol at a deeper key (§5), fetched on demand and cached. That
is what serves the future project without exporting 3.5 GB of someone else's copyrighted client
into a database: a viewer that wants body 400's full walk cycle asks for body/400/a2/f0..f9 and
gets it, once, and it is cached from then on.
Because §5.1 dropped four of the five directions, a complete one-direction animation set for every body is now ~173,000 frames rather than ~865,000 — around 170 MB. That is still not the default and still not something to import before anything asks for it, but it has moved from "never" to "a thing an operator could reasonably choose", and phase 6 should leave room for a bulk-fill-everything switch rather than assuming on-demand is the only mode.
Hued variants are on demand, always. static/3922/h33 is generated when something on the wire
actually carries hue 33. The cross product of 49,150 statics and ~3,000 hues is not a set anyone
enumerates.
Gump art is out of scope for Protocol 8, and that is now a safety rule rather than a priority
call — §4.1. It is the only decoder that reaches the hasExtra: true branch, and that branch
corrupts the process on the second id. Adding gump art later means fixing that path first,
deliberately; it is additive under the same key scheme (gump/<id>), which is the point of §5.
12. Where it lands on the website
Images are written by module-uo into the upload directory. ctx.uploads
({ upload, UPLOAD_DIR, MIME_EXT }) is already exposed to modules and
MODULE_API.md:626 already names its consumer as "atlas art import",
so no MODULE_API_VERSION bump is needed to store them.
shard_spawn_creatures.artstops being NULL-by-default and starts being filled by the import.- A new asset table carries
key,sha256,bytes,width,height,imported_at— the manifest side of §6, and what makes an Update a diff rather than a re-download. - The operator-supplied
spawnAtlas.art.jsonmap stays supported and continues to win over an imported asset. An operator who has drawn their own creature portraits must not have them overwritten by a sprite rip on the next Update.
Licensing is unchanged and the reasoning is unchanged: these are the operator's own client files, extracted on their own host, for their own shard. Nothing is committed, nothing ships in a repo, and nothing is redistributed. What changes is only that the extraction stopped requiring a GUI on a desktop.
13. Visibility
New surfaces over shard data are admin-toggleable with an operator-set audience, and this is no
exception. Asset serving is gated like every other shard read: a requireFeature gate, an
audience, and 404-not-403 when the feature is off, so a disabled feature does not advertise itself.
The default is the least surprising one: assets are as public as the page that uses them. A bestiary that is already anonymous does not become staff-only because its pictures arrived over a new pipe.
14. Routes and commands added
Loopback (shard ↔ sidecar), all request/reply:
| Command | Reply | Purpose |
|---|---|---|
assets.sources |
assets.sources.ok |
Stage 1: client file manifest + EXTRACTOR_VERSION |
assets.manifest |
assets.manifest.ok |
Stage 2: [{key, sha256, bytes}], paged |
assets.fetch |
assets.fetch.ok |
Content for an explicit key list, paged |
assets.bodies |
assets.bodies.ok |
Slug → body id (§8, Core thread) |
cliloc.table |
cliloc.table.ok |
The converted table, paged |
tree.manifest / tree.fetch |
.ok |
§10, the ServUO tree files |
Sidecar REST mirrors those one for one under /assets/*, /cliloc, /tree/*, carrying
X-UOLink-Version: 8 and forwarding verbatim.
Website admin (Admin → Shard, admin-only): status, Import, Update, approve/reject for
a vanished key, and the existing path settings. Every action to the admin activity log, as
shard.assets.*.
15. Cross-repo obligations
PROTOCOL_VERSION goes 7 → 8 in link/sidecar/src/main.rs, and in the same PR
servuo-plugins/overlay.toml — the installer refuses to pair a sidecar and an overlay that
disagree, so a split bump means the next bundle silently fails to compose.
| Repo | Work |
|---|---|
servuo-plugins/ |
Extraction over ServUO's own Ultima (§4), the cliloc decompressor (§9), body resolution (§8), the request handlers, overlay.toml |
link/ |
Six command families forwarded, the REST surface, the inbound line cap (§3.3), PROTOCOL_VERSION |
module-uo/ |
Client calls, asset store, the atlas source backend (§10), cliloc ingest, admin surface |
website/ |
None expected — ctx.uploads already suffices (§12) |
docs/ |
This file; rewrite CLILOCS.md §Converting and SPAWN_ATLAS.md §Artwork + §Configuring; delete UOFIDDLER.md; add the libgdiplus prerequisite to SHARD_PREREQS.md (§4.4) |
installer/ |
A doctor check for libgdiplus on Linux hosts (§4.4). Bundle pairing already enforces §15 |
android-app/ |
Consumes images by URL; no parity gate expected until a screen shows one |
integration-kit/ |
A chapter note only — this is UO-specific and teaches nothing about the module contract |
16. Phases
| # | Scope | Repos |
|---|---|---|
| 0 | Spike: the vendored decoders driven from inside a running ServUO, over a deliberately patched client — statics, land, bodies, and the Mythic cliloc against UOFiddler's output. What it is looking for is a fault on a path we call (§4.2) | servuo-plugins |
| 1 | The transport: assets.sources, flow control, the sidecar line cap, EXTRACTOR_VERSION, protocol bump |
servuo-plugins, link |
| 2 | Clilocs end to end; retire the converter and UOFIDDLER.md §Part 1 |
all |
| 3 | Body resolution (§8) + the 1,144-body catalogue; shard_spawn_creatures.art filled |
servuo-plugins, module-uo |
| 4 | The UOP animation decoder (§4.3) — the six player bodies the legacy path cannot reach, and the never-sweep-file-types rule enforced in code | servuo-plugins |
| 5 | Item statics and land on demand, hued keys, the cache | servuo-plugins, module-uo |
| 6 | Deep animation keys (body/<id>/a<n>/f<n>) for the future project, plus the bulk-fill switch |
servuo-plugins, module-uo |
| 7 | The atlas over the sidecar (§10); shared-filesystem requirement retired | module-uo |
| 8 | Admin surface, Import/Update, approve/reject, activity log | module-uo |
| 9 | Docs pass across five repos; live walk on the real rig | docs |
Phase 0 exists because §4 chose to call code that can take the shard down if it is wrong, and the honest way to hold that choice is to try to break it on purpose — in the real host process, against a client that has been patched — before building eight phases on top of it. The probes behind §1.1 were run from PowerShell against a stock client; neither of those is the environment this will actually run in.
Phase 4 sits after the catalogue rather than inside it on purpose. The catalogue is useful with 1,138 of 1,144 bodies, the UOP reader is the one piece of genuinely new format work in this protocol, and putting it on the critical path would hold up every website-side phase behind it. Its acceptance test is not "it decodes" — it is that a gargoyle looks like a gargoyle, checked by eye, because §4.3's whole point is that this failure mode produces confident, wrong pictures.
17. Decisions
Items 1–3 are settled and recorded here because each one changes numbers elsewhere in the document. Item 4 is the only thing still open, and it does not block starting.
- §4: settled 2026-09-10 — call ServUO's vendored
Ultima, with one exception added the same day: §4.3's UOP animation decoder, scoped to the player bodies the legacy path cannot reach and to nothing else (phase 4). The crash is confined to thehasExtra: truebranch that onlyGumpsreaches, and nothing here callsGumps. - §4.4: settled 2026-09-10 — libgdiplus is a stated requirement on Linux shard hosts, with
all three answers taken rather than one: it goes in
SHARD_PREREQS.md, the installer'sdoctorchecks it, and its absence degrades to a namedNO_IMAGINGstatus instead of an error. Windows hosts are unaffected. - §5.1/§5.2: direction — settled 2026-09-10. Player character bodies use index 0, everything
else index 1, direction is not in the key, and the player-body set is enumerated from
Race.AllRacesrather than hardcoded. Nothing outstanding; recorded here because it changes every count in §11. - §13: the default audience for asset serving — inheriting the using page's audience is proposed; the operator sets the policy either way.