Only the viewer-facing direction is wanted for players and monsters, so direction leaves the key entirely (§5.1) rather than being a segment nobody varies. Every depth count in §11 falls by exactly 5x. Which index that is was rendered, not looked up: all five directions for a human, a wolf and a dragon. Index 0 is head-on — face, chest and front legs — and index 4 is directly away, with a quadruped's tail toward the camera. The small-thumbnail version of the same test suggested the opposite, which is why the finding is in the doc rather than in someone's head. Measured consequence: body 400 drops 1,050 -> 210 frames, and a complete one-direction set for all 1,144 bodies is ~173,000 frames (~170 MB) rather than ~865,000. That moves a bulk-fill-everything switch from "never" to something phase 5 should leave room for. One caveat kept as an open question: index 0 is the least legible view for four-legged creatures — a head-on wolf is a dark blob, a side-on wolf is a wolf — so the extractor takes the index as configuration defaulting to 0, and §17 asks whether the catalogue should default to 1 or 2 instead. No client-derived image is committed; the render was inspected and discarded. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
513 lines
27 KiB
Markdown
513 lines
27 KiB
Markdown
# Protocol 8 — Client assets over the bridge
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**Status:** Design of record. Approved in principle 2026-09-09 (architecture, asset scope,
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built-in cliloc decoder, atlas cleanup); §17 lists what is still open.
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**Supersedes the manual half of:** [`../website/UOFIDDLER.md`](../website/UOFIDDLER.md),
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[`../website/CLILOCS.md`](../website/CLILOCS.md) §Converting,
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[`../website/SPAWN_ATLAS.md`](../website/SPAWN_ATLAS.md) §Artwork and §Configuring the tree.
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Two features on this platform read data that only exists inside a UO client, and today both reach
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the site by hand: the operator installs UOFiddler, converts `Cliloc.enu` on their own desktop,
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exports sprites one at a time from a GUI, hand-writes a slug→filename JSON map, and copies the
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result to the server. A third — the spawn atlas — avoids UOFiddler but pays a different price: the
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**website** must be able to read the shard's ServUO tree directly, over a bind mount or a shared
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volume.
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This protocol deletes all three arrangements. The shard already has everything, and the bridge
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already goes to the website.
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---
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## 1. The premise, which turns out to be free
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**A ServUO shard cannot boot without a UO client installation.** It reads maps, statics, tiledata
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and multis out of `.mul`/`.uop` files, and `Config/DataPath.cfg` is where an operator declares
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where those live — *required* on Linux, auto-detected from the registry on Windows. At runtime the
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resolved directories sit in `Server.Core.DataDirectories`, a public static the plugin can read on
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any shard, with no new configuration and nothing for an operator to set up.
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So the files the operator has been converting on their desktop are already on the shard host, in a
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directory the shard already knows the path of, in a process the bridge already runs inside.
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Everything below follows from that.
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### 1.1 What was measured, not assumed
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Against this machine's ServUO 57.4 tree (`C:\Users\colby\Desktop\ServUO`) and client
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(`D:\Games\Electronic Arts\Ultima Online Classic`, 3.5 GB), loading **ServUO's own
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`Ultima.dll`** — the assembly `overlay/Scripts/Scripts.csproj:39` already carries a
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`<ProjectReference>` to:
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| Call | Result |
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|---|---|
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| `Art.GetStatic(0…16383)` | 16,384 decoded, 0 errors |
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| `Art.GetStatic(16384…65535)` | 32,766 decoded, 1 empty, 16,385 clean out-of-range errors |
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| `Art.GetLand(0…16383)` | 16,384 decoded, 0 errors |
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| `Animations.GetAnimation(0…2047, 0, 1)` | **1,144** bodies with a decodable first frame, 904 empty, 0 errors |
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| `Hues.GetHue(33)` | loads |
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| `Bitmap.Save(…, Png)` | 852-byte PNG from one creature frame |
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| `Gumps.GetGump(2)` | **hard crash** — `AccessViolationException`, process exit `0xC0000005` |
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| `new StringList("enu", "Cliloc.enu")` | throws — `Non-negative number required` |
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Two of those rows are load-bearing and are dealt with in §4 and §9. The rest say the same thing:
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**most of the extraction this protocol needs is already implemented, already compiled, and already
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referenced by the plugin's own build.**
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Depth, for §11's sizing: body 400 (human male) has **35 actions × 5 directions = 1,050 frames**.
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One body. §5.1 cuts that by exactly 5×.
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---
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## 2. Architecture: the shard extracts, the sidecar forwards, the website decides
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```
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UO client files (operator's own, on the shard host)
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│ read by the plugin, off the Core thread
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▼
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ServUO shard (servuo-plugins/) ← decodes; resolves body ids; hashes
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│ loopback JSON, request/reply, one batch outstanding at a time
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▼
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uo-link sidecar (link/) ← forwards bytes; decides nothing
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│ REST, bearer-token auth, X-UOLink-Version: 8
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▼
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website (module-uo/) ← stores, names, gates, serves
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```
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This is deliberately the *only* arrangement that keeps
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[the bridge's standing rules](PLAN.md) intact:
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- **The sidecar stays a dumb forwarder.** It moves opaque assets and decides nothing about them —
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no audience, no projection, no capability advertisement. Putting the decoders in Rust would have
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meant the sidecar deciding what an asset *is*, on top of re-deriving in Rust what is already
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compiled next door in C#.
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- **Access control stays on the website**, which has the auth machinery and the admin forms.
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- **The shard is still never network-reachable.** Nothing here opens a port; the plugin answers
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requests on the connection it already dialled out on.
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### 2.1 Why not the sidecar, and why not the operator's desktop
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A Rust extractor in the sidecar would need ports of: the Mythic cliloc decompressor, `FileIndex`
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(including UOP), the ARGB1555 run-length frame decoder, `Body.def`/`Bodyconv.def` translation,
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`Hues.mul`, and a PNG encoder — weeks of work to re-derive what §1.1 shows already runs. It also
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cannot do §8: resolving a creature slug to a body id requires being inside ServUO.
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Automating on the operator's desktop (shipping the converter with the installer) removes UOFiddler
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but keeps a manual step and still cannot do §8. It was considered and rejected.
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---
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## 3. The transport, and the three traps in it
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### 3.1 Assets go over the request/reply path, never the event path
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`link/sidecar/src/app.rs:122` persists **every** non-`pong` event into the SQLite store *and*
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broadcasts it to every WebSocket subscriber. An asset stream on that path would grow the sidecar's
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store without bound and fan megabytes out to every connected client, forever.
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`rpc.rs`'s `try_route` consumes a correlated reply and `continue`s **before** either of those
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happens. So an asset batch is a reply, not an event. This is not a new mechanism — it is the one
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`char.request`, `account.roster` and `vendor.snapshot` already use.
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### 3.2 One batch outstanding, always
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`BridgeLink.Emit()` enqueues onto a **bounded drop-oldest** queue (`Bridge.QueueCap`, default
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10,000). It counts **lines, not bytes** — a design that is correct for live events and dangerous
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for bulk transfer, because 10,000 queued 200 KB replies is 2 GB of shard memory.
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The rule that makes this safe is flow control, not a bigger queue: **the website requests batch
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*n+1* only after batch *n* has arrived.** Queue depth stays at approximately one. A dropped or
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lost reply simply times out and the batch is re-requested, which is safe because reading a client
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file is idempotent and has no world side effects.
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### 3.3 The size ceilings are already fixed, and one of them is missing
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| Limit | Value | Where |
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|---|---|---|
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| Sidecar waits for a shard reply | **10 s** | `rpc.rs` `REPLY_TIMEOUT` |
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| Website waits for the sidecar | **12 s** | `module-uo/server/utils/uoLinkClient.js` `TIMEOUT_MS` |
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| Sidecar → shard line | 1 MiB | `BridgeLink.cs:283` |
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| **Shard → sidecar line** | **none** | `shard.rs` uses `read_line` unbounded |
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The first two bound a batch: it must decode, encode, serialise and cross the wire inside ten
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seconds. The last is a gap this protocol must close — an unbounded `read_line` facing a component
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that is now deliberately sending large lines is a memory-exhaustion shape we would be inventing
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ourselves. **Protocol 8 adds an explicit inbound line cap to the sidecar**, set above the largest
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legal batch and rejecting rather than buffering past it.
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Batches are therefore sized by bytes, not by count, with the emitter cutting a batch short when it
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would exceed the cap. Base64 costs 33%; the budget must be stated in encoded bytes.
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---
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## 4. The decoders: whose code, and the crash that decides it
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§1.1 found that `Gumps.GetGump(2)` does not fail — it **corrupts the process**. An
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`AccessViolationException` from `unsafe` pointer code is a corrupted-state exception; on .NET
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Framework 4.8 it is *not catchable* by an ordinary `try/catch`. In-process, on a live shard, that
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is a shard crash with players on it.
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Art and animation probed clean across ~66,000 and ~2,000 ids respectively. That is reassuring and
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it is not a guarantee: the inputs we have not tested are exactly the ones that matter — a shard's
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own **patched or custom** client files, which is the population this feature exists to serve.
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Two ways to hold this safely:
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**A1 — call ServUO's vendored `Ultima`, isolate the fault.** Fastest to build, and proven for the
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kinds we need. Requires running the decode where a fault costs one batch rather than the shard:
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a short-lived child process. That means a binary to deploy, which the overlay (deployed as
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*source*, compiled by ServUO at boot) has no mechanism for.
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**A2 — own bounds-checked decoders in the overlay.** Roughly 600–900 lines of ordinary safe C#:
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`FileIndex` (~150), the RLE frame decoder (~60, and it is the same loop, writing to a `ushort[]`
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instead of through a `LockBits` pointer), the static-art decoder, `Body.def`/`Bodyconv.def`, hue
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application, and a minimal PNG writer over `System.IO.Compression.DeflateStream` (~80).
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**A2 is recommended**, for four reasons that compound:
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1. **It removes the crash class**, rather than containing it.
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2. **It removes `System.Drawing` entirely.** ServUO's `Frame` decoder writes ARGB1555 straight
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into a `Bitmap` via `LockBits`, so System.Drawing is in the *decode*, not just the encode — a
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Linux/Mono shard needs libgdiplus even to read a sprite. Writing our own pixels and our own PNG
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makes the feature portable by construction.
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3. **It removes the UOP gap.** ServUO's vendored `Animations` reads legacy `anim*.mul` only. This
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client has a full 195 MB `anim.mul` so most bodies resolve — but **gargoyle bodies 666/667
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returned nothing**, because gargoyles live in `AnimationFrame*.uop`. A player race missing from
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an asset store built for "player models and everything" is not a caveat, it is a defect.
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4. **We are already in this business.** §9 writes a cliloc decompressor from scratch regardless.
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A2 also ends the dependency on whatever version of `Ultima` a given ServUO happens to vendor,
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which is the kind of thing that silently changes under a shard upgrade.
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---
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## 5. Addressing: one key for every asset
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Every asset the bridge can serve is named by a single string key, and the key is the cache key,
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the hash key, the filename stem and the manifest row id:
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```
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static/3922 one item graphic
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static/3922/h33 the same graphic, hue 33 applied
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land/3 one land tile
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body/34/a0 creature body 34, action 0, first frame
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body/400/a0/f0..f9 human male, action 0, all ten frames
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cliloc/enu the whole converted string table (not an image)
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tree/Spawns/Trammel.xml a ServUO tree file (§10)
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```
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Three properties this shape buys:
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- **Hue is part of the key, not a transform.** `itemId` and `hue` are already on the wire together
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(`BridgeMarket.cs:582`, `BridgeProfile.cs:314`), so a marketplace listing already knows the exact
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key for its own picture. Applying hues website-side would mean shipping `Hues.mul` semantics into
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Node for no gain.
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- **Depth is expressible without being mandatory.** `body/400/a0` and `body/400/a0/f0..f9` are the
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same addressing scheme at two depths, which is what lets §11 bulk-import thumbnails and fetch full
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animations on demand without a second protocol.
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- **Nothing in the key is client-version-specific**, so a client patch changes an asset's *bytes*,
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not its name — which is what makes §7's delta work.
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### 5.1 There is no direction segment, because only one direction is wanted
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Bodies are stored in **five** directions and the client mirrors three of them to reach eight. Only
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one is needed here — the one facing the viewer — so **direction is fixed by the extractor and is
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not part of the key**. Leaving it in would advertise a choice nobody is going to make and would
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five-fold every count in §11 for nothing.
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**The front-facing index is 0.** This was determined by rendering all five for a human, a wolf and
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a dragon rather than from a table, because the answer is not obvious and the small-thumbnail version
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of the same test suggested the opposite:
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| Index | View |
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|---|---|
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| **0** | **Head-on, facing the viewer** — face, chest and front legs visible |
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| 1 | Front three-quarter |
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| 2 | Full side profile |
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| 3 | Rear three-quarter |
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| 4 | Directly away — back of the head, and a quadruped's tail toward the camera |
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One caveat the render made obvious, and it is the reason this is written down rather than assumed:
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**index 0 is the least legible view for four-legged and long-bodied creatures.** A wolf seen head-on
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is a dark blob; the same wolf at index 2 is unmistakably a wolf, and at index 1 is the view
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UOFiddler's own thumbnail list picks. For a bestiary tile that matters. The extractor therefore
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takes the index as a **configuration value defaulting to 0**, so changing the catalogue's mind later
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is a setting and a re-import, not a protocol change.
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---
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## 6. The manifest, and what the two buttons actually do
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Two stages, which is where **Import** and **Update** come from.
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**Stage 1 — the source gate.** The shard reports a manifest of the client files themselves:
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size, mtime and content hash of `Cliloc.enu`, `anim*.idx`/`anim*.mul`, `art.mul`/`artidx.mul`,
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`Body.def`, `Bodyconv.def`, `Hues.mul`. Unchanged since the last import, and nothing else happens.
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This is the same hash gate the spawn atlas and the cliloc table already use, and for the same
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reason: the normal case is a restart that changed nothing, and it must cost nothing.
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`anim.mul` is 195 MB and `art.mul` is 148 MB, so the gate is **(size, mtime) first, content hash
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only when those differ** — a full hash of 343 MB on every status poll would make the admin panel
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feel broken.
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**Stage 2 — the asset manifest.** For the working set (§11), the shard streams
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`[{ key, sha256, bytes }]` — no pixels. The website diffs that against what it holds and requests
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**only the keys whose hash changed**.
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- **Update** = stage 1, then stage 2, then fetch the diff.
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- **Import** = the same path with the diff skipped and every key fetched.
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- **A key that has vanished** from the manifest is staged for review, never applied silently —
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the same rule, and the same reasoning, as a vanished cliloc source or a disappearing atlas
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facet. An unmounted volume and a deliberate client downgrade look identical from here.
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Clilocs are the exception and stay a **whole-table replace** whenever the file hash changes:
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the measured cost is 663 ms for 67,496 rows, so per-entry deltas would be complexity bought for
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nothing.
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---
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## 7. The parser version applies here too
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`spawnAtlasSource.js` carries `PARSER_VERSION` (currently 5) and the cliloc source carries its own,
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both counted as drift so that a corrected parse reaches an install whose files never change. The
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asset pipeline inherits the rule and needs it more, not less: a fixed hue application or a
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corrected frame offset changes the bytes we derive from files that are byte-identical.
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**`EXTRACTOR_VERSION` lives in the plugin**, because the plugin is what derives the bytes, and it
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is folded into stage 1's gate. Bumping it makes every asset drift, which is correct.
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---
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## 8. Body ids: the part only the shard can do
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The atlas knows creatures by **slug**, derived from type names in `Spawns/*.xml`. The client knows
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them by **body id**. Nothing in the ServUO tree declares the mapping as data — today an operator
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bridges it by grepping `Scripts/Mobiles/Normal/<Name>.cs` for `Body =`, which appears variously as
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a decimal, as hex (`0xD1`), as `Utility.RandomList(35, 36)`, and as an `m_IDs[]` table.
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Inside ServUO the problem does not exist. `BridgeWorld.cs:350` already does exactly the required
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thing for a different feature:
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```csharp
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var type = ScriptCompiler.FindTypeByName(name, true);
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var creature = Activator.CreateInstance(type) as BaseCreature;
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```
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Construct, read `creature.Body.BodyID`, `Delete()`. Authoritative, no source parsing, and correct
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for custom creatures a grep would never find.
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**This pass must run on the Core thread** — it constructs and deletes mobiles, which is world
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mutation — while the decode in §4 must run **off** it. That split is the one genuinely new
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threading shape in this protocol, and it is why slug→body resolution is its own request kind with
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its own (small) batch size rather than a step inside asset extraction.
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Constructing arbitrary creature types has side effects: constructors pack items, set skills, start
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timers. The mitigations are per-type `try`/`catch`, immediate `Delete()`, small batches, and the
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fact that the whole pass is admin-triggered rather than something that runs at boot.
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---
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## 9. The cliloc decompressor is ours now
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Every modern client ships `Cliloc.*` in the Mythic compressed container — this machine's
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`Cliloc.enu` is 4,989,921 bytes beginning `E8 79 67 8E`, high byte `0x8E`. ServUO's bundled
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`Ultima.StringList` implements only the plain layout and throws on it (§1.1), which is also why
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the shard's own `VendorSearch.GetItemName` is already inert.
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**UOFiddler is released under the Beerware licence**, so porting its decompressor into our
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GPL-3.0-or-later tree is clean. It lands in the overlay as ordinary C#, alongside §4's decoders,
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and from that point:
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- No operator installs UOFiddler.
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- No operator runs `dotnet build` on a converter.
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- No operator copies a 5 MB file to a server.
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- `website/server/tools/cliloc-export/` is retired, and `UOFIDDLER.md` is deleted rather than
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rewritten.
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**What survives untouched is the `custom/` overlay mechanism.** Shard-added items carry cliloc ids
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no client table has, and ServUO has no server-side notion of a custom cliloc — that is a real gap
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in the *game*, not an artefact of the manual pipeline, and `CLILOCS.md`'s reasoning for it stands.
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The base table now arrives over the bridge; overlays still come from a directory the site reads.
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Measured on the live shard: 16,434 cliloc ids referenced by the script tree, 37 absent from stock.
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---
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## 10. The atlas stops needing a shared filesystem
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Today `SPAWN_ATLAS.md` requires the **website** to read the ServUO tree — "same host, a bind mount,
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or a shared volume". That is the one place the platform's own rule (only the sidecar bridges the
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shard) is broken, and it is broken by the component that faces the internet.
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The same transport closes it. `spawnAtlasSource.js` already labels every file it reads with a
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portable key:
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| Label | Count (stock 57.4) |
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|---|---|
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| `Data/Regions.xml` | 1 |
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| `Data/Locations/*.xml` | 6 |
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| `Spawns/*.xml` | 13, ~10.5 MB |
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| `Config/ChampionSpawns.xml` | 1 |
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| `Data/Decoration/**` | tree |
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So the shard serves `tree/<label>` → bytes over the same batched request/reply path, and
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`spawnAtlasSource.js` gains a second backend behind its existing interface: **filesystem** (today,
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kept for same-host installs and for development) or **sidecar** (new, and the default once
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configured).
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**The parsers do not move.** `spawnAtlasParse.js` is pure, fs-free and CI-covered without a ServUO
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tree, and every quirk it handles — the two respawn delay units, `:OBJ=` splitting, facet-name
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reconciliation, the XmlSpawner directive stripping — stays exactly where it is. The shard sends
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bytes; the website still decides what they mean. That is the same division as §2, and it keeps the
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sidecar a forwarder here too.
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`SERVUO_PATH` and the `spawn_atlas_servuo_path` setting remain, and select the filesystem backend.
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---
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## 11. What is bulk and what is on demand
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The scope approved is creature art, item art, player models "and everything", against a future
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project. §1.1's measurements make the sizing question concrete:
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|
||
| 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 5 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** — see §4; it is the one kind whose vendored decoder
|
||
demonstrably corrupts the process, and A2 would have to reimplement it against the UOP-with-extra-
|
||
field layout that broke it. It is additive to add later under this 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`](../website/MODULE_API.md) already names its consumer as "atlas art import",
|
||
so no `MODULE_API_VERSION` bump is needed to store them.
|
||
|
||
- `shard_spawn_creatures.art` stops 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.json` map 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/` | The decoders (§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`** |
|
||
| `installer/` | None expected; the 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: A2's decoders against this machine's client — statics, land, one body, the Mythic cliloc — proving output matches UOFiddler's byte for byte | 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 | Item statics and land on demand, hued keys, the cache | servuo-plugins, module-uo |
|
||
| 5 | Deep animation keys (`body/<id>/a<n>/f<n>`) for the future project, plus the bulk-fill switch | servuo-plugins, module-uo |
|
||
| 6 | The atlas over the sidecar (§10); shared-filesystem requirement retired | module-uo |
|
||
| 7 | Admin surface, Import/Update, approve/reject, activity log | module-uo |
|
||
| 8 | Docs pass across five repos; live walk on the real rig | docs |
|
||
|
||
Phase 0 exists because §4 chose to own the decoders, and the honest way to hold that choice is to
|
||
prove byte-identical output *before* building six phases on top of it.
|
||
|
||
---
|
||
|
||
## 17. Decisions still open
|
||
|
||
1. **§4: A2 (own decoders) versus A1 (vendored `Ultima` in a child process).** A2 is recommended
|
||
and the phase plan assumes it. It costs a spike and ~600–900 lines; it buys the crash class, the
|
||
libgdiplus dependency, the UOP gap and the vendor-drift risk all going away at once.
|
||
2. **§11: gump art deferred.** Confirm that paperdoll and equipment gump art is genuinely
|
||
out of scope for 8, given it is the one kind whose existing decoder crashes.
|
||
3. **§5.1: direction is fixed at index 0** (head-on) and is not in the key — settled 2026-09-10.
|
||
What is *not* settled is whether the catalogue should default to index 1 or 2 instead, since a
|
||
head-on wolf is a dark blob and a side-on wolf is a wolf. It is a setting either way.
|
||
4. **§13: the default audience** for asset serving — inheriting the using page's audience is
|
||
proposed; the operator sets the policy either way.
|