Phase 3 is built and walked on a live shard. What the walk measured, and the
two places the design of record needed correcting:
§8.1, new: the catalogue is 787 exactly as §4.8 predicted, and the whole scan
of bodies 1-2047 takes 734 ms cold -- so the wall-clock paging §11 designed
never fires on this client. Every §4.8/§5.2 prediction held when the bytes were
rendered and LOOKED at: 320, 607, 608 and 666 come back absent rather than as
another creature's picture, and the direction split is 783 at index 1 against 4
at index 0 -- four player bodies, not six.
44 of the 787 hashes are shared by two or three bodies, which is the exact
signature of the wrong-picture bug, so it was chased rather than assumed. It is
the client's own Body.def aliasing (83 {1}, 84 {1}, 106 {12, 59}), and the check
that settles it is at the source: Translate(ref body, ref hue) rewrites `body`
only when bit 31 is set, unlike the one-argument overload -- and ResolveAnimation
calls that same two-argument overload, so validator and decoder resolve the
identical record.
§12.1, new: **§12 is right about the outcome and wrong about the mechanism.**
`shard_spawn_creatures` is emptied and refilled by every atlas refresh, and a
refresh runs on every boot -- so an imported filename written to that row is
destroyed by an ordinary re-parse of the ServUO tree, and the next Update finds
the client files unchanged and never restores it. Three tables outside that
blast radius, and the atlas import re-derives `art` on the way past.
§14: **§16 listed phase 3 as servuo-plugins + module-uo and that was wrong.**
web.rs routes every command explicitly, so `link` is in the phase. Corrected in
both places.
UOFIDDLER.md is DELETED, two phases earlier than §9.1 predicted -- creature art
was the only thing still on it. SPAWN_ATLAS.md §Artwork is rewritten around the
import, keeping the operator's own map as the thing that wins; the module's
SCHEMA.md gains the three tables and API.md the two admin routes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
19 KiB
Spawn atlas
Status: Complete on edge — data pipeline in website #112, API + pages in website #113.
Design: docs/link/v3.md §6 — Protocol 3.0 Part C.
The spawn atlas is a browsable catalogue of what the shard contains: which creatures spawn, where, how many, and which champion altars are configured. It answers "where do I find a lizardman?" with "Shrines, Yew, Isamu-Jima" rather than with a list of raw coordinates.
Two things that shape the whole design
The shard's ServUO tree is the single source of truth. Nothing is precomputed and committed to the repository. A shard's maps change over its lifetime — facets get added, replaced, or renamed — and a snapshot in the repo would silently drift from the world players actually see. The atlas is therefore re-derived from the tree on every server boot.
Facets are not a fixed list. Nothing in the codebase names Felucca, Trammel, or any other stock facet. The facet set is whatever the shard's own files declare, discovered at parse time. A shard running entirely custom maps gets exactly the same treatment as a stock one, with no code change.
What it is not
The atlas is static shard content, not live shard state.
- It does not come from the sidecar. Nothing here touches the bridge, and
there is no event kind, no wire change and no
PROTOCOL_VERSIONbump for it. Part C is website-only. - It stays fully populated while the shard is down.
- Its champion table (
shard_champion_spawns) is the configured roster — "there is an Unholy Terror altar in Deceit". The livechamp.updatefeed inshard_champsis the separate, sidecar-fed answer to "it is on level 3 right now". Both exist; do not conflate them.
Routes live at /api/v1/public/atlas, deliberately not under /shard,
because /shard/* means sidecar-dependent.
Configuring the tree
The website needs to be able to read the ServUO tree — same host, a bind mount, or a shared volume. Two ways to point at it, the setting winning over the environment:
| Source | Notes |
|---|---|
spawn_atlas_servuo_path setting |
Admin-editable; changes take effect on the next refresh without a redeploy |
SERVUO_PATH env var |
The deploy-time default, since the path usually describes a mount the deployment sets up |
With neither set the atlas is simply skipped — the site runs normally without one.
The boot path
On every start the server hashes the source files and compares them against what is loaded. Unchanged (the normal case on a restart) costs one read pass, ~120 ms, and no database write. A real change costs a ~400 ms parse and a reload.
Two contracts govern it:
1. It never blocks startup. No configured path, an unreadable mount, a malformed file, a database error — every one is caught and logged, and the site comes up serving whatever atlas it already had.
2. A facet disappearing is never applied automatically. Losing a facet looks exactly like a half-copied or mid-update tree, and boot cannot tell that apart from a real map change. That refresh is staged for a human instead. Everything else — new facets, renamed regions, changed spawns — applies immediately, since none of it can destroy something an operator would miss.
boot
└─ path configured? no ──▶ skip
└─ tree readable? no ──▶ warn, carry on
└─ hashes changed? no ──▶ done (nothing parsed)
└─ parse
└─ a facet would be removed?
no ──▶ import
yes ──▶ stage for admin review; atlas unchanged
Approving or rejecting a staged refresh
Only the decision is stored, never the parsed world — a few KB of source hashes plus the facet diff. Approving re-parses the tree, so what lands matches the tree at approval time rather than at boot, and a multi-megabyte blob never sits in the database.
A rejection is remembered against those exact source hashes, so a declined refresh does not re-prompt on every restart. Change the tree and the hashes differ, which asks again.
From Admin → Spawn Atlas, or from the CLI:
cd website/server
npm run atlas:import -- --status # what is loaded, and what is pending
npm run atlas:import -- --approve # apply the staged refresh
npm run atlas:import -- --reject # keep the current atlas, dismiss it
The CLI
The server refreshes itself on boot, so this is for applying a map change without a restart, and for the approve/reject flow above.
npm run atlas:import # import if the tree differs
npm run atlas:import -- --servuo <path> # override the path for this run
npm run atlas:import -- --force # reimport even if unchanged
--servuo is a per-run override and deliberately does not persist — changing
where the atlas permanently reads from is an admin action, not a side effect of a
one-off import.
Sources
| File | Count (stock ServUO 57.4) | Used for |
|---|---|---|
Spawns/*.xml |
13 files, ~10.5 MB | Every spawner: location, size, delays, time-of-day, creature types |
Data/Regions.xml |
129 KB, nested | Named regions and their rectangles |
Data/Locations/*.xml |
6 files | Landmarks (dungeon levels, town markers) |
Config/ChampionSpawns.xml |
4.8 KB | Configured champion altars |
A stock tree has 13 spawn files but only 6 facets. Eodon.xml,
GravewaterLake.xml, TreasuresOfKotl.xml and the other named-area files hold
TerMur/Trammel points. The facet always comes from each record's own <Map>,
never from the file name.
How a coordinate becomes a place name
This is the transform the atlas exists for, in resolveRegion():
- The highest-
prioritynamed region whose rectangle contains the point. Ties break toward the smallest rect, so a specific room wins over the dungeon-wide rect enclosing it. - Otherwise the nearest landmark within the landmark radius (200 tiles by default), labelled by its group ("Covetous"), not its individual marker ("Level 1").
- Otherwise
"Wilderness".
The radius cap in step 2 is what keeps step 3 reachable. Without it the nearest landmark is always some landmark however far away, and open countryside gets labelled with a dungeon on the far side of the map.
Against stock ServUO this resolves 83.2% of points (5,369 of 6,455): 3,681 by region, 1,688 by landmark, 1,086 Wilderness.
Three quirks in the source data
Each of these is silent if unhandled — the atlas still builds, it is just wrong.
Facet names disagree between sources. Data/Locations/*.xml spells them
Ter Mur and Tokuno Islands, while <Map> and <Facet name> say TerMur and
Tokuno. Unreconciled, the landmark bucket is keyed differently from the points
looking it up, so the fallback never fires and every unregioned spawn on those
facets reads "Wilderness".
This is reconciled by matching, not by a lookup table — there is no list of
facet names anywhere. facetKey() collapses spelling differences (lowercase,
alphanumerics only), and resolveFacetName() matches a loose spelling against
the canonical set discovered from the shard's own spawn and region data, by exact
key then by prefix in either direction. A name matching nothing keeps its own
name: forcing a wrong match would file a real custom facet's landmarks under the
wrong facet, which is worse than leaving it alone.
Spawn type tokens carry XmlSpawner directives. The <Objects2> type is not
always a bare class name:
Fairy,{RND,4,8} alchemist/z/-50 Agralem/Name/Agralem
GargishRouser,1 greatape,true GargishRefugee/hue/34532
Taken literally these invent creatures that do not exist and split real ones in
two, because Fairy and Fairy,{RND,4,8} slug apart into separate entries. 71 of
845 were affected. Everything from the first / or , is stripped, leaving 800
real creatures.
Case is inconsistent across files. The same creature is Lizardman in one
file and lizardman in another. Slugging collapses them correctly, but the
display name is chosen deterministically — most common spelling wins, ties break
to the more capitalised form, then alphabetically — because otherwise it would
depend on file read order and change on an unrelated restart.
Tables
All are import-owned: a refresh empties and reloads them in one transaction,
so a failed reload leaves the previous atlas intact rather than a half-loaded
world. Nothing else writes to them and nothing holds a foreign key to them — no
FKs at all, consistent with every other shard_* table. Full column listings in
../modules/uo/SCHEMA.md — these are module-uo's tables, not core's.
| Table | Rows (stock) | Notes |
|---|---|---|
shard_spawn_creatures |
800 | slug PK; total = sum of each type's own max; nullable art |
shard_spawn_points |
6,455 | spawn_range, since range is reserved in MariaDB |
shard_spawn_point_types |
23,927 | The many-to-many; one spawner commonly carries six types |
shard_regions |
387 | Flattened out of the nesting; rects JSON |
shard_landmarks |
558 | grp, since group is reserved in SQL |
shard_champion_spawns |
25 | Configured altars, not the live feed |
shard_atlas_meta |
1 | Singleton; source hashes, for the change check |
shard_atlas_pending |
0–1 | Singleton; a staged refresh awaiting admin review |
shard_spawn_creatures.name carries a plain INDEX, deliberately not
FULLTEXT: ~800 rows makes a LIKE scan free, and FULLTEXT's minimum token
length would break searches for names like "orc".
The reload uses DELETE, not TRUNCATE — TRUNCATE is DDL in MariaDB and would
implicitly commit, defeating the all-or-nothing guarantee. Point ids are assigned
explicitly rather than left to AUTO_INCREMENT, because the join rows need them
and conn.batch() reports no usable insertId.
Artwork — the shard extracts it now (Protocol 8)
This project ships no creature art and no extraction tooling, and never will.
UO sprites live in the operator's own client .mul/.uop files. They are the
operator's, not ours to redistribute.
What changed in protocol 8 is not that rule — it is who does the extracting. The
shard already has those files (a ServUO server cannot boot without a UO client),
so as of v8.md phase 3 it decodes them itself and hands the
pictures to the website over the bridge. Nobody installs UOFiddler and nobody
copies images to a web host.
Admin → Shard → Import. The import walks the shard's asset manifest, fetches
only the sprites whose hash changed, writes them under uploads/atlas/, asks the
shard for a body id per creature (§8 — the shard constructs the creature and
reads Body.BodyID, which is the only thing that is right for a shard's own
custom creatures) and points each shard_spawn_creatures.art at its picture.
Boot never calls the shard for this: the files change when an operator patches
their client, which is an event they know about and the site does not.
On this machine's stock client that is 787 creature portraits, about a megabyte in total.
NULL stays a first-class state, and always will be. An install with no shard
link has never imported one; a Linux shard host without libgdiplus cannot
render a sprite at all (a named NO_IMAGING status, not an error); and even
after a complete import, two thirds of the playable ghost and gargoyle bodies
have no art in the client. Pages render without images, which is normal and
supported, not degraded.
The operator's own artwork still wins
An operator who has drawn their own portraits keeps them. The map is unchanged:
- Drop the images under
server/uploads/atlas/. - Copy
server/db/data/spawnAtlas.art.example.jsontospawnAtlas.art.jsonand map creature slugs to file names. - Restart, or run the import.
spawnAtlas.art.json is applied over anything imported, per slug, so a sprite
rip never replaces a hand-drawn portrait on the next Update. Both it and
server/uploads/ are gitignored, so neither the map nor the images can be
committed by accident.
Why the imported art is not stored on the creature row
shard_spawn_creatures is emptied and refilled by every atlas refresh, and a
refresh happens on every boot. So the body ids and the imported files live in
shard_creature_bodies and shard_assets, outside that blast radius, and the
atlas import re-derives art from them on the way past. Storing it on the row
would mean an ordinary re-parse of the ServUO tree silently deleting every
portrait — with the next asset Update finding the client files unchanged,
reporting "nothing to do", and never putting them back.
Code layout
| File | Role |
|---|---|
src/utils/spawnAtlasParse.js |
Pure and fs-free parsers, so CI covers them with no ServUO tree. Zero dependencies. |
src/utils/spawnAtlasSource.js |
The only thing that reads a ServUO tree; shared by the boot path and the CLI |
src/model/shardAtlas/shardAtlas.db.js |
The one-transaction replace |
src/model/shardAtlas/shardAtlas.model.js |
The refresh decision, staging, approve/reject |
scripts/importSpawnAtlas.js |
Thin CLI over the model |
Parsing notes:
Regions.xml,Locations/*.xmlandChampionSpawns.xmlgenuinely nest, and get a small hand-rolled subset tokenizer — elements, attributes, self-closing tags, comments, the XML declaration, CDATA, and the five predefined entities plus numeric refs. It is not a general-purpose XML parser and must not be reused as one.- The ~10.5 MB of
Spawns/*.xmlnever touches that tokenizer. Those records are flat, so they get a streaming regex sweep instead; a DOM would allocate a node per element across ~40 fields on every record to keep 14 of them. Do not put the Points files through a DOM parser. <Objects2>isType:MX=n:SB=…segments joined by:OBJ=. Split on:OBJ=first — a naivesplit(':')shreds it. A single Trammel point carries six types.- Respawn delays are stored in two different units, per record. XmlSpawner
writes
MinDelay/MaxDelayin minutes, and switches to seconds only when a spawner's delay does not divide into whole minutes — flagging that withDelayInSecon the same record. A5therefore means five minutes on one spawner and five seconds on the next, and both are plausible respawn times, so a reader assuming either unit is silently wrong about the other. Stock ServUO 57.4 has ~170 second-flagged spawners out of 6,455. The parser normalises everything to seconds; the API and UI carry seconds throughout.
The parser version
spawnAtlasSource.js exports PARSER_VERSION, stored in shard_atlas_meta
alongside the source hashes and bumped whenever the parser derives different
data from identical files — a fixed misreading, a new field, a changed unit.
A refresh re-derives when the tree changed or the parser did. Hashing the tree alone would be a trap: an install whose maps never change would keep serving whatever an older build derived, indefinitely, and a deploy that corrects the parse would never reach the data. A version mismatch counts as drift, so the correction lands on the next boot without an operator having to know it happened.
The API
Everything is served from MariaDB. Nothing on this path touches the sidecar, so
the pages stay complete while the shard is down — which is why the routes sit at
/api/v1/public/atlas and not under /public/shard, where a prefix means
"sidecar-dependent". Unlike /shard/*, they are siteMode-gated, like
/posts and /wiki: a bestiary is site content and follows site content's rules.
Every route carries requireFeature('atlas') — 404 when an admin has
disabled the feature (its pages must not reveal that it exists) and 403 when
the caller sits below its configured audience. The default is anonymous, so the
gates are inert until an admin changes something. Responses are field-projected
like every other shard read; atlas declares no sensitive fields today, and the
projection call is there so the first one that does is covered by construction
rather than by a retrofit (v3.md §3.6.1).
| Route | Answers |
|---|---|
GET /atlas/creatures?q=&facet=&limit=&offset= |
The bestiary, most numerous first, paginated with an unpaginated total |
GET /atlas/creatures/:slug?facet=&points= |
One creature: places, spawners, alsoHere |
GET /atlas/regions?facet=&q= |
Named regions and their rectangles |
GET /atlas/landmarks?facet=&q= |
Points of interest, labelled by group |
GET /atlas/champions?facet= |
The configured altar roster |
GET /atlas/meta |
Facets, counts and when the atlas was parsed |
Two shapes worth knowing:
placesis the aggregate the atlas exists for. "Lizardman → Shrines, Isamu-Jima, Yew", grouped in SQL rather than by summing 6,455 point rows in Node.spawnersis the raw list underneath it, bounded, withspawnersTruncatedsaying when it was cut.pointsis a COUNT,spawnersis the LIST. The two are named apart deliberately: the same key meaning a number on the search route and an array on the detail route is the kind of thing a client only discovers in production.
GET /atlas/meta reports the game world only. The ServUO path, the per-file
hashes and any pending refresh describe the operator's filesystem, and live on
the admin route instead.
A facet is never validated against a list — nothing in the codebase names one.
?facet= is length-bounded and matched exactly, so an unknown name returns an
empty result rather than an error. The filter is an EXISTS over the points and
deliberately not a JSON path or JSON_SEARCH built from caller input: that
function treats % and _ as wildcards, which would make ?facet=% match
everything.
The admin panel
Admin → Spawn Atlas (/admin/shard-atlas, admin-only — it reads a path on
the server's filesystem and replaces every atlas table, which is closer to a
deploy action than to moderation).
| Route | Does |
|---|---|
GET /admin/shard/atlas |
Status: path, readable, drift, counts, facets, pending |
POST /admin/shard/atlas/import |
Import now; { force: true } ignores the hash gate |
POST /admin/shard/atlas/approve |
Apply a staged refresh, facet loss and all |
POST /admin/shard/atlas/reject |
Keep the current atlas; remember the decision |
PUT /admin/shard/atlas/path |
Point the atlas at a different tree |
Three behaviours that are deliberate:
- An unreadable tree is a 200, not a 500.
refresh()reports outcomes rather than throwing, because the boot path must never be stopped by a bad tree, and that contract is preserved at the API. The panel says "The tree could not be read: …"; a 500 would say only that something broke. - Setting the path does not import. Moving the mount and reloading the world are separate decisions, and an operator fixing a typo should not have a multi-thousand-row replace happen under them. The response carries fresh status so the panel can offer the import as the next step.
- Every action is written to the admin activity log (
shard.atlas.import/.approve/.reject/.path).