Files
docs/website/SPAWN_ATLAS.md
wtclaude ff1c2064a5 docs(website): the atlas reads the shard's tree on every boot, not a snapshot
Follows the redesign in website #112. Two decisions from the original §6 were
rejected in review and replaced; the docs now describe what was actually built.

**The committed artifact is gone.** A shard's maps change over its life, so a
snapshot in the repo silently drifts from the world players actually see. The
ServUO tree is the single source of truth and the atlas is re-derived on every
server boot, hash-gated so an unchanged tree costs one read pass and no write.

**Nothing may name a facet.** The first implementation carried a lookup table of
the six stock UO facets. A shard may add facets, replace them outright, or rename
them when its maps are updated, and a built-in list mishandles all three
silently. Reconciliation is now by matching against the facet set discovered from
the shard's own data, with an unmatched name keeping its own rather than being
forced into a wrong bucket.

## Changes

- **`website/SPAWN_ATLAS.md`** rewritten: the two ideas that shape the design,
  how to configure the tree path, the boot flow as a decision tree, the
  approve/reject flow, and the code layout. The artwork policy is unchanged and
  still explicit — no art ever ships, operators extract their own from their own
  client files.
- **`link/v3.md` §6.1 (new)** records the two rejected decisions plus the two
  boot-path contracts. The old "what real data changed" list becomes §6.2. §6's
  now-superseded passages — the artifact bullet, the payload budget, the operator
  re-run story — are marked rather than deleted, so the reasoning stays legible.
- **`website/BACKEND_DESIGN.md`** documents `shard_atlas_pending` and the two
  contracts that make it safe: a facet removal is staged for a human, and the
  boot refresh can never block startup.

The two contracts are the part worth reviewing. Losing a facet is
indistinguishable at boot from a half-copied or mid-update tree, so it is staged
rather than applied; and no failure mode of the atlas — missing path, unreadable
mount, malformed file, database error — is allowed to stop the site coming up.

---

- [x] AI-assisted: written with **Claude Code** (Claude Opus 5), reviewed before opening.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01U7CBg11prhLimL9iHSX1bP
2026-07-28 16:44:39 -05:00

12 KiB
Raw Blame History

Spawn atlas

Status: Data pipeline landed on edge (website #112); API and client pages follow in a second PR. 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_VERSION bump 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 live champ.update feed in shard_champs is 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 the admin panel (second PR), 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():

  1. The highest-priority named region whose rectangle contains the point. Ties break toward the smallest rect, so a specific room wins over the dungeon-wide rect enclosing it.
  2. Otherwise the nearest landmark within the landmark radius (200 tiles by default), labelled by its group ("Covetous"), not its individual marker ("Level 1").
  3. 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 BACKEND_DESIGN.md.

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 01 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 TRUNCATETRUNCATE 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 — operator-supplied, never shipped

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.

The atlas is fully functional as text. shard_spawn_creatures.art is nullable and is NULL on every fresh import; pages render without images, which is the normal and supported state, not a degraded one.

An operator who wants art:

  1. Extracts it from their own client files (UOFiddler, ClassicUO tooling, or any art extractor).
  2. Drops the images under server/uploads/atlas/.
  3. Copies server/db/data/spawnAtlas.art.example.json to spawnAtlas.art.json and maps creature slugs to file names.
  4. Restarts, or runs npm run atlas:import -- --force.

Both spawnAtlas.art.json and server/uploads/ are gitignored, so neither the map nor the images can be committed by accident.

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/*.xml and ChampionSpawns.xml genuinely 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/*.xml never 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> is Type:MX=n:SB=… segments joined by :OBJ=. Split on :OBJ= first — a naive split(':') shreds it. A single Trammel point carries six types.