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 §6's now-superseded passages — the artifact bullet, the payload budget, the operator re-run story — are marked rather than deleted, so the reasoning stays legible.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
262 lines
12 KiB
Markdown
262 lines
12 KiB
Markdown
# Spawn atlas
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**Status:** Data pipeline landed on `edge` (website [#112](https://gitea.whitlocktech.com/RunicGateway/website/pulls/112)); API and client pages follow in a second PR.
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**Design:** [`docs/link/v3.md` §6](../link/v3.md) — Protocol 3.0 Part C.
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The spawn atlas is a browsable catalogue of what the shard *contains*: which
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creatures spawn, where, how many, and which champion altars are configured. It
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answers "where do I find a lizardman?" with **"Shrines, Yew, Isamu-Jima"** rather
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than with a list of raw coordinates.
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## Two things that shape the whole design
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**The shard's ServUO tree is the single source of truth.** Nothing is
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precomputed and committed to the repository. A shard's maps change over its
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lifetime — facets get added, replaced, or renamed — and a snapshot in the repo
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would silently drift from the world players actually see. The atlas is therefore
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re-derived from the tree **on every server boot**.
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**Facets are not a fixed list.** Nothing in the codebase names Felucca, Trammel,
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or any other stock facet. The facet set is whatever the shard's own files
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declare, discovered at parse time. A shard running entirely custom maps gets
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exactly the same treatment as a stock one, with no code change.
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## What it is not
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The atlas is **static shard content, not live shard state.**
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- It does **not** come from the sidecar. Nothing here touches the bridge, and
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there is no event kind, no wire change and no `PROTOCOL_VERSION` bump for it.
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Part C is website-only.
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- It stays fully populated while the shard is down.
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- Its champion table (`shard_champion_spawns`) is the *configured roster* —
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"there is an Unholy Terror altar in Deceit". The live `champ.update` feed in
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`shard_champs` is the separate, sidecar-fed answer to "it is on level 3 right
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now". Both exist; do not conflate them.
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Routes live at `/api/v1/public/atlas`, deliberately **not** under `/shard`,
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because `/shard/*` means sidecar-dependent.
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## Configuring the tree
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The website needs to be able to *read* the ServUO tree — same host, a bind mount,
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or a shared volume. Two ways to point at it, the setting winning over the
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environment:
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| Source | Notes |
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| `spawn_atlas_servuo_path` setting | Admin-editable; changes take effect on the next refresh without a redeploy |
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| `SERVUO_PATH` env var | The deploy-time default, since the path usually describes a mount the deployment sets up |
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With neither set the atlas is simply skipped — the site runs normally without
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one.
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## The boot path
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On every start the server hashes the source files and compares them against what
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is loaded. Unchanged (the normal case on a restart) costs one read pass, ~120 ms,
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and no database write. A real change costs a ~400 ms parse and a reload.
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Two contracts govern it:
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**1. It never blocks startup.** No configured path, an unreadable mount, a
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malformed file, a database error — every one is caught and logged, and the site
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comes up serving whatever atlas it already had.
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**2. A facet disappearing is never applied automatically.** Losing a facet looks
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exactly like a half-copied or mid-update tree, and boot cannot tell that apart
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from a real map change. That refresh is *staged* for a human instead. Everything
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else — new facets, renamed regions, changed spawns — applies immediately, since
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none of it can destroy something an operator would miss.
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```
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boot
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└─ path configured? no ──▶ skip
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└─ tree readable? no ──▶ warn, carry on
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└─ hashes changed? no ──▶ done (nothing parsed)
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└─ parse
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└─ a facet would be removed?
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no ──▶ import
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yes ──▶ stage for admin review; atlas unchanged
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```
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### Approving or rejecting a staged refresh
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Only the *decision* is stored, never the parsed world — a few KB of source hashes
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plus the facet diff. Approving **re-parses** the tree, so what lands matches the
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tree at approval time rather than at boot, and a multi-megabyte blob never sits
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in the database.
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A rejection is remembered against those exact source hashes, so a declined
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refresh does not re-prompt on every restart. Change the tree and the hashes
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differ, which asks again.
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From the admin panel (second PR), or from the CLI:
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```bash
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cd website/server
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npm run atlas:import -- --status # what is loaded, and what is pending
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npm run atlas:import -- --approve # apply the staged refresh
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npm run atlas:import -- --reject # keep the current atlas, dismiss it
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```
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## The CLI
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The server refreshes itself on boot, so this is for applying a map change
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*without* a restart, and for the approve/reject flow above.
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```bash
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npm run atlas:import # import if the tree differs
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npm run atlas:import -- --servuo <path> # override the path for this run
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npm run atlas:import -- --force # reimport even if unchanged
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```
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`--servuo` is a per-run override and deliberately does **not** persist — changing
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where the atlas permanently reads from is an admin action, not a side effect of a
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one-off import.
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## Sources
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| File | Count (stock ServUO 57.4) | Used for |
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|---|---|---|
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| `Spawns/*.xml` | 13 files, ~10.5 MB | Every spawner: location, size, delays, time-of-day, creature types |
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| `Data/Regions.xml` | 129 KB, nested | Named regions and their rectangles |
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| `Data/Locations/*.xml` | 6 files | Landmarks (dungeon levels, town markers) |
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| `Config/ChampionSpawns.xml` | 4.8 KB | Configured champion altars |
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**A stock tree has 13 spawn files but only 6 facets.** `Eodon.xml`,
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`GravewaterLake.xml`, `TreasuresOfKotl.xml` and the other named-area files hold
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TerMur/Trammel points. The facet always comes from each record's own `<Map>`,
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never from the file name.
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## How a coordinate becomes a place name
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This is the transform the atlas exists for, in `resolveRegion()`:
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1. The highest-`priority` named region whose rectangle contains the point. Ties
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break toward the **smallest** rect, so a specific room wins over the
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dungeon-wide rect enclosing it.
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2. Otherwise the nearest landmark within the landmark radius (200 tiles by
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default), labelled by its **group** ("Covetous"), not its individual marker
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("Level 1").
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3. Otherwise `"Wilderness"`.
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The radius cap in step 2 is what keeps step 3 reachable. Without it the nearest
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landmark is always *some* landmark however far away, and open countryside gets
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labelled with a dungeon on the far side of the map.
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Against stock ServUO this resolves **83.2%** of points (5,369 of 6,455): 3,681 by
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region, 1,688 by landmark, 1,086 Wilderness.
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## Three quirks in the source data
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Each of these is silent if unhandled — the atlas still builds, it is just wrong.
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**Facet names disagree between sources.** `Data/Locations/*.xml` spells them
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`Ter Mur` and `Tokuno Islands`, while `<Map>` and `<Facet name>` say `TerMur` and
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`Tokuno`. Unreconciled, the landmark bucket is keyed differently from the points
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looking it up, so the fallback never fires and every unregioned spawn on those
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facets reads "Wilderness".
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This is reconciled **by matching, not by a lookup table** — there is no list of
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facet names anywhere. `facetKey()` collapses spelling differences (lowercase,
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alphanumerics only), and `resolveFacetName()` matches a loose spelling against
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the canonical set discovered from the shard's own spawn and region data, by exact
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key then by prefix in either direction. A name matching nothing keeps its own
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name: forcing a wrong match would file a real custom facet's landmarks under the
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wrong facet, which is worse than leaving it alone.
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**Spawn type tokens carry XmlSpawner directives.** The `<Objects2>` type is not
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always a bare class name:
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```
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Fairy,{RND,4,8} alchemist/z/-50 Agralem/Name/Agralem
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GargishRouser,1 greatape,true GargishRefugee/hue/34532
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```
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Taken literally these invent creatures that do not exist *and* split real ones in
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two, because `Fairy` and `Fairy,{RND,4,8}` slug apart into separate entries. 71 of
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845 were affected. Everything from the first `/` or `,` is stripped, leaving 800
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real creatures.
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**Case is inconsistent across files.** The same creature is `Lizardman` in one
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file and `lizardman` in another. Slugging collapses them correctly, but the
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display name is chosen deterministically — most common spelling wins, ties break
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to the more capitalised form, then alphabetically — because otherwise it would
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depend on file read order and change on an unrelated restart.
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## Tables
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All are **import-owned**: a refresh empties and reloads them in one transaction,
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so a failed reload leaves the previous atlas intact rather than a half-loaded
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world. Nothing else writes to them and nothing holds a foreign key to them — no
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FKs at all, consistent with every other `shard_*` table. Full column listings in
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[`BACKEND_DESIGN.md`](BACKEND_DESIGN.md).
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| Table | Rows (stock) | Notes |
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| `shard_spawn_creatures` | 800 | `slug` PK; `total` = sum of each type's own max; nullable `art` |
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| `shard_spawn_points` | 6,455 | `spawn_range`, since `range` is reserved in MariaDB |
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| `shard_spawn_point_types` | 23,927 | The many-to-many; one spawner commonly carries six types |
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| `shard_regions` | 387 | Flattened out of the nesting; `rects` JSON |
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| `shard_landmarks` | 558 | `grp`, since `group` is reserved in SQL |
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| `shard_champion_spawns` | 25 | Configured altars, not the live feed |
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| `shard_atlas_meta` | 1 | Singleton; source hashes, for the change check |
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| `shard_atlas_pending` | 0–1 | Singleton; a staged refresh awaiting admin review |
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`shard_spawn_creatures.name` carries a plain `INDEX`, deliberately **not
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`FULLTEXT`**: ~800 rows makes a `LIKE` scan free, and FULLTEXT's minimum token
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length would break searches for names like "orc".
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The reload uses `DELETE`, not `TRUNCATE` — `TRUNCATE` is DDL in MariaDB and would
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implicitly commit, defeating the all-or-nothing guarantee. Point ids are assigned
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explicitly rather than left to `AUTO_INCREMENT`, because the join rows need them
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and `conn.batch()` reports no usable `insertId`.
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## Artwork — operator-supplied, never shipped
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**This project ships no creature art and no extraction tooling, and never will.**
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UO sprites live in the operator's own client `.mul`/`.uop` files. They are the
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operator's, not ours to redistribute.
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The atlas is fully functional as text. `shard_spawn_creatures.art` is nullable
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and is NULL on every fresh import; pages render without images, which is the
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normal and supported state, not a degraded one.
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An operator who wants art:
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1. Extracts it from **their own** client files (UOFiddler, ClassicUO tooling, or
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any art extractor).
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2. Drops the images under `server/uploads/atlas/`.
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3. Copies `server/db/data/spawnAtlas.art.example.json` to `spawnAtlas.art.json`
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and maps creature slugs to file names.
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4. Restarts, or runs `npm run atlas:import -- --force`.
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Both `spawnAtlas.art.json` and `server/uploads/` are gitignored, so neither the
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map nor the images can be committed by accident.
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## Code layout
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| File | Role |
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| `src/utils/spawnAtlasParse.js` | **Pure and fs-free** parsers, so CI covers them with no ServUO tree. Zero dependencies. |
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| `src/utils/spawnAtlasSource.js` | The only thing that reads a ServUO tree; shared by the boot path and the CLI |
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| `src/model/shardAtlas/shardAtlas.db.js` | The one-transaction replace |
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| `src/model/shardAtlas/shardAtlas.model.js` | The refresh decision, staging, approve/reject |
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| `scripts/importSpawnAtlas.js` | Thin CLI over the model |
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Parsing notes:
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- `Regions.xml`, `Locations/*.xml` and `ChampionSpawns.xml` genuinely nest, and
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get a small hand-rolled **subset** tokenizer — elements, attributes,
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self-closing tags, comments, the XML declaration, CDATA, and the five
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predefined entities plus numeric refs. It is not a general-purpose XML parser
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and must not be reused as one.
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- The ~10.5 MB of `Spawns/*.xml` never touches that tokenizer. Those records are
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flat, so they get a streaming regex sweep instead; a DOM would allocate a node
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per element across ~40 fields on every record to keep 14 of them. **Do not put
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the Points files through a DOM parser.**
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- `<Objects2>` is `Type:MX=n:SB=…` segments joined by `:OBJ=`. Split on `:OBJ=`
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*first* — a naive `split(':')` shreds it. A single Trammel point carries six
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types.
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