Phase 3: polled sweeps (vitals, house decay, economy)

BridgeSweeps runs three repeating Core-thread timers for the state that has no
EventSink. Cost measured in Phase 1 is why they can run on the main thread: a
full pass of all three is well under a millisecond at the seeded scale.

  - Vitals: online players only. Small and volatile; the sidecar diffs snapshots.
    Offline characters do not move, so they are served on demand as full profiles
    instead, not swept.
  - House decay: emits only on a level transition. A silent baseline on
    ServerStarted records every house's current stage, so a restart does not
    re-announce them. Payload carries from/to, coords, nested ban location,
    region, sign name, owner serial+account, and built/refreshed timestamps, all
    null-guarded.
  - Economy supply: periodic sum of every account's currency as a snapshot. The
    level; AccountGoldChange and the vendor events are the flow.

All three re-arm on `[bridge reload`; `[bridge sweepnow` runs one of each on
demand; `[bridge status` reports sweep counters. Sweeps skip emitting while the
sidecar is disconnected, since their state is perishable and re-emitted next
tick anyway (unlike events, which queue through an outage).

Verified on the seeded world with 8s intervals: baseline recorded 29 houses
silently, a probe bumped one Somewhat->Fairly, and the next sweep emitted exactly
one house.decay and none for the other 28. Economy emitted a supply snapshot per
interval. Vitals emitted nothing, correctly, since all seeded characters are
offline. Evidence in docs/PLAN.md §13.

Adds tools/scaffolding/BridgeSweepProbe.cs (never deployed) to force a decay
transition on demand.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 10:59:21 -05:00
parent d5035cb6c6
commit afc97c414e
6 changed files with 389 additions and 4 deletions

View File

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using System;
using System.Collections.Generic;
using Server.Multis;
namespace Server.Custom
{
/// <summary>
/// Forces a house-decay transition so the decay sweep's transition detection can be
/// observed without waiting out a real 1224 h IDOC stage.
///
/// After the bridge takes its silent baseline on ServerStarted, this bumps one condemned
/// seeded house one stage further with SetDynamicDecay. The next decay sweep should see the
/// level change and emit exactly one house.decay.
///
/// Test scaffolding. Never deployed. Only meaningful against the seeded world.
/// </summary>
public static class BridgeSweepProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.SweepProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(6.0), Run);
}
private static void Run()
{
try
{
BaseHouse target = null;
DecayLevel current = DecayLevel.Ageless;
// Find a house already decaying (not Ageless/LikeNew), so a bump is a real move.
foreach (var h in BaseHouse.AllHouses)
{
if (h == null || h.Deleted)
continue;
var lvl = h.DecayLevel;
if (lvl == DecayLevel.Greatly || lvl == DecayLevel.Fairly || lvl == DecayLevel.Somewhat)
{
target = h;
current = lvl;
break;
}
}
if (target == null)
{
Console.WriteLine("[SweepProbe] no decaying house found to bump");
return;
}
var next = current + 1; // e.g. Somewhat -> Fairly -> Greatly -> IDOC
Console.WriteLine("[SweepProbe] bumping house 0x{0:X} from {1} to {2}",
target.Serial.Value, current, next);
target.SetDynamicDecay(next);
Console.WriteLine("[SweepProbe] done; the next decay sweep should emit house.decay");
}
catch (Exception ex)
{
Console.WriteLine("[SweepProbe] FAILED: " + ex);
}
}
}
}