3 Commits

Author SHA1 Message Date
Claude
6138ba8c65 chore: add open-source governance files (GPLv3 + contributing docs)
Add standard open-source project files:
- LICENSE.md — GNU GPL v3.0 or later (verbatim)
- CONTRIBUTING.md — setup, workflow, and required AI-usage disclosure
- CONTRIBUTORS.md — maintainers, contributors, AI-assistance policy
- CODE_OF_CONDUCT.md — Contributor Covenant 2.1
- SECURITY.md — private vulnerability reporting
- .gitea/ISSUE_TEMPLATE/* + PULL_REQUEST_TEMPLATE.md
- README: License section (Copyright (C) 2026 Runic Gateway)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XmHdsbnLzDMAVQkAoTQSBe
2026-07-18 19:10:58 -05:00
a7bf3c7bb1 Merge pull request 'chore: extract ServUO plugin to RunicGateway/servuo-plugins' (#11) from chore/extract-servuo-plugins into main
All checks were successful
Release sidecar / release (push) Successful in 18s
Reviewed-on: #11
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-18 07:35:49 +00:00
21d5de9fd4 chore: extract ServUO plugin to RunicGateway/servuo-plugins
The C# ServUO plugin (overlay/, patches/, deploy.ps1, tools/) has been
extracted with full history via git filter-repo into the new
RunicGateway/servuo-plugins repo. This repo is now the Rust sidecar only.

Rewrite the README to be sidecar-focused: related-repos table, build/run,
and a deployment/compatibility section describing the runtime protocol
relationship with the plugin. No source cross-references existed between the
two halves, so nothing else needed repointing.

Plugin repo: https://gitea.whitlocktech.com/RunicGateway/servuo-plugins
2026-07-18 00:58:32 -05:00
54 changed files with 1132 additions and 7500 deletions

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---
name: Bug report
about: Report something that is broken or behaving unexpectedly
title: "[bug] "
labels:
- bug
---
## Summary
<!-- A clear, concise description of the bug. -->
## Steps to reproduce
1.
2.
3.
## Expected behavior
<!-- What you expected to happen. -->
## Actual behavior
<!-- What actually happened. Include exact error messages and logs if you have them. -->
## Environment
- Component / repo:
- Version or commit:
- OS / runtime (Node, Rust, ServUO, browser…):
- Deployment (Docker Compose, local dev, bare metal…):
## Additional context
<!-- Screenshots, config (with secrets redacted), anything else that helps. -->
<!--
Security issue? Do NOT file it here. See SECURITY.md and email
whitlocktech@gmail.com instead.
-->

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blank_issues_enabled: true
contact_links:
- name: Security vulnerability
url: https://gitea.whitlocktech.com/RunicGateway/link/src/branch/main/SECURITY.md
about: Please do not open a public issue for security problems — report them privately by email instead (see SECURITY.md).

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---
name: Feature request
about: Suggest an idea, enhancement, or new capability
title: "[feature] "
labels:
- enhancement
---
## Problem / motivation
<!-- What are you trying to do? What's missing or painful today? -->
## Proposed solution
<!-- What you'd like to see happen. -->
## Alternatives considered
<!-- Other approaches you thought about, and why you prefer the one above. -->
## Additional context
<!-- Mockups, links, related issues, affected component/repo, etc. -->

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<!--
Thanks for contributing to Runic Gateway!
Please fill out the sections below and check every box before requesting review.
-->
## What & why
<!-- What does this PR change, and why? Link any related issue: "Closes #123". -->
## How it was tested
<!-- Commands you ran, manual steps, screenshots. -->
## Checklist
- [ ] I have read [CONTRIBUTING.md](CONTRIBUTING.md).
- [ ] The change builds and existing tests/checks pass locally.
- [ ] I have added or updated tests/docs where it makes sense.
- [ ] My commits are reasonably scoped with clear messages.
## AI-assisted contributions (required)
This project **requires disclosure of AI tool usage**. Please pick one:
- [ ] No AI tools were used to produce this contribution.
- [ ] AI tools were used. Tool(s): `___________`. I have reviewed and understand
every change, and take responsibility for it. AI-authored commits are
marked with a `Co-Authored-By` / `Assisted-By` trailer.
## License
- [ ] I agree that my contribution is licensed under this project's license
(**GNU GPL v3.0 or later**), and I have the right to contribute it.

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# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, caste, color, religion, or sexual
identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the overall
community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or advances of
any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email address,
without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official email address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
**whitlocktech@gmail.com**.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series of
actions.
**Consequence**: A warning with consequences for continued behavior. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or permanent
ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behavior, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within the
community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.1, available at
[https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
Community Impact Guidelines were inspired by
[Mozilla's code of conduct enforcement ladder][Mozilla CoC].
For answers to common questions about this code of conduct, see the FAQ at
[https://www.contributor-covenant.org/faq][FAQ]. Translations are available at
[https://www.contributor-covenant.org/translations][translations].
[homepage]: https://www.contributor-covenant.org
[v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
[Mozilla CoC]: https://github.com/mozilla/diversity
[FAQ]: https://www.contributor-covenant.org/faq
[translations]: https://www.contributor-covenant.org/translations

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# Contributing to Runic Gateway — uo-link sidecar
Thanks for your interest in contributing! This repo is the **Rust sidecar** half
of the game bridge: it terminates the loopback link from the ServUO shard and
exposes the WebSocket + REST API the website consumes.
By participating you agree to abide by our
[Code of Conduct](CODE_OF_CONDUCT.md).
## Ways to contribute
- **Report a bug** or **request a feature** through the
[issue tracker](https://gitea.whitlocktech.com/RunicGateway/link/issues)
(issue templates are provided).
- **Improve the code or docs** by opening a pull request (see below).
- **Never** report a security vulnerability in a public issue — see
[SECURITY.md](SECURITY.md). The sidecar is the only network-facing part of the
bridge, so its security matters.
## Development setup
**Prerequisites:** a recent stable Rust toolchain (install via
[rustup](https://rustup.rs/)).
The sidecar is a standard cargo crate under `sidecar/`:
```bash
cd sidecar
cp sidecar.toml.example sidecar.toml # then edit
cargo build --release # binary at target/release/uo-link-sidecar
cargo run --release
```
See [`sidecar/README.md`](sidecar/README.md) for configuration and the wire
protocol. The loopback JSON protocol shared with the ServUO plugin
([RunicGateway/servuo-plugins](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins))
is a **compatibility contract** — the canonical spec lives in the
[docs repo](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link).
If you change an event or command, keep both sides and the spec in sync.
### Checks
Please make sure the crate builds cleanly and is formatted and lint-clean before
opening a PR:
```bash
cargo fmt --all
cargo clippy --all-targets -- -D warnings
cargo test
cargo build --release
```
## Branch & PR workflow
1. Branch from `main` with a descriptive name
(`feature/…`, `fix/…`, `docs/…`, `chore/…`).
2. Keep changes focused; small PRs are easier to review.
3. Push and open a pull request against `main`. Fill out the PR template,
including the **AI-assisted contributions** disclosure.
4. A maintainer will review; address feedback with follow-up commits.
### Commit messages
We use [Conventional Commits](https://www.conventionalcommits.org/) —
`type(scope): summary`. Note the release workflow
(`.gitea/workflows/release.yml`) derives versions from conventional commits on
`main`, so accurate `feat:` / `fix:` prefixes matter here.
## AI-assisted contributions (disclosure required)
This project is developed openly with AI assistance, and we ask the same
transparency of everyone. **If you used an AI tool** (Claude, Copilot, ChatGPT,
Cursor, etc.) to help produce a contribution, you must disclose it:
- Tick the AI-usage box in the pull-request template and name the tool(s).
- Mark AI-authored commits with a trailer, e.g.
`Co-Authored-By: Claude <noreply@anthropic.com>` or `Assisted-By: <tool>`.
- You remain responsible for every line you submit: review it, understand it,
and make sure it is correct and that you have the right to contribute it.
Disclosed AI assistance is welcome. Undisclosed AI-generated contributions are
not, and may be closed.
## License
Runic Gateway is licensed under the **GNU General Public License v3.0 or later**
(see [LICENSE.md](LICENSE.md)). By submitting a contribution you agree that it is
licensed under the same terms (inbound = outbound) and that you have the right to
contribute it.

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# Contributors
Runic Gateway is built and maintained by the people and tools listed here.
Thank you to everyone who has contributed.
## Maintainers
- **whitlocktech** &lt;whitlocktech@gmail.com&gt; — project lead and maintainer
## Contributors
<!--
Add yourself here when your contribution is merged — alphabetical by name or
handle. One line each:
- **Name or handle** (optional link) — what you contributed
-->
- _Your name could be here — see [CONTRIBUTING.md](CONTRIBUTING.md)._
## AI-assisted development
Parts of Runic Gateway were developed with the assistance of AI coding tools,
including **Claude** (Anthropic) via Claude Code. AI-assisted commits are
attributed in their commit trailers (e.g. `Co-Authored-By: Claude ...`).
In keeping with this project's transparency policy, **all contributors must
disclose their use of AI tools** on any contribution — see the
"AI-assisted contributions" section of [CONTRIBUTING.md](CONTRIBUTING.md).
Disclosed AI assistance is welcome; undisclosed AI-generated contributions are
not.

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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The licenses for most software and other practical works are designed
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123
README.md
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@@ -1,98 +1,81 @@
# uo-link
# uo-link — Rust sidecar
ServUO ⇄ Rust sidecar bridge. The shard emits newline-delimited JSON over a loopback TCP socket; the sidecar owns the WebSocket the website consumes.
The **Rust sidecar** half of the Runic Gateway bridge. The ServUO shard dials out to this sidecar
over a loopback TCP socket (newline-delimited JSON); the sidecar owns the WebSocket + REST API the
website consumes, along with auth, buffering, and fan-out.
```
ServUO plugin (C#, net48) ──loopback TCP, newline-JSON──► Rust sidecar ──WebSocket/JSON──► website
(Core-thread reads) ◄──inbound commands─────────────┘ (owns WS, auth, buffering, fan-out)
(RunicGateway/servuo-plugins) >>> THIS REPO <<<
```
The shard never speaks WebSocket. Every world read happens on the Core thread; the socket is touched only by a dedicated writer thread draining a bounded queue.
The shard never speaks WebSocket and exposes no port of its own — the sidecar is the only
network-facing component, which is what keeps the game unreachable from the internet.
## Documentation
## Related repos
All project documentation now lives in the central **[RunicGateway/docs](https://gitea.whitlocktech.com/RunicGateway/docs)** repo, under [`link/`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link) (design docs, integration guide, protocol spec, research — with full history preserved). Individual docs are linked inline below and referenced throughout the source.
| Repo | What |
|------|------|
| **this**`RunicGateway/link` | The Rust sidecar (`sidecar/`). |
| [RunicGateway/servuo-plugins](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins) | The **C# ServUO plugin** — the shard side of the bridge (`overlay/`, `patches/`, `deploy.ps1`, test scaffolding). |
| [RunicGateway/docs](https://gitea.whitlocktech.com/RunicGateway/docs) | All project documentation — design docs, protocol spec, integration guide, research. |
## Layout
| Path | What |
|------|------|
| `overlay/` | Mirrors the ServUO server root. Everything here — and **only** this — copies over an install. |
| `patches/` | Unified diffs against stock ServUO for files we must modify rather than add. |
| `sidecar/` | The Rust sidecar: terminates the loopback link to the shard, exposes WS + REST to the website. See `sidecar/README.md`. |
| `tools/` | Never deployed. Test scaffolding and anything else that must not reach a server. |
| [INTEGRATION.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/INTEGRATION.md) | **Website integration guide** — the WebSocket feed, REST endpoints, auth, event catalog, and examples. Start here to build the front end. |
| [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) | Implementation plan, measured performance budget, and the full data catalog. |
| [RESEARCH.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/RESEARCH.md) | Original source-level research. Partly superseded — see the corrections table in `PLAN.md` §8. |
| [SHARD_PREREQS.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/SHARD_PREREQS.md) | Repairs the target shard needed before any of this could load. |
| `deploy.ps1` | Copies `overlay/` into a server root. `-Verify` diffs instead of writing. |
| `sidecar/` | The Rust sidecar crate — terminates the loopback link to the shard, exposes WS + REST to the website. See [`sidecar/README.md`](sidecar/README.md). |
| `.gitea/workflows/release.yml` | Builds + releases the sidecar binary (Linux + Windows) on every merge to `main`. |
Anything under `overlay/` is authoritative. Do not edit files in the server tree directly — edit here and deploy.
## Build & run
## Deploy
The sidecar is a standard cargo crate:
```powershell
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo -Verify # show what would change
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo # write
```bash
cd sidecar
cargo build --release # binary at target/release/uo-link-sidecar
cp sidecar.toml.example sidecar.toml # then edit
cargo run --release
```
## Status
`.gitea/workflows/release.yml` cross-compiles Linux + Windows binaries and cuts a Gitea release on
every merge to `main` (conventional-commit versioning). See [`sidecar/README.md`](sidecar/README.md)
for configuration and the wire protocol.
| Phase | State |
|------:|-------|
| 0 — build fix (`Scripts.csproj`) | **done, verified end-to-end** |
| 1 — transport (`BridgeLink`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §11** |
| 2 — event streams (`BridgeEvents`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §12** |
| 3 — sweeps (`BridgeSweeps`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §13** |
| 4 — request/response (`BridgeRequests`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §14** |
| 5 — `[link` account linking (`BridgeAccountLink`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §15** |
| 6 — town-crier inbound (`BridgeTownCrier`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §16** |
| 7 — `PlayerVendorSale` core event (`patches/` + `BridgeVendorSale`) | **done, acceptance in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §17** |
## Deployment & compatibility
Every phase on the ServUO side is complete. Phases 06 are drop-in (`overlay/`); Phase 7 is the one core change, shipped as `patches/`. Remaining work is the Rust sidecar.
The plugin ([RunicGateway/servuo-plugins](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins))
and this sidecar are deployed **together** but built **independently**:
Cheat-detection signals are not a separate phase — they are folded into the streams above: `cheat.fastwalk`, `audit.set`, `audit.command`, and `vendor.sale` (buyer + owner for laundering detection).
- The **plugin** is deployed as source into the ServUO server root and compiled by ServUO at boot —
no build artifact, no CI build.
- The **sidecar** is a standalone Rust binary released from this repo.
## Phase 0 — what it fixes
The only coupling is the **loopback JSON protocol** (the shard dials `127.0.0.1`). Compatibility is a
protocol concern, not a build-order one — keep the event/command catalog in sync across the two
repos. Canonical spec:
[PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §5/§7 and
[INTEGRATION.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/INTEGRATION.md).
Because a wedged or absent sidecar cannot stall the shard, either side can be deployed or restarted
independently.
`ScriptCompiler.Compile()` runs `dotnet build Scripts/Scripts.csproj -c Release`, prints the output, and **never checks the exit code**, then `Assembly.LoadFrom("Scripts.dll")` and returns `true`. Because that build passed no `Platform`, MSBuild defaulted to `AnyCPU`, and `Scripts.csproj` gated both `OutputPath` and `DefineConstants` on `Configuration|Platform == Release|x64`. So:
---
- the DLL landed in `Scripts/bin/Release/` while the core loads `Scripts.dll` from the base directory, and
- `TRACE;NEWTIMERS;ServUO` went undefined, so XmlSpawner compiled its non-ServUO branches.
## License
Runtime script compilation therefore had no effect, silently. `overlay/Scripts/Scripts.csproj` conditions both property groups on `Configuration` alone.
Runic Gateway is free software, licensed under the **GNU General Public License
v3.0 or later** — see [LICENSE.md](LICENSE.md).
`Server.csproj` is deliberately left alone: nothing under `Server/` uses those symbols, and giving it `OutputPath=..\` would make the boot-time build try to overwrite the running `ServUO.exe`.
Copyright (C) 2026 Runic Gateway
## The plugin (Phase 1)
This program is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later
version. It is distributed WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
`overlay/Scripts/Custom/Bridge/`:
| File | Responsibility |
|------|----------------|
| `BridgeConfig.cs` | Reads `Config/Bridge.cfg` in `Configure()`, before `World.Load`. |
| `BridgeJson.cs` | Outbound JSON by hand (Core thread, so no reflection serializer). Inbound via `JavaScriptSerializer`. |
| `BridgeLink.cs` | The socket. Link thread owns it; a bounded drop-oldest queue fronts it; a reader thread marshals inbound lines to the Core thread. |
| `BridgeBoot.cs` | Lifecycle, inbound dispatch, `[bridge status\|reload\|ping]`. |
| `BridgeEvents.cs` | EventSink subscriptions (Phase 2). Read-only, player-filtered, never emits secrets. |
| `BridgeSweeps.cs` | Polled streams (Phase 3): vitals, house decay on transition, economy supply. Core-thread timers. |
| `BridgeProfile.cs` | Read-model builders (Phase 4): full character profile, account roster. Core-thread reads. |
| `BridgeRequests.cs` | Inbound request handlers (Phase 4): `char.request`, `account.roster`, `vendor.snapshot`, with `bridge.error` replies. |
| `BridgeAccountLink.cs` | `[link` account linking (Phase 5): one-time code, `link.confirm`, `WebsiteUserId` account tag. |
| `BridgeTownCrier.cs` | Town-crier news (Phase 6): inbound `towncrier.add` / `remove` into the global crier list, with abuse caps. |
`Emit()` is called from the Core thread. It enqueues and returns — it never touches the socket, never blocks, never allocates a syscall. **A wedged or absent sidecar cannot stall the shard**, and that is the property everything else depends on.
## Testing
`tools/stub_sidecar.ps1` is a loopback listener that logs every line the shard sends. Run it, boot the shard, watch `server.hello` arrive. It survives a just-killed instance (SO_REUSEADDR) and won't die on a transient error.
```powershell
.\tools\stub_sidecar.ps1 -Port 7788 -Log .\sidecar.log
```
`tools/stub_sidecar_request.ps1` additionally *sends* inbound requests (`char.request`, `account.roster`, `vendor.snapshot`, plus an error case) right after the shard connects, and logs the replies — the harness used to validate Phase 4.
Note: the throwaway PowerShell sidecars are fragile — they get reaped and contend on their log file. The real Rust sidecar replaces them; don't read their flakiness as a shard problem. The shard buffers non-perishable events through any outage and reconnects on its own (observed reconnecting 5× unattended in one session).
`tools/scaffolding/` holds the world seeder and the performance probe. Neither is deployed — `deploy.ps1` only copies `overlay/`. They produced the budget in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §1. See `tools/scaffolding/README.md`.
Contributions are welcome — please read [CONTRIBUTING.md](CONTRIBUTING.md) (note
the **AI-usage disclosure** requirement) and our
[Code of Conduct](CODE_OF_CONDUCT.md). Report vulnerabilities privately per
[SECURITY.md](SECURITY.md).

50
SECURITY.md Normal file
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@@ -0,0 +1,50 @@
# Security Policy
Thank you for helping keep Runic Gateway and its users safe.
## Reporting a vulnerability
**Please do not report security vulnerabilities through public issues, pull
requests, or the wiki.** A public report tips off attackers before a fix is
available.
Instead, report privately by email to:
**whitlocktech@gmail.com**
Please include as much of the following as you can:
- The repository and component affected.
- The type of issue (e.g. authentication bypass, injection, secret exposure,
remote code execution, denial of service).
- Step-by-step instructions to reproduce, and a proof-of-concept if you have one.
- The impact — what an attacker could do with it.
- Any suggested remediation.
You will receive an acknowledgement of your report, typically within a few days.
We will keep you informed as we investigate and work toward a fix, and we are
happy to credit you in the release notes once the issue is resolved (let us know
if you would prefer to remain anonymous).
## Scope
Runic Gateway is a self-hosted platform made up of several components:
| Component | Repo | Network exposure |
|---|---|---|
| Website (site + admin + API) | `RunicGateway/website` | Internet-facing (behind a reverse proxy) |
| uo-link sidecar | `RunicGateway/link` | The only network-facing part of the game bridge |
| ServUO plugin | `RunicGateway/servuo-plugins` | Loopback only — dials the sidecar on `127.0.0.1` |
| Documentation | `RunicGateway/docs` | Content only |
Because instances are self-hosted, the security of any given deployment also
depends on how it is configured and operated — strong secrets (`JWT_SECRET`,
`SECRET_ENC_KEY`, database and admin passwords), a correctly configured reverse
proxy and `TRUST_PROXY`, and keeping the shard itself unreachable from the
internet (only the sidecar should be exposed). See each repo's README for the
security model.
## Supported versions
This project is developed continuously and does not maintain long-term release
branches. Security fixes land on `main`; please run a recent build.

View File

@@ -1,75 +0,0 @@
<#
.SYNOPSIS
Copies overlay/ into a ServUO server root.
.DESCRIPTION
overlay/ mirrors the server root exactly, so deployment is a straight file copy.
Nothing is deleted from the server; this only adds or overwrites.
Run with -Verify first. It reports what would change and touches nothing.
.EXAMPLE
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo -Verify
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo
#>
[CmdletBinding()]
param(
[Parameter(Mandatory = $true)]
[string] $ServerPath,
[switch] $Verify
)
$ErrorActionPreference = 'Stop'
$overlay = Join-Path $PSScriptRoot 'overlay'
if (-not (Test-Path $overlay)) { throw "overlay/ not found next to deploy.ps1" }
if (-not (Test-Path $ServerPath)) { throw "server path not found: $ServerPath" }
# ServUO.exe holds a lock on Scripts.dll and writes Saves/ on exit. Never deploy under it.
if (Get-Process -Name ServUO -ErrorAction SilentlyContinue) {
throw "ServUO is running. Stop it before deploying."
}
function Get-Sha([string] $path) {
if (-not (Test-Path $path)) { return $null }
return (Get-FileHash $path -Algorithm SHA256).Hash
}
$added = 0; $changed = 0; $same = 0
Get-ChildItem $overlay -Recurse -File | ForEach-Object {
$rel = $_.FullName.Substring($overlay.Length + 1)
$dst = Join-Path $ServerPath $rel
$srcHash = Get-Sha $_.FullName
$dstHash = Get-Sha $dst
if ($null -eq $dstHash) {
$state = 'ADD '; $added++
} elseif ($srcHash -ne $dstHash) {
$state = 'CHANGE '; $changed++
} else {
$state = 'same '; $same++
}
if ($state -ne 'same ') {
Write-Output "$state $rel"
}
if (-not $Verify -and $state -ne 'same ') {
$parent = Split-Path $dst -Parent
if (-not (Test-Path $parent)) { New-Item -ItemType Directory -Force -Path $parent | Out-Null }
Copy-Item $_.FullName -Destination $dst -Force
}
}
Write-Output ""
if ($Verify) {
Write-Output "VERIFY only. add=$added change=$changed unchanged=$same (nothing written)"
} else {
Write-Output "deployed. add=$added change=$changed unchanged=$same"
Write-Output ""
Write-Output "Scripts.csproj changed => next boot rebuilds Scripts.dll (Compiler.cfg Dynamic=True)."
}

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@@ -1,116 +0,0 @@
# uo-link bridge settings.
#
# Key scope is the filename: Bridge.cfg + StatSweepSeconds => "Bridge.StatSweepSeconds".
# Read in Configure(), which runs before World.Load.
# Loopback only. The socket being local is the trust boundary for inbound commands;
# if the sidecar ever moves off-host, add a shared secret first.
Host=127.0.0.1
Port=7788
# Outbound queue cap. On overflow the plugin drops oldest and counts the drops,
# because a stalled sidecar must never OOM the shard.
QueueCap=10000
# Sweep intervals, seconds. Measured on a 150-character shard: a vitals sweep costs
# 0.0015 ms/char, so 1000 online players is ~1.5 ms per sweep. See https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §1.
StatSweepSeconds=30
DecaySweepSeconds=60
EconomySweepSeconds=300
# Champion-spawn board poll. ChampionSpawn has no EventSink, so every spawn is diffed on
# this interval to emit champ.update on any status/level/kills/boss change. The world holds
# only a handful of spawns, so the pass is trivial; 5-10s is well within site tolerance.
ChampSweepSeconds=10
# Help-page queue poll. The in-game page queue has no EventSink, so it is diffed on this
# interval to emit page.new / page.closed / page.updated. A few seconds is fine for a
# support queue; the full open queue is also available on demand via pages.snapshot.
PageSweepSeconds=5
# Guild roster poll (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md Part B). Guilds expose only EventSink.JoinGuild, so
# create/disband/leave/leader/alliance changes are found by diffing BaseGuild.List on this
# interval (emit guild.update / guild.remove). Guild membership moves slowly; 60s is ample.
GuildSweepSeconds=60
# Town-governor poll. Each city's Governor / election is diffed on this interval to emit
# city.update on change. Governors turn over on the order of weeks, so a slow sweep is fine.
# Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled).
CitySweepSeconds=300
# Presence poll. Online population (total, per-facet, per-region) is snapshotted on this
# interval and emitted as presence.online only when it changes. Region transitions come
# through separately in real time as region.enter (EventSink.OnEnterRegion).
PresenceSweepSeconds=30
# Housing registry poll. Every house is diffed on this interval to emit house.update /
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
HousingSweepSeconds=300
# Shown to a player when they run [link. The website page where they enter the code.
LinkUrl=https://yoursite/link
# Town-crier news pushed from the website. Caps are defense in depth on top of the
# loopback trust boundary: a buggy or compromised sidecar still cannot flood the criers.
TownCrierMaxLines=6
TownCrierMaxLineLength=200
TownCrierMaxActive=20
TownCrierMaxDurationSec=86400
# Town Cryer news gump. Website articles (news.add) become entries in the modern Town
# Cryer News gump (TownCryerSystem.NewsEntries), separate from the scrolling-crier lines
# above. The article title is also proclaimed by the criers (announce defaults on). Caps
# are defense in depth on top of the loopback trust boundary.
NewsMaxTitleLength=100
NewsMaxBodyLength=2000
NewsMaxExternal=20
NewsAnnounceDurationSec=300
# Admin write plane (staff moderation from the website). OFF by default: the whole
# feature is opt-in per shard. When enabled, inbound admin.* commands (kick/ban/unban/
# broadcast) are honored. Authorization is enforced on the website; the shard trusts the
# loopback socket and applies a hard floor below.
AdminWriteEnabled=false
# The one shard-side safety floor. An admin.* command refuses any target whose AccessLevel
# is at or above this, so even a compromised sidecar can never touch the Owner. Values are
# AccessLevel names (Player, VIP, Counselor, Decorator, Spawner, GameMaster, Seer,
# Administrator, Developer, CoOwner, Owner). Default CoOwner => only Owner/CoOwners shielded.
AdminAccessFloor=CoOwner
# Defense-in-depth caps on admin.* payloads (mirroring the town-crier caps).
AdminBroadcastMaxLength=300
AdminReasonMaxLength=400
# Clamp on a timed ban's duration, seconds. A ban with no/zero duration is indefinite.
AdminBanMaxDurationSec=31536000
# Account provisioning (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md Part A). Which side may mint game accounts:
# website — the website is the authority; pair with Accounts.AutoCreateAccounts=false
# (else an in-game login of any new name still mints an account).
# game — the game server is the authority; website account.create is refused.
# hybrid — either side may create (the default).
# The bridge governs only the account.create verb; the in-game first-login auto-create is
# the core Accounts.AutoCreateAccounts setting, which you pair with the mode above. On boot
# the bridge warns if the two contradict. An unrecognized value here falls back to 'game'
# (the safest — no website creation).
SignupMode=hybrid
# Master switch for the account.create verb. Absent, it follows the mode (on unless
# SignupMode=game). Set explicitly to force it on or off regardless of mode.
AccountCreateEnabled=true
# Fail closed if account.create omits a usable browser IP. The per-IP cap
# (Accounts.AccountsPerIp) only means something if a missing/loopback IP is refused rather
# than waved through. Turn off only for a deployment that deliberately does not cap website
# signups by IP (MaxAccountsPerIP still applies in-game either way).
RequireIpForCreate=true
# Length caps on a website-supplied username / password, checked before the account is made.
AccountNameMaxLength=16
AccountPasswordMaxLength=30
# The test scaffolding in tools/scaffolding/ reads its own flags from this file
# (SeedOnStart, CensusOnStart, ProbeOnStart). They are absent here on purpose:
# Config.Get returns the default of false when a key is missing, so a deployed
# server never runs the scaffolding even if its .cs files are present.

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@@ -1,298 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Accounting;
using Server.Commands;
namespace Server.Custom.Bridge
{
/// <summary>
/// Ties a game account to a website account.
///
/// Flow:
/// 1. In game, the player runs [link. The shard mints a short, one-time, expiring code,
/// holds it in memory keyed to their account, and emits link.request to the sidecar.
/// 2. The player enters that code on the website. The website tells the sidecar, which
/// sends link.confirm inbound.
/// 3. The shard validates the code, writes Account tag "WebsiteUserId", drops the code,
/// and replies link.ok. The tag persists to accounts.xml across restarts.
///
/// The code table and the account write both live on the Core thread. The websiteUserId in
/// link.confirm is trusted only because the socket is loopback-only (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §2); if the
/// sidecar ever moves off-host, gate it behind a shared secret.
/// </summary>
public static class BridgeAccountLink
{
private const string Tag = "WebsiteUserId";
// Unambiguous alphabet: no O/0, I/1, so a player reading a code aloud can't get it wrong.
private const string Alphabet = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
private const int CodeLength = 6;
private static readonly TimeSpan CodeTtl = TimeSpan.FromMinutes(5);
private static readonly TimeSpan RequestCooldown = TimeSpan.FromSeconds(30);
private sealed class Pending
{
public string Account;
public DateTime Expires;
}
// code -> pending link. Core-thread only.
private static readonly Dictionary<string, Pending> _codes =
new Dictionary<string, Pending>(StringComparer.OrdinalIgnoreCase);
// account -> last [link time, to rate-limit code spam.
private static readonly Dictionary<string, DateTime> _lastRequest =
new Dictionary<string, DateTime>(StringComparer.OrdinalIgnoreCase);
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
CommandSystem.Register("link", AccessLevel.Player, OnLinkCommand);
CommandSystem.Register("unlink", AccessLevel.Player, OnUnlinkCommand);
BridgeBoot.RegisterHandler("link.confirm", OnLinkConfirm);
// Purge expired codes so an unconfirmed spam of [link cannot grow the table forever.
Timer.DelayCall(TimeSpan.FromMinutes(1.0), TimeSpan.FromMinutes(1.0), PurgeExpired);
}
/// <summary>Reads the linked website id for an account, or null. Used to enrich events.</summary>
public static string WebIdFor(Account acct)
{
if (acct == null)
return null;
return acct.GetTag(Tag);
}
// ---- [link ----
[Usage("link")]
[Description("Links this game account to your website account via a one-time code.")]
private static void OnLinkCommand(CommandEventArgs e)
{
RequestLink(e.Mobile);
}
/// <summary>
/// Mints a one-time code for the mobile's account and emits link.request. This is the
/// body of the [link command, exposed so it can be driven in tests without a client.
/// </summary>
public static void RequestLink(Mobile m)
{
if (m == null)
return;
var acct = m.Account as Account;
if (acct == null)
{
m.SendMessage("Bridge: no account on this character.");
return;
}
var existing = acct.GetTag(Tag);
if (existing != null)
{
m.SendMessage("Your account is already linked to website user {0}.", existing);
return;
}
DateTime last;
if (_lastRequest.TryGetValue(acct.Username, out last) && DateTime.UtcNow - last < RequestCooldown)
{
m.SendMessage("Please wait a moment before requesting another link code.");
return;
}
// One outstanding code per account: drop any prior code so only the newest works.
DropCodesFor(acct.Username);
var code = MintCode();
_codes[code] = new Pending { Account = acct.Username, Expires = DateTime.UtcNow + CodeTtl };
_lastRequest[acct.Username] = DateTime.UtcNow;
BridgeLink.Emit(BridgeJson.Begin("link.request")
.Str("code", code)
.Str("account", acct.Username)
.Str("char", m.Name)
.Num("ttlSec", (long)CodeTtl.TotalSeconds)
.End());
var url = BridgeConfig.LinkUrl;
m.SendMessage(0x35, "Link code: {0}", code);
m.SendMessage("Enter it at {0} within {1} minutes to link your account.",
url, (int)CodeTtl.TotalMinutes);
}
// ---- [unlink ----
[Usage("unlink")]
[Description("Unlinks this game account from your website account.")]
private static void OnUnlinkCommand(CommandEventArgs e)
{
Unlink(e.Mobile);
}
/// <summary>
/// Clears the WebsiteUserId tie from the caller's own account and tells the sidecar, so
/// the website can reconcile a player-initiated unlink. Player-scoped (own account only),
/// so it needs no access floor. After unlinking, [link works again.
/// </summary>
public static void Unlink(Mobile m)
{
if (m == null)
return;
var acct = m.Account as Account;
if (acct == null)
{
m.SendMessage("Bridge: no account on this character.");
return;
}
var existing = acct.GetTag(Tag);
if (existing == null)
{
m.SendMessage("Your account is not linked to a website account.");
return;
}
acct.RemoveTag(Tag);
DropCodesFor(acct.Username); // drop any pending codes so nothing dangles
BridgeLink.Emit(BridgeJson.Begin("account.unlinked")
.Str("origin", "in-game")
.Str("account", acct.Username)
.Str("websiteUserId", existing)
.Str("char", m.Name)
.End());
m.SendMessage(0x40, "Your account is no longer linked to website user {0}.", existing);
}
// ---- inbound link.confirm ----
private static void OnLinkConfirm(Dictionary<string, object> o)
{
var code = BridgeJson.GetString(o, "code");
var webId = BridgeJson.GetString(o, "websiteUserId");
if (code == null || webId == null)
{
Reply("link.error", null, null, "malformed link.confirm");
return;
}
Pending pending;
if (!_codes.TryGetValue(code, out pending))
{
Reply("link.error", code, null, "unknown or expired code");
return;
}
_codes.Remove(code);
if (DateTime.UtcNow > pending.Expires)
{
Reply("link.error", code, pending.Account, "code expired");
return;
}
var acct = Accounting.Accounts.GetAccount(pending.Account) as Account;
if (acct == null)
{
Reply("link.error", code, pending.Account, "account no longer exists");
return;
}
// Persisted to accounts.xml on the next world save.
acct.SetTag(Tag, webId);
DropCodesFor(pending.Account);
Reply("link.ok", code, pending.Account, null, webId);
NotifyOnline(acct, webId);
}
// ---- helpers ----
private static void Reply(string kind, string code, string account, string reason, string webId = null)
{
var sb = BridgeJson.Begin(kind);
if (code != null) sb.Str("code", code);
if (account != null) sb.Str("account", account);
if (webId != null) sb.Str("websiteUserId", webId);
if (reason != null) sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
private static void NotifyOnline(Account acct, string webId)
{
for (int i = 0; i < acct.Length; i++)
{
var m = acct[i];
if (m != null && m.NetState != null)
m.SendMessage(0x40, "Your account is now linked to website user {0}.", webId);
}
}
private static string MintCode()
{
// Avoid a collision with an outstanding code, though at 32^6 it is astronomically rare.
for (int attempt = 0; attempt < 8; attempt++)
{
var chars = new char[CodeLength];
for (int i = 0; i < CodeLength; i++)
chars[i] = Alphabet[Utility.Random(Alphabet.Length)];
var code = new string(chars);
if (!_codes.ContainsKey(code))
return code;
}
// Fall back to a guaranteed-unique code.
return "L" + DateTime.UtcNow.Ticks.ToString("X").Substring(0, CodeLength - 1);
}
private static void DropCodesFor(string account)
{
var doomed = new List<string>();
foreach (var kv in _codes)
{
if (String.Equals(kv.Value.Account, account, StringComparison.OrdinalIgnoreCase))
doomed.Add(kv.Key);
}
foreach (var c in doomed)
_codes.Remove(c);
}
private static void PurgeExpired()
{
try
{
var now = DateTime.UtcNow;
var doomed = new List<string>();
foreach (var kv in _codes)
{
if (now > kv.Value.Expires)
doomed.Add(kv.Key);
}
foreach (var c in doomed)
_codes.Remove(c);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] link purge threw: {0}", ex.Message);
}
}
}
}

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@@ -1,281 +0,0 @@
using System;
using System.Collections.Generic;
using System.Net;
using Server.Accounting;
using Server.Misc;
namespace Server.Custom.Bridge
{
/// <summary>
/// The account provisioning plane (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md Part A): website-driven account
/// creation and unlinking. Companion to BridgeAccountLink (the in-game [link flow), which
/// is unchanged.
///
/// account.create — mint a game account and link it to a website user in one step.
/// account.unlink — sever the WebsiteUserId tie from the website side.
///
/// Both handlers run on the Core thread (BridgeBoot marshals inbound lines through
/// Timer.DelayCall first), so they touch accounts freely.
///
/// Trust model matches the admin plane (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/ADMIN_CONTROLS.md §5): authorization lives on
/// the website; the shard trusts the loopback + token socket and a required "actor" field.
/// The one shard-side floor on unlink is BridgeAdmin.Protected — a protected staff account is
/// never unlinkable from the web. The whole create plane is opt-in via SignupMode /
/// AccountCreateEnabled.
/// </summary>
public static class BridgeAccounts
{
private const string Tag = "WebsiteUserId";
// Mirrors AccountHandler.m_ForbiddenChars so a website-created name behaves exactly like an
// in-game one (AccountHandler.cs). Kept local because that array is private.
private static readonly char[] ForbiddenChars =
{
'<', '>', ':', '"', '/', '\\', '|', '?', '*', ' '
};
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("account.create", OnCreate);
BridgeBoot.RegisterHandler("account.unlink", OnUnlink);
}
// ---- account.create ----
/// <summary>
/// Creates a game account and links it to the given website user. Refused unless the
/// signup mode allows website creation. Enforces the same username/password character
/// safety and per-IP cap as ServUO's in-game create path; the password never leaves the
/// process in any reply, audit, or log.
/// </summary>
private static void OnCreate(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "create";
if (!BridgeConfig.AccountCreateEnabled || BridgeConfig.Signup == SignupMode.Game)
{
Err(reqId, action, "signups disabled for this mode");
return;
}
if (String.IsNullOrEmpty(actor) || actor.Trim().Length == 0)
{
Err(reqId, action, "missing actor");
return;
}
var account = BridgeJson.GetString(o, "account");
var password = BridgeJson.GetString(o, "password");
var webId = BridgeJson.GetString(o, "websiteUserId");
var ipStr = BridgeJson.GetString(o, "ip");
if (String.IsNullOrEmpty(account))
{
Err(reqId, action, "missing account");
return;
}
if (String.IsNullOrEmpty(password))
{
Err(reqId, action, "missing password");
return;
}
if (String.IsNullOrEmpty(webId))
{
Err(reqId, action, "missing websiteUserId");
return;
}
if (account.Length > BridgeConfig.AccountNameMaxLength ||
password.Length > BridgeConfig.AccountPasswordMaxLength)
{
Err(reqId, action, "username or password too long");
return;
}
if (!IsSafeUsername(account) || !IsSafePassword(password))
{
Err(reqId, action, "invalid username/password");
return;
}
// Collision: the only correct resolution of a website/in-game race for a name.
if (Accounts.GetAccount(account) != null)
{
Err(reqId, action, "account already exists");
return;
}
// Per-IP cap. Fail closed on a missing/loopback IP when RequireIpForCreate — loopback is
// exempt in IPLimiter, so accepting it would silently bypass the cap.
IPAddress ip;
bool haveIp = TryParseIp(ipStr, out ip);
if (BridgeConfig.RequireIpForCreate && (!haveIp || IPAddress.IsLoopback(ip)))
{
Err(reqId, action, "client ip required");
return;
}
if (haveIp && !AccountHandler.CanCreate(ip))
{
Err(reqId, action, "ip account limit reached");
return;
}
// Create + link. new Account self-registers (Accounts.Add) and hashes the password per
// the shard's ProtectPasswords; LogAccess records the IP and bumps IPTable exactly as an
// in-game first-login does; the tag persists on the next world save.
var acct = new Account(account, password);
if (haveIp)
acct.LogAccess(ip);
acct.SetTag(Tag, webId);
Console.WriteLine("[Bridge][account] web:{0} create {1} websiteUserId={2} ip={3}",
actor, account, webId, haveIp ? ip.ToString() : "-");
BridgeLink.Emit(AuditBegin(action, actor, account)
.Str("websiteUserId", webId)
.End());
var sb = BridgeJson.Begin("account.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action).Str("account", account).Str("websiteUserId", webId);
BridgeLink.Emit(sb.End());
}
// ---- account.unlink ----
/// <summary>
/// Removes the WebsiteUserId tie from an account. Symmetric with the in-game [unlink; the
/// Owner floor keeps a protected staff account unreachable from the web.
/// </summary>
private static void OnUnlink(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "unlink";
if (String.IsNullOrEmpty(actor) || actor.Trim().Length == 0)
{
Err(reqId, action, "missing actor");
return;
}
var acct = BridgeAdmin.ResolveTargetAccount(o);
if (acct == null)
{
Err(reqId, action, "unknown or accountless target");
return;
}
if (BridgeAdmin.Protected(acct))
{
Err(reqId, action, "target is protected staff; refused");
return;
}
var existing = acct.GetTag(Tag);
if (existing == null)
{
Err(reqId, action, "not linked");
return;
}
acct.RemoveTag(Tag);
Console.WriteLine("[Bridge][account] web:{0} unlink {1} (was websiteUserId={2})",
actor, acct.Username, existing);
BridgeLink.Emit(AuditBegin(action, actor, acct.Username)
.Str("websiteUserId", existing)
.End());
var sb = BridgeJson.Begin("account.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action).Str("account", acct.Username);
BridgeLink.Emit(sb.End());
}
// ---- helpers ----
private static void Err(string reqId, string action, string reason)
{
var sb = BridgeJson.Begin("account.error");
if (reqId != null) sb.Str("reqId", reqId);
if (action != null) sb.Str("action", action);
sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
/// <summary>
/// Opens an account.audit frame (origin=web) broadcast to every dashboard, parallel to
/// admin.audit. Never carries the password.
/// </summary>
private static System.Text.StringBuilder AuditBegin(string action, string actor, string target)
{
return BridgeJson.Begin("account.audit")
.Str("origin", "web")
.Str("action", action)
.Str("actor", "web:" + actor)
.Str("target", target);
}
/// <summary>Mirrors the username safety rules in AccountHandler.CreateAccount.</summary>
private static bool IsSafeUsername(string un)
{
if (un.StartsWith(" ") || un.EndsWith(" ") || un.EndsWith("."))
return false;
for (int i = 0; i < un.Length; i++)
{
char c = un[i];
if (c < 0x20 || c >= 0x7F || IsForbidden(c))
return false;
}
return true;
}
/// <summary>Mirrors the password safety rules in AccountHandler.CreateAccount.</summary>
private static bool IsSafePassword(string pw)
{
for (int i = 0; i < pw.Length; i++)
{
char c = pw[i];
if (c < 0x20 || c >= 0x7F)
return false;
}
return true;
}
private static bool IsForbidden(char c)
{
for (int i = 0; i < ForbiddenChars.Length; i++)
if (c == ForbiddenChars[i])
return true;
return false;
}
private static bool TryParseIp(string s, out IPAddress ip)
{
ip = null;
if (String.IsNullOrEmpty(s))
return false;
return IPAddress.TryParse(s.Trim(), out ip);
}
}
}

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@@ -1,364 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Accounting;
using Server.Network;
namespace Server.Custom.Bridge
{
/// <summary>
/// The staff write plane: moderation actions the website drives against the live shard.
/// Phase 1 verbs are admin.kick, admin.ban, admin.unban, admin.broadcast.
///
/// Every handler runs on the Core thread (BridgeBoot marshals inbound lines through
/// Timer.DelayCall first), so they may touch accounts, mobiles, and the network freely.
///
/// Trust model (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/ADMIN_CONTROLS.md §5): authorization is enforced on the *website* —
/// these commands are gated there behind admin/moderator roles. The shard trusts the
/// loopback socket exactly as town-crier does, and applies inbound commands with an implicit
/// CoOwner authority. Its one hard floor is <see cref="Protected"/>: a command refuses any
/// target at or above BridgeConfig.AdminAccessFloor (default CoOwner), so a compromised or
/// buggy sidecar can never ban, kick, or otherwise touch the Owner.
///
/// The whole plane is opt-in: nothing here acts unless BridgeConfig.AdminWriteEnabled is set.
/// Attribution rides on a required "actor" field (the website staff user); every applied
/// action logs to the console and emits an admin.audit event the website persists.
/// </summary>
public static class BridgeAdmin
{
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("admin.kick", OnKick);
BridgeBoot.RegisterHandler("admin.ban", OnBan);
BridgeBoot.RegisterHandler("admin.unban", OnUnban);
BridgeBoot.RegisterHandler("admin.broadcast", OnBroadcast);
}
// ---- admin.kick ----
/// <summary>Disconnects every live session of the target account. Target by serial or account.</summary>
private static void OnKick(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "kick";
if (!Ready(reqId, action, actor))
return;
var acct = ResolveTargetAccount(o);
if (acct == null)
{
Err(reqId, action, "unknown or accountless target");
return;
}
if (Protected(acct))
{
Err(reqId, action, "target is protected staff; refused");
return;
}
int kicked = KickAccountSessions(acct);
var reason = Reason(o);
Log(actor, action, acct.Username, reason);
BridgeLink.Emit(AuditBegin(action, actor, acct.Username)
.Num("sessions", kicked)
.Str("reason", reason)
.End());
var sb = BridgeJson.Begin("admin.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action).Str("target", acct.Username).Num("sessions", kicked);
BridgeLink.Emit(sb.End());
}
// ---- admin.ban ----
/// <summary>
/// Bans an account (offline-capable) and disconnects any live sessions. A positive
/// durationSec makes it a timed ban that auto-expires; zero/absent is indefinite. Mirrors
/// the in-game [ban path (KickCommand), but takes the duration explicitly instead of a gump.
/// </summary>
private static void OnBan(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "ban";
if (!Ready(reqId, action, actor))
return;
var acct = ResolveTargetAccount(o);
if (acct == null)
{
Err(reqId, action, "unknown or accountless target");
return;
}
if (Protected(acct))
{
Err(reqId, action, "target is protected staff; refused");
return;
}
int durationSec = BridgeJson.GetInt(o, "durationSec", 0);
if (durationSec < 0)
durationSec = 0;
if (durationSec > BridgeConfig.AdminBanMaxDurationSec)
durationSec = BridgeConfig.AdminBanMaxDurationSec;
if (durationSec > 0)
acct.SetBanTags(null, DateTime.UtcNow, TimeSpan.FromSeconds(durationSec));
else
acct.SetUnspecifiedBan(null); // clears any prior duration tags -> indefinite
// SetBanTags/SetUnspecifiedBan(null) clear the BanDealer tag; set our own attribution.
acct.SetTag("BanDealer", WebActor(actor));
acct.Banned = true;
int kicked = KickAccountSessions(acct);
var reason = Reason(o);
Log(actor, action, acct.Username, reason);
BridgeLink.Emit(AuditBegin(action, actor, acct.Username)
.Num("durationSec", durationSec)
.Num("sessions", kicked)
.Str("reason", reason)
.End());
var sb = BridgeJson.Begin("admin.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action).Str("target", acct.Username).Num("durationSec", durationSec).Num("sessions", kicked);
BridgeLink.Emit(sb.End());
}
// ---- admin.unban ----
private static void OnUnban(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "unban";
if (!Ready(reqId, action, actor))
return;
var acct = ResolveTargetAccount(o);
if (acct == null)
{
Err(reqId, action, "unknown or accountless target");
return;
}
acct.Banned = false;
acct.SetUnspecifiedBan(null); // clears BanTime/BanDuration/BanDealer tags
var reason = Reason(o);
Log(actor, action, acct.Username, reason);
BridgeLink.Emit(AuditBegin(action, actor, acct.Username)
.Str("reason", reason)
.End());
Ok(reqId, action, acct.Username);
}
// ---- admin.broadcast ----
private static void OnBroadcast(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var actor = BridgeJson.GetString(o, "actor");
const string action = "broadcast";
if (!Ready(reqId, action, actor))
return;
var text = BridgeJson.GetString(o, "text");
if (String.IsNullOrEmpty(text))
{
Err(reqId, action, "missing text");
return;
}
if (text.Length > BridgeConfig.AdminBroadcastMaxLength)
text = text.Substring(0, BridgeConfig.AdminBroadcastMaxLength);
// Default to the staff-broadcast green; callers may override.
int hue = BridgeJson.GetInt(o, "hue", 0x35);
World.Broadcast(hue, false, text);
Log(actor, action, null, text);
BridgeLink.Emit(AuditBegin(action, actor, null)
.Num("hue", hue)
.Str("text", text)
.End());
var sb = BridgeJson.Begin("admin.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action);
BridgeLink.Emit(sb.End());
}
// ---- shared prologue / replies ----
/// <summary>Common gate: the write plane must be enabled and an actor must be present.</summary>
private static bool Ready(string reqId, string action, string actor)
{
if (!BridgeConfig.AdminWriteEnabled)
{
Err(reqId, action, "admin write plane disabled");
return false;
}
if (String.IsNullOrEmpty(actor) || actor.Trim().Length == 0)
{
Err(reqId, action, "missing actor");
return false;
}
return true;
}
private static void Ok(string reqId, string action, string target)
{
var sb = BridgeJson.Begin("admin.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action);
if (target != null) sb.Str("target", target);
BridgeLink.Emit(sb.End());
}
private static void Err(string reqId, string action, string reason)
{
var sb = BridgeJson.Begin("admin.error");
if (reqId != null) sb.Str("reqId", reqId);
if (action != null) sb.Str("action", action);
sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
/// <summary>
/// Opens an admin.audit frame (origin=web) with the common fields. Broadcast to every
/// connected dashboard so the website's moderation log stays complete regardless of which
/// client issued the action. The in-game counterpart (origin=in-game) is emitted from
/// BridgeEvents; see https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/ADMIN_CONTROLS.md §5.5.
/// </summary>
private static System.Text.StringBuilder AuditBegin(string action, string actor, string target)
{
return BridgeJson.Begin("admin.audit")
.Str("origin", "web")
.Str("action", action)
.Str("actor", WebActor(actor))
.Str("target", target);
}
private static string WebActor(string actor)
{
return "web:" + actor;
}
/// <summary>Reads and length-clamps the optional reason string.</summary>
private static string Reason(Dictionary<string, object> o)
{
var reason = BridgeJson.GetString(o, "reason");
if (reason != null && reason.Length > BridgeConfig.AdminReasonMaxLength)
reason = reason.Substring(0, BridgeConfig.AdminReasonMaxLength);
return reason;
}
private static void Log(string actor, string action, string target, string detail)
{
Console.WriteLine("[Bridge][admin] {0} {1} target={2} detail={3}",
WebActor(actor), action, target ?? "-", detail ?? "-");
}
// ---- target resolution & floor ----
/// <summary>
/// Resolves the command's target account, by "serial" (a player mobile's account) or by
/// "account" (username). Returns null if neither resolves to a real account. Public so the
/// account plane (unlink) resolves targets the same way the moderation plane does.
/// </summary>
public static Account ResolveTargetAccount(Dictionary<string, object> o)
{
var serialStr = BridgeJson.GetString(o, "serial");
if (serialStr != null)
{
var m = ResolveSerial(serialStr);
return m == null ? null : m.Account as Account;
}
var acctName = BridgeJson.GetString(o, "account");
return acctName == null ? null : Accounts.GetAccount(acctName) as Account;
}
/// <summary>
/// The one shard-side safety floor. Protects any account whose effective access level —
/// the account's own or the highest of its characters' — is at or above the configured
/// floor. Even under CoOwner authority the Owner is never reachable from the web. Public
/// so the account plane (unlink) enforces the identical floor.
/// </summary>
public static bool Protected(Account acct)
{
var lvl = acct.AccessLevel;
for (int i = 0; i < acct.Length; i++)
{
var m = acct[i];
if (m != null && m.AccessLevel > lvl)
lvl = m.AccessLevel;
}
return lvl >= BridgeConfig.AdminAccessFloor;
}
/// <summary>
/// Disconnects every live NetState bound to this account. Enumerating NetState.Instances
/// (rather than walking the account's characters) also catches a session parked at
/// character-select, which has an account but no mobile yet. Snapshot first, since Dispose
/// mutates the instance set.
/// </summary>
private static int KickAccountSessions(Account acct)
{
var doomed = new List<NetState>();
foreach (var ns in NetState.Instances)
{
if (ns != null && ns.Account == acct)
doomed.Add(ns);
}
foreach (var ns in doomed)
ns.Dispose();
return doomed.Count;
}
private static Mobile ResolveSerial(string serialStr)
{
try
{
var s = serialStr.Trim();
int value;
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
value = Convert.ToInt32(s.Substring(2), 16);
else
value = Convert.ToInt32(s, 10);
return World.FindMobile(value);
}
catch
{
return null;
}
}
}
}

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@@ -1,210 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Commands;
namespace Server.Custom.Bridge
{
/// <summary>
/// Lifecycle wiring. Boot order (Server/Main.cs:544-562, all on the Core thread):
///
/// Configure() -> World.Load() -> Initialize() -> EventSink.ServerStarted
///
/// Config is read in Configure. Handlers are attached in Initialize. The socket opens on
/// ServerStarted, once the world is actually there to describe.
///
/// EventSink.Shutdown does NOT fire on a crash (Server/Main.cs:198,313), so the sidecar
/// must treat socket EOF as normal and re-handshake rather than waiting for a goodbye.
/// </summary>
public static class BridgeBoot
{
private static readonly Dictionary<string, Action<Dictionary<string, object>>> _handlers =
new Dictionary<string, Action<Dictionary<string, object>>>(StringComparer.Ordinal);
/// <summary>
/// Identifies this run of the shard. It is stable across sidecar reconnects and changes
/// on every shard restart, which is how the sidecar tells "I reconnected" (keep my
/// cached state) from "the shard restarted" (discard it).
/// </summary>
private static string _bootId;
public static void Configure()
{
BridgeConfig.Configure();
}
public static void Initialize()
{
if (!BridgeConfig.Enabled)
{
Console.WriteLine("[Bridge] disabled by config");
return;
}
CommandSystem.Register("bridge", AccessLevel.Administrator, Bridge_OnCommand);
RegisterHandler("ping", OnPing);
BridgeLink.InboundLine += OnInboundLine;
BridgeLink.Connected_Core += EmitHello;
EventSink.ServerStarted += OnServerStarted;
EventSink.Shutdown += OnShutdown;
EventSink.Crashed += OnCrashed;
Console.WriteLine("[Bridge] {0}", BridgeConfig.Describe());
}
/// <summary>Handlers run on the Core thread. They may touch the world freely.</summary>
public static void RegisterHandler(string kind, Action<Dictionary<string, object>> handler)
{
_handlers[kind] = handler;
}
private static void OnServerStarted()
{
_bootId = Guid.NewGuid().ToString("N");
BridgeLink.Start();
}
/// <summary>
/// Core thread, once per connection. The sidecar restarts independently of the shard,
/// so this is sent on every connect rather than once at boot — otherwise a sidecar that
/// came up second would never learn which shard it is talking to.
/// </summary>
private static void EmitHello()
{
BridgeLink.Emit(BridgeJson.Begin("server.hello")
.Str("shard", Server.Misc.ServerList.ServerName)
.Str("bootId", _bootId)
.Num("connects", BridgeLink.Connects)
.Num("items", World.Items.Count)
.Num("mobiles", World.Mobiles.Count)
.Num("accounts", Accounting.Accounts.Count)
.End());
}
private static void OnShutdown(ShutdownEventArgs e)
{
BridgeLink.Emit(BridgeJson.Begin("server.shutdown").End());
// Stop() joins the link thread for up to 2s, which gives the writer a chance to drain
// the goodbye. Best effort: the sidecar must not depend on receiving it.
BridgeLink.Stop();
}
private static void OnCrashed(CrashedEventArgs e)
{
try
{
BridgeLink.Emit(BridgeJson.Begin("server.crashed")
.Str("error", e.Exception == null ? null : e.Exception.Message)
.End());
BridgeLink.Stop();
}
catch
{
// The process is already going down. Never make a crash worse.
}
}
/// <summary>Core thread, one call per inbound line.</summary>
private static void OnInboundLine(string line)
{
var obj = BridgeJson.Parse(line);
if (obj == null)
{
Console.WriteLine("[Bridge] malformed inbound line, ignoring");
return;
}
var kind = BridgeJson.GetString(obj, "kind");
if (kind == null)
return;
Action<Dictionary<string, object>> handler;
if (!_handlers.TryGetValue(kind, out handler))
{
Console.WriteLine("[Bridge] no handler for inbound kind '{0}'", kind);
return;
}
handler(obj);
}
private static void OnPing(Dictionary<string, object> o)
{
var sb = BridgeJson.Begin("pong");
var id = BridgeJson.GetString(o, "id");
if (id != null)
sb.Str("id", id);
BridgeLink.Emit(sb.End());
}
[Usage("bridge [status | reload | ping | sweepnow]")]
[Description("Inspects and controls the sidecar link.")]
private static void Bridge_OnCommand(CommandEventArgs e)
{
var arg = e.Length > 0 ? e.GetString(0).ToLowerInvariant() : "status";
switch (arg)
{
case "reload":
BridgeConfig.Load();
BridgeSweeps.Rearm();
BridgePages.Rearm();
BridgeChamps.Rearm();
BridgeSocial.Rearm();
BridgeGovernance.Rearm();
BridgePresence.Rearm();
BridgeHousing.Rearm();
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect.");
break;
case "ping":
BridgeLink.Emit(BridgeJson.Begin("ping").End());
e.Mobile.SendMessage("Bridge: ping queued.");
break;
case "sweepnow":
BridgeSweeps.SweepOnce();
BridgeChamps.SweepOnce();
BridgeSocial.SweepOnce();
BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce();
BridgeHousing.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
break;
default:
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage(
"Bridge: connected={0} depth={1} sent={2} dropped={3} received={4} connects={5} writeErrors={6}",
BridgeLink.Connected, BridgeLink.Depth, BridgeLink.Sent, BridgeLink.Dropped,
BridgeLink.Received, BridgeLink.Connects, BridgeLink.WriteErrors);
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
break;
}
}
}
}

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@@ -1,287 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Engines.CannedEvil;
using Server.Engines.MiniChamps;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// The champion-spawn stream. Like the streams in <see cref="BridgeSweeps"/>, this is polled:
/// none of the three champion families expose an EventSink, so their whole lifecycle lives
/// inside a per-second SliceTimer and is invisible to a subscriber. Instead we enumerate them
/// each tick, fold each to a small record, and emit `champ.update` only when that record
/// changes. A 5-10s sweep is well within the site's tolerance and the world holds only a
/// handful of spawns, so the pass is trivially cheap.
///
/// Three families, distinguished by the `category` field:
/// champion - ChampionSpawn: the classic Felucca-style altar (type/level/kills/boss/cooldown)
/// mini - MiniChamp: the TerMur mini-champ controller (type/level, auto-restarts)
/// sea - BaseSeaChampion: a High Seas world boss Mobile, alive only while summoned
///
/// Status folds public fields into three values (no core patch needed):
/// active - running / alive
/// cooldown - stopped but a restart is pending (ChampionSpawn: RestartTime ahead; MiniChamp:
/// inactive, since it always re-arms a restart)
/// dormant - stopped with nothing scheduled (ChampionSpawn only; a GM must turn it on)
///
/// The sidecar keeps the latest record per serial as a live board. A permanent controller's
/// row lives as long as the item; a transient sea boss is removed with `champ.remove` when it
/// dies or despawns. A (re)connection clears the diff cache (see OnConnected) so the next
/// sweep re-emits every spawn in full, rebuilding a sidecar that restarted on its own.
/// </summary>
public static class BridgeChamps
{
private static Timer _timer;
// Last-emitted signature per tracked serial. A serial absent from this map has never been
// emitted (or the cache was cleared on reconnect), so its next sweep counts as a change.
// Item and Mobile serials occupy disjoint ranges, so one map safely spans all three families.
private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
private static long _sweeps, _emitted, _removed;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
// Re-emit the full board whenever the sidecar (re)connects, so a sidecar that restarted
// independently of the shard rebuilds its state within one sweep.
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_last.Clear();
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.ChampSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.ChampSweepSeconds),
ChampSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("champs(sweeps={0} emitted={1} removed={2} tracked={3})",
_sweeps, _emitted, _removed, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
ChampSweep();
}
private static void ChampSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
var seen = new HashSet<Serial>();
foreach (var s in World.Items.Values.OfType<ChampionSpawn>())
{
if (s.Deleted)
continue;
Track(seen, s.Serial, SigChampion(s), WriteChampion(s));
}
foreach (var s in World.Items.Values.OfType<MiniChamp>())
{
if (s.Deleted)
continue;
Track(seen, s.Serial, SigMini(s), WriteMini(s));
}
foreach (var b in World.Mobiles.Values.OfType<BaseSeaChampion>())
{
if (b.Deleted || !b.Alive)
continue;
Track(seen, b.Serial, SigSea(b), WriteSea(b));
}
// Anything tracked last sweep but not seen now has gone away (a controller deleted, a
// sea boss slain). Tell the sidecar to drop its board row.
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var serial in gone)
{
_last.Remove(serial);
BridgeLink.Emit(BridgeJson.Begin("champ.remove").Ser("serial", serial).End());
_removed++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] champ sweep threw: {0}", ex.Message);
}
}
/// <summary>Records a spawn as seen and emits it only if its signature changed since last sweep.</summary>
private static void Track(HashSet<Serial> seen, Serial serial, string sig, string line)
{
seen.Add(serial);
string prior;
if (_last.TryGetValue(serial, out prior) && prior == sig)
return; // unchanged since last emit
_last[serial] = sig;
BridgeLink.Emit(line);
_emitted++;
}
// ---- ChampionSpawn (classic) ----
private static string StatusOf(ChampionSpawn s)
{
if (s.Active)
return "active";
if (s.RestartTime > DateTime.UtcNow)
return "cooldown";
return "dormant";
}
// The volatile fields that define a meaningful change. Kept in sync with WriteChampion so the
// site never misses a level, a kill-count tick, a boss pop, or a status/cooldown transition.
private static string SigChampion(ChampionSpawn s)
{
return String.Concat(
"champion|", StatusOf(s), "|",
s.Level.ToString(), "|",
s.Kills.ToString(), "|",
(s.Champion != null && !s.Champion.Deleted) ? "1" : "0", "|",
s.RestartTime.Ticks.ToString(), "|",
s.ExpireTime.Ticks.ToString());
}
private static string WriteChampion(ChampionSpawn s)
{
var status = StatusOf(s);
var bossUp = s.Champion != null && !s.Champion.Deleted;
// Prefer a staff-set display name, then the group, then the spawn type.
string name = !String.IsNullOrEmpty(s.SpawnName) ? s.SpawnName
: !String.IsNullOrEmpty(s.GroupName) ? s.GroupName
: s.Type.ToString();
var sb = BridgeJson.Begin("champ.update")
.Ser("serial", s.Serial)
.Str("category", "champion")
.Str("type", s.Type.ToString())
.Str("name", name)
.Str("status", status)
.Bool("active", s.Active)
.Num("level", s.Level)
.Num("rank", s.Rank)
.Num("kills", s.Kills)
.Num("maxKills", s.MaxKills)
.Bool("bossUp", bossUp)
.Bool("autoRestart", s.AutoRestart)
.Str("map", s.Map == null ? null : s.Map.Name)
.Num("x", s.X).Num("y", s.Y).Num("z", s.Z);
if (bossUp)
sb.Str("boss", String.IsNullOrEmpty(s.Champion.Name) ? s.Champion.GetType().Name : s.Champion.Name);
// Cooldown ETA: when the spawn will auto-restart. Only meaningful while on cooldown.
if (status == "cooldown")
sb.Str("restartAt", s.RestartTime.ToUniversalTime().ToString("o"));
// Level-expiry ETA: when the current level times out if kills stall. Only while active.
if (s.Active)
sb.Str("expireAt", s.ExpireTime.ToUniversalTime().ToString("o"));
return sb.End();
}
// ---- MiniChamp (TerMur mini-champs) ----
// MiniChamp exposes no kills, no boss handle, and no restart-time getter. When inactive it has
// always re-armed a restart, so inactive folds to "cooldown" (there is no dormant state and no
// ETA to report).
private static string SigMini(MiniChamp s)
{
return String.Concat(
"mini|", (s.Active ? "active" : "cooldown"), "|", s.Level.ToString());
}
private static string WriteMini(MiniChamp s)
{
var status = s.Active ? "active" : "cooldown";
var info = MiniChampInfo.GetInfo(s.Type);
var sb = BridgeJson.Begin("champ.update")
.Ser("serial", s.Serial)
.Str("category", "mini")
.Str("type", s.Type.ToString())
.Str("name", s.Type.ToString())
.Str("status", status)
.Bool("active", s.Active)
.Num("level", s.Level)
.Bool("bossUp", false)
.Bool("autoRestart", true)
.Str("map", s.Map == null ? null : s.Map.Name)
.Num("x", s.X).Num("y", s.Y).Num("z", s.Z);
if (info != null)
sb.Num("maxLevel", info.MaxLevel);
return sb.End();
}
// ---- BaseSeaChampion (High Seas world boss) ----
// A sea champion is a Mobile, not a controller: it exists only while summoned and alive, so it
// is always "active" on the board and leaves via champ.remove when slain. Position and health
// are tracked so the board can show a live "world boss here, N% hp".
private static string SigSea(BaseSeaChampion b)
{
return String.Concat(
"sea|", b.Hits.ToString(), "|", b.X.ToString(), "|", b.Y.ToString());
}
private static string WriteSea(BaseSeaChampion b)
{
string name = String.IsNullOrEmpty(b.Name) ? b.GetType().Name : b.Name;
return BridgeJson.Begin("champ.update")
.Ser("serial", b.Serial)
.Str("category", "sea")
.Str("type", b.GetType().Name)
.Str("name", name)
.Str("status", "active")
.Bool("active", true)
.Bool("bossUp", true)
.Str("boss", name)
.Num("hits", b.Hits)
.Num("hitsMax", b.HitsMax)
.Str("map", b.Map == null ? null : b.Map.Name)
.Num("x", b.X).Num("y", b.Y).Num("z", b.Z)
.End();
}
}
}

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@@ -1,213 +0,0 @@
using System;
namespace Server.Custom.Bridge
{
/// <summary>
/// Which side may mint game accounts. Governs the bridge's inbound account.create verb;
/// the in-game first-login auto-create is a separate core setting (Accounts.AutoCreateAccounts)
/// the operator pairs with this (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §2).
/// </summary>
public enum SignupMode
{
Website, // website is the account authority; in-game auto-create should be off
Game, // game server is the authority; account.create is refused
Hybrid // either side may create
}
/// <summary>
/// Tunables from Config/Bridge.cfg. Key scope is the filename, so `Port=7788` there
/// reads as "Bridge.Port" here.
///
/// Loaded in Configure(), which ScriptCompiler invokes before World.Load.
/// </summary>
public static class BridgeConfig
{
public static string Host { get; private set; }
public static int Port { get; private set; }
public static int QueueCap { get; private set; }
public static int StatSweepSeconds { get; private set; }
public static int DecaySweepSeconds { get; private set; }
public static int EconomySweepSeconds { get; private set; }
public static int PageSweepSeconds { get; private set; }
public static int ChampSweepSeconds { get; private set; }
public static int GuildSweepSeconds { get; private set; }
public static int CitySweepSeconds { get; private set; }
public static int PresenceSweepSeconds { get; private set; }
public static int HousingSweepSeconds { get; private set; }
public static string LinkUrl { get; private set; }
public static int TownCrierMaxLines { get; private set; }
public static int TownCrierMaxLineLength { get; private set; }
public static int TownCrierMaxActive { get; private set; }
public static int TownCrierMaxDurationSec { get; private set; }
// Town Cryer news gump (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §16).
public static int NewsMaxTitleLength { get; private set; }
public static int NewsMaxBodyLength { get; private set; }
public static int NewsMaxExternal { get; private set; }
public static int NewsAnnounceDurationSec { get; private set; }
public static bool AdminWriteEnabled { get; private set; }
public static AccessLevel AdminAccessFloor { get; private set; }
public static int AdminBroadcastMaxLength { get; private set; }
public static int AdminReasonMaxLength { get; private set; }
public static int AdminBanMaxDurationSec { get; private set; }
// ---- account provisioning (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md Part A) ----
public static SignupMode Signup { get; private set; }
public static bool AccountCreateEnabled { get; private set; }
public static bool RequireIpForCreate { get; private set; }
public static int AccountNameMaxLength { get; private set; }
public static int AccountPasswordMaxLength { get; private set; }
public static bool Enabled { get; private set; }
public static void Configure()
{
Load();
}
/// <summary>Re-readable at runtime via `[bridge reload`.</summary>
public static void Load()
{
Enabled = Config.Get("Bridge.Enabled", true);
Host = Config.Get("Bridge.Host", "127.0.0.1");
Port = Config.Get("Bridge.Port", 7788);
QueueCap = Config.Get("Bridge.QueueCap", 10000);
StatSweepSeconds = Config.Get("Bridge.StatSweepSeconds", 30);
DecaySweepSeconds = Config.Get("Bridge.DecaySweepSeconds", 60);
EconomySweepSeconds = Config.Get("Bridge.EconomySweepSeconds", 300);
PageSweepSeconds = Config.Get("Bridge.PageSweepSeconds", 5);
if (PageSweepSeconds < 1)
PageSweepSeconds = 1;
ChampSweepSeconds = Config.Get("Bridge.ChampSweepSeconds", 10);
if (ChampSweepSeconds < 1)
ChampSweepSeconds = 1;
// Social/political sweeps (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md Part B). Both change slowly, so the
// defaults are unhurried; the pass is a handful of field reads over a small set.
GuildSweepSeconds = Config.Get("Bridge.GuildSweepSeconds", 60);
if (GuildSweepSeconds < 1)
GuildSweepSeconds = 1;
CitySweepSeconds = Config.Get("Bridge.CitySweepSeconds", 300);
if (CitySweepSeconds < 1)
CitySweepSeconds = 1;
PresenceSweepSeconds = Config.Get("Bridge.PresenceSweepSeconds", 30);
if (PresenceSweepSeconds < 1)
PresenceSweepSeconds = 1;
HousingSweepSeconds = Config.Get("Bridge.HousingSweepSeconds", 300);
if (HousingSweepSeconds < 1)
HousingSweepSeconds = 1;
LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);
TownCrierMaxLineLength = Config.Get("Bridge.TownCrierMaxLineLength", 200);
TownCrierMaxActive = Config.Get("Bridge.TownCrierMaxActive", 20);
TownCrierMaxDurationSec = Config.Get("Bridge.TownCrierMaxDurationSec", 86400);
NewsMaxTitleLength = Config.Get("Bridge.NewsMaxTitleLength", 100);
NewsMaxBodyLength = Config.Get("Bridge.NewsMaxBodyLength", 2000);
NewsMaxExternal = Config.Get("Bridge.NewsMaxExternal", 20);
NewsAnnounceDurationSec = Config.Get("Bridge.NewsAnnounceDurationSec", 300);
if (NewsAnnounceDurationSec < 1)
NewsAnnounceDurationSec = 1;
AdminWriteEnabled = Config.Get("Bridge.AdminWriteEnabled", false);
AdminAccessFloor = ParseAccessLevel(Config.Get("Bridge.AdminAccessFloor", "CoOwner"), AccessLevel.CoOwner);
AdminBroadcastMaxLength = Config.Get("Bridge.AdminBroadcastMaxLength", 300);
AdminReasonMaxLength = Config.Get("Bridge.AdminReasonMaxLength", 400);
AdminBanMaxDurationSec = Config.Get("Bridge.AdminBanMaxDurationSec", 31536000);
// Account provisioning. An absent SignupMode defaults to Hybrid; a *present but
// unrecognized* value falls back to Game (the safest — no website creation), so a
// typo can never accidentally open provisioning.
Signup = ParseSignupMode(Config.Get("Bridge.SignupMode", "hybrid"), SignupMode.Game);
// Default follows the mode: creation is on unless the shard is game-authority.
AccountCreateEnabled = Config.Get("Bridge.AccountCreateEnabled", Signup != SignupMode.Game);
RequireIpForCreate = Config.Get("Bridge.RequireIpForCreate", true);
AccountNameMaxLength = Config.Get("Bridge.AccountNameMaxLength", 16);
AccountPasswordMaxLength = Config.Get("Bridge.AccountPasswordMaxLength", 30);
if (AccountNameMaxLength < 1)
AccountNameMaxLength = 1;
if (AccountPasswordMaxLength < 1)
AccountPasswordMaxLength = 1;
if (QueueCap < 16)
QueueCap = 16;
WarnOnSignupMismatch();
}
/// <summary>
/// The bridge governs only the account.create verb; ServUO's in-game first-login
/// auto-create is the core Accounts.AutoCreateAccounts setting. A shard whose two halves
/// disagree is quietly broken (website-only that still auto-creates in game, or a mode
/// that expects in-game creation with it switched off), so surface the contradiction
/// loudly rather than silently doing the permissive thing.
/// </summary>
private static void WarnOnSignupMismatch()
{
var autoCreate = Config.Get("Accounts.AutoCreateAccounts", true);
if (Signup == SignupMode.Website && autoCreate)
Console.WriteLine(
"[Bridge] WARNING: SignupMode=website but Accounts.AutoCreateAccounts=true; "
+ "an in-game login of any new name still mints an account. Set it false for website-only.");
else if (Signup == SignupMode.Game && !autoCreate)
Console.WriteLine(
"[Bridge] WARNING: SignupMode=game but Accounts.AutoCreateAccounts=false; "
+ "in-game creation is off and account.create is refused, so no account can be created.");
else if (Signup == SignupMode.Hybrid && !autoCreate)
Console.WriteLine(
"[Bridge] WARNING: SignupMode=hybrid but Accounts.AutoCreateAccounts=false; "
+ "in-game first-login creation is off. Only website account.create will work.");
}
/// <summary>
/// Parses a SignupMode name, case-insensitively, falling back to <paramref name="fallback"/>
/// on anything unrecognized so a typo can never open provisioning wider than intended.
/// </summary>
private static SignupMode ParseSignupMode(string value, SignupMode fallback)
{
SignupMode parsed;
if (!String.IsNullOrEmpty(value) && Enum.TryParse(value.Trim(), true, out parsed) &&
Enum.IsDefined(typeof(SignupMode), parsed))
return parsed;
Console.WriteLine("[Bridge] unrecognized SignupMode '{0}', using {1}", value, fallback);
return fallback;
}
/// <summary>
/// Parses an AccessLevel name from config, case-insensitively, falling back to the given
/// default on anything unrecognized so a typo can never open the floor wider than intended.
/// </summary>
private static AccessLevel ParseAccessLevel(string value, AccessLevel fallback)
{
AccessLevel parsed;
if (!String.IsNullOrEmpty(value) && Enum.TryParse(value.Trim(), true, out parsed) &&
Enum.IsDefined(typeof(AccessLevel), parsed))
return parsed;
Console.WriteLine("[Bridge] unrecognized AdminAccessFloor '{0}', using {1}", value, fallback);
return fallback;
}
public static string Describe()
{
return String.Format(
"enabled={0} endpoint={1}:{2} queueCap={3} sweeps(stat={4}s decay={5}s econ={6}s champ={7}s) adminWrite={8}(floor={9}) signup={10}(create={11})",
Enabled, Host, Port, QueueCap, StatSweepSeconds, DecaySweepSeconds, EconomySweepSeconds,
ChampSweepSeconds, AdminWriteEnabled, AdminAccessFloor, Signup, AccountCreateEnabled);
}
}
}

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@@ -1,440 +0,0 @@
using System;
using System.Text;
using Server.Accounting;
using Server.Commands;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// EventSink subscriptions. Every handler runs on the Core thread, synchronously, inside
/// the code path that raised it. Three rules, all load-bearing:
///
/// 1. Never block. Emit() enqueues and returns; that is the only I/O allowed here.
/// 2. Never throw. A bridge exception escaping into a game code path is a shard bug,
/// so every handler body is wrapped.
/// 3. Never mutate the args. Several of these are veto hooks — AccountLogin has
/// Accepted/RejectReason, FastWalk has Blocked — and we are an observer, not a
/// participant.
///
/// Copy primitives out synchronously. Some args objects are pooled and freed immediately
/// after the event returns.
/// </summary>
public static class BridgeEvents
{
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
// Session
EventSink.Login += OnLogin;
EventSink.Logout += OnLogout;
EventSink.AccountLogin += OnAccountLogin;
// Economy
EventSink.AccountGoldChange += OnGoldChange;
EventSink.ValidVendorPurchase += OnVendorPurchase;
EventSink.ValidVendorSell += OnVendorSell;
EventSink.PlacePlayerVendor += OnVendorPlaced;
// Progression
EventSink.SkillGain += OnSkillGain;
EventSink.FameChange += OnFameChange;
EventSink.KarmaChange += OnKarmaChange;
EventSink.QuestComplete += OnQuestComplete;
// Death
EventSink.PlayerDeath += OnPlayerDeath;
EventSink.PlayerMurdered += OnPlayerMurdered;
EventSink.OnKilledBy += OnKilledBy;
// Cheat detection and staff audit
EventSink.FastWalk += OnFastWalk;
EventSink.OnPropertyChanged += OnStaffPropertySet;
EventSink.Command += OnStaffCommand;
// Save boundaries
EventSink.BeforeWorldSave += OnBeforeWorldSave;
EventSink.AfterWorldSave += OnAfterWorldSave;
Console.WriteLine("[Bridge] event streams attached");
}
// ---- helpers ----
/// <summary>Writes a nested actor object: serial, name, and account when there is one.</summary>
private static StringBuilder Mob(this StringBuilder sb, string field, Mobile m)
{
sb.Append(",\"").Append(field).Append("\":");
if (m == null)
{
sb.Append("null");
return sb;
}
sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
BridgeJson.Escape(sb, m.Name ?? "");
var acct = m.Account as Account;
if (acct != null)
{
sb.Append(",\"acct\":");
BridgeJson.Escape(sb, acct.Username);
}
sb.Append(",\"player\":").Append(m.Player ? "true" : "false");
sb.Append('}');
return sb;
}
private static long ToGold(double currency)
{
return (long)(currency * Account.CurrencyThreshold);
}
private static void Guard(string kind, Action body)
{
try
{
body();
}
catch (Exception ex)
{
// Swallow: we are inside a game code path and must not disturb it.
Console.WriteLine("[Bridge] handler '{0}' threw: {1}", kind, ex.Message);
}
}
// ---- session ----
private static void OnLogin(LoginEventArgs e)
{
Guard("mob.login", () =>
{
var m = e.Mobile;
if (m == null)
return;
// Carry the linked website id on the login anchor so the sidecar can attribute
// this session (and everything after it) to a site user without a lookup.
var webId = BridgeAccountLink.WebIdFor(m.Account as Account);
var sb = BridgeJson.Begin("mob.login")
.Mob("who", m)
.Str("map", m.Map == null ? null : m.Map.Name)
.Num("x", m.X).Num("y", m.Y).Num("z", m.Z);
if (webId != null)
sb.Str("webId", webId);
BridgeLink.Emit(sb.End());
});
}
private static void OnLogout(LogoutEventArgs e)
{
Guard("mob.logout", () =>
{
var m = e.Mobile;
if (m == null)
return;
BridgeLink.Emit(BridgeJson.Begin("mob.logout").Mob("who", m).End());
});
}
/// <summary>
/// Veto hook: AccountLoginEventArgs carries Accepted and RejectReason, and a plaintext
/// Password. We read the username only. The password must never leave the process.
/// Fires before the auth decision, so this is an attempt, not a result.
/// </summary>
private static void OnAccountLogin(AccountLoginEventArgs e)
{
Guard("account.login.attempt", () =>
{
string address = null;
if (e.State != null && e.State.Address != null)
address = e.State.Address.ToString();
BridgeLink.Emit(BridgeJson.Begin("account.login.attempt")
.Str("acct", e.Username)
.Str("ip", address)
.End());
});
}
// ---- economy ----
private static void OnGoldChange(AccountGoldChangeEventArgs e)
{
Guard("gold.change", () =>
{
var acct = e.Account as Account;
if (acct == null)
return;
long oldGold = ToGold(e.OldAmount);
long newGold = ToGold(e.NewAmount);
BridgeLink.Emit(BridgeJson.Begin("gold.change")
.Str("acct", acct.Username)
.Num("old", oldGold)
.Num("new", newGold)
.Num("delta", newGold - oldGold)
.End());
});
}
/// <summary>
/// ValidVendorPurchase is a validation-stage hook, not a committed sale. Treat as
/// "attempted". Total is AmountPerUnit times the stack size, not AmountPerUnit.
/// </summary>
private static void OnVendorPurchase(ValidVendorPurchaseEventArgs e)
{
Guard("vendor.buy", () => EmitVendorTrade("vendor.buy", e.Mobile, e.Vendor, e.Bought, e.AmountPerUnit));
}
private static void OnVendorSell(ValidVendorSellEventArgs e)
{
Guard("vendor.sell", () => EmitVendorTrade("vendor.sell", e.Mobile, e.Vendor, e.Sold, e.AmountPerUnit));
}
private static void EmitVendorTrade(string kind, Mobile who, Mobile vendor, IEntity entity, int perUnit)
{
int amount = 1;
var item = entity as Item;
if (item != null)
amount = Math.Max(1, item.Amount);
var sb = BridgeJson.Begin(kind)
.Mob("who", who)
.Mob("vendor", vendor)
.Str("item", entity == null ? null : entity.GetType().Name)
.Num("amount", amount)
.Num("perUnit", perUnit)
.Num("total", (long)perUnit * amount)
.Bool("committed", false); // validation stage; reconcile against gold.change
if (entity != null)
sb.Ser("itemSerial", entity.Serial);
BridgeLink.Emit(sb.End());
}
private static void OnVendorPlaced(PlacePlayerVendorEventArgs e)
{
Guard("vendor.placed", () =>
BridgeLink.Emit(BridgeJson.Begin("vendor.placed")
.Mob("owner", e.Mobile)
.Mob("vendor", e.Vendor)
.End()));
}
// ---- progression ----
/// <summary>
/// Player-only. SkillGain fires for creatures too, and they train constantly: on this
/// shard a single boot produced 115 gains in four seconds, every one of them an NPC
/// grinding Meditation. Unfiltered this is a firehose of noise.
/// </summary>
private static void OnSkillGain(SkillGainEventArgs e)
{
Guard("skill.gain", () =>
{
if (e.Skill == null || e.From == null || !e.From.Player)
return;
BridgeLink.Emit(BridgeJson.Begin("skill.gain")
.Mob("who", e.From)
.Str("skill", e.Skill.SkillName.ToString())
.Num("gained", e.Gained)
.Num("base", e.Skill.Base)
.Num("cap", e.Skill.Cap)
.End());
});
}
private static void OnFameChange(FameChangeEventArgs e)
{
Guard("fame.change", () =>
{
if (e.Mobile == null || !e.Mobile.Player)
return;
BridgeLink.Emit(BridgeJson.Begin("fame.change")
.Mob("who", e.Mobile)
.Num("old", e.OldValue)
.Num("new", e.NewValue)
.End());
});
}
private static void OnKarmaChange(KarmaChangeEventArgs e)
{
Guard("karma.change", () =>
{
if (e.Mobile == null || !e.Mobile.Player)
return;
BridgeLink.Emit(BridgeJson.Begin("karma.change")
.Mob("who", e.Mobile)
.Num("old", e.OldValue)
.Num("new", e.NewValue)
.End());
});
}
private static void OnQuestComplete(QuestCompleteEventArgs e)
{
Guard("quest.complete", () =>
BridgeLink.Emit(BridgeJson.Begin("quest.complete")
.Mob("who", e.Mobile)
.Str("quest", e.QuestType == null ? null : e.QuestType.Name)
.End()));
}
// ---- death ----
private static void OnPlayerDeath(PlayerDeathEventArgs e)
{
Guard("player.death", () =>
BridgeLink.Emit(BridgeJson.Begin("player.death")
.Mob("who", e.Mobile)
.Mob("killer", e.Killer)
.End()));
}
private static void OnPlayerMurdered(PlayerMurderedEventArgs e)
{
Guard("player.murdered", () =>
BridgeLink.Emit(BridgeJson.Begin("player.murdered")
.Mob("victim", e.Victim)
.Mob("murderer", e.Murderer)
.End()));
}
/// <summary>
/// Fires for creatures too. Only a kill involving a player is interesting, and filtering
/// here rather than in the sidecar keeps the mob-grinding firehose off the socket.
/// </summary>
private static void OnKilledBy(OnKilledByEventArgs e)
{
Guard("mob.killed", () =>
{
var killed = e.Killed;
var killer = e.KilledBy;
bool involvesPlayer = (killed != null && killed.Player) || (killer != null && killer.Player);
if (!involvesPlayer)
return;
BridgeLink.Emit(BridgeJson.Begin("mob.killed")
.Mob("killed", killed)
.Mob("killer", killer)
.End());
});
}
// ---- cheat detection and staff audit ----
/// <summary>
/// Veto hook: FastWalkEventArgs.Blocked gates the move. Read only. The args carry only
/// a NetState, and NetState.Mobile can be null mid-handshake.
/// </summary>
private static void OnFastWalk(FastWalkEventArgs e)
{
Guard("cheat.fastwalk", () =>
{
var state = e.NetState;
if (state == null)
return;
var sb = BridgeJson.Begin("cheat.fastwalk")
.Mob("who", state.Mobile);
if (state.Address != null)
sb.Str("ip", state.Address.ToString());
BridgeLink.Emit(sb.End());
});
}
/// <summary>
/// Raised only from Scripts/Commands/Properties.cs, i.e. staff `[set`. This is a
/// GM-abuse audit trail, not a stat-change stream. One of its three raise sites passes
/// a null Mobile, so the staffer is not always known.
/// </summary>
private static void OnStaffPropertySet(OnPropertyChangedEventArgs e)
{
Guard("audit.set", () =>
{
if (e.Property == null)
return;
var sb = BridgeJson.Begin("audit.set")
.Mob("staff", e.Mobile)
.Str("prop", e.Property.Name)
.Str("target", e.Instance == null ? null : e.Instance.GetType().Name)
.Str("old", e.OldValue == null ? null : e.OldValue.ToString())
.Str("new", e.NewValue == null ? null : e.NewValue.ToString());
var ent = e.Instance as IEntity;
if (ent != null)
sb.Ser("targetSerial", ent.Serial);
BridgeLink.Emit(sb.End());
});
}
private static void OnStaffCommand(CommandEventArgs e)
{
Guard("audit.command", () =>
{
if (e.Mobile == null || e.Mobile.AccessLevel <= AccessLevel.Player)
return; // player commands are noise; staff commands are the audit trail
BridgeLink.Emit(BridgeJson.Begin("audit.command")
.Mob("staff", e.Mobile)
.Str("command", e.Command)
.Str("args", e.ArgString)
.End());
});
}
// ---- save boundaries ----
private static void OnBeforeWorldSave(BeforeWorldSaveEventArgs e)
{
Guard("world.save.before", () =>
BridgeLink.Emit(BridgeJson.Begin("world.save.before").End()));
}
/// <summary>
/// A natural checkpoint: the sidecar can treat this as a consistency boundary. Note that
/// timers and inbound commands do not run during the save itself.
/// </summary>
private static void OnAfterWorldSave(AfterWorldSaveEventArgs e)
{
Guard("world.save.after", () =>
BridgeLink.Emit(BridgeJson.Begin("world.save.after")
.Num("items", World.Items.Count)
.Num("mobiles", World.Mobiles.Count)
.End()));
}
}
}

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@@ -1,175 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Engines.CityLoyalty;
namespace Server.Custom.Bridge
{
/// <summary>
/// The town-governor stream (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §10.2). In modern ServUO the "mayor of a
/// town" is the Governor in the City Loyalty System (King Blackthorn's governance): each of
/// the governed cities has a Governor, a GovernorElect, and an Election. None of these raises
/// an EventSink, so — like <see cref="BridgeChamps"/> and <see cref="BridgeSocial"/> — the set
/// is polled and each city emits `city.update` only when its signature changes. Governors turn
/// over on the order of weeks, so a slow sweep (default 5 min) is ample.
///
/// The wire model is uniform with the rest of Part B: a full-state `city.update` upsert, with
/// "the governor changed" derived sidecar-side by comparing to the stored board — rather than a
/// discrete from→to event, which a sidecar reconnect (cache cleared, full re-emit) would
/// otherwise fire spuriously for every city.
///
/// Gated on CityLoyaltySystem.Enabled: a shard running its own town system emits nothing here.
/// </summary>
public static class BridgeGovernance
{
private static Timer _timer;
// City enum value -> last-emitted signature.
private static readonly Dictionary<int, string> _last = new Dictionary<int, string>();
private static long _sweeps, _emitted;
private static bool _warnedDisabled;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_last.Clear();
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.CitySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.CitySweepSeconds),
CitySweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("cities(enabled={0} sweeps={1} emitted={2} tracked={3})",
CityLoyaltySystem.Enabled, _sweeps, _emitted, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
CitySweep();
}
private static void CitySweep()
{
try
{
_sweeps++;
if (!CityLoyaltySystem.Enabled || CityLoyaltySystem.Cities == null)
{
if (!_warnedDisabled)
{
Console.WriteLine("[Bridge] city loyalty disabled; governor stream idle.");
_warnedDisabled = true;
}
return;
}
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
foreach (var city in CityLoyaltySystem.Cities)
{
if (city == null)
continue;
var sig = Signature(city);
int key = (int)city.City;
string prior;
if (_last.TryGetValue(key, out prior) && prior == sig)
continue; // unchanged since last emit
_last[key] = sig;
BridgeLink.Emit(WriteCity(city));
_emitted++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] city sweep threw: {0}", ex.Message);
}
}
// The volatile fields: governor, governor-elect, and the election phase / candidate count.
private static string Signature(CityLoyaltySystem city)
{
var gov = city.Governor == null ? 0 : city.Governor.Serial.Value;
var elect = city.GovernorElect == null ? 0 : city.GovernorElect.Serial.Value;
var e = city.Election;
var phase = ElectionPhase(e);
var candidates = (e == null || e.Candidates == null) ? 0 : e.Candidates.Count;
return String.Concat(
gov.ToString(), "|", elect.ToString(), "|", phase, "|", candidates.ToString());
}
private static string WriteCity(CityLoyaltySystem city)
{
var e = city.Election;
var phase = ElectionPhase(e);
var candidates = (e == null || e.Candidates == null) ? 0 : e.Candidates.Count;
var sb = BridgeJson.Begin("city.update")
.Str("city", city.City.ToString())
.Str("electionPhase", phase)
.Num("candidates", candidates);
sb.Actor("governor", city.Governor);
sb.Actor("governorElect", city.GovernorElect);
if (e != null && e.Ongoing)
sb.Str("autoPickAt", e.AutoPickGovernor.ToUniversalTime().ToString("o"));
return sb.End();
}
/// <summary>Folds the election state into one of: none / nominate / vote / pending.</summary>
private static string ElectionPhase(CityElection e)
{
if (e == null)
return "none";
if (e.CanNominate())
return "nominate";
if (e.CanVote())
return "vote";
if (e.Ongoing)
return "pending";
return "none";
}
}
}

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@@ -1,165 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// The housing registry (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §11 #9). BridgeSweeps already emits house.decay
/// *transitions*; this is the complementary *board*: one row per house with owner, location,
/// region, co-owners, value, and current decay level, so the website can render an owner→houses
/// map. Like the other Part B boards it is a diff sweep over BaseHouse.AllHouses — emit
/// house.update only when a house's signature changes, and house.remove when a house is gone.
///
/// Note: stock ServUO has no "for sale" flag on a house (houses are traded, not listed), so the
/// registry is owner→houses; `price` is the house's placement value, not a sale listing.
/// </summary>
public static class BridgeHousing
{
private static Timer _timer;
// house serial -> last-emitted signature.
private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
private static long _sweeps, _emitted, _removed;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_last.Clear();
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.HousingSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.HousingSweepSeconds),
HouseSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("housing(sweeps={0} emitted={1} removed={2} tracked={3})",
_sweeps, _emitted, _removed, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
HouseSweep();
}
private static void HouseSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
var seen = new HashSet<Serial>();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
seen.Add(house.Serial);
var level = house.DecayLevel; // computed getter — read once
var sig = Signature(house, level);
string prior;
if (_last.TryGetValue(house.Serial, out prior) && prior == sig)
continue; // unchanged since last emit
_last[house.Serial] = sig;
BridgeLink.Emit(WriteHouse(house, level));
_emitted++;
}
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var serial in gone)
{
_last.Remove(serial);
BridgeLink.Emit(BridgeJson.Begin("house.remove").Ser("serial", serial).End());
_removed++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] housing sweep threw: {0}", ex.Message);
}
}
private static string Signature(BaseHouse house, DecayLevel level)
{
var ownerSerial = house.Owner == null ? 0 : house.Owner.Serial.Value;
var region = house.Region;
var regionName = region == null ? "" : (region.Name ?? "");
var sign = house.Sign;
var name = sign == null ? "" : (sign.GetName() ?? "");
var coOwners = house.CoOwners == null ? 0 : house.CoOwners.Count;
return String.Concat(
ownerSerial.ToString(), "|",
level.ToString(), "|",
regionName, "|",
name, "|",
coOwners.ToString(), "|",
house.Price.ToString());
}
private static string WriteHouse(BaseHouse house, DecayLevel level)
{
var sb = BridgeJson.Begin("house.update")
.Ser("serial", house.Serial)
.Str("decay", level.ToString())
.Num("price", house.Price)
.Str("map", house.Map == null ? null : house.Map.Name)
.Num("x", house.X).Num("y", house.Y).Num("z", house.Z);
var sign = house.Sign;
if (sign != null)
sb.Str("name", sign.GetName());
var region = house.Region;
if (region != null)
sb.Str("region", region.Name);
sb.Actor("owner", house.Owner);
sb.Num("coOwners", house.CoOwners == null ? 0 : house.CoOwners.Count);
sb.Num("friends", house.Friends == null ? 0 : house.Friends.Count);
sb.Str("builtOn", house.BuiltOn.ToUniversalTime().ToString("o"));
sb.Str("lastRefreshed", house.LastRefreshed.ToUniversalTime().ToString("o"));
return sb.End();
}
}
}

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@@ -1,238 +0,0 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Web.Script.Serialization;
namespace Server.Custom.Bridge
{
/// <summary>
/// Outbound JSON is written by hand into a StringBuilder. It runs on the Core thread for
/// every emitted event, and the measured budget in https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md assumes this cost, not a
/// reflection serializer's.
///
/// Inbound JSON is parsed with JavaScriptSerializer. Commands arrive at human rates, so
/// correctness beats speed there, and parsing happens on the reader thread anyway.
/// </summary>
public static class BridgeJson
{
private static readonly DateTime Epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
[ThreadStatic]
private static JavaScriptSerializer _parser;
public static long NowMs()
{
return (long)(DateTime.UtcNow - Epoch).TotalMilliseconds;
}
// ---- outbound ----
/// <summary>Opens an object and writes the `t` and `kind` fields.</summary>
public static StringBuilder Begin(string kind)
{
var sb = new StringBuilder(256);
sb.Append("{\"t\":").Append(NowMs());
sb.Append(",\"kind\":\"").Append(kind).Append('"');
return sb;
}
public static StringBuilder Str(this StringBuilder sb, string name, string value)
{
sb.Append(",\"").Append(name).Append("\":");
if (value == null)
sb.Append("null");
else
Escape(sb, value);
return sb;
}
public static StringBuilder Num(this StringBuilder sb, string name, long value)
{
sb.Append(",\"").Append(name).Append("\":").Append(value);
return sb;
}
public static StringBuilder Num(this StringBuilder sb, string name, double value)
{
sb.Append(",\"").Append(name).Append("\":")
.Append(value.ToString("R", CultureInfo.InvariantCulture));
return sb;
}
public static StringBuilder Bool(this StringBuilder sb, string name, bool value)
{
sb.Append(",\"").Append(name).Append("\":").Append(value ? "true" : "false");
return sb;
}
/// <summary>Serial as the canonical "0x1A2B" string the sidecar keys on.</summary>
public static StringBuilder Ser(this StringBuilder sb, string name, Serial serial)
{
sb.Append(",\"").Append(name).Append("\":\"0x")
.Append(serial.Value.ToString("X")).Append('"');
return sb;
}
/// <summary>
/// Writes a nested actor object: serial, name, account (when there is one), the linked
/// webId (when the account is linked), and the player flag. A `null` mobile writes null.
/// The richer counterpart to BridgeEvents' internal writer, used by the Part B streams so a
/// guild leader / joiner / governor can be attributed to a site user without a lookup.
/// </summary>
public static StringBuilder Actor(this StringBuilder sb, string name, Mobile m)
{
sb.Append(",\"").Append(name).Append("\":");
if (m == null)
{
sb.Append("null");
return sb;
}
sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
Escape(sb, m.Name ?? "");
var acct = m.Account as Accounting.Account;
if (acct != null)
{
sb.Append(",\"acct\":");
Escape(sb, acct.Username);
var webId = BridgeAccountLink.WebIdFor(acct);
if (webId != null)
{
sb.Append(",\"webId\":");
Escape(sb, webId);
}
}
sb.Append(",\"player\":").Append(m.Player ? "true" : "false");
sb.Append('}');
return sb;
}
/// <summary>Closes the object. The trailing newline is the frame delimiter.</summary>
public static string End(this StringBuilder sb)
{
sb.Append('}');
return sb.ToString();
}
public static void Escape(StringBuilder sb, string value)
{
sb.Append('"');
for (int i = 0; i < value.Length; i++)
{
char c = value[i];
switch (c)
{
case '"': sb.Append("\\\""); break;
case '\\': sb.Append("\\\\"); break;
case '\n': sb.Append("\\n"); break;
case '\r': sb.Append("\\r"); break;
case '\t': sb.Append("\\t"); break;
case '\b': sb.Append("\\b"); break;
case '\f': sb.Append("\\f"); break;
default:
if (c < ' ')
sb.Append("\\u").Append(((int)c).ToString("x4"));
else
sb.Append(c);
break;
}
}
sb.Append('"');
}
// ---- inbound ----
/// <summary>
/// Parses one line into a dictionary. Returns null on malformed input rather than
/// throwing: a bad line from the sidecar must never reach a game code path.
/// </summary>
public static Dictionary<string, object> Parse(string line)
{
if (String.IsNullOrEmpty(line))
return null;
try
{
if (_parser == null)
{
_parser = new JavaScriptSerializer();
_parser.MaxJsonLength = 1 << 20;
}
return _parser.Deserialize<Dictionary<string, object>>(line);
}
catch
{
return null;
}
}
public static string GetString(Dictionary<string, object> o, string key)
{
object v;
if (o == null || !o.TryGetValue(key, out v) || v == null)
return null;
return v as string ?? Convert.ToString(v, CultureInfo.InvariantCulture);
}
/// <summary>
/// Extracts a JSON array of strings. JavaScriptSerializer materializes JSON arrays as
/// object[] (or ArrayList) when the target is object, so handle both and stringify each
/// element. Returns an empty list for a missing or non-array value, never null.
/// </summary>
public static List<string> GetStringList(Dictionary<string, object> o, string key)
{
var result = new List<string>();
object v;
if (o == null || !o.TryGetValue(key, out v) || v == null)
return result;
var enumerable = v as System.Collections.IEnumerable;
if (enumerable == null || v is string)
return result;
foreach (var item in enumerable)
{
if (item == null)
continue;
result.Add(item as string ?? Convert.ToString(item, CultureInfo.InvariantCulture));
}
return result;
}
public static int GetInt(Dictionary<string, object> o, string key, int fallback)
{
object v;
if (o == null || !o.TryGetValue(key, out v) || v == null)
return fallback;
try
{
return Convert.ToInt32(v, CultureInfo.InvariantCulture);
}
catch
{
return fallback;
}
}
}
}

View File

@@ -1,331 +0,0 @@
using System;
using System.Collections.Concurrent;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace Server.Custom.Bridge
{
/// <summary>
/// The loopback link to the Rust sidecar. Newline-delimited JSON, bidirectional.
///
/// Threading contract, which the whole bridge depends on:
///
/// * <see cref="Emit"/> is called from the Core thread. It formats nothing, blocks on
/// nothing, and touches no socket. It enqueues and returns. A slow, wedged, or absent
/// sidecar cannot stall the shard.
/// * One link thread owns the socket. It connects, drains the queue, and reconnects with
/// backoff. A single writer keeps event ordering intact.
/// * A reader thread parses inbound lines and hands each to the Core thread via
/// Timer.DelayCall. The reader never touches World, Mobile, Item, or Account.
///
/// The outbound queue is bounded. On overflow the oldest record is dropped and counted,
/// because telemetry is worth less than the shard's memory.
/// </summary>
public static class BridgeLink
{
private static readonly ConcurrentQueue<string> _outbound = new ConcurrentQueue<string>();
private static readonly AutoResetEvent _wake = new AutoResetEvent(false);
private static Thread _link;
private static volatile bool _running;
private static volatile bool _connected;
// Set when the peer goes away, so the writer stops trying.
private static volatile bool _dead;
// Incremented per connection attempt. A reader from a previous connection must not be
// able to mark a newer one dead — reader.Join can time out, and the stale thread's
// finally block would otherwise tear down the connection that replaced it.
private static int _epoch;
/// <summary>
/// Loopback reconnects are cheap, so the ceiling is low. A sidecar restart should cost
/// a few seconds of buffering, not half a minute.
/// </summary>
private const int MaxBackoffMs = 5000;
private static int _depth;
private static long _sent, _dropped, _received, _connects, _writeErrors;
/// <summary>Raised on the <b>Core thread</b>, one call per inbound line.</summary>
public static event Action<string> InboundLine;
/// <summary>
/// Raised on the <b>Core thread</b> after each successful connect. The sidecar may
/// restart independently of the shard, so anything it needs to know up front has to be
/// re-sent per connection, not once at ServerStarted.
/// </summary>
public static event Action Connected_Core;
public static bool Connected { get { return _connected; } }
public static int Depth { get { return Volatile.Read(ref _depth); } }
public static long Sent { get { return Interlocked.Read(ref _sent); } }
public static long Dropped { get { return Interlocked.Read(ref _dropped); } }
public static long Received { get { return Interlocked.Read(ref _received); } }
/// <summary>Total successful connections, so the first connect counts as 1.</summary>
public static long Connects { get { return Interlocked.Read(ref _connects); } }
public static long WriteErrors { get { return Interlocked.Read(ref _writeErrors); } }
public static void Start()
{
if (_running)
return;
_running = true;
_link = new Thread(LinkLoop)
{
Name = "Bridge Link",
IsBackground = true
};
_link.Start();
}
public static void Stop()
{
if (!_running)
return;
_running = false;
_wake.Set();
var t = _link;
if (t != null && !t.Join(TimeSpan.FromSeconds(2.0)))
Console.WriteLine("[Bridge] link thread did not stop cleanly");
_link = null;
_connected = false;
}
/// <summary>
/// Core thread. Non-blocking. `line` must already be a complete JSON object with no
/// embedded newline; the newline is appended by the writer as the frame delimiter.
/// </summary>
public static void Emit(string line)
{
if (!_running || line == null)
return;
// Drop-oldest. Bound first, then enqueue, so the queue can transiently sit one over
// the cap but never grows without limit.
while (Volatile.Read(ref _depth) >= BridgeConfig.QueueCap)
{
string discard;
if (!_outbound.TryDequeue(out discard))
break;
Interlocked.Decrement(ref _depth);
Interlocked.Increment(ref _dropped);
}
_outbound.Enqueue(line);
Interlocked.Increment(ref _depth);
_wake.Set();
}
private static void LinkLoop()
{
int backoffMs = 500;
while (_running)
{
TcpClient client = null;
Thread reader = null;
int epoch = Interlocked.Increment(ref _epoch);
try
{
client = new TcpClient();
client.NoDelay = true;
client.Connect(BridgeConfig.Host, BridgeConfig.Port);
var stream = client.GetStream();
stream.WriteTimeout = 5000; // a wedged peer must surface as an error, not a hang
_dead = false;
_connected = true;
backoffMs = 500;
Interlocked.Increment(ref _connects);
Console.WriteLine("[Bridge] connected to {0}:{1}", BridgeConfig.Host, BridgeConfig.Port);
// Building the greeting reads the world, so it must happen on the Core thread.
Timer.DelayCall(TimeSpan.Zero, () =>
{
try
{
var handler = Connected_Core;
if (handler != null)
handler();
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] connect handler threw: {0}", ex);
}
});
var localStream = stream;
reader = new Thread(() => ReadLoop(localStream, epoch))
{
Name = "Bridge Reader",
IsBackground = true
};
reader.Start();
WriteLoop(stream);
}
catch (Exception ex)
{
if (_connected)
Console.WriteLine("[Bridge] link error: {0}", ex.Message);
}
finally
{
_connected = false;
_dead = true;
try { if (client != null) client.Close(); }
catch { }
if (reader != null)
reader.Join(TimeSpan.FromSeconds(1.0));
}
if (!_running)
break;
// Nothing is listening yet, or the sidecar restarted. Both are normal.
Thread.Sleep(backoffMs);
backoffMs = Math.Min(backoffMs * 2, MaxBackoffMs);
}
_connected = false;
}
private static void WriteLoop(NetworkStream stream)
{
while (_running && !_dead)
{
string line;
if (!_outbound.TryDequeue(out line))
{
_wake.WaitOne(250);
continue;
}
Interlocked.Decrement(ref _depth);
try
{
var bytes = Encoding.UTF8.GetBytes(line + "\n");
stream.Write(bytes, 0, bytes.Length);
Interlocked.Increment(ref _sent);
}
catch (Exception)
{
// The record is already off the queue. Count it and let the outer loop
// reconnect; re-queueing risks an unbounded retry storm against a dead peer.
Interlocked.Increment(ref _writeErrors);
_dead = true;
throw;
}
}
}
private static void ReadLoop(NetworkStream stream, int epoch)
{
var buffer = new byte[8192];
var line = new StringBuilder(512);
try
{
while (_running && !_dead)
{
int read = stream.Read(buffer, 0, buffer.Length);
if (read <= 0)
break; // clean EOF: the sidecar closed. Normal.
for (int i = 0; i < read; i++)
{
char c = (char)buffer[i];
if (c == '\n')
{
Dispatch(line.ToString());
line.Clear();
}
else if (c != '\r')
{
line.Append(c);
if (line.Length > (1 << 20))
{
Console.WriteLine("[Bridge] inbound line too long, dropping");
line.Clear();
}
}
}
}
}
catch (IOException)
{
// Expected when the peer vanishes mid-read.
}
catch (ObjectDisposedException)
{
// Expected when Stop() closes the socket under us.
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] reader error: {0}", ex.Message);
}
finally
{
// Only tear down the connection this reader actually owned.
if (Volatile.Read(ref _epoch) == epoch)
{
_dead = true;
_wake.Set(); // let the writer notice and fall through to reconnect
}
}
}
/// <summary>
/// Reader thread. Marshals to the Core thread. Timer.DelayCall's scheduling path is
/// lock-protected and safe to call from any thread; the callback runs on the main loop.
/// </summary>
private static void Dispatch(string line)
{
if (line.Length == 0)
return;
Interlocked.Increment(ref _received);
Timer.DelayCall(TimeSpan.Zero, () =>
{
try
{
var handler = InboundLine;
if (handler != null)
handler(line);
}
catch (Exception ex)
{
// A malformed command must never escape into a game code path.
Console.WriteLine("[Bridge] inbound handler threw: {0}", ex);
}
});
}
}
}

View File

@@ -1,176 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
using Server.Services.TownCryer;
namespace Server.Custom.Bridge
{
/// <summary>
/// Website news articles pushed into the modern Town Cryer News gump
/// (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §16). Distinct from BridgeTownCrier, which drives the scrolling-crier
/// announcement lines (GlobalTownCrierEntryList). Here the full article — title, body (HTML),
/// image, and a "more info" URL — becomes a TownCryerNewsEntry in TownCryerSystem.NewsEntries,
/// which the stock news gumps already render (they branch on TextDefinition.Number, so string
/// content needs no gump change).
///
/// No stock edit: NewsEntries is a public mutable list, so we insert/remove directly and keep
/// our own id -> entry map, leaving the stock entries untouched. On add we also proclaim just
/// the title through the existing crier say path (default on), so players hear it in-world.
///
/// Everything runs on the Core thread (inbound lines are marshaled through Timer.DelayCall),
/// which is required to touch the shared news list and to send crier packets.
/// </summary>
public static class BridgeNews
{
// A neutral scroll gump when the website supplies no image.
private const int DefaultImage = 0x64E;
// Website id -> the news entry we created for it, so a later remove/replace can find it.
private static readonly Dictionary<string, TownCryerNewsEntry> _ours =
new Dictionary<string, TownCryerNewsEntry>(StringComparer.Ordinal);
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("news.add", OnAdd);
BridgeBoot.RegisterHandler("news.remove", OnRemove);
}
private static void OnAdd(Dictionary<string, object> o)
{
var id = BridgeJson.GetString(o, "id");
if (id == null)
{
Reply("news.error", null, "missing id");
return;
}
var list = TownCryerSystem.NewsEntries;
if (list == null)
{
Reply("news.error", id, "town cryer unavailable");
return;
}
var title = BridgeJson.GetString(o, "title");
if (String.IsNullOrEmpty(title))
{
Reply("news.error", id, "missing title");
return;
}
var body = BridgeJson.GetString(o, "body") ?? "";
var url = BridgeJson.GetString(o, "url");
int image = BridgeJson.GetInt(o, "image", DefaultImage);
// announce defaults to true (proclaim the title in-world); "announce":false suppresses it.
bool announce = true;
object rawAnnounce;
if (o.TryGetValue("announce", out rawAnnounce) && rawAnnounce is bool)
announce = (bool)rawAnnounce;
if (title.Length > BridgeConfig.NewsMaxTitleLength)
title = title.Substring(0, BridgeConfig.NewsMaxTitleLength);
if (body.Length > BridgeConfig.NewsMaxBodyLength)
body = body.Substring(0, BridgeConfig.NewsMaxBodyLength);
try
{
// Replace an existing id in place: drop the old entry first.
TownCryerNewsEntry old;
if (_ours.TryGetValue(id, out old) && old != null)
{
list.Remove(old);
_ours.Remove(id);
}
else if (_ours.Count >= BridgeConfig.NewsMaxExternal)
{
Reply("news.error", id, "too many news entries");
return;
}
var entry = new TownCryerNewsEntry(
new TextDefinition(title),
new TextDefinition(body),
image,
null,
url);
list.Insert(0, entry); // newest first, as the gump reads top-down
_ours[id] = entry;
if (announce)
Announce(title);
Reply("news.ok", id, null);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] news.add threw: {0}", ex.Message);
Reply("news.error", id, "internal error");
}
}
private static void OnRemove(Dictionary<string, object> o)
{
var id = BridgeJson.GetString(o, "id");
if (id == null)
{
Reply("news.error", null, "missing id");
return;
}
TownCryerNewsEntry entry;
if (!_ours.TryGetValue(id, out entry))
{
Reply("news.error", id, "unknown id");
return;
}
_ours.Remove(id);
try
{
var list = TownCryerSystem.NewsEntries;
if (list != null && entry != null)
list.Remove(entry);
Reply("news.ok", id, null);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] news.remove threw: {0}", ex.Message);
Reply("news.error", id, "internal error");
}
}
/// <summary>Proclaims a single line — the article title — through the town criers.</summary>
private static void Announce(string title)
{
try
{
GlobalTownCrierEntryList.Instance.AddEntry(
new[] { title },
TimeSpan.FromSeconds(BridgeConfig.NewsAnnounceDurationSec));
}
catch (Exception ex)
{
// A failed proclamation must not fail the news add — the article is already posted.
Console.WriteLine("[Bridge] news announce threw: {0}", ex.Message);
}
}
private static void Reply(string kind, string id, string reason)
{
var sb = BridgeJson.Begin(kind);
if (id != null) sb.Str("id", id);
if (reason != null) sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
}
}

View File

@@ -1,420 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using Server.Accounting;
using Server.Engines.Help;
namespace Server.Custom.Bridge
{
/// <summary>
/// The in-game help-page (support ticket) queue, surfaced to the website.
///
/// A player who uses the Help button creates a <see cref="PageEntry"/> — sender, message,
/// type, location, and (once a staffer claims it) a handler. The queue lives in memory with
/// no EventSink, so — like the sweeps in <see cref="BridgeSweeps"/> — it is polled and diffed:
/// a page appearing emits <c>page.new</c>, one leaving emits <c>page.closed</c>, and a
/// handled-state change emits <c>page.updated</c>. The whole open queue is also available on
/// demand via the <c>pages.snapshot</c> request (the backfill a dashboard uses on connect).
///
/// A page is keyed by its sender's serial: the queue enforces one page per sender
/// (PageQueue.Contains), so the sender serial is a stable page id.
///
/// Inbound <c>page.respond</c> delivers a message to the player exactly as an in-game staff
/// response does (online: a gump now; offline: queued for next login), optionally closing the
/// page; <c>page.close</c> just removes it. Both run on the Core thread.
/// </summary>
public static class BridgePages
{
private static readonly DateTime Epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
private static Timer _timer;
private static long _sweeps, _new, _closed, _updated;
private struct Seen
{
public long SentMs;
public bool Handled;
}
// sender serial -> last-seen page identity. Core-thread only.
private static readonly Dictionary<int, Seen> _seen = new Dictionary<int, Seen>();
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("pages.snapshot", OnSnapshot);
BridgeBoot.RegisterHandler("page.respond", OnRespond);
BridgeBoot.RegisterHandler("page.close", OnClose);
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
Baseline();
Rearm();
}
/// <summary>Stops and recreates the poll timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
if (_timer != null)
{
_timer.Stop();
_timer = null;
}
var iv = TimeSpan.FromSeconds(BridgeConfig.PageSweepSeconds);
_timer = Timer.DelayCall(iv, iv, Sweep);
}
public static string Status()
{
return String.Format(
"pages(sweeps={0} new={1} closed={2} updated={3} open={4})",
_sweeps, _new, _closed, _updated, _seen.Count);
}
/// <summary>Seeds _seen from the current queue without emitting, so a restart/reload does not
/// re-announce pages already open.</summary>
private static void Baseline()
{
_seen.Clear();
foreach (PageEntry e in PageQueue.List)
{
if (e == null || e.Sender == null)
continue;
_seen[e.Sender.Serial.Value] = new Seen { SentMs = ToMs(e.Sent), Handled = e.Handler != null };
}
}
// ---- poll ----
private static void Sweep()
{
try
{
_sweeps++;
var cur = new Dictionary<int, PageEntry>();
foreach (PageEntry e in PageQueue.List)
{
if (e == null || e.Sender == null)
continue;
cur[e.Sender.Serial.Value] = e;
}
// Closed: keys in _seen no longer present.
if (_seen.Count > 0)
{
List<int> gone = null;
foreach (var kv in _seen)
{
if (!cur.ContainsKey(kv.Key))
{
if (gone == null)
gone = new List<int>();
gone.Add(kv.Key);
}
}
if (gone != null)
{
foreach (var id in gone)
{
EmitClosed(id);
_seen.Remove(id);
}
}
}
// New / replaced / handled-state changed.
foreach (var kv in cur)
{
var e = kv.Value;
long sentMs = ToMs(e.Sent);
bool handled = e.Handler != null;
Seen prev;
if (!_seen.TryGetValue(kv.Key, out prev))
{
EmitNew(e);
}
else if (prev.SentMs != sentMs)
{
// Same sender, different page (they cancelled and re-paged within a tick).
EmitClosed(kv.Key);
EmitNew(e);
}
else if (prev.Handled != handled)
{
EmitUpdated(e);
}
_seen[kv.Key] = new Seen { SentMs = sentMs, Handled = handled };
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] page sweep threw: {0}", ex.Message);
}
}
// ---- outbound ----
private static void EmitNew(PageEntry e)
{
_new++;
var sb = BridgeJson.Begin("page.new").Str("pageId", PageId(e));
AppendPageTail(sb, e);
BridgeLink.Emit(sb.End());
}
private static void EmitUpdated(PageEntry e)
{
_updated++;
var sb = BridgeJson.Begin("page.updated").Str("pageId", PageId(e));
AppendPageTail(sb, e);
BridgeLink.Emit(sb.End());
}
private static void EmitClosed(int serial)
{
_closed++;
BridgeLink.Emit(BridgeJson.Begin("page.closed")
.Str("pageId", "0x" + serial.ToString("X"))
.End());
}
private static void OnSnapshot(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var sb = BridgeJson.Begin("pages.list");
if (reqId != null)
sb.Str("reqId", reqId);
sb.Append(",\"pages\":[");
bool first = true;
foreach (PageEntry e in PageQueue.List)
{
if (e == null || e.Sender == null)
continue;
if (!first)
sb.Append(',');
first = false;
sb.Append("{\"pageId\":\"0x").Append(e.Sender.Serial.Value.ToString("X")).Append('"');
AppendPageTail(sb, e);
sb.Append('}');
}
sb.Append(']');
BridgeLink.Emit(sb.End());
}
/// <summary>Appends every page field except the opening pageId, each comma-prefixed, so it
/// works both after Begin(...) (events) and after a manual `{"pageId":..` (snapshot array).</summary>
private static void AppendPageTail(StringBuilder sb, PageEntry e)
{
sb.Append(",\"sender\":");
WriteSender(sb, e.Sender);
sb.Str("type", e.Type.ToString());
sb.Str("message", e.Message ?? "");
sb.Str("map", e.PageMap == null ? null : e.PageMap.Name);
sb.Num("x", e.PageLocation.X);
sb.Num("y", e.PageLocation.Y);
sb.Num("z", e.PageLocation.Z);
sb.Num("sentMs", ToMs(e.Sent));
sb.Bool("handled", e.Handler != null);
if (e.Handler != null)
sb.Str("handler", e.Handler.Name);
}
private static void WriteSender(StringBuilder sb, Mobile m)
{
if (m == null)
{
sb.Append("null");
return;
}
sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
BridgeJson.Escape(sb, m.Name ?? "");
var acct = m.Account as Account;
if (acct != null)
{
sb.Append(",\"acct\":");
BridgeJson.Escape(sb, acct.Username);
var webId = BridgeAccountLink.WebIdFor(acct);
if (webId != null)
{
sb.Append(",\"webId\":");
BridgeJson.Escape(sb, webId);
}
}
sb.Append('}');
}
// ---- inbound ----
/// <summary>page.respond {reqId, pageId, message, close?}. Delivers a staff response to the
/// player and optionally closes the page.</summary>
private static void OnRespond(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var pageId = BridgeJson.GetString(o, "pageId");
var message = BridgeJson.GetString(o, "message");
bool close = GetBool(o, "close");
if (String.IsNullOrEmpty(message))
{
Err(reqId, "respond", pageId, "missing message");
return;
}
var e = Find(pageId);
if (e == null)
{
Err(reqId, "respond", pageId, "unknown page");
return;
}
try
{
// Same delivery as an in-game staff response: a null handler shows as "Staff".
// ResponseEntry queues for an offline sender; SendGump delivers now if online.
var re = new ResponseEntry(e.Sender, null, message);
re.SendGump();
if (close)
PageQueue.Remove(e);
Ok(reqId, "respond", pageId, close);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] page.respond threw: {0}", ex.Message);
Err(reqId, "respond", pageId, "internal error");
}
}
/// <summary>page.close {reqId, pageId}. Removes the page from the queue.</summary>
private static void OnClose(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var pageId = BridgeJson.GetString(o, "pageId");
var e = Find(pageId);
if (e == null)
{
Err(reqId, "close", pageId, "unknown page");
return;
}
try
{
PageQueue.Remove(e);
Ok(reqId, "close", pageId, true);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] page.close threw: {0}", ex.Message);
Err(reqId, "close", pageId, "internal error");
}
}
private static void Ok(string reqId, string action, string pageId, bool closed)
{
var sb = BridgeJson.Begin("page.ok");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action);
if (pageId != null) sb.Str("pageId", pageId);
sb.Bool("closed", closed);
BridgeLink.Emit(sb.End());
}
private static void Err(string reqId, string action, string pageId, string reason)
{
var sb = BridgeJson.Begin("page.error");
if (reqId != null) sb.Str("reqId", reqId);
sb.Str("action", action);
if (pageId != null) sb.Str("pageId", pageId);
sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
// ---- helpers ----
private static PageEntry Find(string pageId)
{
int serial;
if (!TryParseSerial(pageId, out serial))
return null;
foreach (PageEntry e in PageQueue.List)
{
if (e != null && e.Sender != null && e.Sender.Serial.Value == serial)
return e;
}
return null;
}
private static string PageId(PageEntry e)
{
return "0x" + e.Sender.Serial.Value.ToString("X");
}
private static long ToMs(DateTime dt)
{
return (long)(dt.ToUniversalTime() - Epoch).TotalMilliseconds;
}
private static bool GetBool(Dictionary<string, object> o, string key)
{
object v;
if (o != null && o.TryGetValue(key, out v) && v is bool)
return (bool)v;
return false;
}
private static bool TryParseSerial(string s, out int value)
{
value = 0;
if (String.IsNullOrEmpty(s))
return false;
try
{
s = s.Trim();
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
value = Convert.ToInt32(s.Substring(2), 16);
else
value = Convert.ToInt32(s, 10);
return true;
}
catch
{
return false;
}
}
}
}

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@@ -1,203 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// The presence stream (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §11 #1/#2): who is online and where. Two parts:
///
/// presence.online - a periodic population snapshot (total, per-facet, per-region), emitted
/// on a sweep but only when it changes, so the site has a live "N online"
/// plus a change history without a firehose of identical frames.
/// region.enter - a real-time location transition from EventSink.OnEnterRegion, the cheap
/// per-player movement signal PLAN.md §5.6 recommends over Movement.
///
/// The snapshot is derived each sweep from the online PlayerMobiles (NetState != null), the
/// same population the vitals sweep already walks; counting them by map and region is a handful
/// of field reads. region.enter is filtered to players.
/// </summary>
public static class BridgePresence
{
private static Timer _timer;
// Signature of the last-emitted snapshot, so an unchanged population emits nothing.
private static string _lastSig;
private static long _sweeps, _emitted, _regionEnters;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.OnEnterRegion += OnEnterRegion;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
// Force the next sweep to emit after a (re)connect, so a sidecar that restarted gets the
// current population within one sweep.
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_lastSig = null;
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.PresenceSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.PresenceSweepSeconds),
PresenceSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("presence(sweeps={0} emitted={1} regionEnters={2})",
_sweeps, _emitted, _regionEnters);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
PresenceSweep();
}
private static void PresenceSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
int total = 0;
var byFacet = new SortedDictionary<string, int>(StringComparer.Ordinal);
var byRegion = new SortedDictionary<string, int>(StringComparer.Ordinal);
foreach (var m in World.Mobiles.Values)
{
var pm = m as PlayerMobile;
if (pm == null || pm.NetState == null || pm.Deleted)
continue;
total++;
var facet = pm.Map == null ? "Internal" : pm.Map.Name;
Bump(byFacet, facet);
var region = pm.Region;
var regionName = (region == null || String.IsNullOrEmpty(region.Name)) ? "Wilderness" : region.Name;
Bump(byRegion, regionName);
}
var sig = Signature(total, byFacet, byRegion);
if (sig == _lastSig)
return; // population unchanged since last emit
_lastSig = sig;
BridgeLink.Emit(WriteOnline(total, byFacet, byRegion));
_emitted++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] presence sweep threw: {0}", ex.Message);
}
}
private static void Bump(IDictionary<string, int> map, string key)
{
int n;
map[key] = map.TryGetValue(key, out n) ? n + 1 : 1;
}
private static string Signature(int total, SortedDictionary<string, int> byFacet, SortedDictionary<string, int> byRegion)
{
var sb = new System.Text.StringBuilder();
sb.Append(total);
foreach (var kv in byFacet) sb.Append('|').Append(kv.Key).Append(':').Append(kv.Value);
sb.Append('#');
foreach (var kv in byRegion) sb.Append('|').Append(kv.Key).Append(':').Append(kv.Value);
return sb.ToString();
}
private static string WriteOnline(int total, SortedDictionary<string, int> byFacet, SortedDictionary<string, int> byRegion)
{
var sb = BridgeJson.Begin("presence.online").Num("count", total);
WriteCounts(sb, "byFacet", byFacet);
WriteCounts(sb, "byRegion", byRegion);
return sb.End();
}
/// <summary>Writes a nested object of {name: count} pairs.</summary>
private static void WriteCounts(System.Text.StringBuilder sb, string field, SortedDictionary<string, int> counts)
{
sb.Append(",\"").Append(field).Append("\":{");
bool first = true;
foreach (var kv in counts)
{
if (!first)
sb.Append(',');
first = false;
BridgeJson.Escape(sb, kv.Key);
sb.Append(':').Append(kv.Value);
}
sb.Append('}');
}
// ---- real-time region transitions ----
private static void OnEnterRegion(OnEnterRegionEventArgs e)
{
try
{
if (e == null || e.From == null || !e.From.Player)
return;
var from = e.OldRegion;
var to = e.NewRegion;
// Only meaningful when the named region actually changed.
var fromName = from == null ? null : from.Name;
var toName = to == null ? null : to.Name;
if (String.Equals(fromName, toName, StringComparison.Ordinal))
return;
var sb = BridgeJson.Begin("region.enter")
.Str("from", fromName)
.Str("to", toName)
.Str("map", e.From.Map == null ? null : e.From.Map.Name);
sb.Actor("who", e.From);
BridgeLink.Emit(sb.End());
_regionEnters++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] region enter handler threw: {0}", ex.Message);
}
}
}
}

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@@ -1,291 +0,0 @@
using System;
using System.Text;
using Server.Accounting;
using Server.Items;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// Builds the heavy read-models the website consumes: a full character profile, an account
/// roster, and a player's vendor holdings. All read live Mobile/Item state, so all must run
/// on the Core thread — which the inbound dispatch guarantees (BridgeLink marshals every
/// inbound line through Timer.DelayCall before a handler sees it).
///
/// A profile is the single most expensive read in the bridge (~0.07 ms + ~2.4 KB at the
/// seeded scale, more for a fully-kitted character), so it is built on demand only, never in
/// a sweep. See https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §1.
/// </summary>
public static class BridgeProfile
{
private static readonly AosAttribute[] AllAttrs =
(AosAttribute[])Enum.GetValues(typeof(AosAttribute));
private static readonly AosWeaponAttribute[] AllWeaponAttrs =
(AosWeaponAttribute[])Enum.GetValues(typeof(AosWeaponAttribute));
private static readonly AosArmorAttribute[] AllArmorAttrs =
(AosArmorAttribute[])Enum.GetValues(typeof(AosArmorAttribute));
// ---- full profile ----
public static string BuildProfile(PlayerMobile m, string reqId)
{
var sb = BridgeJson.Begin("char.profile");
if (reqId != null)
sb.Str("reqId", reqId);
sb.Ser("serial", m.Serial);
sb.Str("name", m.Name);
sb.Str("title", m.Title);
sb.Num("body", m.Body.BodyID);
sb.Num("hue", m.Hue);
sb.Bool("online", m.NetState != null);
var acct = m.Account as Account;
if (acct != null)
sb.Str("acct", acct.Username);
// stats
sb.Append(",\"stats\":{");
sb.Append("\"str\":").Append(m.Str).Append(",\"dex\":").Append(m.Dex).Append(",\"int\":").Append(m.Int);
sb.Append(",\"hits\":").Append(m.Hits).Append(",\"hitsMax\":").Append(m.HitsMax);
sb.Append(",\"mana\":").Append(m.Mana).Append(",\"manaMax\":").Append(m.ManaMax);
sb.Append(",\"stam\":").Append(m.Stam).Append(",\"stamMax\":").Append(m.StamMax);
sb.Append(",\"fame\":").Append(m.Fame).Append(",\"karma\":").Append(m.Karma);
sb.Append(",\"luck\":").Append(m.Luck);
sb.Append(",\"resist\":{\"phys\":").Append(m.PhysicalResistance);
sb.Append(",\"fire\":").Append(m.FireResistance);
sb.Append(",\"cold\":").Append(m.ColdResistance);
sb.Append(",\"pois\":").Append(m.PoisonResistance);
sb.Append(",\"energy\":").Append(m.EnergyResistance).Append("}}");
// skills: trained only (Base > 0), to avoid ~50 zeroes per character
sb.Append(",\"skills\":[");
bool first = true;
for (int i = 0; i < m.Skills.Length; i++)
{
var s = m.Skills[i];
if (s == null || s.Base <= 0.0)
continue;
if (!first) sb.Append(',');
first = false;
sb.Append("{\"n\":\"").Append(s.SkillName).Append('"');
sb.Append(",\"base\":").Append(s.Base.ToString("F1"));
sb.Append(",\"value\":").Append(s.Value.ToString("F1"));
sb.Append(",\"cap\":").Append(s.Cap.ToString("F1"));
sb.Append(",\"lock\":\"").Append(s.Lock).Append("\"}");
}
sb.Append(']');
// worn equipment only — not the backpack/bank (see https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §IV.4)
sb.Append(",\"equipment\":[");
first = true;
foreach (var item in m.Items)
{
if (item == null || !IsGearLayer(item.Layer))
continue;
if (!first) sb.Append(',');
first = false;
WriteItem(sb, item);
}
sb.Append(']');
WriteTitles(sb, m);
return sb.End();
}
/// <summary>
/// The titles a character holds (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §10.3). `selected` is the index into
/// `reward` currently displayed (-1 if none). `fameKarma` and `skill` are the computed
/// display titles (may be absent). `reward` is the raw reward-title list — an entry may be
/// a cliloc number (as a string) or a literal string; resolve clilocs website-side.
/// </summary>
private static void WriteTitles(StringBuilder sb, PlayerMobile m)
{
sb.Append(",\"titles\":{\"selected\":").Append(m.SelectedTitle);
var fameKarma = m.FameKarmaTitle;
if (!String.IsNullOrEmpty(fameKarma))
{
sb.Append(",\"fameKarma\":");
BridgeJson.Escape(sb, fameKarma);
}
var skill = m.PaperdollSkillTitle;
if (!String.IsNullOrEmpty(skill))
{
sb.Append(",\"skill\":");
BridgeJson.Escape(sb, skill);
}
sb.Append(",\"reward\":[");
var rewards = m.RewardTitles;
if (rewards != null)
{
bool first = true;
for (int i = 0; i < rewards.Count; i++)
{
var r = rewards[i];
if (r == null)
continue;
if (!first) sb.Append(',');
first = false;
BridgeJson.Escape(sb, Convert.ToString(r, System.Globalization.CultureInfo.InvariantCulture));
}
}
sb.Append("]}");
}
private static bool IsGearLayer(Layer layer)
{
switch (layer)
{
case Layer.Backpack:
case Layer.Bank:
case Layer.Hair:
case Layer.FacialHair:
case Layer.Mount:
case Layer.Invalid:
return false;
default:
return true;
}
}
private static void WriteItem(StringBuilder sb, Item item)
{
sb.Append("{");
sb.Append("\"serial\":\"0x").Append(item.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"layer\":\"").Append(item.Layer).Append('"');
sb.Append(",\"itemId\":").Append(item.ItemID);
sb.Append(",\"hue\":").Append(item.Hue);
sb.Append(",\"cliloc\":").Append(item.LabelNumber);
if (item.Name != null)
{
sb.Append(",\"name\":");
BridgeJson.Escape(sb, item.Name);
}
var weapon = item as BaseWeapon;
var armor = item as BaseArmor;
if (weapon != null)
{
sb.Append(",\"weapon\":{\"minDamage\":").Append(weapon.MinDamage);
sb.Append(",\"maxDamage\":").Append(weapon.MaxDamage).Append('}');
}
else if (armor != null)
{
sb.Append(",\"armor\":{\"baseRating\":").Append(armor.BaseArmorRating).Append('}');
}
// flattened union of non-zero mods across every attribute bag
sb.Append(",\"mods\":{");
bool first = true;
if (weapon != null)
{
WriteAttrs(sb, weapon.Attributes, ref first);
WriteWeaponAttrs(sb, weapon.WeaponAttributes, ref first);
}
else if (armor != null)
{
WriteAttrs(sb, armor.Attributes, ref first);
WriteArmorAttrs(sb, armor.ArmorAttributes, ref first);
}
sb.Append("}}");
}
private static void WriteAttrs(StringBuilder sb, AosAttributes a, ref bool first)
{
if (a == null) return;
for (int i = 0; i < AllAttrs.Length; i++)
{
int v = a[AllAttrs[i]];
if (v == 0) continue;
if (!first) sb.Append(','); first = false;
sb.Append('"').Append(AllAttrs[i]).Append("\":").Append(v);
}
}
private static void WriteWeaponAttrs(StringBuilder sb, AosWeaponAttributes a, ref bool first)
{
if (a == null) return;
for (int i = 0; i < AllWeaponAttrs.Length; i++)
{
int v = a[AllWeaponAttrs[i]];
if (v == 0) continue;
if (!first) sb.Append(','); first = false;
sb.Append('"').Append(AllWeaponAttrs[i]).Append("\":").Append(v);
}
}
private static void WriteArmorAttrs(StringBuilder sb, AosArmorAttributes a, ref bool first)
{
if (a == null) return;
for (int i = 0; i < AllArmorAttrs.Length; i++)
{
int v = a[AllArmorAttrs[i]];
if (v == 0) continue;
if (!first) sb.Append(','); first = false;
sb.Append('"').Append(AllArmorAttrs[i]).Append("\":").Append(v);
}
}
// ---- account roster ----
/// <summary>
/// Light per-character summary for an account. Offline characters are included: a
/// logged-off mobile stays resident (World.Mobiles) until Delete, so its roster entry is
/// always available.
/// </summary>
public static string BuildRoster(Account acct, string reqId)
{
var sb = BridgeJson.Begin("account.roster");
if (reqId != null)
sb.Str("reqId", reqId);
sb.Str("acct", acct.Username);
sb.Append(",\"chars\":[");
bool first = true;
for (int i = 0; i < acct.Length; i++)
{
var m = acct[i];
if (m == null)
continue;
if (!first) sb.Append(',');
first = false;
sb.Append("{\"slot\":").Append(i);
sb.Append(",\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
BridgeJson.Escape(sb, m.Name ?? "");
sb.Append(",\"body\":").Append(m.Body.BodyID);
sb.Append(",\"online\":").Append(m.NetState != null ? "true" : "false");
sb.Append('}');
}
sb.Append(']');
return sb.End();
}
}
}

View File

@@ -1,215 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Accounting;
using Server.Mobiles;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// Inbound request/response. The sidecar asks; the shard answers. Every handler runs on the
/// Core thread (BridgeBoot dispatches inbound lines through Timer.DelayCall first), so all of
/// these may read live world state freely.
///
/// A request carries an optional "reqId" the shard echoes back, so the sidecar can correlate
/// the reply with the request it sent. A malformed or unresolvable request gets a
/// "bridge.error" reply rather than silence, so the website can show a real failure instead
/// of hanging.
/// </summary>
public static class BridgeRequests
{
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("char.request", OnCharRequest);
BridgeBoot.RegisterHandler("account.roster", OnRosterRequest);
BridgeBoot.RegisterHandler("vendor.snapshot", OnVendorSnapshotRequest);
}
private static void Fail(string reqId, string reason)
{
var sb = BridgeJson.Begin("bridge.error");
if (reqId != null)
sb.Str("reqId", reqId);
sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
// ---- char.request ----
/// <summary>
/// Resolve a character by serial, or by account + slot, and reply with a full profile.
/// Works for offline characters too: a logged-off mobile is still resident.
/// </summary>
private static void OnCharRequest(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
PlayerMobile pm = null;
var serialStr = BridgeJson.GetString(o, "serial");
if (serialStr != null)
{
pm = ResolveSerial(serialStr) as PlayerMobile;
if (pm == null)
{
Fail(reqId, "no player with serial " + serialStr);
return;
}
}
else
{
var acctName = BridgeJson.GetString(o, "account");
var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
if (acct == null)
{
Fail(reqId, "unknown account");
return;
}
int slot = BridgeJson.GetInt(o, "slot", 0);
if (slot < 0 || slot >= acct.Length)
{
Fail(reqId, "slot out of range");
return;
}
pm = acct[slot] as PlayerMobile;
if (pm == null)
{
Fail(reqId, "no character in slot " + slot);
return;
}
}
BridgeLink.Emit(BridgeProfile.BuildProfile(pm, reqId));
}
// ---- account.roster ----
private static void OnRosterRequest(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var acctName = BridgeJson.GetString(o, "account");
var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
if (acct == null)
{
Fail(reqId, "unknown account");
return;
}
BridgeLink.Emit(BridgeProfile.BuildRoster(acct, reqId));
}
// ---- vendor.snapshot ----
/// <summary>
/// Every player vendor owned by any character on an account, with its held gold and
/// priced listings. Enumerates PlayerVendor.PlayerVendors and matches by owner account.
/// </summary>
private static void OnVendorSnapshotRequest(Dictionary<string, object> o)
{
var reqId = BridgeJson.GetString(o, "reqId");
var acctName = BridgeJson.GetString(o, "account");
var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
if (acct == null)
{
Fail(reqId, "unknown account");
return;
}
var sb = BridgeJson.Begin("vendor.snapshot");
if (reqId != null)
sb.Str("reqId", reqId);
sb.Str("acct", acct.Username);
sb.Append(",\"vendors\":[");
bool firstVendor = true;
var all = PlayerVendor.PlayerVendors;
if (all != null)
{
foreach (var v in all)
{
if (v == null || v.Deleted || v.Owner == null)
continue;
if (!(v.Owner.Account is Account ownerAcct) || ownerAcct != acct)
continue;
if (!firstVendor) sb.Append(',');
firstVendor = false;
sb.Append("{\"serial\":\"0x").Append(v.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"shopName\":");
BridgeJson.Escape(sb, v.ShopName ?? "");
sb.Append(",\"holdGold\":").Append(v.HoldGold);
sb.Append(",\"ownerSerial\":\"0x").Append(v.Owner.Serial.Value.ToString("X")).Append('"');
var house = v.Map;
sb.Append(",\"map\":");
BridgeJson.Escape(sb, v.Map == null ? "" : v.Map.Name);
sb.Append(",\"x\":").Append(v.X).Append(",\"y\":").Append(v.Y);
sb.Append(",\"listings\":[");
bool firstItem = true;
var pack = v.Backpack;
if (pack != null)
{
foreach (var item in pack.Items)
{
var vi = v.GetVendorItem(item);
if (vi == null)
continue;
if (!firstItem) sb.Append(',');
firstItem = false;
sb.Append("{\"serial\":\"0x").Append(item.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"itemId\":").Append(item.ItemID);
sb.Append(",\"amount\":").Append(item.Amount);
sb.Append(",\"price\":").Append(vi.Price);
sb.Append(",\"forSale\":").Append(vi.IsForSale ? "true" : "false").Append('}');
}
}
sb.Append("]}");
}
}
sb.Append(']');
BridgeLink.Emit(sb.End());
}
// ---- helpers ----
private static Mobile ResolveSerial(string serialStr)
{
try
{
var s = serialStr.Trim();
int value;
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
value = Convert.ToInt32(s.Substring(2), 16);
else
value = Convert.ToInt32(s, 10);
return World.FindMobile(value);
}
catch
{
return null;
}
}
}
}

View File

@@ -1,218 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Guilds;
namespace Server.Custom.Bridge
{
/// <summary>
/// The guild stream (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PROTOCOL_2.md §10.1). Guilds have almost no useful EventSink:
/// EventSink.CreateGuild is only the load-time deserialization factory (Server/World.cs), and
/// leave/disband/leader/alliance changes raise nothing. Only EventSink.JoinGuild is real. So,
/// exactly like <see cref="BridgeChamps"/>, the roster is polled: enumerate BaseGuild.List each
/// tick, fold each guild to a small signature, and emit `guild.update` only when it changes.
/// A guild that vanishes (or disbands — Disbanded == leader gone) leaves via `guild.remove`.
///
/// On top of the board we emit a real-time `guild.join` from EventSink.JoinGuild, so a "so-and-
/// so joined" feed does not wait for the next sweep. A membership change also moves the board
/// signature (member count + serial sum), so a *leave* surfaces as the member count dropping in
/// the next `guild.update`; per-member leave events would need a core tap and are a later
/// refinement (§10.1).
///
/// "Created" is derived sidecar-side from a first-seen id (as champs derive it), rather than a
/// wire event — otherwise a sidecar reconnect, which clears the diff cache and re-emits every
/// guild, would look like every guild being created at once.
/// </summary>
public static class BridgeSocial
{
private static Timer _timer;
// guild id -> last-emitted signature. An id absent here has never been emitted (or the cache
// was cleared on reconnect), so its next sweep counts as a change.
private static readonly Dictionary<int, string> _last = new Dictionary<int, string>();
private static long _sweeps, _emitted, _removed, _joins;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.JoinGuild += OnJoinGuild;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_last.Clear();
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.GuildSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.GuildSweepSeconds),
GuildSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("guilds(sweeps={0} emitted={1} removed={2} joins={3} tracked={4})",
_sweeps, _emitted, _removed, _joins, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
GuildSweep();
}
private static void GuildSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
var seen = new HashSet<int>();
foreach (var bg in BaseGuild.List.Values)
{
var g = bg as Guild;
// Skip disbanded guilds (leader gone): they linger in the list until cleaned up,
// and treating them as absent lets the "gone" pass below emit guild.remove.
if (g == null || g.Disbanded)
continue;
seen.Add(g.Id);
var sig = Signature(g);
string prior;
if (_last.TryGetValue(g.Id, out prior) && prior == sig)
continue; // unchanged since last emit
_last[g.Id] = sig;
BridgeLink.Emit(WriteGuild(g));
_emitted++;
}
// Anything tracked last sweep but not seen now has disbanded or been removed.
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var id in gone)
{
_last.Remove(id);
BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
_removed++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] guild sweep threw: {0}", ex.Message);
}
}
// The volatile fields that define a meaningful change: name, abbreviation, leader, member
// count, the member set (order-independent serial sum), and alliance.
private static string Signature(Guild g)
{
long memberSum = 0;
int count = 0;
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
var m = members[i];
if (m == null)
continue;
count++;
unchecked { memberSum += (uint)m.Serial.Value; }
}
}
var leaderSerial = g.Leader == null ? 0 : g.Leader.Serial.Value;
return String.Concat(
g.Name ?? "", "|",
g.Abbreviation ?? "", "|",
leaderSerial.ToString(), "|",
count.ToString(), "|",
memberSum.ToString(), "|",
g.Alliance == null ? "" : (g.AllianceName ?? ""));
}
private static string WriteGuild(Guild g)
{
int online = 0, count = 0;
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
var m = members[i];
if (m == null)
continue;
count++;
if (m.NetState != null)
online++;
}
}
var sb = BridgeJson.Begin("guild.update")
.Num("id", g.Id)
.Str("name", g.Name)
.Str("abbr", g.Abbreviation)
.Num("members", count)
.Num("online", online)
.Str("alliance", g.Alliance == null ? null : g.AllianceName);
sb.Actor("leader", g.Leader);
return sb.End();
}
// ---- real-time join ----
private static void OnJoinGuild(JoinGuildEventArgs e)
{
try
{
if (e == null || e.Mobile == null)
return;
var g = e.Guild as Guild;
var sb = BridgeJson.Begin("guild.join");
if (g != null)
sb.Num("id", g.Id).Str("name", g.Name).Str("abbr", g.Abbreviation);
sb.Actor("who", e.Mobile);
BridgeLink.Emit(sb.End());
_joins++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] guild join handler threw: {0}", ex.Message);
}
}
}
}

View File

@@ -1,279 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using Server.Accounting;
using Server.Mobiles;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// The three polled streams, for state that has no EventSink: player vitals, house decay,
/// and money supply. All three run on the Core thread via repeating Timers, and the
/// measured cost (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §1) is why they can: at the seeded scale a full pass of all
/// three is well under a millisecond.
///
/// Timers do not fire during a world save (Timer.cs:322), so a sweep that would have landed
/// mid-save simply happens a few seconds later. That is fine for all three.
/// </summary>
public static class BridgeSweeps
{
private static Timer _vitals, _decay, _economy;
// Last-known decay level per house. In memory, rebuilt from a silent baseline on
// ServerStarted, so a restart does not re-announce every house's current stage.
private static readonly Dictionary<Serial, DecayLevel> _decayState =
new Dictionary<Serial, DecayLevel>();
private static bool _baselined;
private static long _vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _economySweeps;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BaselineDecay();
Rearm();
}
/// <summary>Stops and recreates the timers from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_vitals = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
VitalsSweep);
_decay = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
DecaySweep);
_economy = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
EconomySweep);
}
public static void Stop()
{
if (_vitals != null) { _vitals.Stop(); _vitals = null; }
if (_decay != null) { _decay.Stop(); _decay = null; }
if (_economy != null) { _economy.Stop(); _economy = null; }
}
public static string Status()
{
return String.Format(
"vitals(sweeps={0} emitted={1}) decay(sweeps={2} transitions={3} tracked={4}) economy(sweeps={5})",
_vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _decayState.Count, _economySweeps);
}
// ---- vitals ----
/// <summary>
/// Online players only. Vitals are small and volatile; the sidecar diffs successive
/// snapshots and forwards only changes. Offline characters do not move, so there is
/// nothing to sweep — their state is served on demand as a full profile instead.
/// </summary>
private static void VitalsSweep()
{
try
{
_vitalsSweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
foreach (var m in World.Mobiles.Values)
{
var pm = m as PlayerMobile;
if (pm == null || pm.NetState == null || pm.Deleted)
continue;
BridgeLink.Emit(WriteVitals(pm));
_vitalsEmitted++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] vitals sweep threw: {0}", ex.Message);
}
}
private static string WriteVitals(PlayerMobile m)
{
return BridgeJson.Begin("char.vitals")
.Ser("serial", m.Serial)
.Num("hits", m.Hits).Num("hitsMax", m.HitsMax)
.Num("mana", m.Mana).Num("manaMax", m.ManaMax)
.Num("stam", m.Stam).Num("stamMax", m.StamMax)
.Num("str", m.Str).Num("dex", m.Dex).Num("int", m.Int)
.Str("map", m.Map == null ? null : m.Map.Name)
.Num("x", m.X).Num("y", m.Y)
.End();
}
// ---- house decay ----
/// <summary>
/// Populates the last-known level for every house without emitting. Without this, the
/// first sweep after a restart would report every house as a fresh transition.
/// </summary>
private static void BaselineDecay()
{
try
{
_decayState.Clear();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
_decayState[house.Serial] = house.DecayLevel;
}
_baselined = true;
Console.WriteLine("[Bridge] decay baseline: {0} houses", _decayState.Count);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] decay baseline threw: {0}", ex.Message);
}
}
private static void DecaySweep()
{
try
{
_decaySweeps++;
if (!_baselined)
BaselineDecay();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
var level = house.DecayLevel; // computed getter — read once
var serial = house.Serial;
DecayLevel prior;
bool known = _decayState.TryGetValue(serial, out prior);
if (known && prior == level)
continue;
_decayState[serial] = level;
if (!known)
continue; // a house that appeared since baseline; record, do not announce
_decayTransitions++;
if (BridgeLink.Connected)
BridgeLink.Emit(WriteDecay(house, prior, level));
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] decay sweep threw: {0}", ex.Message);
}
}
private static string WriteDecay(BaseHouse house, DecayLevel from, DecayLevel to)
{
var sb = BridgeJson.Begin("house.decay")
.Ser("serial", house.Serial)
.Str("from", from.ToString())
.Str("to", to.ToString())
.Str("map", house.Map == null ? null : house.Map.Name)
.Num("x", house.X).Num("y", house.Y).Num("z", house.Z);
var region = house.Region;
if (region != null)
sb.Str("region", region.Name);
var sign = house.Sign;
if (sign != null)
sb.Str("name", sign.GetName());
var owner = house.Owner;
if (owner != null)
{
sb.Ser("ownerSerial", owner.Serial);
var acct = owner.Account as Account;
if (acct != null)
sb.Str("ownerAcct", acct.Username);
}
// Where a player would physically stand to see it.
var ban = house.BanLocation;
sb.Append(",\"ban\":{\"x\":").Append(ban.X)
.Append(",\"y\":").Append(ban.Y)
.Append(",\"z\":").Append(ban.Z).Append('}');
sb.Str("builtOn", house.BuiltOn.ToUniversalTime().ToString("o"));
sb.Str("lastRefreshed", house.LastRefreshed.ToUniversalTime().ToString("o"));
return sb.End();
}
// ---- economy supply ----
/// <summary>
/// Money supply = the sum of every account's currency, as a periodic snapshot. This is
/// the level; AccountGoldChange and the vendor events are the flow. The sidecar keeps
/// both.
/// </summary>
private static void EconomySweep()
{
try
{
_economySweeps++;
if (!BridgeLink.Connected)
return;
double totalCurrency = 0;
int accounts = 0;
foreach (Account a in Accounting.Accounts.GetAccounts())
{
totalCurrency += a.TotalCurrency;
accounts++;
}
BridgeLink.Emit(BridgeJson.Begin("economy.supply")
.Num("accounts", accounts)
.Num("gold", (long)(totalCurrency * Account.CurrencyThreshold))
.End());
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] economy sweep threw: {0}", ex.Message);
}
}
/// <summary>Runs each sweep once, now. For `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
VitalsSweep();
DecaySweep();
EconomySweep();
}
}
}

View File

@@ -1,158 +0,0 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// Website-published news, pushed into the game's town criers.
///
/// Inbound towncrier.add adds a global entry that every town crier announces until it
/// expires; towncrier.remove pulls one early. Both run on the Core thread (inbound lines are
/// marshaled through Timer.DelayCall before a handler sees them), which is required because
/// AddEntry mutates a shared list and the criers send packets.
///
/// Loopback is the trust boundary, but the caps here (line count/length, active-entry count,
/// duration) are defense in depth: a compromised or buggy sidecar still cannot flood the
/// criers or pin a message forever.
/// </summary>
public static class BridgeTownCrier
{
// Website id -> the entry we created for it, so a later remove can find it.
private static readonly Dictionary<string, TownCrierEntry> _entries =
new Dictionary<string, TownCrierEntry>(StringComparer.Ordinal);
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeBoot.RegisterHandler("towncrier.add", OnAdd);
BridgeBoot.RegisterHandler("towncrier.remove", OnRemove);
}
private static void Reply(string kind, string id, string reason)
{
var sb = BridgeJson.Begin(kind);
if (id != null) sb.Str("id", id);
if (reason != null) sb.Str("reason", reason);
BridgeLink.Emit(sb.End());
}
private static void OnAdd(Dictionary<string, object> o)
{
var id = BridgeJson.GetString(o, "id");
if (id == null)
{
Reply("towncrier.error", null, "missing id");
return;
}
var lines = BridgeJson.GetStringList(o, "lines");
if (lines.Count == 0)
{
Reply("towncrier.error", id, "no lines");
return;
}
if (lines.Count > BridgeConfig.TownCrierMaxLines)
{
Reply("towncrier.error", id, "too many lines");
return;
}
// Prune expired entries from our map before enforcing the active cap.
PruneExpired();
// Replacing an existing id is fine; otherwise enforce the active cap.
if (!_entries.ContainsKey(id) && _entries.Count >= BridgeConfig.TownCrierMaxActive)
{
Reply("towncrier.error", id, "too many active entries");
return;
}
var clean = new string[lines.Count];
for (int i = 0; i < lines.Count; i++)
{
var line = lines[i] ?? "";
if (line.Length > BridgeConfig.TownCrierMaxLineLength)
line = line.Substring(0, BridgeConfig.TownCrierMaxLineLength);
clean[i] = line;
}
int durationSec = BridgeJson.GetInt(o, "durationSec", 3600);
if (durationSec < 1)
durationSec = 1;
if (durationSec > BridgeConfig.TownCrierMaxDurationSec)
durationSec = BridgeConfig.TownCrierMaxDurationSec;
try
{
// If this id already exists, replace it: remove the old entry first.
TownCrierEntry old;
if (_entries.TryGetValue(id, out old) && old != null)
GlobalTownCrierEntryList.Instance.RemoveEntry(old);
var entry = GlobalTownCrierEntryList.Instance.AddEntry(clean, TimeSpan.FromSeconds(durationSec));
_entries[id] = entry;
Reply("towncrier.ok", id, null);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] towncrier.add threw: {0}", ex.Message);
Reply("towncrier.error", id, "internal error");
}
}
private static void OnRemove(Dictionary<string, object> o)
{
var id = BridgeJson.GetString(o, "id");
if (id == null)
{
Reply("towncrier.error", null, "missing id");
return;
}
TownCrierEntry entry;
if (!_entries.TryGetValue(id, out entry))
{
Reply("towncrier.error", id, "unknown id");
return;
}
_entries.Remove(id);
try
{
if (entry != null)
GlobalTownCrierEntryList.Instance.RemoveEntry(entry);
Reply("towncrier.ok", id, null);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] towncrier.remove threw: {0}", ex.Message);
Reply("towncrier.error", id, "internal error");
}
}
private static void PruneExpired()
{
var doomed = new List<string>();
foreach (var kv in _entries)
{
if (kv.Value == null || kv.Value.Expired)
doomed.Add(kv.Key);
}
foreach (var id in doomed)
_entries.Remove(id);
}
}
}

View File

@@ -1,44 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<OutputType>Library</OutputType>
<AssemblyName>Scripts</AssemblyName>
<RootNamespace>Server</RootNamespace>
<AppendTargetFrameworkToOutputPath>False</AppendTargetFrameworkToOutputPath>
<GenerateAssemblyInfo>False</GenerateAssemblyInfo>
<UseVSHostingProcess>False</UseVSHostingProcess>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<UseWindowsForms>false</UseWindowsForms>
<Platforms>x64</Platforms>
</PropertyGroup>
<!--
Conditioned on Configuration alone, not Configuration|Platform. ScriptCompiler.Compile
runs `dotnet build Scripts/Scripts.csproj -c Release` with no Platform, so Platform
defaults to AnyCPU. Under the old Platform-qualified conditions that meant OutputPath
was unset (the DLL landed in Scripts/bin/Release/ while the core loads Scripts.dll from
the base directory) and DefineConstants were empty (XmlSpawner compiled its non-ServUO
branches). The net effect was that runtime script compilation silently had no effect.
-->
<PropertyGroup Condition="'$(Configuration)'=='Debug'">
<OutputPath>..\</OutputPath>
<DefineConstants>TRACE;DEBUG;NEWTIMERS;ServUO</DefineConstants>
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'">
<OutputPath>..\</OutputPath>
<DefineConstants>TRACE;NEWTIMERS;ServUO</DefineConstants>
<DebugType>none</DebugType>
</PropertyGroup>
<ItemGroup>
<Reference Include="System.Web" />
<!-- JavaScriptSerializer, for parsing inbound sidecar commands. See BridgeJson. -->
<Reference Include="System.Web.Extensions" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Server\Server.csproj" />
<ProjectReference Include="..\Ultima\Ultima.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Data.DataSetExtensions" Version="4.5.0" />
</ItemGroup>
</Project>

View File

@@ -1,133 +0,0 @@
using System;
using Server.Accounting;
using Server.Commands;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// Forwards IN-GAME uses of the write-plane verbs to the website as admin.audit
/// (origin=in-game), so the site's moderation log is complete regardless of whether an action
/// came from the website or a staff member in the game client. See https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/ADMIN_CONTROLS.md §5.5.
///
/// Two sources, mirroring how the shard records each:
/// - ban / kick: resolved with their target inside the stock generic command, which logs a
/// line via CommandLogging.WriteLine. We tap the new CommandLogging.OnWrite event and
/// parse the "... banning|kicking &lt;target&gt; ('acct')" line for action and target.
/// - broadcast: [bcast carries its message as command args and hits no target, so
/// EventSink.Command already sees it whole; we reshape it.
///
/// Not in overlay/: it references CommandLogging.OnWrite, which exists only after
/// patches/commandlogging-event.patch is applied. Shipping it in overlay/ would break the
/// build on an unpatched install — the same reason BridgeVendorSale.cs lives in patches/.
///
/// Runs on the Core thread (both sources raise synchronously in the command path). Every body
/// is wrapped: a bridge exception must never escape into a staff command.
/// </summary>
public static class BridgeModerationAudit
{
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
CommandLogging.OnWrite += OnCommandLog; // ban / kick (resolved, with target)
EventSink.Command += OnStaffCommand; // broadcast (carries its message)
Console.WriteLine("[Bridge] in-game moderation audit attached");
}
/// <summary>
/// The stock ban/kick commands log "&lt;level&gt; &lt;from&gt; ('acct') banning|kicking
/// &lt;target&gt; ('acct')" (Commands.cs KickCommand). Match the verb, take the target's
/// account from the trailing "('acct')", and forward. Non-moderation lines are ignored.
/// </summary>
private static void OnCommandLog(Mobile from, string text)
{
try
{
if (from == null || text == null)
return;
string action;
int at;
if ((at = text.IndexOf(" banning ", StringComparison.Ordinal)) >= 0)
action = "ban";
else if ((at = text.IndexOf(" kicking ", StringComparison.Ordinal)) >= 0)
action = "kick";
else
return;
var tail = text.Substring(at + 9); // past " banning " / " kicking "
Emit(action, from, ExtractAccount(tail), text);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] mod-audit log parse threw: {0}", ex.Message);
}
}
/// <summary>[bcast / [bc / [b — a staff broadcast. Its message is the command args.</summary>
private static void OnStaffCommand(CommandEventArgs e)
{
try
{
if (e == null || e.Mobile == null || e.Mobile.AccessLevel <= AccessLevel.Player)
return;
var cmd = e.Command;
if (cmd == null)
return;
cmd = cmd.ToLowerInvariant();
if (cmd != "bcast" && cmd != "bc" && cmd != "b")
return;
Emit("broadcast", e.Mobile, null, e.ArgString);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] mod-audit command threw: {0}", ex.Message);
}
}
/// <summary>Pulls the account from a CommandLogging.Format rendering's trailing "('account')".</summary>
private static string ExtractAccount(string formatted)
{
if (formatted == null)
return null;
int open = formatted.LastIndexOf("('", StringComparison.Ordinal);
if (open < 0)
return null;
int close = formatted.IndexOf("')", open, StringComparison.Ordinal);
if (close < 0)
return null;
return formatted.Substring(open + 2, close - (open + 2));
}
/// <summary>
/// Emits admin.audit with origin=in-game. The actor is the staff member's account name
/// (no "web:" prefix — that, plus the origin field, is how the website tells the two
/// sources apart). `detail` carries the raw context so nothing is lost if a target could
/// not be parsed.
/// </summary>
private static void Emit(string action, Mobile actor, string target, string detail)
{
var acct = actor.Account as Account;
var actorName = acct != null ? acct.Username : actor.Name;
BridgeLink.Emit(BridgeJson.Begin("admin.audit")
.Str("origin", "in-game")
.Str("action", action)
.Str("actor", actorName)
.Str("target", target)
.Str("detail", detail)
.End());
}
}
}

View File

@@ -1,83 +0,0 @@
using System;
using Server;
using Server.Accounting;
using Server.Custom.Bridge;
namespace Server.Custom.Bridge
{
/// <summary>
/// Subscribes to the PlayerVendorSale event added by the Phase 7 core patches. This file is
/// part of that coupled unit and is NOT in overlay/, because it references
/// PlayerVendorSaleEventArgs, which does not exist until the EventSink patch is applied —
/// shipping it in overlay/ would break the build on any install without the patch.
///
/// Deploy: apply patches/playervendor-sale-*.patch, then copy this file to
/// Scripts/Custom/Bridge/BridgeVendorSale.cs.
///
/// The event fires at the committed sale (PlayerVendorBuyGump.OnResponse), on the Core
/// thread, with buyer, vendor owner, item, price, and commission all in scope — richer than
/// the NPC ValidVendor* events (which lack owner and commission) and, unlike them, on a
/// committed sale rather than a validation stage. It is the backbone of the cheat-detection
/// feed: same-account buyer≈owner is gold laundering, off-market prices and burst patterns
/// are visible to the sidecar.
/// </summary>
public static class BridgeVendorSale
{
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.PlayerVendorSale += OnPlayerVendorSale;
Console.WriteLine("[Bridge] player-vendor sale stream attached");
}
private static void OnPlayerVendorSale(PlayerVendorSaleEventArgs e)
{
try
{
var sb = BridgeJson.Begin("vendor.sale")
.Bool("committed", true);
// Buyer
if (e.Buyer != null)
{
sb.Ser("buyerSerial", e.Buyer.Serial);
var ba = e.Buyer.Account as Account;
if (ba != null)
sb.Str("buyerAcct", ba.Username);
}
// Vendor owner — the player who actually profits.
if (e.Owner != null)
{
sb.Ser("ownerSerial", e.Owner.Serial);
var oa = e.Owner.Account as Account;
if (oa != null)
sb.Str("ownerAcct", oa.Username);
}
if (e.Vendor != null)
sb.Ser("vendorSerial", e.Vendor.Serial);
if (e.Item != null)
{
sb.Ser("itemSerial", e.Item.Serial);
sb.Str("itemType", e.Item.GetType().Name);
sb.Num("itemId", e.Item.ItemID);
sb.Num("amount", e.Item.Amount);
}
sb.Num("price", e.Price);
sb.Num("commission", e.Commission);
BridgeLink.Emit(sb.End());
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] vendor.sale handler threw: {0}", ex.Message);
}
}
}
}

View File

@@ -1,59 +0,0 @@
# patches
Unified diffs against stock ServUO 57.4 for files the bridge must **modify** rather than add. Anything that can be shipped as a whole file belongs in `overlay/` instead.
Apply from the server root:
```bash
git apply --check patches/<name>.patch # dry run
git apply patches/<name>.patch
```
## Phase 7 — player-vendor sale (a coupled unit)
Player-vendor purchases raise **no** EventSink. `ValidVendorPurchase` / `ValidVendorSell` cover NPC vendors only. The commit point is `PlayerVendorBuyGump.OnResponse`, the only place where buyer, vendor **owner**, price, and commission are all in scope — exactly what cheat detection needs. See [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §6.
This is the one non-drop-in piece. Apply all three together:
| Item | Target | What |
|------|--------|------|
| `playervendor-sale-eventsink.patch` | `Server/EventSink.cs` | Adds the `PlayerVendorSale` delegate, `PlayerVendorSaleEventArgs { Buyer, Vendor, Owner, Item, Price, Commission }`, the event field, and `InvokePlayerVendorSale`. |
| `playervendor-sale-gump.patch` | `Scripts/Gumps/PlayerVendorGumps.cs` | One `InvokePlayerVendorSale(...)` call right after the committed `HoldGold +=`. |
| `BridgeVendorSale.cs` | copy to `Scripts/Custom/Bridge/` | The subscriber that emits `vendor.sale`. **Not** in `overlay/` because it references `PlayerVendorSaleEventArgs`, which does not exist until the EventSink patch is applied — shipping it in overlay would break the build on any unpatched install. |
```bash
cd <servuo root>
git apply --check patches/playervendor-sale-eventsink.patch patches/playervendor-sale-gump.patch # dry run
git apply patches/playervendor-sale-eventsink.patch patches/playervendor-sale-gump.patch
cp patches/BridgeVendorSale.cs Scripts/Custom/Bridge/BridgeVendorSale.cs
```
Both patches are `git`-format and verified with `git apply --check` against stock ServUO 57.4. Modifying `EventSink.cs` means the **core** rebuilds, so `ScriptCompiler`'s dynamic script build is not enough — rebuild the solution (`dotnet build ServUO.sln`) or the server binary.
Not applicable to a non-git shard? `git apply` works in a plain directory too. If `patch` is used instead, note the core files are CRLF; use `patch --binary`.
## In-game moderation audit (admin controls §5.5)
So the website's moderation log stays complete, in-game uses of the write-plane verbs are forwarded to it as `admin.audit` (`origin:"in-game"`). Broadcasts already surface through `EventSink.Command`, but resolved bans/kicks only carry their target inside the command's own `CommandLogging.WriteLine` call — which has no event to subscribe to. One small change fixes that:
| Item | Target | What |
|------|--------|------|
| `commandlogging-event.patch` | `Scripts/Commands/Logging.cs` | Adds a `public static event Action<Mobile,string> OnWrite`, raised in `WriteLine` **before** the `m_Enabled` guard so it fires even when file logging is off. |
| `BridgeModerationAudit.cs` | copy to `Scripts/Custom/Bridge/` | The subscriber: taps `OnWrite` for ban/kick (parsing the target out of the log line) and `EventSink.Command` for `[bcast`, emitting `admin.audit`. **Not** in `overlay/` because it references `CommandLogging.OnWrite`, which does not exist until the patch is applied. |
```bash
cd <servuo root>
git apply --check patches/commandlogging-event.patch # dry run
git apply patches/commandlogging-event.patch
cp patches/BridgeModerationAudit.cs Scripts/Custom/Bridge/BridgeModerationAudit.cs
```
`Logging.cs` is a **Scripts** file, so this is picked up by the dynamic script build — no core/solution rebuild needed (unlike the Phase 7 `EventSink.cs` patch). Verified end-to-end with `tools/scaffolding/BridgeAuditProbe.cs` (gated by `Bridge.AuditProbeOnStart`): a genuine `[bcast` plus simulated ban/kick log lines produced the expected `admin.audit` frames, target parsed, with non-moderation lines ignored.
## Note on `Scripts.csproj`
Phase 0 modifies an existing file but ships as a whole-file overlay (`overlay/Scripts/Scripts.csproj`) because the file is small, we own it operationally, and a copy is less fragile than a diff against a project file. Revisit if it starts drifting from upstream.
## Note on shard repairs
The deletions and edits described in [SHARD_PREREQS.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/SHARD_PREREQS.md) are one-time repairs to a specific broken install, not part of the bridge. They are not shipped here.

View File

@@ -1,33 +0,0 @@
--- a/Scripts/Commands/Logging.cs
+++ b/Scripts/Commands/Logging.cs
@@ -75,16 +75,27 @@
return o;
}
+ /// <summary>
+ /// Raised for every staff command log line — even when file logging is disabled — so an
+ /// out-of-process consumer sees resolved staff actions. The uo-link bridge subscribes to
+ /// forward moderation actions (ban/kick, with the resolved target) to the website.
+ /// </summary>
+ public static event Action<Mobile, string> OnWrite;
+
public static void WriteLine(Mobile from, string format, params object[] args)
{
- if (!m_Enabled)
- return;
-
WriteLine(from, String.Format(format, args));
}
public static void WriteLine(Mobile from, string text)
{
+ var onWrite = OnWrite;
+ if (onWrite != null)
+ {
+ try { onWrite(from, text); }
+ catch { }
+ }
+
if (!m_Enabled)
return;

View File

@@ -1,66 +0,0 @@
diff --git a/Server/EventSink.cs b/Server/EventSink.cs
index d30788f..1da2667 100644
--- a/Server/EventSink.cs
+++ b/Server/EventSink.cs
@@ -171,6 +171,8 @@ namespace Server
public delegate void ValidVendorSellEventHandler(ValidVendorSellEventArgs e);
+ public delegate void PlayerVendorSaleEventHandler(PlayerVendorSaleEventArgs e);
+
public delegate void CorpseLootEventHandler(CorpseLootEventArgs e);
public delegate void RepairItemEventHandler(RepairItemEventArgs e);
@@ -1521,6 +1523,29 @@ namespace Server
}
}
+ // Player-vendor purchases raise no other EventSink. This fires at the committed sale in
+ // PlayerVendorBuyGump.OnResponse, where buyer, vendor owner, item, price, and commission
+ // are all in scope -- the data the bridge's cheat-detection feed needs.
+ public class PlayerVendorSaleEventArgs : EventArgs
+ {
+ public Mobile Buyer { get; set; }
+ public Mobile Vendor { get; set; }
+ public Mobile Owner { get; set; }
+ public Item Item { get; set; }
+ public int Price { get; set; }
+ public int Commission { get; set; }
+
+ public PlayerVendorSaleEventArgs(Mobile buyer, Mobile vendor, Mobile owner, Item item, int price, int commission)
+ {
+ Buyer = buyer;
+ Vendor = vendor;
+ Owner = owner;
+ Item = item;
+ Price = price;
+ Commission = commission;
+ }
+ }
+
public class CorpseLootEventArgs : EventArgs
{
public Mobile Mobile { get; set; }
@@ -1771,6 +1796,7 @@ namespace Server
public static event TameCreatureEventHandler TameCreature;
public static event ValidVendorPurchaseEventHandler ValidVendorPurchase;
public static event ValidVendorSellEventHandler ValidVendorSell;
+ public static event PlayerVendorSaleEventHandler PlayerVendorSale;
public static event CorpseLootEventHandler CorpseLoot;
public static event RepairItemEventHandler RepairItem;
public static event AlterItemEventHandler AlterItem;
@@ -2416,6 +2442,14 @@ namespace Server
}
}
+ public static void InvokePlayerVendorSale(PlayerVendorSaleEventArgs e)
+ {
+ if (PlayerVendorSale != null)
+ {
+ PlayerVendorSale(e);
+ }
+ }
+
public static void InvokeCorpseLoot(CorpseLootEventArgs e)
{
if (CorpseLoot != null)

View File

@@ -1,15 +0,0 @@
diff --git a/Scripts/Gumps/PlayerVendorGumps.cs b/Scripts/Gumps/PlayerVendorGumps.cs
index 049aae6..f1b30d2 100644
--- a/Scripts/Gumps/PlayerVendorGumps.cs
+++ b/Scripts/Gumps/PlayerVendorGumps.cs
@@ -95,6 +95,10 @@ namespace Server.Gumps
m_Vendor.HoldGold += m_VI.Price - commission;
+ // uo-link: the only committed-sale hook for player vendors (no EventSink exists).
+ EventSink.InvokePlayerVendorSale(
+ new PlayerVendorSaleEventArgs(from, m_Vendor, m_Vendor.Owner, m_VI.Item, m_VI.Price, commission));
+
from.SendLocalizedMessage(503201); // You take the item.
}
}

View File

@@ -1,71 +0,0 @@
using System;
using Server.Accounting;
using Server.Commands;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Exercises the in-game moderation-audit forwarding (BridgeModerationAudit) without a game
/// client, so the CommandLogging.OnWrite patch and the admin.audit normalizer can be verified
/// end-to-end from a stub sidecar.
///
/// - Broadcast is a *genuine* trigger: CommandSystem.Handle runs [bcast, which raises
/// EventSink.Command exactly as a staff keystroke would.
/// - Ban/kick can't complete headlessly (they arm a target cursor with no client to click),
/// so we call CommandLogging.WriteLine with the stock KickCommand line format — the same
/// call that command makes at Commands.cs:1211, which is the point we tap.
/// - A non-moderation log line confirms the normalizer ignores everything else.
///
/// Test scaffolding. Never deployed. Gated behind Bridge.AuditProbeOnStart (absent in a
/// shipped Bridge.cfg, so Config.Get returns false and it never runs in production).
/// </summary>
public static class BridgeAuditProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.AuditProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(4.0), Run);
}
private static void Run()
{
try
{
var staffAcct = Accounting.Accounts.GetAccount("whitlocktech") as Account;
var targetAcct = Accounting.Accounts.GetAccount("seed_010") as Account;
var from = staffAcct == null ? null : staffAcct[0];
var target = targetAcct == null ? null : targetAcct[0];
if (from == null || target == null)
{
Console.WriteLine("[AuditProbe] need whitlocktech + seed_010 chars; seed the world first");
return;
}
Console.WriteLine("[AuditProbe] genuine broadcast via [bcast ...");
CommandSystem.Handle(from, CommandSystem.Prefix + "bcast in-game audit probe");
Console.WriteLine("[AuditProbe] simulating a resolved ban log line ...");
CommandLogging.WriteLine(from, "{0} {1} {2} {3}",
from.AccessLevel, CommandLogging.Format(from), "banning", CommandLogging.Format(target));
Console.WriteLine("[AuditProbe] simulating a resolved kick log line ...");
CommandLogging.WriteLine(from, "{0} {1} {2} {3}",
from.AccessLevel, CommandLogging.Format(from), "kicking", CommandLogging.Format(target));
Console.WriteLine("[AuditProbe] a non-moderation line (should be ignored) ...");
CommandLogging.WriteLine(from, "{0} {1} used command '{2}'",
from.AccessLevel, CommandLogging.Format(from), "Go 1 1 0");
Console.WriteLine("[AuditProbe] done");
}
catch (Exception ex)
{
Console.WriteLine("[AuditProbe] FAILED: " + ex);
}
}
}
}

View File

@@ -1,58 +0,0 @@
using System;
using System.Text;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Logs the global town-crier entry list every few seconds so a towncrier.add / remove
/// round-trip can be observed landing in the actual game state, not just acknowledged.
///
/// Test scaffolding. Never deployed. Read-only.
/// </summary>
public static class BridgeCrierProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.CrierProbeOnStart", false))
EventSink.ServerStarted += () =>
Timer.DelayCall(TimeSpan.FromSeconds(3.0), TimeSpan.FromSeconds(3.0), Dump);
}
private static int _tick;
private static void Dump()
{
try
{
var list = GlobalTownCrierEntryList.Instance;
var entries = list == null ? null : list.Entries;
int count = entries == null ? 0 : entries.Count;
var sb = new StringBuilder();
sb.AppendFormat("[CrierProbe] tick {0}: {1} entries", ++_tick, count);
if (entries != null)
{
for (int i = 0; i < entries.Count; i++)
{
var e = entries[i];
if (e == null || e.Lines == null)
continue;
sb.AppendFormat(" | [{0}]", String.Join(" / ", e.Lines));
}
}
Console.WriteLine(sb.ToString());
if (_tick >= 6)
Timer.DelayCall(TimeSpan.Zero, () => { }); // no-op; probe stops being interesting
}
catch (Exception ex)
{
Console.WriteLine("[CrierProbe] FAILED: " + ex);
}
}
}
}

View File

@@ -1,68 +0,0 @@
using System;
using Server.Accounting;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Fires a handful of the bridge's event streams by doing real things to the world, so the
/// emit path and JSON shape can be verified without a game client attached.
///
/// These are genuine triggers, not synthetic EventSink.Invoke calls: DepositGold raises
/// AccountGoldChange from Account.cs:1635, the Fame/Karma setters raise theirs from
/// Mobile.cs:7121,7141, and World.Save raises the save boundaries from World.cs:1151,1202.
/// Calling Invoke directly would prove only that the handler compiles.
///
/// Test scaffolding. Never deployed. Mutates the world (gold, fame, karma) and saves.
/// Run only against a seeded throwaway world with a backup.
/// </summary>
public static class BridgeEventProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.EventProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(4.0), Run);
}
private static void Run()
{
try
{
var acct = Accounting.Accounts.GetAccount("seed_000") as Account;
if (acct == null)
{
Console.WriteLine("[EventProbe] no seed_000 account; seed the world first");
return;
}
var pm = acct[0] as PlayerMobile;
if (pm == null)
{
Console.WriteLine("[EventProbe] seed_000 has no character in slot 0");
return;
}
Console.WriteLine("[EventProbe] firing gold.change ...");
acct.DepositGold(12345);
Console.WriteLine("[EventProbe] firing fame.change ...");
pm.Fame = pm.Fame + 100;
Console.WriteLine("[EventProbe] firing karma.change ...");
pm.Karma = pm.Karma - 50;
Console.WriteLine("[EventProbe] firing world.save.before / world.save.after ...");
World.Save();
Console.WriteLine("[EventProbe] done");
}
catch (Exception ex)
{
Console.WriteLine("[EventProbe] FAILED: " + ex);
}
}
}
}

View File

@@ -1,64 +0,0 @@
using System;
using Server.Accounting;
using Server.Custom.Bridge;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Triggers the [link flow for a seeded character without a game client, so the account
/// linking round-trip can be tested end to end: RequestLink emits link.request, the test
/// sidecar reads the code and sends link.confirm, and the account gets tagged.
///
/// Test scaffolding. Never deployed. Writes an account tag (persisted on save).
/// </summary>
public static class BridgeLinkProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.LinkProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(3.0), Run);
}
private static void Run()
{
try
{
// Use a seed account not already linked. seed_001 slot 0.
var acct = Accounting.Accounts.GetAccount("seed_001") as Account;
var pm = acct == null ? null : acct[0] as PlayerMobile;
if (pm == null)
{
Console.WriteLine("[LinkProbe] seed_001 slot 0 not found; seed the world first");
return;
}
var existing = acct.GetTag("WebsiteUserId");
if (existing != null)
Console.WriteLine("[LinkProbe] seed_001 already linked to {0}; re-running anyway", existing);
Console.WriteLine("[LinkProbe] requesting link for seed_001 / {0}", pm.Name);
BridgeAccountLink.RequestLink(pm);
Console.WriteLine("[LinkProbe] link.request emitted; watch for the code -> link.confirm -> link.ok");
// Give the confirm time to land and set the tag, then save so it reaches
// accounts.xml. This proves persistence across a restart.
Timer.DelayCall(TimeSpan.FromSeconds(5.0), () =>
{
var tag = acct.GetTag("WebsiteUserId");
Console.WriteLine("[LinkProbe] after confirm, seed_001 WebsiteUserId tag = {0}",
tag ?? "(null)");
Console.WriteLine("[LinkProbe] saving world to persist the tag...");
World.Save();
Console.WriteLine("[LinkProbe] saved");
});
}
catch (Exception ex)
{
Console.WriteLine("[LinkProbe] FAILED: " + ex);
}
}
}
}

View File

@@ -1,61 +0,0 @@
using System;
using Server.Accounting;
using Server.Engines.Help;
namespace Server.Custom
{
/// <summary>
/// Puts a couple of genuine PageEntry tickets into the help-page queue so BridgePages
/// (poll/stream + snapshot + respond/close) can be verified without a game client.
///
/// The enqueue is real (PageQueue.Enqueue). The only accommodation for the missing client:
/// each entry's InternalTimer would remove the page on its first tick because the sender has
/// no NetState (PageQueue.cs:167 treats "no NetState" as a logout), so we call PageEntry.Stop
/// to keep the ticket in the queue for the test. Everything the bridge does — detect, snapshot,
/// respond, close — then operates on real queue entries.
///
/// Test scaffolding. Never deployed. Gated behind Bridge.PageProbeOnStart.
/// </summary>
public static class BridgePageProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.PageProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(4.0), Run);
}
private static void Run()
{
try
{
Enqueue("seed_030", "My quest is stuck, please help.", PageType.Stuck);
Enqueue("seed_031", "Found a bug with a player vendor.", PageType.Bug);
Console.WriteLine("[PageProbe] done");
}
catch (Exception ex)
{
Console.WriteLine("[PageProbe] FAILED: " + ex);
}
}
private static void Enqueue(string account, string message, PageType type)
{
var acct = Accounting.Accounts.GetAccount(account) as Account;
var sender = acct == null ? null : acct[0];
if (sender == null)
{
Console.WriteLine("[PageProbe] {0} has no character in slot 0; seed the world first", account);
return;
}
var entry = new PageEntry(sender, message, type);
PageQueue.Enqueue(entry);
entry.Stop(); // keep it in the queue despite the offline sender
Console.WriteLine("[PageProbe] enqueued {0} page for {1} (0x{2:X})",
type, account, sender.Serial.Value);
}
}
}

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@@ -1,405 +0,0 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using Server.Accounting;
using Server.Items;
using Server.Mobiles;
using Server.Multis;
namespace Server.Custom
{
/// <summary>
/// Measures the main-thread cost of every read the bridge plugin would perform, against
/// whatever world is currently loaded. Read-only. Test scaffolding, not part of the bridge.
///
/// Everything here runs on the Core thread, which is exactly where the real plugin's
/// reads must run, so these timings are the ones that matter for frame budget.
/// </summary>
public static class BridgeProbe
{
private const int Iterations = 20;
private static readonly AosAttribute[] AllAttrs =
(AosAttribute[])Enum.GetValues(typeof(AosAttribute));
private static readonly AosWeaponAttribute[] AllWeaponAttrs =
(AosWeaponAttribute[])Enum.GetValues(typeof(AosWeaponAttribute));
private static readonly AosArmorAttribute[] AllArmorAttrs =
(AosArmorAttribute[])Enum.GetValues(typeof(AosArmorAttribute));
public static void Initialize()
{
if (Config.Get("Bridge.ProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(2.0), Run);
}
private static void Log(string fmt, params object[] args)
{
Console.WriteLine("[BridgeProbe] " + String.Format(fmt, args));
}
private static void Run()
{
try
{
var players = CollectSeededChars();
var houses = BaseHouse.AllHouses;
var vendors = PlayerVendor.PlayerVendors ?? new List<PlayerVendor>();
Log("world: {0} seeded chars, {1} houses, {2} vendors, {3} accounts",
players.Count, houses.Count, vendors.Count, Accounting.Accounts.Count);
Log("thread: {0} (id {1})",
System.Threading.Thread.CurrentThread.Name,
System.Threading.Thread.CurrentThread.ManagedThreadId);
Log("");
// ---- one full character profile, the heaviest single read ----
var sb = new StringBuilder(8192);
double perProfile = Time(() =>
{
for (int i = 0; i < players.Count; i++)
{
sb.Clear();
WriteProfile(sb, players[i]);
}
}) / Math.Max(1, players.Count);
sb.Clear();
if (players.Count > 0)
WriteProfile(sb, players[0]);
int profileBytes = sb.Length;
Log("char.profile {0,8:F3} ms/char {1,6} bytes json -> {2:F1} ms for all {3}",
perProfile, profileBytes, perProfile * players.Count, players.Count);
// ---- vitals: the 30s sweep the doc proposes ----
double vitals = Time(() =>
{
var b = new StringBuilder(256);
for (int i = 0; i < players.Count; i++)
{
b.Clear();
WriteVitals(b, players[i]);
}
});
Log("vitals sweep {0,8:F3} ms for {1} chars ({2:F4} ms/char)",
vitals, players.Count, vitals / Math.Max(1, players.Count));
// ---- house decay sweep (III.3) ----
double decay = Time(() =>
{
for (int i = 0; i < houses.Count; i++)
{
var lvl = houses[i].DecayLevel;
GC.KeepAlive(lvl);
}
});
Log("decay sweep {0,8:F3} ms for {1} houses ({2:F4} ms/house)",
decay, houses.Count, decay / Math.Max(1, houses.Count));
// ---- economy: money supply snapshot ----
double econ = 0;
double total = 0;
econ = Time(() =>
{
total = 0;
foreach (Account a in Accounting.Accounts.GetAccounts())
total += a.TotalCurrency;
});
Log("economy sweep {0,8:F3} ms for {1} accounts (supply {2:N0} gold)",
econ, Accounting.Accounts.Count, total * Account.CurrencyThreshold);
// ---- player vendor snapshot ----
int listings = 0;
double vend = Time(() =>
{
listings = 0;
var b = new StringBuilder(4096);
for (int i = 0; i < vendors.Count; i++)
{
b.Clear();
listings += WriteVendor(b, vendors[i]);
}
});
Log("vendor snap {0,8:F3} ms for {1} vendors ({2} listings)",
vend, vendors.Count, listings);
Log("");
Log("--- extrapolation (linear, same gear complexity) ---");
Log(" vitals sweep @ 200 online: {0,7:F2} ms", vitals / Math.Max(1, players.Count) * 200);
Log(" vitals sweep @ 1000 online: {0,7:F2} ms", vitals / Math.Max(1, players.Count) * 1000);
Log(" profiles for 1000 chars : {0,7:F1} ms <-- never do this in a sweep",
perProfile * 1000);
Log(" decay sweep @ 2000 houses: {0,7:F2} ms", decay / Math.Max(1, houses.Count) * 2000);
Log(" economy @ 5000 accts : {0,7:F2} ms", econ / Math.Max(1, Accounting.Accounts.Count) * 5000);
}
catch (Exception ex)
{
Log("FAILED: " + ex);
}
}
/// <summary>Best-of-N: the minimum is the least noisy estimate of true cost.</summary>
private static double Time(Action action)
{
action(); // warm up JIT and caches
double best = double.MaxValue;
var sw = new Stopwatch();
for (int i = 0; i < Iterations; i++)
{
sw.Restart();
action();
sw.Stop();
double ms = sw.Elapsed.TotalMilliseconds;
if (ms < best)
best = ms;
}
return best;
}
private static List<PlayerMobile> CollectSeededChars()
{
var list = new List<PlayerMobile>();
foreach (Account a in Accounting.Accounts.GetAccounts())
{
if (!a.Username.StartsWith("seed_", StringComparison.Ordinal))
continue;
for (int i = 0; i < a.Length; i++)
{
var pm = a[i] as PlayerMobile;
if (pm != null)
list.Add(pm);
}
}
return list;
}
private static void WriteVitals(StringBuilder sb, PlayerMobile m)
{
sb.Append("{\"kind\":\"char.vitals\",\"serial\":\"0x");
sb.Append(m.Serial.Value.ToString("X"));
sb.Append("\",\"hits\":").Append(m.Hits);
sb.Append(",\"hitsMax\":").Append(m.HitsMax);
sb.Append(",\"mana\":").Append(m.Mana);
sb.Append(",\"stam\":").Append(m.Stam);
sb.Append(",\"str\":").Append(m.Str);
sb.Append(",\"dex\":").Append(m.Dex);
sb.Append(",\"int\":").Append(m.Int);
sb.Append(",\"x\":").Append(m.X);
sb.Append(",\"y\":").Append(m.Y);
sb.Append(",\"online\":").Append(m.NetState != null ? "true" : "false");
sb.Append('}');
}
private static void WriteProfile(StringBuilder sb, PlayerMobile m)
{
sb.Append("{\"kind\":\"char.profile\",\"serial\":\"0x");
sb.Append(m.Serial.Value.ToString("X"));
sb.Append("\",\"name\":\"").Append(m.Name).Append('"');
sb.Append(",\"body\":").Append(m.Body.BodyID);
sb.Append(",\"online\":").Append(m.NetState != null ? "true" : "false");
sb.Append(",\"stats\":{\"str\":").Append(m.Str);
sb.Append(",\"dex\":").Append(m.Dex);
sb.Append(",\"int\":").Append(m.Int);
sb.Append(",\"hits\":").Append(m.Hits).Append(",\"hitsMax\":").Append(m.HitsMax);
sb.Append(",\"mana\":").Append(m.Mana).Append(",\"manaMax\":").Append(m.ManaMax);
sb.Append(",\"stam\":").Append(m.Stam).Append(",\"stamMax\":").Append(m.StamMax);
sb.Append(",\"fame\":").Append(m.Fame).Append(",\"karma\":").Append(m.Karma);
sb.Append(",\"luck\":").Append(m.Luck);
sb.Append(",\"resist\":{\"phys\":").Append(m.PhysicalResistance);
sb.Append(",\"fire\":").Append(m.FireResistance);
sb.Append(",\"cold\":").Append(m.ColdResistance);
sb.Append(",\"pois\":").Append(m.PoisonResistance);
sb.Append(",\"energy\":").Append(m.EnergyResistance).Append("}}");
sb.Append(",\"skills\":[");
bool first = true;
for (int i = 0; i < m.Skills.Length; i++)
{
var s = m.Skills[i];
if (s.Base <= 0.0)
continue; // untrained: the bridge should not ship ~50 zeroes per char
if (!first)
sb.Append(',');
first = false;
sb.Append("{\"n\":\"").Append(s.SkillName).Append('"');
sb.Append(",\"base\":").Append(s.Base.ToString("F1"));
sb.Append(",\"value\":").Append(s.Value.ToString("F1"));
sb.Append(",\"cap\":").Append(s.Cap.ToString("F1"));
sb.Append(",\"lock\":\"").Append(s.Lock).Append("\"}");
}
sb.Append(']');
sb.Append(",\"equipment\":[");
first = true;
foreach (var item in m.Items)
{
if (item.Layer == Layer.Backpack || item.Layer == Layer.Bank ||
item.Layer == Layer.Hair || item.Layer == Layer.FacialHair ||
item.Layer == Layer.Mount)
continue;
if (!first)
sb.Append(',');
first = false;
sb.Append("{\"serial\":\"0x").Append(item.Serial.Value.ToString("X"));
sb.Append("\",\"layer\":\"").Append(item.Layer).Append('"');
sb.Append(",\"itemId\":").Append(item.ItemID);
sb.Append(",\"hue\":").Append(item.Hue);
sb.Append(",\"cliloc\":").Append(item.LabelNumber);
if (item.Name != null)
sb.Append(",\"name\":\"").Append(item.Name).Append('"');
sb.Append(",\"mods\":{");
bool m1 = true;
var weapon = item as BaseWeapon;
var armor = item as BaseArmor;
if (weapon != null)
{
sb.Append("\"minDamage\":").Append(weapon.MinDamage);
sb.Append(",\"maxDamage\":").Append(weapon.MaxDamage);
m1 = false;
WriteAttrs(sb, weapon.Attributes, ref m1);
WriteWeaponAttrs(sb, weapon.WeaponAttributes, ref m1);
}
else if (armor != null)
{
sb.Append("\"baseRating\":").Append(armor.BaseArmorRating);
m1 = false;
WriteAttrs(sb, armor.Attributes, ref m1);
WriteArmorAttrs(sb, armor.ArmorAttributes, ref m1);
}
sb.Append("}}");
}
sb.Append(']');
sb.Append('}');
}
private static void WriteAttrs(StringBuilder sb, AosAttributes a, ref bool first)
{
if (a == null)
return;
for (int i = 0; i < AllAttrs.Length; i++)
{
int v = a[AllAttrs[i]];
if (v == 0)
continue;
if (!first)
sb.Append(',');
first = false;
sb.Append('"').Append(AllAttrs[i]).Append("\":").Append(v);
}
}
private static void WriteWeaponAttrs(StringBuilder sb, AosWeaponAttributes a, ref bool first)
{
if (a == null)
return;
for (int i = 0; i < AllWeaponAttrs.Length; i++)
{
int v = a[AllWeaponAttrs[i]];
if (v == 0)
continue;
if (!first)
sb.Append(',');
first = false;
sb.Append('"').Append(AllWeaponAttrs[i]).Append("\":").Append(v);
}
}
private static void WriteArmorAttrs(StringBuilder sb, AosArmorAttributes a, ref bool first)
{
if (a == null)
return;
for (int i = 0; i < AllArmorAttrs.Length; i++)
{
int v = a[AllArmorAttrs[i]];
if (v == 0)
continue;
if (!first)
sb.Append(',');
first = false;
sb.Append('"').Append(AllArmorAttrs[i]).Append("\":").Append(v);
}
}
private static int WriteVendor(StringBuilder sb, PlayerVendor v)
{
int count = 0;
sb.Append("{\"kind\":\"vendor.snapshot\",\"serial\":\"0x");
sb.Append(v.Serial.Value.ToString("X"));
sb.Append("\",\"holdGold\":").Append(v.HoldGold);
sb.Append(",\"listings\":[");
var pack = v.Backpack;
if (pack != null)
{
bool first = true;
foreach (var item in pack.Items)
{
var vi = v.GetVendorItem(item);
if (vi == null)
continue;
if (!first)
sb.Append(',');
first = false;
count++;
sb.Append("{\"serial\":\"0x").Append(item.Serial.Value.ToString("X"));
sb.Append("\",\"itemId\":").Append(item.ItemID);
sb.Append(",\"price\":").Append(vi.Price);
sb.Append(",\"forSale\":").Append(vi.IsForSale ? "true" : "false");
sb.Append('}');
}
}
sb.Append("]}");
return count;
}
}
}

View File

@@ -1,455 +0,0 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using Server.Accounting;
using Server.Commands;
using Server.Items;
using Server.Mobiles;
using Server.Multis;
namespace Server.Custom
{
/// <summary>
/// Populates a test shard with synthetic accounts, characters, houses and player
/// vendors so the ServUO/sidecar bridge can be exercised at a realistic scale.
///
/// Test scaffolding. Not part of the bridge. Remove before production use.
///
/// A house only reaches IDOC when BaseHouse.CanDecay is true, and CanDecay is true
/// only for DecayType.Condemned or DecayType.ManualRefresh. An active owner's newest
/// house is AutoRefresh, which never decays. So the decaying houses below are given
/// to accounts whose LastLogin is backdated past Account.InactiveDuration (180 days),
/// which makes them Condemned.
///
/// Decay stage is then forced with SetDynamicDecay rather than by backdating
/// LastRefreshed: this shard is EJ, so Core.ML is true, so DynamicDecay.Enabled is
/// true and BaseHouse.GetOldDecayLevel (the percentage-of-DecayPeriod model) is never
/// reached.
/// </summary>
public static class BridgeSeeder
{
private const string Prefix = "seed_";
private const int Accounts = 50;
private const int CharsPerAccount = 3;
private const int ActiveHouses = 12; // healthy, owned by active accounts
private const int DecayingHouses = 18; // owned by inactive accounts, staged below
private const int VendorHouses = 15;
private const int VendorsPerHouse = 2;
private const int ItemsPerVendor = 40;
private static readonly Point3D HouseOrigin = new Point3D(1400, 1600, 0);
private const int HouseSpacing = 40;
private const int HousesPerRow = 6;
// Spread the decaying houses across stages so a transition sweep sees variety.
private static readonly DecayLevel[] DecayStages =
{
DecayLevel.Slightly, DecayLevel.Somewhat, DecayLevel.Fairly,
DecayLevel.Greatly, DecayLevel.IDOC, DecayLevel.IDOC
};
private static readonly Random Rng = new Random(20260710);
// VendorItem.Price is get-only and PlayerVendor.SetVendorItem is private, so a seeded
// vendor would otherwise be stuck at the 999 default that OnSubItemAdded assigns.
private static readonly MethodInfo SetVendorItemMethod = typeof(PlayerVendor).GetMethod(
"SetVendorItem",
BindingFlags.Instance | BindingFlags.NonPublic,
null,
new[] { typeof(Item), typeof(int), typeof(string) },
null);
public static void Initialize()
{
CommandSystem.Register("seedworld", AccessLevel.Administrator, Seed_OnCommand);
CommandSystem.Register("unseedworld", AccessLevel.Administrator, Unseed_OnCommand);
if (Config.Get("Bridge.SeedOnStart", false))
EventSink.ServerStarted += () => Run(null, save: true);
if (Config.Get("Bridge.CensusOnStart", false))
EventSink.ServerStarted += Census;
}
/// <summary>
/// Reports what the seeded world actually contains after a load, rather than what
/// the seeder intended to create. Read-only.
/// </summary>
private static void Census()
{
try
{
var byLevel = new Dictionary<DecayLevel, int>();
foreach (var house in BaseHouse.AllHouses)
{
var level = house.DecayLevel;
int n;
byLevel.TryGetValue(level, out n);
byLevel[level] = n + 1;
}
Console.WriteLine("[BridgeSeeder] houses={0}", BaseHouse.AllHouses.Count);
foreach (var kv in byLevel)
Console.WriteLine("[BridgeSeeder] decay {0,-18} {1}", kv.Key, kv.Value);
int chars = 0, totalEquipped = 0, naked = 0;
foreach (Account a in Accounting.Accounts.GetAccounts())
{
if (!a.Username.StartsWith(Prefix, StringComparison.Ordinal))
continue;
for (int i = 0; i < a.Length; i++)
{
var m = a[i];
if (m == null)
continue;
chars++;
int worn = 0;
foreach (var item in m.Items)
{
if (item.Layer != Layer.Backpack && item.Layer != Layer.Bank &&
item.Layer != Layer.Hair && item.Layer != Layer.FacialHair)
worn++;
}
totalEquipped += worn;
if (worn == 0)
naked++;
}
}
Console.WriteLine("[BridgeSeeder] seeded chars={0} avgEquipped={1:F2} naked={2}",
chars, chars == 0 ? 0.0 : (double)totalEquipped / chars, naked);
Console.WriteLine("[BridgeSeeder] playervendors={0}",
PlayerVendor.PlayerVendors == null ? 0 : PlayerVendor.PlayerVendors.Count);
}
catch (Exception ex)
{
Console.WriteLine("[BridgeSeeder] census failed: " + ex);
}
}
[Usage("seedworld")]
[Description("Populates the shard with synthetic bridge-test accounts, houses and vendors.")]
private static void Seed_OnCommand(CommandEventArgs e)
{
Run(e.Mobile, save: false);
}
[Usage("unseedworld")]
[Description("Deletes everything created by [seedworld.")]
private static void Unseed_OnCommand(CommandEventArgs e)
{
Unseed(e.Mobile);
}
private static void Report(Mobile to, string text)
{
Console.WriteLine("[BridgeSeeder] " + text);
if (to != null)
to.SendMessage(text);
}
private static void Run(Mobile to, bool save)
{
try
{
if (Accounting.Accounts.GetAccount(Prefix + "000") != null)
{
Report(to, "Seed data already present. Run [unseedworld first.");
return;
}
var start = DateTime.UtcNow;
var seeded = Seed();
var elapsed = DateTime.UtcNow - start;
Report(to, String.Format(
"Seeded {0} accounts, {1} chars, {2} houses, {3} vendors in {4:F1}s.",
seeded.AccountCount, seeded.CharCount, seeded.HouseCount,
seeded.VendorCount, elapsed.TotalSeconds));
if (save)
{
Report(to, "Saving world...");
World.Save();
Report(to, "Save complete.");
}
}
catch (Exception ex)
{
Report(to, "FAILED: " + ex);
}
}
private class Counts
{
public int AccountCount, CharCount, HouseCount, VendorCount;
}
private static Counts Seed()
{
var counts = new Counts();
var accounts = new List<Account>();
var owners = new List<PlayerMobile>();
for (int i = 0; i < Accounts; i++)
{
var acct = new Account(String.Format("{0}{1:000}", Prefix, i), Guid.NewGuid().ToString("N"));
acct.DepositGold(Utility.RandomMinMax(5000, 4000000));
accounts.Add(acct);
counts.AccountCount++;
for (int c = 0; c < CharsPerAccount; c++)
{
var pm = CreateChar(acct, c);
acct[c] = pm;
counts.CharCount++;
if (c == 0)
owners.Add(pm);
}
}
// Houses. The first ActiveHouses go to accounts left active; the remainder go to
// accounts backdated into inactivity so their houses are Condemned and will decay.
int placed = 0;
for (int i = 0; i < ActiveHouses && i < owners.Count; i++, placed++)
{
PlaceHouse(owners[i], placed);
counts.HouseCount++;
}
for (int i = 0; i < DecayingHouses && (ActiveHouses + i) < owners.Count; i++, placed++)
{
var owner = owners[ActiveHouses + i];
var house = PlaceHouse(owner, placed);
counts.HouseCount++;
// Condemn the account: LastLogin older than Account.InactiveDuration (180d).
var acct = (Account)owner.Account;
acct.LastLogin = DateTime.UtcNow - TimeSpan.FromDays(200 + i);
// Force the stage directly; DynamicDecay owns the model on this shard.
var stage = DecayStages[i % DecayStages.Length];
house.SetDynamicDecay(stage);
house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
}
// Vendors on the first VendorHouses placed.
var allHouses = new List<BaseHouse>();
foreach (var pm in owners)
allHouses.AddRange(BaseHouse.GetHouses(pm));
for (int h = 0; h < VendorHouses && h < allHouses.Count; h++)
{
var house = allHouses[h];
for (int v = 0; v < VendorsPerHouse; v++)
{
CreateVendor(house);
counts.VendorCount++;
}
}
return counts;
}
private static PlayerMobile CreateChar(Account acct, int slot)
{
var pm = new PlayerMobile
{
Player = true,
AccessLevel = AccessLevel.Player,
Name = String.Format("Seed{0}{1}", acct.Username.Substring(Prefix.Length), (char)('A' + slot)),
Female = Utility.RandomBool(),
Hue = Utility.RandomSkinHue(),
Fame = Utility.RandomMinMax(0, 15000),
Karma = Utility.RandomMinMax(-15000, 15000)
};
pm.Body = pm.Female ? 401 : 400;
// Str must clear the plate requirements in EquipGear (PlateChest needs 95), or
// BaseArmor.CanEquip refuses and the gear is left parentless for Cleanup to sweep.
pm.RawStr = Utility.RandomMinMax(100, 125);
pm.RawDex = Utility.RandomMinMax(25, 125);
pm.RawInt = Utility.RandomMinMax(25, 125);
pm.Hits = pm.HitsMax;
pm.Mana = pm.ManaMax;
pm.Stam = pm.StamMax;
// Full skill sheet: the bridge's profile export reads every skill.
for (int i = 0; i < pm.Skills.Length; i++)
{
pm.Skills[i].Base = Rng.Next(100) < 20 ? Utility.RandomMinMax(60, 120) : 0.0;
pm.Skills[i].Cap = 120.0;
}
var pack = new Backpack { Movable = false };
pm.AddItem(pack);
EquipGear(pm);
pm.MoveToWorld(
new Point3D(HouseOrigin.X + Utility.RandomMinMax(-50, 50),
HouseOrigin.Y + Utility.RandomMinMax(-50, 50), 0),
Map.Felucca);
return pm;
}
/// <summary>
/// Gear carries AOS attribute bags. The profile exporter has to walk these, so a
/// seeded character must have them populated or the cost measurement is meaningless.
/// </summary>
private static void EquipGear(PlayerMobile pm)
{
Equip(pm, MakeWeapon());
Equip(pm, Decorate(new PlateChest()));
Equip(pm, Decorate(new PlateLegs()));
Equip(pm, Decorate(new PlateHelm()));
Equip(pm, Decorate(new PlateArms()));
Equip(pm, Decorate(new PlateGloves()));
Equip(pm, new Boots(Utility.RandomNeutralHue()));
Equip(pm, new Cloak(Utility.RandomNeutralHue()));
}
/// <summary>
/// A rejected EquipItem leaves the item in World.Items with no parent, which the
/// Cleanup pass later deletes en masse. Drop it immediately instead.
/// </summary>
private static void Equip(PlayerMobile pm, Item item)
{
if (!pm.EquipItem(item))
{
Console.WriteLine("[BridgeSeeder] equip rejected: {0} on {1}", item.GetType().Name, pm.Name);
item.Delete();
}
}
private static BaseWeapon MakeWeapon()
{
BaseWeapon w;
switch (Utility.Random(3))
{
case 0: w = new Longsword(); break;
case 1: w = new Katana(); break;
default: w = new Broadsword(); break;
}
w.Hue = Utility.RandomNeutralHue();
w.Attributes.WeaponDamage = Utility.RandomMinMax(10, 50);
w.Attributes.AttackChance = Utility.RandomMinMax(5, 15);
w.Attributes.DefendChance = Utility.RandomMinMax(5, 15);
w.Attributes.BonusHits = Utility.RandomMinMax(1, 8);
w.WeaponAttributes.HitLightning = Utility.RandomMinMax(10, 50);
w.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(10, 40);
return w;
}
private static BaseArmor Decorate(BaseArmor a)
{
a.Hue = Utility.RandomNeutralHue();
a.Attributes.BonusHits = Utility.RandomMinMax(1, 6);
a.Attributes.LowerManaCost = Utility.RandomMinMax(1, 8);
a.ArmorAttributes.SelfRepair = Utility.RandomMinMax(1, 5);
return a;
}
private static BaseHouse PlaceHouse(PlayerMobile owner, int index)
{
int x = HouseOrigin.X + (index % HousesPerRow) * HouseSpacing;
int y = HouseOrigin.Y + (index / HousesPerRow) * HouseSpacing;
// Placement validation (HousePlacement.Check) is deliberately bypassed: the bridge
// only reads serial/owner/coords/decay off these, never their terrain validity.
var house = new SmallOldHouse(owner, 0x64);
house.MoveToWorld(new Point3D(x, y, 0), Map.Felucca);
house.BuiltOn = DateTime.UtcNow - TimeSpan.FromDays(Utility.RandomMinMax(10, 400));
house.LastRefreshed = house.BuiltOn;
if (house.Sign != null)
house.Sign.Name = String.Format("Seed House {0}", index);
return house;
}
private static void CreateVendor(BaseHouse house)
{
var owner = house.Owner;
var vendor = new PlayerVendor(owner, house)
{
Name = "seed vendor",
ShopName = String.Format("Seed Shop {0}", Utility.Random(1000))
};
vendor.MoveToWorld(
new Point3D(house.X + Utility.RandomMinMax(-2, 2),
house.Y + Utility.RandomMinMax(-2, 2), house.Z),
house.Map);
vendor.HoldGold = Utility.RandomMinMax(1000, 250000);
for (int i = 0; i < ItemsPerVendor; i++)
{
Item item = MakeWeapon();
// Dropping into the pack fires OnSubItemAdded, which registers a VendorItem
// at the default price of 999; then correct the price.
vendor.Backpack.DropItem(item);
if (SetVendorItemMethod != null)
SetVendorItemMethod.Invoke(vendor, new object[] { item, Utility.RandomMinMax(50, 75000), "" });
}
}
private static void Unseed(Mobile to)
{
try
{
var doomed = new List<Account>();
foreach (Account a in Accounting.Accounts.GetAccounts())
{
if (a.Username.StartsWith(Prefix, StringComparison.Ordinal))
doomed.Add(a);
}
// Account.Delete also deletes the account's characters and their houses.
foreach (var a in doomed)
a.Delete();
Report(to, String.Format("Removed {0} seed accounts (chars and houses included).", doomed.Count));
}
catch (Exception ex)
{
Report(to, "FAILED: " + ex);
}
}
}
}

View File

@@ -1,70 +0,0 @@
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);
}
}
}
}

View File

@@ -1,104 +0,0 @@
using System;
using Server.Accounting;
using Server.Items;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Fires PlayerVendorSale with real seeded-vendor data to prove the full chain: the
/// EventSink event added by the Phase 7 patch, its args, the subscriber, and the vendor.sale
/// JSON. It does NOT exercise the gump call site (that needs a live buyer with a NetState) —
/// the hook line is placed at the committed-sale point in PlayerVendorBuyGump.OnResponse and
/// is verified by a real in-game purchase.
///
/// Test scaffolding. Never deployed. Read-only (invokes an event; changes no world state).
/// </summary>
public static class BridgeVendorSaleProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.VendorSaleProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(4.0), Run);
}
private static void Run()
{
try
{
var vendors = PlayerVendor.PlayerVendors;
if (vendors == null || vendors.Count == 0)
{
Console.WriteLine("[VendorSaleProbe] no player vendors; seed the world first");
return;
}
// A real seeded vendor, its owner, and one of its actual priced items.
PlayerVendor vendor = null;
Item item = null;
int price = 0;
foreach (var v in vendors)
{
if (v == null || v.Deleted || v.Owner == null || v.Backpack == null)
continue;
foreach (var it in v.Backpack.Items)
{
var vi = v.GetVendorItem(it);
if (vi != null)
{
vendor = v; item = it; price = vi.Price;
break;
}
}
if (vendor != null)
break;
}
if (vendor == null)
{
Console.WriteLine("[VendorSaleProbe] no vendor with a priced item found");
return;
}
// A buyer on a DIFFERENT account than the owner, so buyerAcct != ownerAcct.
Mobile buyer = null;
foreach (Account a in Accounting.Accounts.GetAccounts())
{
if (!a.Username.StartsWith("seed_", StringComparison.Ordinal))
continue;
var pm = a[0] as PlayerMobile;
if (pm != null && pm != vendor.Owner &&
!(vendor.Owner != null && vendor.Owner.Account == a))
{
buyer = pm;
break;
}
}
int commission = 0;
if (vendor.IsCommission)
commission = (int)(price * (vendor.CommissionPerc / 100));
Console.WriteLine("[VendorSaleProbe] firing PlayerVendorSale: buyer={0} owner={1} item={2} price={3} commission={4}",
buyer == null ? "?" : buyer.Name,
vendor.Owner == null ? "?" : vendor.Owner.Name,
item.GetType().Name, price, commission);
EventSink.InvokePlayerVendorSale(
new PlayerVendorSaleEventArgs(buyer, vendor, vendor.Owner, item, price, commission));
Console.WriteLine("[VendorSaleProbe] done; watch for vendor.sale");
}
catch (Exception ex)
{
Console.WriteLine("[VendorSaleProbe] FAILED: " + ex);
}
}
}
}

View File

@@ -1,98 +0,0 @@
using System;
using System.Reflection;
using Server.Accounting;
using Server.Items;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Spawns a reachable, houseless player vendor next to the `tester` character (wttest) and
/// gives tester gold, so the PlayerVendorSale core patch can be exercised by a real in-game
/// purchase. The buyer must be a non-GM — IsOwner() treats any GameMaster+ as the owner of
/// every player vendor, so an Owner-level character can never buy.
///
/// Owner is a seed_000 character, so buyer (wttest) and owner (seed_000) are different
/// accounts — a clean cheat-detection example.
///
/// Test scaffolding. Never deployed. Spawns a mobile and hands out gold; run only on the
/// throwaway seeded world.
/// </summary>
public static class BridgeVendorTestProbe
{
private static readonly MethodInfo SetVendorItem = typeof(PlayerVendor).GetMethod(
"SetVendorItem",
BindingFlags.Instance | BindingFlags.NonPublic,
null,
new[] { typeof(Item), typeof(int), typeof(string) },
null);
public static void Initialize()
{
if (Config.Get("Bridge.VendorTestOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(3.0), Run);
}
private static void Run()
{
try
{
var ownerAcct = Accounting.Accounts.GetAccount("seed_000") as Account;
var owner = ownerAcct == null ? null : ownerAcct[0];
var buyerAcct = Accounting.Accounts.GetAccount("wttest") as Account;
var buyer = buyerAcct == null ? null : buyerAcct[0] as PlayerMobile;
if (owner == null || buyer == null)
{
Console.WriteLine("[VendorTest] need seed_000 owner and wttest/tester; not found");
return;
}
// Remove any prior test vendor (e.g. one orphaned on the Internal map).
if (PlayerVendor.PlayerVendors != null)
{
var doomed = new System.Collections.Generic.List<PlayerVendor>();
foreach (var v in PlayerVendor.PlayerVendors)
if (v != null && !v.Deleted && v.ShopName == "Bridge Test Shop")
doomed.Add(v);
foreach (var v in doomed)
v.Delete();
}
// A confirmed-walkable spot where tester was already standing this session, so the
// vendor is on solid ground and reachable. Then force tester's logout location right
// next to it, so tester logs in beside the vendor regardless of where it was.
var map = Map.Trammel;
var loc = new Point3D(3533, 2546, 20); // vendor
buyer.LogoutMap = map;
buyer.LogoutLocation = new Point3D(3532, 2546, 20); // tester appears here
var vendor = new PlayerVendor(owner, null)
{
Name = "test vendor",
ShopName = "Bridge Test Shop"
};
vendor.MoveToWorld(loc, map);
var blade = new Longsword();
vendor.Backpack.DropItem(blade);
if (SetVendorItem != null)
SetVendorItem.Invoke(vendor, new object[] { blade, 100, "a test blade" });
// Make sure tester can afford it.
if (buyer.Backpack != null)
buyer.Backpack.DropItem(new Gold(1000));
Console.WriteLine(
"[VendorTest] spawned '{0}' (owner {1}/seed_000) next to {2}/wttest at {3} on {4}; test blade = 100 gold; gave tester 1000 gold",
vendor.ShopName, owner.Name, buyer.Name, loc, map);
}
catch (Exception ex)
{
Console.WriteLine("[VendorTest] FAILED: " + ex);
}
}
}
}

View File

@@ -1,72 +0,0 @@
# Test scaffolding
**Not part of the bridge. Never deployed.** `deploy.ps1` only copies `overlay/`, so nothing here reaches a server unless you put it there by hand.
These two scripts produced the measured budget in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §1. They are kept because those numbers should be reproducible, and because re-running the probe is the only honest way to check whether a change to the plugin's read path got more expensive.
| File | Server path when testing | What |
|------|--------------------------|------|
| `BridgeSeeder.cs` | `Scripts/Custom/BridgeSeeder.cs` | Populates a synthetic world: 50 accounts, 150 characters, 30 houses, 30 player vendors with 40 listings each. |
| `BridgeProbe.cs` | `Scripts/Custom/BridgeProbe.cs` | Times every read the plugin performs, on the Core thread. Read-only. |
| `BridgeEventProbe.cs` | `Scripts/Custom/BridgeEventProbe.cs` | Fires gold/fame/karma/save events through their real code paths so the emit path can be verified without a game client. **Mutates the world and saves.** Flag: `EventProbeOnStart`. |
| `BridgeSweepProbe.cs` | `Scripts/Custom/BridgeSweepProbe.cs` | Bumps one seeded house's decay stage after baseline so the decay sweep's transition detection can be observed without waiting a real IDOC stage. Flag: `SweepProbeOnStart`. Pair with short `*SweepSeconds` overrides. |
| `BridgeLinkProbe.cs` | `Scripts/Custom/BridgeLinkProbe.cs` | Triggers `[link` for seed_001 without a client, then saves so the `WebsiteUserId` tag reaches `accounts.xml`. Flag: `LinkProbeOnStart`. Pair with a sidecar that reads the code and sends `link.confirm`. |
| `BridgeCrierProbe.cs` | `Scripts/Custom/BridgeCrierProbe.cs` | Logs the global town-crier entry list every 3s so `towncrier.add` / `remove` can be seen landing in game state. Flag: `CrierProbeOnStart`. |
| `BridgeVendorSaleProbe.cs` | `Scripts/Custom/BridgeVendorSaleProbe.cs` | Fires `PlayerVendorSale` (Phase 7) with real seeded-vendor data so `vendor.sale` can be verified without a live buy. Requires the Phase 7 patches applied. Flag: `VendorSaleProbeOnStart`. |
## Deploy overwrites Bridge.cfg
`deploy.ps1` copies `overlay/Config/Bridge.cfg`, which deliberately omits the scaffolding flags. So **every deploy strips `SeedOnStart` / `EventProbeOnStart` / etc.** Re-append the flag you need after deploying, or the probe silently does nothing on the next boot. (This bit once during Phase 2 testing.)
## Using them
Copy both into `Scripts/Custom/`, then append the flags to `Config/Bridge.cfg`:
```ini
SeedOnStart=True
CensusOnStart=False
ProbeOnStart=False
```
Boot once to seed and save, then set `SeedOnStart=False`. `CensusOnStart` reports what the loaded world actually contains; `ProbeOnStart` prints timings two seconds after `ServerStarted`.
Because `Config.Get` returns `false` for a missing key, a server whose `Bridge.cfg` lacks these keys never runs the scaffolding — even if the `.cs` files are sitting in `Scripts/Custom/`. That is the safety net, not an excuse to ship them.
In-game, `[seedworld` and `[unseedworld` (Administrator) do the same work on a live shard.
## Back up `Saves/` first
`[seedworld` and `SeedOnStart` **write to the live world**. Copy `Saves/` somewhere outside the repo before running either. `Backups/Automatic` is rotated by `AutoSave.cs` and `Backups/Temp` is deleted outright, so neither is a safe destination.
`[unseedworld` deletes every `seed_*` account, which takes their characters and houses with it — but not necessarily their `PlayerVendor` mobiles. Restoring a backup is the reliable reset.
## What the seeder had to work around
Worth knowing before you trust its output:
- **Plate needs strength.** `BaseArmor.CanEquip` rejects when `from.Str < strReq` (`PlateChest` needs 95). A rejected `EquipItem` leaves the item parentless, and the `Cleanup` pass later deletes it en masse. The seeder gives characters `Str` 100125 and deletes any item whose equip is refused, rather than orphaning it.
- **`VendorItem.Price` is get-only** and `PlayerVendor.SetVendorItem` is private. Dropping an item into a vendor's pack fires `OnSubItemAdded`, which registers the item at the default price of 999. The seeder reaches `SetVendorItem` by reflection to set a real price. Acceptable in throwaway scaffolding; do not do this in the plugin.
- **Houses only decay when condemned.** `BaseHouse.CanDecay` is true only for `DecayType.Condemned` or `ManualRefresh`. An active owner's newest house is `AutoRefresh` and never decays. The seeder backdates 18 accounts past `Account.InactiveDuration` (180 days) to condemn them, then forces stages with `SetDynamicDecay` — not by backdating `LastRefreshed`, because `DynamicDecay.Enabled` is true on this expansion and `GetOldDecayLevel` is unreachable.
## Reference output
Census after a fresh load of the seeded world:
```
[BridgeSeeder] houses=35
[BridgeSeeder] decay Ageless 13, Slightly 3, Somewhat 7, Fairly 3, Greatly 3, IDOC 6
[BridgeSeeder] seeded chars=150 avgEquipped=8.00 naked=0
[BridgeSeeder] playervendors=30
```
Probe, best-of-20 on the Core thread:
```
[BridgeProbe] char.profile 0.069 ms/char 2386 bytes json
[BridgeProbe] vitals sweep 0.223 ms for 150 chars (0.0015 ms/char)
[BridgeProbe] decay sweep 0.007 ms for 35 houses (0.0002 ms/house)
[BridgeProbe] economy sweep 0.001 ms for 51 accounts (supply 110,478,209 gold)
[BridgeProbe] vendor snap 0.343 ms for 30 vendors (1200 listings)
```
Seeded characters carry 8 items with ~6 mods each and ~12 trained skills. A real endgame character has more of both, so profile cost and payload are a **floor** — budget 24× for a fully-kitted character.

View File

@@ -1,45 +0,0 @@
param(
[int] $Port = 7788,
[string] $Log = "$PSScriptRoot\sc_robust.log"
)
# Robust stub sidecar: survives port-in-use from a just-killed instance, and never
# dies on a transient error. Test scaffolding only.
function Say($msg) {
for ($i = 0; $i -lt 5; $i++) {
try { "$msg" | Out-File -FilePath $Log -Append -Encoding utf8; return }
catch { Start-Sleep -Milliseconds 100 }
}
}
"" | Out-File -FilePath $Log -Encoding utf8
Say "[sidecar] starting on 127.0.0.1:$Port"
$listener = New-Object System.Net.Sockets.TcpListener([System.Net.IPAddress]::Loopback, $Port)
$listener.Server.SetSocketOption('Socket', 'ReuseAddress', $true)
# Wait for the port to become bindable if a prior instance is still lingering.
$bound = $false
for ($i = 0; $i -lt 30 -and -not $bound; $i++) {
try { $listener.Start(); $bound = $true }
catch { Say "[sidecar] bind retry: $($_.Exception.Message)"; Start-Sleep -Seconds 1 }
}
if (-not $bound) { Say "[sidecar] could not bind $Port; giving up"; exit 1 }
Say "[sidecar] listening"
while ($true) {
try {
$client = $listener.AcceptTcpClient()
Say "[sidecar] === shard connected ==="
$reader = New-Object System.IO.StreamReader($client.GetStream())
while ($null -ne ($line = $reader.ReadLine())) { Say "[sidecar] <- $line" }
Say "[sidecar] === shard disconnected ==="
$client.Close()
}
catch {
Say "[sidecar] loop error: $($_.Exception.Message)"
Start-Sleep -Milliseconds 300
}
}

View File

@@ -1,78 +0,0 @@
param(
[int] $Port = 7788,
[string] $Log = "$PSScriptRoot\sc_admin.log"
)
# Phase-1 admin write-plane harness. Connects as the sidecar, waits for the shard,
# fires admin.* commands covering the happy paths and every guard, logs the replies.
# Requires Bridge.cfg AdminWriteEnabled=true and the seeded world (seed_00x accounts).
function Say($msg) {
for ($i = 0; $i -lt 5; $i++) {
try { "$msg" | Out-File -FilePath $Log -Append -Encoding utf8; return }
catch { Start-Sleep -Milliseconds 100 }
}
}
"" | Out-File -FilePath $Log -Encoding utf8
Say "[admin] starting on 127.0.0.1:$Port"
$listener = New-Object System.Net.Sockets.TcpListener([System.Net.IPAddress]::Loopback, $Port)
$listener.Server.SetSocketOption('Socket', 'ReuseAddress', $true)
$bound = $false
for ($i = 0; $i -lt 30 -and -not $bound; $i++) {
try { $listener.Start(); $bound = $true }
catch { Start-Sleep -Seconds 1 }
}
if (-not $bound) { Say "[admin] could not bind"; exit 1 }
Say "[admin] listening"
$client = $listener.AcceptTcpClient()
Say "[admin] === shard connected ==="
$stream = $client.GetStream()
$reader = New-Object System.IO.StreamReader($stream)
$writer = New-Object System.IO.StreamWriter($stream)
$writer.AutoFlush = $true
Start-Sleep -Milliseconds 500
$requests = @(
# happy path, no target needed
'{"kind":"admin.broadcast","reqId":"a-bcast","actor":"whitlocktech","text":"uo-link admin test broadcast"}',
# ban an offline seed account (timed), then unban
'{"kind":"admin.ban","reqId":"a-ban","actor":"whitlocktech","account":"seed_001","durationSec":3600,"reason":"harness test"}',
'{"kind":"admin.unban","reqId":"a-unban","actor":"whitlocktech","account":"seed_001"}',
# kick an offline account -> should succeed with sessions:0
'{"kind":"admin.kick","reqId":"a-kick","actor":"whitlocktech","account":"seed_002"}',
# floor: whitlocktech is Owner -> must be refused
'{"kind":"admin.ban","reqId":"a-floor","actor":"whitlocktech","account":"whitlocktech"}',
# unknown target
'{"kind":"admin.ban","reqId":"a-unknown","actor":"whitlocktech","account":"does_not_exist"}',
# missing actor -> refused by the shared gate
'{"kind":"admin.ban","reqId":"a-noactor","account":"seed_003"}'
)
foreach ($r in $requests) {
$writer.WriteLine($r)
Say "[admin] -> $r"
Start-Sleep -Milliseconds 400
}
# Drain greedily: block on ReadLine with an idle timeout so a buffered burst is fully read
# (the DataAvailable-gated pattern drops the tail of a burst that a StreamReader pre-buffers).
$stream.ReadTimeout = 2500
try {
while ($true) {
$line = $reader.ReadLine()
if ($null -eq $line) { break }
Say "[admin] <- $line"
}
} catch {
Say "[admin] read window closed (idle)"
}
Say "[admin] done"
$client.Close()
$listener.Stop()

View File

@@ -1,64 +0,0 @@
param(
[int] $Port = 7788,
[string] $Log = "$PSScriptRoot\sc_crier.log"
)
function Say($msg) {
for ($i = 0; $i -lt 5; $i++) {
try { "$msg" | Out-File -FilePath $Log -Append -Encoding utf8; return }
catch { Start-Sleep -Milliseconds 100 }
}
}
"" | Out-File -FilePath $Log -Encoding utf8
Say "[crier-sc] starting on 127.0.0.1:$Port"
$listener = New-Object System.Net.Sockets.TcpListener([System.Net.IPAddress]::Loopback, $Port)
$listener.Server.SetSocketOption('Socket', 'ReuseAddress', $true)
$bound = $false
for ($i = 0; $i -lt 30 -and -not $bound; $i++) {
try { $listener.Start(); $bound = $true } catch { Start-Sleep -Seconds 1 }
}
if (-not $bound) { Say "[crier-sc] could not bind"; exit 1 }
Say "[crier-sc] listening"
$client = $listener.AcceptTcpClient()
Say "[crier-sc] === shard connected ==="
$stream = $client.GetStream()
$stream.ReadTimeout = 1500
$reader = New-Object System.IO.StreamReader($stream)
$writer = New-Object System.IO.StreamWriter($stream)
$writer.AutoFlush = $true
Start-Sleep -Milliseconds 500
# Blocking read with a timeout, so StreamReader-buffered lines are not missed the way
# checking $stream.DataAvailable does.
function Drain($seconds) {
$deadline = (Get-Date).AddSeconds($seconds)
while ((Get-Date) -lt $deadline) {
try {
$l = $reader.ReadLine()
if ($null -ne $l) { Say "[crier-sc] <- $l" }
} catch { Start-Sleep -Milliseconds 50 }
}
}
function Send($obj) {
$writer.WriteLine($obj)
Say "[crier-sc] -> $obj"
Drain 1.5
}
# 1. valid add
Send '{"kind":"towncrier.add","id":"n1","lines":["Hear ye, hear ye!","The market tax is now 5 percent."],"durationSec":3600}'
# 2. add exceeding the line cap (default 6) -> error
Send '{"kind":"towncrier.add","id":"n2","lines":["1","2","3","4","5","6","7","8"],"durationSec":60}'
# 3. remove the valid one
Send '{"kind":"towncrier.remove","id":"n1"}'
# 4. remove an unknown id -> error
Send '{"kind":"towncrier.remove","id":"does-not-exist"}'
Drain 3
Say "[crier-sc] done"
$client.Close(); $listener.Stop()

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@@ -1,66 +0,0 @@
param(
[int] $Port = 7788,
[string] $Log = "$PSScriptRoot\sc_link.log"
)
function Say($msg) {
for ($i = 0; $i -lt 5; $i++) {
try { "$msg" | Out-File -FilePath $Log -Append -Encoding utf8; return }
catch { Start-Sleep -Milliseconds 100 }
}
}
"" | Out-File -FilePath $Log -Encoding utf8
Say "[link-sc] starting on 127.0.0.1:$Port"
$listener = New-Object System.Net.Sockets.TcpListener([System.Net.IPAddress]::Loopback, $Port)
$listener.Server.SetSocketOption('Socket', 'ReuseAddress', $true)
$bound = $false
for ($i = 0; $i -lt 30 -and -not $bound; $i++) {
try { $listener.Start(); $bound = $true } catch { Start-Sleep -Seconds 1 }
}
if (-not $bound) { Say "[link-sc] could not bind"; exit 1 }
Say "[link-sc] listening"
$client = $listener.AcceptTcpClient()
Say "[link-sc] === shard connected ==="
$stream = $client.GetStream()
$reader = New-Object System.IO.StreamReader($stream)
$writer = New-Object System.IO.StreamWriter($stream)
$writer.AutoFlush = $true
$deadline = (Get-Date).AddSeconds(20)
$confirmed = $false
while ((Get-Date) -lt $deadline) {
if ($stream.DataAvailable) {
$line = $reader.ReadLine()
if ($null -eq $line) { break }
Say "[link-sc] <- $line"
# When the shard emits a link.request, extract the code and confirm it.
if (-not $confirmed -and $line -match '"kind":"link\.request"') {
if ($line -match '"code":"([^"]+)"') {
$code = $Matches[1]
$confirm = '{"kind":"link.confirm","code":"' + $code + '","websiteUserId":"web-9931"}'
$writer.WriteLine($confirm)
Say "[link-sc] -> $confirm"
$confirmed = $true
}
}
} else {
Start-Sleep -Milliseconds 100
}
}
# Second exchange: send a bad confirm to prove the error path.
$writer.WriteLine('{"kind":"link.confirm","code":"BADCOD","websiteUserId":"web-0000"}')
Say '[link-sc] -> {"kind":"link.confirm","code":"BADCOD","websiteUserId":"web-0000"}'
$t = (Get-Date).AddSeconds(3)
while ((Get-Date) -lt $t) {
if ($stream.DataAvailable) { $l = $reader.ReadLine(); if ($l) { Say "[link-sc] <- $l" } }
else { Start-Sleep -Milliseconds 100 }
}
Say "[link-sc] done"
$client.Close(); $listener.Stop()

View File

@@ -1,65 +0,0 @@
param(
[int] $Port = 7788,
[string] $Log = "$PSScriptRoot\sc_request.log"
)
function Say($msg) {
for ($i = 0; $i -lt 5; $i++) {
try { "$msg" | Out-File -FilePath $Log -Append -Encoding utf8; return }
catch { Start-Sleep -Milliseconds 100 }
}
}
"" | Out-File -FilePath $Log -Encoding utf8
Say "[req] starting on 127.0.0.1:$Port"
$listener = New-Object System.Net.Sockets.TcpListener([System.Net.IPAddress]::Loopback, $Port)
$listener.Server.SetSocketOption('Socket', 'ReuseAddress', $true)
$bound = $false
for ($i = 0; $i -lt 30 -and -not $bound; $i++) {
try { $listener.Start(); $bound = $true }
catch { Start-Sleep -Seconds 1 }
}
if (-not $bound) { Say "[req] could not bind"; exit 1 }
Say "[req] listening"
$client = $listener.AcceptTcpClient()
Say "[req] === shard connected ==="
$stream = $client.GetStream()
$reader = New-Object System.IO.StreamReader($stream)
$writer = New-Object System.IO.StreamWriter($stream)
$writer.AutoFlush = $true
# Give the shard a beat to send its hello, then fire the requests.
Start-Sleep -Milliseconds 500
$requests = @(
'{"kind":"account.roster","reqId":"r-roster","account":"whitlocktech"}',
'{"kind":"char.request","reqId":"r-darrow","account":"whitlocktech","slot":0}',
'{"kind":"vendor.snapshot","reqId":"r-vendor","account":"seed_000"}',
'{"kind":"char.request","reqId":"r-bad","account":"does_not_exist","slot":0}',
'{"kind":"char.request","reqId":"r-serial","serial":"0x24C"}'
)
foreach ($r in $requests) {
$writer.WriteLine($r)
Say "[req] -> $r"
Start-Sleep -Milliseconds 400
}
# Read replies for a few seconds.
$deadline = (Get-Date).AddSeconds(8)
while ((Get-Date) -lt $deadline) {
if ($stream.DataAvailable) {
$line = $reader.ReadLine()
if ($null -ne $line) { Say "[req] <- $line" }
} else {
Start-Sleep -Milliseconds 100
}
}
Say "[req] done"
$client.Close()
$listener.Stop()