Champion spawns have no ServUO EventSink, so add a fourth polled stream
(BridgeChamps) modeled on BridgeSweeps: enumerate every spawn each tick,
fold to a small record, and emit champ.update only on change. No core
patch — every field used is public.
Covers all three families via a `category` field:
- champion: ChampionSpawn (type/level/kills/boss/cooldown ETA)
- mini: MiniChamp (type/level; auto-restarts, no kill counter)
- sea: BaseSeaChampion (a High Seas world-boss mobile, alive only
while summoned; removed via champ.remove when slain)
Status folds to active/cooldown/dormant. A (re)connection clears the diff
cache so the next sweep re-emits the full board, rebuilding a sidecar that
restarted on its own. Transient entries leave via champ.remove.
Sidecar: a `champs` current-state table (one row per serial) fed by
champ.update (upsert) and champ.remove (delete), exposed at GET /champs as
the live board. New ChampSweepSeconds config (default 10s), wired into
[bridge reload/sweepnow/status. Documented in docs/INTEGRATION.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
64 lines
2.9 KiB
INI
64 lines
2.9 KiB
INI
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# uo-link bridge settings.
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#
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# Key scope is the filename: Bridge.cfg + StatSweepSeconds => "Bridge.StatSweepSeconds".
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# Read in Configure(), which runs before World.Load.
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# Loopback only. The socket being local is the trust boundary for inbound commands;
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# if the sidecar ever moves off-host, add a shared secret first.
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Host=127.0.0.1
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Port=7788
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# Outbound queue cap. On overflow the plugin drops oldest and counts the drops,
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# because a stalled sidecar must never OOM the shard.
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QueueCap=10000
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# Sweep intervals, seconds. Measured on a 150-character shard: a vitals sweep costs
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# 0.0015 ms/char, so 1000 online players is ~1.5 ms per sweep. See docs/PLAN.md §1.
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StatSweepSeconds=30
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DecaySweepSeconds=60
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EconomySweepSeconds=300
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# Champion-spawn board poll. ChampionSpawn has no EventSink, so every spawn is diffed on
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# this interval to emit champ.update on any status/level/kills/boss change. The world holds
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# only a handful of spawns, so the pass is trivial; 5-10s is well within site tolerance.
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ChampSweepSeconds=10
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# Help-page queue poll. The in-game page queue has no EventSink, so it is diffed on this
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# interval to emit page.new / page.closed / page.updated. A few seconds is fine for a
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# support queue; the full open queue is also available on demand via pages.snapshot.
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PageSweepSeconds=5
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# Shown to a player when they run [link. The website page where they enter the code.
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LinkUrl=https://yoursite/link
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# Town-crier news pushed from the website. Caps are defense in depth on top of the
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# loopback trust boundary: a buggy or compromised sidecar still cannot flood the criers.
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TownCrierMaxLines=6
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TownCrierMaxLineLength=200
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TownCrierMaxActive=20
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TownCrierMaxDurationSec=86400
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# Admin write plane (staff moderation from the website). OFF by default: the whole
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# feature is opt-in per shard. When enabled, inbound admin.* commands (kick/ban/unban/
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# broadcast) are honored. Authorization is enforced on the website; the shard trusts the
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# loopback socket and applies a hard floor below.
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AdminWriteEnabled=false
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# The one shard-side safety floor. An admin.* command refuses any target whose AccessLevel
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# is at or above this, so even a compromised sidecar can never touch the Owner. Values are
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# AccessLevel names (Player, VIP, Counselor, Decorator, Spawner, GameMaster, Seer,
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# Administrator, Developer, CoOwner, Owner). Default CoOwner => only Owner/CoOwners shielded.
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AdminAccessFloor=CoOwner
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# Defense-in-depth caps on admin.* payloads (mirroring the town-crier caps).
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AdminBroadcastMaxLength=300
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AdminReasonMaxLength=400
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# Clamp on a timed ban's duration, seconds. A ban with no/zero duration is indefinite.
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AdminBanMaxDurationSec=31536000
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# The test scaffolding in tools/scaffolding/ reads its own flags from this file
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# (SeedOnStart, CensusOnStart, ProbeOnStart). They are absent here on purpose:
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# Config.Get returns the default of false when a key is missing, so a deployed
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# server never runs the scaffolding even if its .cs files are present.
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