Phase 0: fix runtime script compilation

ScriptCompiler.Compile() runs `dotnet build Scripts/Scripts.csproj -c Release`
with no Platform, so MSBuild defaults to AnyCPU. Scripts.csproj gated both
OutputPath and DefineConstants on Configuration|Platform == Release|x64, so
under the server's own build the DLL landed in Scripts/bin/Release/ (while the
core loads Scripts.dll from the base directory) and TRACE;NEWTIMERS;ServUO went
undefined (XmlSpawner compiled its non-ServUO branches).

Compile() also never checks the build's exit code before Assembly.LoadFrom, so
the failure was silent and the stale DLL reloaded. Runtime script compilation
had had no effect since 2026-05-30.

Condition both property groups on Configuration alone. Server.csproj is 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.

Verified end-to-end: a plain boot now logs "Core: Compiling scripts... / Build
succeeded." and loads 206208 items, 42771 mobiles.

Also adds the implementation plan, the measured performance budget, the test
scaffolding used to produce it (seeder + probe, both default-off), and the
record of shard repairs that had to precede any of this.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 04:34:18 -05:00
commit 2c51bc720c
6 changed files with 1024 additions and 0 deletions

14
overlay/Config/Bridge.cfg Normal file
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# Settings for the ServUO/sidecar bridge test scaffolding.
# When true, BridgeSeeder populates the world with synthetic accounts, characters,
# houses and player vendors on ServerStarted, then saves. It refuses to run twice:
# if the account "seed_000" already exists it does nothing.
# Set back to False once the world is seeded.
SeedOnStart=False
# Read-only census of the seeded world on startup (see BridgeSeeder.Census).
CensusOnStart=False
# Times the bridge reads against the loaded world (see BridgeProbe).
ProbeOnStart=False