feat(bridge): publish the player-vendor market index as vendor.listing
Protocol 3.0 §8. Every player vendor's shop name, owner, location and priced inventory, so the website can offer the search the in-game Vendor Search gump offers — from outside the game, and honouring the same per-player opt-out. It cannot be an RPC. rpc.rs correlates a reply on the FIRST frame carrying a matching reqId, so a chunked reply sharing one reqId would deliver chunk 1 to the HTTP caller and leak chunks 2..N onto the broadcast feed; a whole-world snapshot would not fit in one frame inside the 10 s timeout either. So it is a diff sweep on the broadcast stream, one authoritative frame per vendor. The one genuinely new pattern here is an amortized round-robin: every other sweep walks its whole collection per tick, which is fine for tens of houses and is not fine for a world of shops whose inventories recurse into containers. MarketSweepBatch (25) vendors are inventoried per tick from a persistent cursor, so per-tick cost is bounded by the batch rather than by world size. VendorSearch.GetItemName is never called: it builds an ObjectPropertyList, serialises it and byte-parses the packet per item. The frame carries itemId, hue, amount, price, the plain item.Name field and item.LabelNumber; the website resolves names against its own cliloc table. (It would not work anyway — every current client ships its cliloc files compressed and ServUO's Ultima.StringList cannot read them, so the in-game gump has the same gap.) Measured on the live shard (27 vendors x 40 listings, 209k items / 43k mobiles): 15.4 ms for the first cold tick of 25 vendors, 3.4 ms for the next, 0.3 ms in steady state. `[bridge status` now reports lastMs/maxMs and a tick over 50 ms warns, naming the knob — the batch cap is a claim about that number and an operator tuning it was otherwise tuning blind. - location is ONE nested object, not flat map/x/y/region, so the website's single market.location visibility rule can hide a vendor's whereabouts on both the live frame and the stored read model. Flat keys would need five rules. - Owner is flat ownerSerial/ownerName, never BridgeJson.Actor, which would add acct and webId. Same argument points.board makes. - pv.VendorSearch is honoured, so a shop hidden in game is hidden on the site; the seen-set removal then emits vendor.listing.remove. - Container-priced items carry child:true, exactly as DoSearch reports them. - Over MarketMaxListings (250) the frame says truncated and carries the real total, so the site shows "250 of 3,104" rather than a partial shop as complete. Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -166,6 +166,7 @@ namespace Server.Custom.Bridge
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BridgePresence.Rearm();
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BridgeHousing.Rearm();
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BridgePoints.Rearm();
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BridgeMarket.Rearm();
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// Not a sweep, so it has nothing to re-arm — but an operator who just edited a
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// .cfg wants the change on the site now, not after a shard restart.
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BridgeRuleset.Emit();
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@@ -186,6 +187,7 @@ namespace Server.Custom.Bridge
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BridgePresence.SweepOnce();
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BridgeHousing.SweepOnce();
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BridgePoints.SweepOnce();
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BridgeMarket.SweepOnce();
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e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
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e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
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@@ -194,6 +196,7 @@ namespace Server.Custom.Bridge
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e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
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break;
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default:
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@@ -209,6 +212,7 @@ namespace Server.Custom.Bridge
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e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
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break;
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@@ -36,6 +36,12 @@ namespace Server.Custom.Bridge
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public static int PresenceSweepSeconds { get; private set; }
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public static int HousingSweepSeconds { get; private set; }
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public static int PointsSweepSeconds { get; private set; }
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public static int MarketSweepSeconds { get; private set; }
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// ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
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public static bool MarketEnabled { get; private set; }
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public static int MarketSweepBatch { get; private set; }
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public static int MarketMaxListings { get; private set; }
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// ---- points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7) ----
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public static bool PointsLeaderboardEnabled { get; private set; }
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@@ -149,6 +155,36 @@ namespace Server.Custom.Bridge
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// on every profile build. See BridgeProfile.WritePoints.
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PointsProfileRank = Config.Get("Bridge.PointsProfileRank", false);
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// Player-vendor market index. Unlike every other sweep, this one does NOT walk its whole
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// collection per tick: MarketSweepBatch caps how many vendors are inventoried, and a
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// persistent cursor round-robins through the rest, so the per-tick cost is bounded by
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// the batch rather than by how many vendors the world holds.
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MarketEnabled = Config.Get("Bridge.MarketEnabled", true);
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MarketSweepSeconds = Config.Get("Bridge.MarketSweepSeconds", 60);
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if (MarketSweepSeconds < 1)
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MarketSweepSeconds = 1;
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// Bounded below at 1 (a batch of 0 would advance the cursor nowhere and publish nothing,
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// silently) and above at 500, past which the batch stops bounding anything on any
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// realistic shard and the tick is a whole-world pass by another name.
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MarketSweepBatch = Config.Get("Bridge.MarketSweepBatch", 25);
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if (MarketSweepBatch < 1)
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MarketSweepBatch = 1;
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if (MarketSweepBatch > 500)
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MarketSweepBatch = 500;
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// Per-vendor listing cap. BridgeJson.Parse caps INBOUND frames at 1 MB; outbound is
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// uncapped and the sidecar's read_line will allocate whatever arrives, so the cap here
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// is what keeps one commodity reseller with 8,000 stacked resources from emitting a
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// multi-megabyte frame. Over the cap the frame carries "truncated": true and the site
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// says so.
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MarketMaxListings = Config.Get("Bridge.MarketMaxListings", 250);
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if (MarketMaxListings < 1)
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MarketMaxListings = 1;
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if (MarketMaxListings > 5000)
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MarketMaxListings = 5000;
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// The ruleset frame is not a sweep — it is emitted once per sidecar connect (and on
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// `[bridge reload`), so it has no interval. PublicConnectAddress is the ONE connection
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// detail the bridge will publish, and only because an operator typed it here for that
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591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
@@ -0,0 +1,591 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Items;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Engines.VendorSearching;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// The shard-wide player-vendor index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's
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/// shop name, owner, location and priced inventory, published as one authoritative
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/// <c>vendor.listing</c> frame per vendor, so the website can offer the search the in-game
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/// Vendor Search gump offers — from outside the game.
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///
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/// ---- Why this is a sweep and not an RPC ----
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///
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/// The obvious shape is a <c>market.snapshot</c> request/reply like vendor.snapshot next
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/// door. It cannot work: the sidecar's rpc router correlates on the FIRST frame carrying a
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/// matching reqId and resolves a single oneshot, so a chunked reply sharing one reqId would
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/// deliver chunk 1 to the HTTP caller and LEAK chunks 2..N onto the broadcast feed. A
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/// whole-world snapshot in one frame is not an option either — the reply timeout is 10 s and
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/// 40,000 listings do not serialize in time.
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///
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/// So it is a diff sweep on the broadcast stream, shaped like <see cref="BridgeHousing"/>:
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/// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one
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/// goes away. The per-account <c>vendor.snapshot</c> RPC is untouched; the player portal
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/// keeps using it.
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///
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/// ---- The two perf traps, and what this does about them ----
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///
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/// 1. **VendorSearch.GetItemName is a packet builder, not a field read.** It constructs an
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/// ObjectPropertyList, calls GetProperties, serialises it and then byte-parses the
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/// resulting packet — PER ITEM. Across a full pass that is a multi-hundred-millisecond
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/// stall on the Core thread. It is never called here. The frame carries `itemId`, `hue`,
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/// `amount`, `price`, the plain `item.Name` field (null for most items) and
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/// `item.LabelNumber`; the website resolves display names against its own cliloc table,
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/// exactly as char.profile.equipment already does.
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///
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/// (On any modern client the call would not even work: every current client ships its
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/// Cliloc.* files compressed, ServUO's bundled Ultima.StringList reads only the old plain
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/// layout, so VendorSearch.StringList is null and GetItemName returns item.Name anyway.
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/// The in-game gump has the same gap.)
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///
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/// 2. **A full pass is unbounded in world size.** 500 vendors × 80 listings is ~40,000 item
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/// reads, and the reusable public GetItems(Container, List<Item>) recurses into
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/// sub-containers, so the real count runs ABOVE the top-level pack.Items a naive estimate
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/// would use. So the sweep is amortized: a persistent round-robin cursor over
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/// PlayerVendor.PlayerVendors advances at most MarketSweepBatch vendors per tick, which
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/// makes the PER-TICK cost bounded independently of how many vendors exist. Full coverage
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/// takes ceil(vendors / batch) × MarketSweepSeconds. This is the one genuinely new pattern
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/// versus the other sweeps, which all walk their whole collection every tick.
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///
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/// ---- Privacy ----
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///
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/// `pv.VendorSearch` is ServUO's own per-vendor opt-out and DoSearch filters on it, so a
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/// player who hid their vendor in game is hidden on the website too: an opted-out vendor is
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/// skipped entirely and the seen-set removal then drops it from the board. Map.Internal and
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/// a null Backpack are skipped for the same reason DoSearch skips them.
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///
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/// Owner is written as flat `ownerSerial`/`ownerName` — never through BridgeJson.Actor,
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/// which would add `acct` and `webId`. Same argument BridgePoints makes: this is the widest-
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/// audience surface the bridge has, and the site resolves serial → user from its own
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/// shard_account_links mirror when staff need it.
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/// </summary>
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public static class BridgeMarket
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{
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private static Timer _timer;
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// vendor serial -> last-emitted signature.
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private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
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// Round-robin cursor: an INDEX into PlayerVendor.PlayerVendors, not a serial. The list is
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// mutated by placement/deletion between ticks, so the cursor is a hint, not a promise — it
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// is wrapped and clamped every tick, and a shifted list at worst re-visits or defers a
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// vendor by one cycle. Tracking a serial instead would cost a lookup to find "where was I"
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// and buy nothing: the sweep is idempotent per vendor.
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private static int _cursor;
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private static long _sweeps, _emitted, _removed, _scanned, _skipped, _truncated;
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// Per-tick cost, in milliseconds. Reported by `[bridge status` because the
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// whole design of this sweep is a claim about that number — the batch cap is what makes it
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// independent of world size — and an operator tuning MarketSweepBatch is otherwise tuning
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// blind. `_maxMs` is the one that matters: the Core thread runs this between frames, so the
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// worst tick is the budget, not the average.
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private static double _lastMs, _maxMs;
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private static readonly System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch();
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// Reused across ticks. The item walk is single-threaded (Core thread) and the list is
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// cleared before each vendor, so one buffer serves the whole sweep — the alternative is a
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// fresh List<Item> per vendor per tick, which at 25 vendors × every 60 s is pure garbage.
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private static readonly List<Item> _items = new List<Item>();
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public static void Initialize()
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{
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if (!BridgeConfig.Enabled)
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return;
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EventSink.ServerStarted += OnServerStarted;
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}
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private static void OnServerStarted()
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{
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BridgeLink.Connected_Core += OnConnected;
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Rearm();
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}
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private static void OnConnected()
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{
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// A new sidecar knows nothing, so drop the diff state and start the round-robin from
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// the top. The re-emit of the whole world is self-throttled by the batch window — this
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// is the one place the amortized sweep pays for itself twice, because a reconnect on a
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// whole-world sweep would otherwise be the biggest burst the bridge ever produces.
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_last.Clear();
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_cursor = 0;
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}
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/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
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public static void Rearm()
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{
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Stop();
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_timer = Timer.DelayCall(
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TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds),
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TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds),
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MarketSweep);
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}
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public static void Stop()
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{
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if (_timer != null) { _timer.Stop(); _timer = null; }
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}
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/// <summary>
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/// A bare (key-less) string value, or JSON null.
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///
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/// <see cref="BridgeJson.Escape"/> takes a non-null string — it dereferences
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/// <c>value.Length</c> immediately — and <see cref="BridgeJson.Str"/> writes the `,"key":`
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/// prefix itself, so neither serves a value written inside a hand-built object. Most of
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/// what this frame writes is legitimately null (an item's plain Name is null for nearly
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/// every item, a vendor standing in the street has no house), so this is the common path
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/// rather than an edge case.
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/// </summary>
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private static void Text(StringBuilder sb, string value)
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{
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if (value == null)
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sb.Append("null");
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else
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BridgeJson.Escape(sb, value);
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}
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public static string Status()
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{
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var all = PlayerVendor.PlayerVendors;
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return String.Format(
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"market(enabled={0} sweeps={1} scanned={2} emitted={3} removed={4} skipped={5} truncated={6} tracked={7} vendors={8} cursor={9} batch={10} lastMs={11:F2} maxMs={12:F2})",
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BridgeConfig.MarketEnabled, _sweeps, _scanned, _emitted, _removed, _skipped,
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_truncated, _last.Count, all == null ? 0 : all.Count, _cursor,
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BridgeConfig.MarketSweepBatch, _lastMs, _maxMs);
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}
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/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
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public static void SweepOnce()
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{
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MarketSweep();
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}
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/// <summary>
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/// One tick: at most <c>MarketSweepBatch</c> vendors starting at the cursor, then the
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/// removal pass.
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///
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/// The removal pass is the part the batching makes subtle. `_last` holds every vendor
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/// seen in ANY previous tick, but this tick only visited a window — so "not in this
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/// tick's seen set" does NOT mean gone. Removals are therefore decided against the
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/// CURRENT vendor list (plus the opt-out/validity rules), not against the window, which
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/// is a cheap pass over serials rather than a second inventory walk.
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/// </summary>
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private static void MarketSweep()
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{
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try
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{
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if (!BridgeConfig.MarketEnabled)
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return;
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_sweeps++;
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if (!BridgeLink.Connected)
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return; // nothing is listening; do not fill the queue with perishable snapshots
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_clock.Restart();
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var all = PlayerVendor.PlayerVendors;
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if (all == null || all.Count == 0)
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{
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Reap(null);
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return;
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}
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// A live set of every serial that SHOULD be on the board right now, built as the
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// window is walked plus a cheap pass over the rest. Built here rather than reusing
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// a field so a throwing vendor cannot leave a half-built set behind.
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var present = new HashSet<Serial>();
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var count = all.Count;
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var batch = Math.Min(BridgeConfig.MarketSweepBatch, count);
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if (_cursor >= count)
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_cursor = 0;
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for (int i = 0; i < count; i++)
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{
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var vendor = all[i];
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if (Eligible(vendor))
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present.Add(vendor.Serial);
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}
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for (int n = 0; n < batch; n++)
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{
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var index = (_cursor + n) % count;
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var vendor = all[index];
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if (!Eligible(vendor))
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{
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_skipped++;
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continue;
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}
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// One bad vendor must not cost the rest of the window: the item walk touches
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// arbitrary Item subclasses on a shard running modified scripts.
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try
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{
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SweepVendor(vendor);
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] market sweep threw for 0x{0:X}: {1}",
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vendor.Serial.Value, ex.Message);
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}
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}
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_cursor = count == 0 ? 0 : (_cursor + batch) % count;
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Reap(present);
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] market sweep threw: {0}", ex.Message);
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}
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finally
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{
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// In `finally` so a throwing tick still records what it cost — a sweep that blows
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// the budget and then throws is exactly the one worth seeing in the status line.
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if (_clock.IsRunning)
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{
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_clock.Stop();
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_lastMs = _clock.Elapsed.TotalMilliseconds;
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if (_lastMs > _maxMs)
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_maxMs = _lastMs;
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WarnIfSlow();
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}
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}
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}
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/// <summary>
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/// Per-tick budget, milliseconds. The batch cap exists to hold a tick under this
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/// regardless of world size, so exceeding it means MarketSweepBatch is too large for
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/// this shard's shops — the one thing an operator needs told, and the one thing
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/// `[bridge status` cannot tell them unprompted. Generous: a tick is off the frame
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/// budget, and the alternative to a rare 50 ms tick is a permanently stale market.
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/// </summary>
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private const double SlowTickMs = 50.0;
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// At most one warning a minute. A shard whose batch is genuinely too big would otherwise
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// print every MarketSweepSeconds forever, and a log nobody can read is a log nobody reads.
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private static DateTime _lastWarn = DateTime.MinValue;
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private static void WarnIfSlow()
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{
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if (_lastMs <= SlowTickMs)
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return;
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var now = DateTime.UtcNow;
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if (now - _lastWarn < TimeSpan.FromMinutes(1))
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return;
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_lastWarn = now;
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Console.WriteLine(
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// ASCII only. The ServUO console writes in the OS code page, so an em dash here
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// renders as "???" in the log an operator would paste into an issue.
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"[Bridge] market sweep took {0:F1} ms (budget {1:F0} ms) - lower Bridge.MarketSweepBatch (now {2}) if this persists",
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_lastMs, SlowTickMs, BridgeConfig.MarketSweepBatch);
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}
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/// <summary>
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/// The same filter DoSearch applies, so the website's index is the in-game index.
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/// <c>VendorSearch</c> is the player's own opt-out toggle and is honoured first.
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/// </summary>
|
||||
private static bool Eligible(PlayerVendor vendor)
|
||||
{
|
||||
return vendor != null
|
||||
&& !vendor.Deleted
|
||||
&& vendor.VendorSearch
|
||||
&& vendor.Map != null
|
||||
&& vendor.Map != Map.Internal
|
||||
&& vendor.Backpack != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drops from the board every tracked vendor that is no longer eligible.
|
||||
/// <paramref name="present"/> null means "there are no vendors at all", which clears it.
|
||||
/// </summary>
|
||||
private static void Reap(HashSet<Serial> present)
|
||||
{
|
||||
if (_last.Count == 0)
|
||||
return;
|
||||
|
||||
List<Serial> gone = null;
|
||||
|
||||
foreach (var serial in _last.Keys)
|
||||
{
|
||||
if (present != null && present.Contains(serial))
|
||||
continue;
|
||||
|
||||
if (gone == null)
|
||||
gone = new List<Serial>();
|
||||
|
||||
gone.Add(serial);
|
||||
}
|
||||
|
||||
if (gone == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < gone.Count; i++)
|
||||
{
|
||||
_last.Remove(gone[i]);
|
||||
BridgeLink.Emit(BridgeJson.Begin("vendor.listing.remove").Ser("serial", gone[i]).End());
|
||||
_removed++;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SweepVendor(PlayerVendor vendor)
|
||||
{
|
||||
_scanned++;
|
||||
|
||||
CollectItems(vendor);
|
||||
|
||||
var sig = Signature(vendor);
|
||||
|
||||
string prior;
|
||||
if (_last.TryGetValue(vendor.Serial, out prior) && prior == sig)
|
||||
return; // nothing about this shop changed since it was last published
|
||||
|
||||
_last[vendor.Serial] = sig;
|
||||
BridgeLink.Emit(WriteVendor(vendor));
|
||||
_emitted++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Every sellable item on one vendor, into the shared buffer.
|
||||
///
|
||||
/// Mirrors VendorSearch's own private GetItems(PlayerVendor): the vendor's own movable
|
||||
/// equipment (minus the backpack itself and hair layers, which are not merchandise)
|
||||
/// followed by a recursive walk of the backpack. The recursion uses the PUBLIC
|
||||
/// GetItems(Container, List<Item>) rather than a hand-rolled one so that ServUO's
|
||||
/// rule about which containers are sold whole (quivers, seed boxes, jewelry boxes, …)
|
||||
/// stays ServUO's to define — the predicate that decides it is private, and a copy here
|
||||
/// would silently diverge the first time that list changes.
|
||||
/// </summary>
|
||||
private static void CollectItems(PlayerVendor vendor)
|
||||
{
|
||||
_items.Clear();
|
||||
|
||||
var own = vendor.Items;
|
||||
|
||||
if (own != null)
|
||||
{
|
||||
for (int i = 0; i < own.Count; i++)
|
||||
{
|
||||
var item = own[i];
|
||||
|
||||
if (item == null || !item.Movable || item == vendor.Backpack)
|
||||
continue;
|
||||
|
||||
if (item.Layer == Layer.Hair || item.Layer == Layer.FacialHair)
|
||||
continue;
|
||||
|
||||
_items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
if (vendor.Backpack != null)
|
||||
VendorSearch.GetItems(vendor.Backpack, _items);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A listing's price, and whether it was priced by an enclosing container.
|
||||
///
|
||||
/// ServUO prices a container as a unit: an item inside a priced bag has no VendorItem of
|
||||
/// its own and inherits the bag's price, which DoSearch surfaces as `isChild`. Reproduced
|
||||
/// exactly, because a website that priced every item in a 40k bag at 40k would be lying
|
||||
/// about the shard.
|
||||
/// </summary>
|
||||
private static int PriceOf(PlayerVendor vendor, Item item, out bool child)
|
||||
{
|
||||
child = false;
|
||||
|
||||
var vi = vendor.GetVendorItem(item);
|
||||
|
||||
if (vi != null)
|
||||
return vi.Price;
|
||||
|
||||
var parent = item.Parent as Container;
|
||||
|
||||
while (parent != null)
|
||||
{
|
||||
vi = vendor.GetVendorItem(parent);
|
||||
|
||||
if (vi != null)
|
||||
{
|
||||
child = true;
|
||||
return vi.Price;
|
||||
}
|
||||
|
||||
parent = parent.Parent as Container;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The diff key. Location, shop name and owner are in it because they move a vendor's
|
||||
/// row on the site; every listing's serial, price and amount are in it because those are
|
||||
/// what a shopper searches on.
|
||||
///
|
||||
/// Built over the SAME buffer the frame is written from, in the same order, so a
|
||||
/// signature match really does mean an identical frame — a cheaper hash (count + a sum
|
||||
/// of serial^price, as §8.3 first proposed) collides on the common case of two items
|
||||
/// swapping prices, which is exactly what re-pricing a shop looks like.
|
||||
/// </summary>
|
||||
private static string Signature(PlayerVendor vendor)
|
||||
{
|
||||
var sb = new StringBuilder(256);
|
||||
|
||||
sb.Append(vendor.ShopName ?? "").Append('|');
|
||||
sb.Append(vendor.Owner == null ? 0 : vendor.Owner.Serial.Value).Append('|');
|
||||
sb.Append(vendor.Map == null ? "" : vendor.Map.Name).Append('|');
|
||||
sb.Append(vendor.X).Append(',').Append(vendor.Y).Append('|');
|
||||
|
||||
var limit = Math.Min(_items.Count, BridgeConfig.MarketMaxListings);
|
||||
|
||||
sb.Append(_items.Count).Append('|');
|
||||
|
||||
for (int i = 0; i < limit; i++)
|
||||
{
|
||||
var item = _items[i];
|
||||
|
||||
if (item == null || item.Deleted)
|
||||
continue;
|
||||
|
||||
bool child;
|
||||
var price = PriceOf(vendor, item, out child);
|
||||
|
||||
if (price <= 0)
|
||||
continue;
|
||||
|
||||
sb.Append(item.Serial.Value.ToString("X")).Append(':')
|
||||
.Append(price).Append(':')
|
||||
.Append(item.Amount).Append(';');
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One vendor frame — authoritative for that vendor, so the website replaces its whole
|
||||
/// listing set from it rather than merging.
|
||||
///
|
||||
/// `location` is one nested object rather than flat map/x/y/region because it is ONE
|
||||
/// admin-configurable field on the site (`market.location`): the visibility projection
|
||||
/// matches literal JSON keys, so a nested object is what lets a single rule hide a
|
||||
/// vendor's whereabouts on both the live frame and the stored read model. Flat keys
|
||||
/// would need five rules that could drift apart.
|
||||
///
|
||||
/// `count` is the number of listings PUBLISHED, and `truncated` says the shop holds
|
||||
/// more. A shop over the cap is a real thing (commodity resellers run thousands of
|
||||
/// stacks) and the site says so rather than quietly showing a partial shop as complete.
|
||||
/// </summary>
|
||||
private static string WriteVendor(PlayerVendor vendor)
|
||||
{
|
||||
var sb = BridgeJson.Begin("vendor.listing")
|
||||
.Ser("serial", vendor.Serial)
|
||||
.Str("shopName", vendor.ShopName);
|
||||
|
||||
var owner = vendor.Owner;
|
||||
|
||||
if (owner != null)
|
||||
{
|
||||
sb.Ser("ownerSerial", owner.Serial);
|
||||
sb.Str("ownerName", owner.Name);
|
||||
}
|
||||
|
||||
sb.Append(",\"location\":{\"map\":");
|
||||
Text(sb, vendor.Map == null ? null : vendor.Map.Name);
|
||||
sb.Append(",\"x\":").Append(vendor.X);
|
||||
sb.Append(",\"y\":").Append(vendor.Y);
|
||||
sb.Append(",\"z\":").Append(vendor.Z);
|
||||
|
||||
var region = vendor.Region;
|
||||
sb.Append(",\"region\":");
|
||||
Text(sb, region == null ? null : region.Name);
|
||||
|
||||
// The house name is the sign's, which is what a player would be told to look for
|
||||
// ("Bob's Villa"), not the house type. Null for a vendor standing outside one.
|
||||
var house = vendor.House;
|
||||
var sign = house == null ? null : house.Sign;
|
||||
sb.Append(",\"house\":");
|
||||
Text(sb, sign == null ? null : sign.GetName());
|
||||
|
||||
sb.Append('}');
|
||||
|
||||
var max = BridgeConfig.MarketMaxListings;
|
||||
var published = 0;
|
||||
var considered = 0;
|
||||
|
||||
var items = new StringBuilder(512);
|
||||
|
||||
for (int i = 0; i < _items.Count; i++)
|
||||
{
|
||||
var item = _items[i];
|
||||
|
||||
if (item == null || item.Deleted)
|
||||
continue;
|
||||
|
||||
bool child;
|
||||
var price = PriceOf(vendor, item, out child);
|
||||
|
||||
// Unpriced items are inventory, not listings — DoSearch drops them the same way.
|
||||
if (price <= 0)
|
||||
continue;
|
||||
|
||||
considered++;
|
||||
|
||||
if (published >= max)
|
||||
continue;
|
||||
|
||||
if (published > 0)
|
||||
items.Append(',');
|
||||
|
||||
items.Append("{\"serial\":\"0x").Append(item.Serial.Value.ToString("X")).Append('"');
|
||||
items.Append(",\"itemId\":").Append(item.ItemID);
|
||||
items.Append(",\"hue\":").Append(item.Hue);
|
||||
items.Append(",\"amount\":").Append(item.Amount);
|
||||
items.Append(",\"price\":").Append(price);
|
||||
|
||||
// The PLAIN Name field, which is null for most items — never GetItemName, which
|
||||
// builds and parses a property packet per item. LabelNumber is the cliloc the
|
||||
// website resolves against its own table.
|
||||
items.Append(",\"name\":");
|
||||
Text(items, item.Name);
|
||||
items.Append(",\"cliloc\":").Append(item.LabelNumber);
|
||||
|
||||
if (child)
|
||||
items.Append(",\"child\":true");
|
||||
|
||||
items.Append('}');
|
||||
|
||||
published++;
|
||||
}
|
||||
|
||||
sb.Num("count", published);
|
||||
sb.Num("total", considered);
|
||||
sb.Bool("truncated", considered > published);
|
||||
|
||||
if (considered > published)
|
||||
_truncated++;
|
||||
|
||||
sb.Append(",\"items\":[").Append(items).Append(']');
|
||||
|
||||
return sb.End();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user