From 48d57e6278fcf7feb74bb45eebe210ffe7b33204 Mon Sep 17 00:00:00 2001 From: wtclaude Date: Wed, 29 Jul 2026 09:51:00 -0500 Subject: [PATCH] feat(bridge): publish the player-vendor market index as vendor.listing MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- overlay/Config/Bridge.cfg | 23 + overlay/Scripts/Custom/Bridge/BridgeBoot.cs | 4 + overlay/Scripts/Custom/Bridge/BridgeConfig.cs | 36 ++ overlay/Scripts/Custom/Bridge/BridgeMarket.cs | 591 ++++++++++++++++++ 4 files changed, 654 insertions(+) create mode 100644 overlay/Scripts/Custom/Bridge/BridgeMarket.cs diff --git a/overlay/Config/Bridge.cfg b/overlay/Config/Bridge.cfg index df1edb6..0245269 100644 --- a/overlay/Config/Bridge.cfg +++ b/overlay/Config/Bridge.cfg @@ -83,6 +83,29 @@ PointsProfileEnabled=true # board for anyone in the top N. PointsProfileRank=false +# Player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's shop name, +# owner, location and priced inventory, published as one vendor.listing frame per vendor so the +# website can offer the search the in-game Vendor Search gump offers. Honours each player's own +# in-game opt-out (the vendor's VendorSearch flag) — hide your vendor in game and it is hidden +# on the site too. +MarketEnabled=true + +# Sweep interval. UNLIKE every other sweep here, a tick does NOT walk the whole world: it +# inventories at most MarketSweepBatch vendors and a persistent cursor round-robins through the +# rest, so the per-tick cost is bounded by the batch rather than by how many vendors exist. Full +# coverage takes ceil(vendors / batch) x MarketSweepSeconds — 500 vendors at the defaults is one +# complete pass every 20 minutes, and the site labels the data with how stale it may be. +# +# Lower this (or raise the batch) for faster coverage; both trade directly against per-tick cost, +# and the expensive part is the item walk, which recurses into every container a vendor is selling. +MarketSweepSeconds=60 +MarketSweepBatch=25 + +# Per-vendor listing cap, after which the frame carries "truncated": true. A commodity reseller +# with thousands of stacked resources is a real thing, and an uncapped frame for one is measured +# in megabytes. Clamped to 1..5000. +MarketMaxListings=250 + # Shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5). One world.ruleset frame — expansion, which # systems are on, skill/stat caps, account and house limits, champion scroll rules — # emitted on every sidecar connect (and on [bridge reload), so the website's rules page diff --git a/overlay/Scripts/Custom/Bridge/BridgeBoot.cs b/overlay/Scripts/Custom/Bridge/BridgeBoot.cs index 256cda9..c7e7f4b 100644 --- a/overlay/Scripts/Custom/Bridge/BridgeBoot.cs +++ b/overlay/Scripts/Custom/Bridge/BridgeBoot.cs @@ -166,6 +166,7 @@ namespace Server.Custom.Bridge BridgePresence.Rearm(); BridgeHousing.Rearm(); BridgePoints.Rearm(); + BridgeMarket.Rearm(); // Not a sweep, so it has nothing to re-arm — but an operator who just edited a // .cfg wants the change on the site now, not after a shard restart. BridgeRuleset.Emit(); @@ -186,6 +187,7 @@ namespace Server.Custom.Bridge BridgePresence.SweepOnce(); BridgeHousing.SweepOnce(); BridgePoints.SweepOnce(); + BridgeMarket.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()); @@ -194,6 +196,7 @@ namespace Server.Custom.Bridge e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status()); + e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status()); break; default: @@ -209,6 +212,7 @@ namespace Server.Custom.Bridge e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status()); + e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status()); break; diff --git a/overlay/Scripts/Custom/Bridge/BridgeConfig.cs b/overlay/Scripts/Custom/Bridge/BridgeConfig.cs index c9a6343..bd1362a 100644 --- a/overlay/Scripts/Custom/Bridge/BridgeConfig.cs +++ b/overlay/Scripts/Custom/Bridge/BridgeConfig.cs @@ -36,6 +36,12 @@ namespace Server.Custom.Bridge public static int PresenceSweepSeconds { get; private set; } public static int HousingSweepSeconds { get; private set; } public static int PointsSweepSeconds { get; private set; } + public static int MarketSweepSeconds { get; private set; } + + // ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ---- + public static bool MarketEnabled { get; private set; } + public static int MarketSweepBatch { get; private set; } + public static int MarketMaxListings { get; private set; } // ---- points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7) ---- public static bool PointsLeaderboardEnabled { get; private set; } @@ -149,6 +155,36 @@ namespace Server.Custom.Bridge // on every profile build. See BridgeProfile.WritePoints. PointsProfileRank = Config.Get("Bridge.PointsProfileRank", false); + // Player-vendor market index. Unlike every other sweep, this one does NOT walk its whole + // collection per tick: MarketSweepBatch caps how many vendors are inventoried, and a + // persistent cursor round-robins through the rest, so the per-tick cost is bounded by + // the batch rather than by how many vendors the world holds. + MarketEnabled = Config.Get("Bridge.MarketEnabled", true); + + MarketSweepSeconds = Config.Get("Bridge.MarketSweepSeconds", 60); + if (MarketSweepSeconds < 1) + MarketSweepSeconds = 1; + + // Bounded below at 1 (a batch of 0 would advance the cursor nowhere and publish nothing, + // silently) and above at 500, past which the batch stops bounding anything on any + // realistic shard and the tick is a whole-world pass by another name. + MarketSweepBatch = Config.Get("Bridge.MarketSweepBatch", 25); + if (MarketSweepBatch < 1) + MarketSweepBatch = 1; + if (MarketSweepBatch > 500) + MarketSweepBatch = 500; + + // Per-vendor listing cap. BridgeJson.Parse caps INBOUND frames at 1 MB; outbound is + // uncapped and the sidecar's read_line will allocate whatever arrives, so the cap here + // is what keeps one commodity reseller with 8,000 stacked resources from emitting a + // multi-megabyte frame. Over the cap the frame carries "truncated": true and the site + // says so. + MarketMaxListings = Config.Get("Bridge.MarketMaxListings", 250); + if (MarketMaxListings < 1) + MarketMaxListings = 1; + if (MarketMaxListings > 5000) + MarketMaxListings = 5000; + // The ruleset frame is not a sweep — it is emitted once per sidecar connect (and on // `[bridge reload`), so it has no interval. PublicConnectAddress is the ONE connection // detail the bridge will publish, and only because an operator typed it here for that diff --git a/overlay/Scripts/Custom/Bridge/BridgeMarket.cs b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs new file mode 100644 index 0000000..9c2fe80 --- /dev/null +++ b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs @@ -0,0 +1,591 @@ +using System; +using System.Collections.Generic; +using System.Text; + +using Server.Items; +using Server.Mobiles; +using Server.Multis; +using Server.Engines.VendorSearching; + +namespace Server.Custom.Bridge +{ + /// + /// The shard-wide player-vendor index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's + /// shop name, owner, location and priced inventory, published as one authoritative + /// vendor.listing frame per vendor, so the website can offer the search the in-game + /// Vendor Search gump offers — from outside the game. + /// + /// ---- Why this is a sweep and not an RPC ---- + /// + /// The obvious shape is a market.snapshot request/reply like vendor.snapshot next + /// door. It cannot work: the sidecar's rpc router correlates on the FIRST frame carrying a + /// matching reqId and resolves a single oneshot, 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 in one frame is not an option either — the reply timeout is 10 s and + /// 40,000 listings do not serialize in time. + /// + /// So it is a diff sweep on the broadcast stream, shaped like : + /// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one + /// goes away. The per-account vendor.snapshot RPC is untouched; the player portal + /// keeps using it. + /// + /// ---- The two perf traps, and what this does about them ---- + /// + /// 1. **VendorSearch.GetItemName is a packet builder, not a field read.** It constructs an + /// ObjectPropertyList, calls GetProperties, serialises it and then byte-parses the + /// resulting packet — PER ITEM. Across a full pass that is a multi-hundred-millisecond + /// stall on the Core thread. It is never called here. The frame carries `itemId`, `hue`, + /// `amount`, `price`, the plain `item.Name` field (null for most items) and + /// `item.LabelNumber`; the website resolves display names against its own cliloc table, + /// exactly as char.profile.equipment already does. + /// + /// (On any modern client the call would not even work: every current client ships its + /// Cliloc.* files compressed, ServUO's bundled Ultima.StringList reads only the old plain + /// layout, so VendorSearch.StringList is null and GetItemName returns item.Name anyway. + /// The in-game gump has the same gap.) + /// + /// 2. **A full pass is unbounded in world size.** 500 vendors × 80 listings is ~40,000 item + /// reads, and the reusable public GetItems(Container, List<Item>) recurses into + /// sub-containers, so the real count runs ABOVE the top-level pack.Items a naive estimate + /// would use. So the sweep is amortized: a persistent round-robin cursor over + /// PlayerVendor.PlayerVendors advances at most MarketSweepBatch vendors per tick, which + /// makes the PER-TICK cost bounded independently of how many vendors exist. Full coverage + /// takes ceil(vendors / batch) × MarketSweepSeconds. This is the one genuinely new pattern + /// versus the other sweeps, which all walk their whole collection every tick. + /// + /// ---- Privacy ---- + /// + /// `pv.VendorSearch` is ServUO's own per-vendor opt-out and DoSearch filters on it, so a + /// player who hid their vendor in game is hidden on the website too: an opted-out vendor is + /// skipped entirely and the seen-set removal then drops it from the board. Map.Internal and + /// a null Backpack are skipped for the same reason DoSearch skips them. + /// + /// Owner is written as flat `ownerSerial`/`ownerName` — never through BridgeJson.Actor, + /// which would add `acct` and `webId`. Same argument BridgePoints makes: this is the widest- + /// audience surface the bridge has, and the site resolves serial → user from its own + /// shard_account_links mirror when staff need it. + /// + public static class BridgeMarket + { + private static Timer _timer; + + // vendor serial -> last-emitted signature. + private static readonly Dictionary _last = new Dictionary(); + + // Round-robin cursor: an INDEX into PlayerVendor.PlayerVendors, not a serial. The list is + // mutated by placement/deletion between ticks, so the cursor is a hint, not a promise — it + // is wrapped and clamped every tick, and a shifted list at worst re-visits or defers a + // vendor by one cycle. Tracking a serial instead would cost a lookup to find "where was I" + // and buy nothing: the sweep is idempotent per vendor. + private static int _cursor; + + private static long _sweeps, _emitted, _removed, _scanned, _skipped, _truncated; + + // Per-tick cost, in milliseconds. Reported by `[bridge status` because the + // whole design of this sweep is a claim about that number — the batch cap is what makes it + // independent of world size — and an operator tuning MarketSweepBatch is otherwise tuning + // blind. `_maxMs` is the one that matters: the Core thread runs this between frames, so the + // worst tick is the budget, not the average. + private static double _lastMs, _maxMs; + private static readonly System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch(); + + // Reused across ticks. The item walk is single-threaded (Core thread) and the list is + // cleared before each vendor, so one buffer serves the whole sweep — the alternative is a + // fresh List per vendor per tick, which at 25 vendors × every 60 s is pure garbage. + private static readonly List _items = new List(); + + public static void Initialize() + { + if (!BridgeConfig.Enabled) + return; + + EventSink.ServerStarted += OnServerStarted; + } + + private static void OnServerStarted() + { + BridgeLink.Connected_Core += OnConnected; + Rearm(); + } + + private static void OnConnected() + { + // A new sidecar knows nothing, so drop the diff state and start the round-robin from + // the top. The re-emit of the whole world is self-throttled by the batch window — this + // is the one place the amortized sweep pays for itself twice, because a reconnect on a + // whole-world sweep would otherwise be the biggest burst the bridge ever produces. + _last.Clear(); + _cursor = 0; + } + + /// Stops and recreates the timer from current config. Called by `[bridge reload`. + public static void Rearm() + { + Stop(); + + _timer = Timer.DelayCall( + TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds), + TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds), + MarketSweep); + } + + public static void Stop() + { + if (_timer != null) { _timer.Stop(); _timer = null; } + } + + /// + /// A bare (key-less) string value, or JSON null. + /// + /// takes a non-null string — it dereferences + /// value.Length immediately — and writes the `,"key":` + /// prefix itself, so neither serves a value written inside a hand-built object. Most of + /// what this frame writes is legitimately null (an item's plain Name is null for nearly + /// every item, a vendor standing in the street has no house), so this is the common path + /// rather than an edge case. + /// + private static void Text(StringBuilder sb, string value) + { + if (value == null) + sb.Append("null"); + else + BridgeJson.Escape(sb, value); + } + + public static string Status() + { + var all = PlayerVendor.PlayerVendors; + + return String.Format( + "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})", + BridgeConfig.MarketEnabled, _sweeps, _scanned, _emitted, _removed, _skipped, + _truncated, _last.Count, all == null ? 0 : all.Count, _cursor, + BridgeConfig.MarketSweepBatch, _lastMs, _maxMs); + } + + /// Runs one sweep now. Wired into `[bridge sweepnow`. + public static void SweepOnce() + { + MarketSweep(); + } + + /// + /// One tick: at most MarketSweepBatch vendors starting at the cursor, then the + /// removal pass. + /// + /// The removal pass is the part the batching makes subtle. `_last` holds every vendor + /// seen in ANY previous tick, but this tick only visited a window — so "not in this + /// tick's seen set" does NOT mean gone. Removals are therefore decided against the + /// CURRENT vendor list (plus the opt-out/validity rules), not against the window, which + /// is a cheap pass over serials rather than a second inventory walk. + /// + private static void MarketSweep() + { + try + { + if (!BridgeConfig.MarketEnabled) + return; + + _sweeps++; + + if (!BridgeLink.Connected) + return; // nothing is listening; do not fill the queue with perishable snapshots + + _clock.Restart(); + + var all = PlayerVendor.PlayerVendors; + + if (all == null || all.Count == 0) + { + Reap(null); + return; + } + + // A live set of every serial that SHOULD be on the board right now, built as the + // window is walked plus a cheap pass over the rest. Built here rather than reusing + // a field so a throwing vendor cannot leave a half-built set behind. + var present = new HashSet(); + + var count = all.Count; + var batch = Math.Min(BridgeConfig.MarketSweepBatch, count); + + if (_cursor >= count) + _cursor = 0; + + for (int i = 0; i < count; i++) + { + var vendor = all[i]; + + if (Eligible(vendor)) + present.Add(vendor.Serial); + } + + for (int n = 0; n < batch; n++) + { + var index = (_cursor + n) % count; + var vendor = all[index]; + + if (!Eligible(vendor)) + { + _skipped++; + continue; + } + + // One bad vendor must not cost the rest of the window: the item walk touches + // arbitrary Item subclasses on a shard running modified scripts. + try + { + SweepVendor(vendor); + } + catch (Exception ex) + { + Console.WriteLine("[Bridge] market sweep threw for 0x{0:X}: {1}", + vendor.Serial.Value, ex.Message); + } + } + + _cursor = count == 0 ? 0 : (_cursor + batch) % count; + + Reap(present); + } + catch (Exception ex) + { + Console.WriteLine("[Bridge] market sweep threw: {0}", ex.Message); + } + finally + { + // In `finally` so a throwing tick still records what it cost — a sweep that blows + // the budget and then throws is exactly the one worth seeing in the status line. + if (_clock.IsRunning) + { + _clock.Stop(); + _lastMs = _clock.Elapsed.TotalMilliseconds; + if (_lastMs > _maxMs) + _maxMs = _lastMs; + + WarnIfSlow(); + } + } + } + + /// + /// Per-tick budget, milliseconds. The batch cap exists to hold a tick under this + /// regardless of world size, so exceeding it means MarketSweepBatch is too large for + /// this shard's shops — the one thing an operator needs told, and the one thing + /// `[bridge status` cannot tell them unprompted. Generous: a tick is off the frame + /// budget, and the alternative to a rare 50 ms tick is a permanently stale market. + /// + private const double SlowTickMs = 50.0; + + // At most one warning a minute. A shard whose batch is genuinely too big would otherwise + // print every MarketSweepSeconds forever, and a log nobody can read is a log nobody reads. + private static DateTime _lastWarn = DateTime.MinValue; + + private static void WarnIfSlow() + { + if (_lastMs <= SlowTickMs) + return; + + var now = DateTime.UtcNow; + + if (now - _lastWarn < TimeSpan.FromMinutes(1)) + return; + + _lastWarn = now; + + Console.WriteLine( + // ASCII only. The ServUO console writes in the OS code page, so an em dash here + // renders as "???" in the log an operator would paste into an issue. + "[Bridge] market sweep took {0:F1} ms (budget {1:F0} ms) - lower Bridge.MarketSweepBatch (now {2}) if this persists", + _lastMs, SlowTickMs, BridgeConfig.MarketSweepBatch); + } + + /// + /// The same filter DoSearch applies, so the website's index is the in-game index. + /// VendorSearch is the player's own opt-out toggle and is honoured first. + /// + private static bool Eligible(PlayerVendor vendor) + { + return vendor != null + && !vendor.Deleted + && vendor.VendorSearch + && vendor.Map != null + && vendor.Map != Map.Internal + && vendor.Backpack != null; + } + + /// + /// Drops from the board every tracked vendor that is no longer eligible. + /// null means "there are no vendors at all", which clears it. + /// + private static void Reap(HashSet present) + { + if (_last.Count == 0) + return; + + List gone = null; + + foreach (var serial in _last.Keys) + { + if (present != null && present.Contains(serial)) + continue; + + if (gone == null) + gone = new List(); + + 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++; + } + + /// + /// 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. + /// + 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); + } + + /// + /// 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. + /// + 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; + } + + /// + /// 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. + /// + 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(); + } + + /// + /// 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. + /// + 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(); + } + } +}