Phase 4: character-profile request/response
BridgeProfile builds the read-models the website consumes; BridgeRequests
registers the inbound handlers. The sidecar asks, the shard answers on the Core
thread (inbound lines are marshaled through Timer.DelayCall before a handler
runs), so all of these read live world state safely.
- char.request: resolve by serial, or by account + slot, and reply with a full
profile (stats, all trained skills, worn equipment with flattened AOS mods,
resists). Works for offline characters since a logged-off mobile stays
resident until Delete.
- account.roster: light per-character summary, offline chars included.
- vendor.snapshot: every player vendor owned by an account, with held gold and
priced listings.
Each request may carry a reqId the reply echoes so the sidecar can correlate.
An unresolvable request gets a bridge.error reply rather than silence, so the
website can show a real failure instead of hanging.
Verified against the real world with a sending stub: all five requests answered,
both char lookup paths (account+slot and serial) returning the identical profile,
vendor.snapshot returning seed_000's two vendors and 80 listings, and the bad
account returning bridge.error. Two real-data findings noted in docs/PLAN.md §14:
a GM character can have skill base > cap (the website must not assume otherwise),
and the mod-flattening path still wants a genuinely kitted character to exercise
against real suffix gear.
Adds tools/stub_sidecar_request.ps1 (sends requests) and a hardened
tools/stub_sidecar.ps1 (survives reaping/rebind).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
245
overlay/Scripts/Custom/Bridge/BridgeProfile.cs
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245
overlay/Scripts/Custom/Bridge/BridgeProfile.cs
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@@ -0,0 +1,245 @@
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using System;
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using System.Text;
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using Server.Accounting;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// Builds the heavy read-models the website consumes: a full character profile, an account
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/// roster, and a player's vendor holdings. All read live Mobile/Item state, so all must run
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/// on the Core thread — which the inbound dispatch guarantees (BridgeLink marshals every
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/// inbound line through Timer.DelayCall before a handler sees it).
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///
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/// A profile is the single most expensive read in the bridge (~0.07 ms + ~2.4 KB at the
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/// seeded scale, more for a fully-kitted character), so it is built on demand only, never in
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/// a sweep. See docs/PLAN.md §1.
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/// </summary>
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public static class BridgeProfile
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{
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private static readonly AosAttribute[] AllAttrs =
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(AosAttribute[])Enum.GetValues(typeof(AosAttribute));
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private static readonly AosWeaponAttribute[] AllWeaponAttrs =
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(AosWeaponAttribute[])Enum.GetValues(typeof(AosWeaponAttribute));
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private static readonly AosArmorAttribute[] AllArmorAttrs =
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(AosArmorAttribute[])Enum.GetValues(typeof(AosArmorAttribute));
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// ---- full profile ----
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public static string BuildProfile(PlayerMobile m, string reqId)
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{
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var sb = BridgeJson.Begin("char.profile");
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if (reqId != null)
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sb.Str("reqId", reqId);
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sb.Ser("serial", m.Serial);
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sb.Str("name", m.Name);
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sb.Str("title", m.Title);
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sb.Num("body", m.Body.BodyID);
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sb.Num("hue", m.Hue);
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sb.Bool("online", m.NetState != null);
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var acct = m.Account as Account;
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if (acct != null)
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sb.Str("acct", acct.Username);
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// stats
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sb.Append(",\"stats\":{");
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sb.Append("\"str\":").Append(m.Str).Append(",\"dex\":").Append(m.Dex).Append(",\"int\":").Append(m.Int);
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sb.Append(",\"hits\":").Append(m.Hits).Append(",\"hitsMax\":").Append(m.HitsMax);
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sb.Append(",\"mana\":").Append(m.Mana).Append(",\"manaMax\":").Append(m.ManaMax);
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sb.Append(",\"stam\":").Append(m.Stam).Append(",\"stamMax\":").Append(m.StamMax);
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sb.Append(",\"fame\":").Append(m.Fame).Append(",\"karma\":").Append(m.Karma);
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sb.Append(",\"luck\":").Append(m.Luck);
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sb.Append(",\"resist\":{\"phys\":").Append(m.PhysicalResistance);
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sb.Append(",\"fire\":").Append(m.FireResistance);
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sb.Append(",\"cold\":").Append(m.ColdResistance);
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sb.Append(",\"pois\":").Append(m.PoisonResistance);
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sb.Append(",\"energy\":").Append(m.EnergyResistance).Append("}}");
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// skills: trained only (Base > 0), to avoid ~50 zeroes per character
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sb.Append(",\"skills\":[");
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bool first = true;
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for (int i = 0; i < m.Skills.Length; i++)
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{
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var s = m.Skills[i];
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if (s == null || s.Base <= 0.0)
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continue;
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if (!first) sb.Append(',');
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first = false;
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sb.Append("{\"n\":\"").Append(s.SkillName).Append('"');
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sb.Append(",\"base\":").Append(s.Base.ToString("F1"));
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sb.Append(",\"value\":").Append(s.Value.ToString("F1"));
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sb.Append(",\"cap\":").Append(s.Cap.ToString("F1"));
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sb.Append(",\"lock\":\"").Append(s.Lock).Append("\"}");
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}
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sb.Append(']');
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// worn equipment only — not the backpack/bank (see docs/PLAN.md §IV.4)
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sb.Append(",\"equipment\":[");
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first = true;
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foreach (var item in m.Items)
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{
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if (item == null || !IsGearLayer(item.Layer))
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continue;
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if (!first) sb.Append(',');
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first = false;
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WriteItem(sb, item);
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}
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sb.Append(']');
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return sb.End();
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}
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private static bool IsGearLayer(Layer layer)
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{
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switch (layer)
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{
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case Layer.Backpack:
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case Layer.Bank:
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case Layer.Hair:
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case Layer.FacialHair:
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case Layer.Mount:
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case Layer.Invalid:
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return false;
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default:
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return true;
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}
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}
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private static void WriteItem(StringBuilder sb, Item item)
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{
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sb.Append("{");
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sb.Append("\"serial\":\"0x").Append(item.Serial.Value.ToString("X")).Append('"');
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sb.Append(",\"layer\":\"").Append(item.Layer).Append('"');
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sb.Append(",\"itemId\":").Append(item.ItemID);
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sb.Append(",\"hue\":").Append(item.Hue);
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sb.Append(",\"cliloc\":").Append(item.LabelNumber);
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if (item.Name != null)
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{
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sb.Append(",\"name\":");
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BridgeJson.Escape(sb, item.Name);
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}
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var weapon = item as BaseWeapon;
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var armor = item as BaseArmor;
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if (weapon != null)
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{
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sb.Append(",\"weapon\":{\"minDamage\":").Append(weapon.MinDamage);
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sb.Append(",\"maxDamage\":").Append(weapon.MaxDamage).Append('}');
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}
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else if (armor != null)
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{
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sb.Append(",\"armor\":{\"baseRating\":").Append(armor.BaseArmorRating).Append('}');
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}
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// flattened union of non-zero mods across every attribute bag
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sb.Append(",\"mods\":{");
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bool first = true;
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if (weapon != null)
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{
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WriteAttrs(sb, weapon.Attributes, ref first);
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WriteWeaponAttrs(sb, weapon.WeaponAttributes, ref first);
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}
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else if (armor != null)
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{
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WriteAttrs(sb, armor.Attributes, ref first);
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WriteArmorAttrs(sb, armor.ArmorAttributes, ref first);
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}
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sb.Append("}}");
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}
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private static void WriteAttrs(StringBuilder sb, AosAttributes a, ref bool first)
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{
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if (a == null) return;
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for (int i = 0; i < AllAttrs.Length; i++)
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{
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int v = a[AllAttrs[i]];
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if (v == 0) continue;
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if (!first) sb.Append(','); first = false;
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sb.Append('"').Append(AllAttrs[i]).Append("\":").Append(v);
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}
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}
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private static void WriteWeaponAttrs(StringBuilder sb, AosWeaponAttributes a, ref bool first)
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{
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if (a == null) return;
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for (int i = 0; i < AllWeaponAttrs.Length; i++)
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{
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int v = a[AllWeaponAttrs[i]];
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if (v == 0) continue;
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if (!first) sb.Append(','); first = false;
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sb.Append('"').Append(AllWeaponAttrs[i]).Append("\":").Append(v);
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}
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}
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private static void WriteArmorAttrs(StringBuilder sb, AosArmorAttributes a, ref bool first)
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{
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if (a == null) return;
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for (int i = 0; i < AllArmorAttrs.Length; i++)
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{
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int v = a[AllArmorAttrs[i]];
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if (v == 0) continue;
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if (!first) sb.Append(','); first = false;
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sb.Append('"').Append(AllArmorAttrs[i]).Append("\":").Append(v);
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}
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}
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// ---- account roster ----
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/// <summary>
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/// Light per-character summary for an account. Offline characters are included: a
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/// logged-off mobile stays resident (World.Mobiles) until Delete, so its roster entry is
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/// always available.
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/// </summary>
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public static string BuildRoster(Account acct, string reqId)
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{
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var sb = BridgeJson.Begin("account.roster");
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if (reqId != null)
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sb.Str("reqId", reqId);
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sb.Str("acct", acct.Username);
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sb.Append(",\"chars\":[");
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bool first = true;
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for (int i = 0; i < acct.Length; i++)
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{
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var m = acct[i];
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if (m == null)
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continue;
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if (!first) sb.Append(',');
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first = false;
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sb.Append("{\"slot\":").Append(i);
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sb.Append(",\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
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sb.Append(",\"name\":");
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BridgeJson.Escape(sb, m.Name ?? "");
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sb.Append(",\"body\":").Append(m.Body.BodyID);
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sb.Append(",\"online\":").Append(m.NetState != null ? "true" : "false");
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sb.Append('}');
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}
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sb.Append(']');
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return sb.End();
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}
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}
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}
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215
overlay/Scripts/Custom/Bridge/BridgeRequests.cs
Normal file
215
overlay/Scripts/Custom/Bridge/BridgeRequests.cs
Normal file
@@ -0,0 +1,215 @@
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using System;
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using System.Collections.Generic;
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using Server.Accounting;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// Inbound request/response. The sidecar asks; the shard answers. Every handler runs on the
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/// Core thread (BridgeBoot dispatches inbound lines through Timer.DelayCall first), so all of
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/// these may read live world state freely.
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///
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/// A request carries an optional "reqId" the shard echoes back, so the sidecar can correlate
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/// the reply with the request it sent. A malformed or unresolvable request gets a
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/// "bridge.error" reply rather than silence, so the website can show a real failure instead
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/// of hanging.
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/// </summary>
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public static class BridgeRequests
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{
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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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BridgeBoot.RegisterHandler("char.request", OnCharRequest);
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BridgeBoot.RegisterHandler("account.roster", OnRosterRequest);
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BridgeBoot.RegisterHandler("vendor.snapshot", OnVendorSnapshotRequest);
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}
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private static void Fail(string reqId, string reason)
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{
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var sb = BridgeJson.Begin("bridge.error");
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if (reqId != null)
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sb.Str("reqId", reqId);
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sb.Str("reason", reason);
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BridgeLink.Emit(sb.End());
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}
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// ---- char.request ----
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/// <summary>
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/// Resolve a character by serial, or by account + slot, and reply with a full profile.
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/// Works for offline characters too: a logged-off mobile is still resident.
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/// </summary>
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private static void OnCharRequest(Dictionary<string, object> o)
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{
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var reqId = BridgeJson.GetString(o, "reqId");
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PlayerMobile pm = null;
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var serialStr = BridgeJson.GetString(o, "serial");
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if (serialStr != null)
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{
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pm = ResolveSerial(serialStr) as PlayerMobile;
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if (pm == null)
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{
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Fail(reqId, "no player with serial " + serialStr);
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return;
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}
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}
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else
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{
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var acctName = BridgeJson.GetString(o, "account");
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var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
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if (acct == null)
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{
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Fail(reqId, "unknown account");
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return;
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}
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int slot = BridgeJson.GetInt(o, "slot", 0);
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if (slot < 0 || slot >= acct.Length)
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{
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Fail(reqId, "slot out of range");
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return;
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}
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pm = acct[slot] as PlayerMobile;
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if (pm == null)
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{
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Fail(reqId, "no character in slot " + slot);
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return;
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}
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}
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BridgeLink.Emit(BridgeProfile.BuildProfile(pm, reqId));
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}
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// ---- account.roster ----
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private static void OnRosterRequest(Dictionary<string, object> o)
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{
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var reqId = BridgeJson.GetString(o, "reqId");
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var acctName = BridgeJson.GetString(o, "account");
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var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
|
||||
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if (acct == null)
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{
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Fail(reqId, "unknown account");
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return;
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}
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BridgeLink.Emit(BridgeProfile.BuildRoster(acct, reqId));
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}
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// ---- vendor.snapshot ----
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/// <summary>
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/// Every player vendor owned by any character on an account, with its held gold and
|
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/// priced listings. Enumerates PlayerVendor.PlayerVendors and matches by owner account.
|
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/// </summary>
|
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private static void OnVendorSnapshotRequest(Dictionary<string, object> o)
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{
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var reqId = BridgeJson.GetString(o, "reqId");
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var acctName = BridgeJson.GetString(o, "account");
|
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var acct = acctName == null ? null : Accounting.Accounts.GetAccount(acctName) as Account;
|
||||
|
||||
if (acct == null)
|
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{
|
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Fail(reqId, "unknown account");
|
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return;
|
||||
}
|
||||
|
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var sb = BridgeJson.Begin("vendor.snapshot");
|
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if (reqId != null)
|
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sb.Str("reqId", reqId);
|
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sb.Str("acct", acct.Username);
|
||||
sb.Append(",\"vendors\":[");
|
||||
|
||||
bool firstVendor = true;
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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(',');
|
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firstVendor = false;
|
||||
|
||||
sb.Append("{\"serial\":\"0x").Append(v.Serial.Value.ToString("X")).Append('"');
|
||||
sb.Append(",\"shopName\":");
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||||
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;
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user