Merge pull request 'feat(bridge)!: Protocol 3.0 cutover — world.ruleset, points.board, vendor.listing' (#6) from edge into main

Reviewed-on: #6
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
This commit is contained in:
2026-08-01 06:33:27 +00:00
7 changed files with 1669 additions and 1 deletions

View File

@@ -48,6 +48,83 @@ PresenceSweepSeconds=30
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine. # house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
HousingSweepSeconds=300 HousingSweepSeconds=300
# Points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7). ServUO carries ~25 point
# currencies (Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city loyalties,
# the Doom/Khaldun/Kotl treasure systems, …). Each is diffed on this interval and emitted as
# one points.board frame per system when its top N moves.
#
# Slow on purpose: these are month-scale standings, and ten of the systems keep a row for
# every character ever created, so the pass is the widest read in the bridge. It is still
# cheap — a single bounded pass, never a sort — but there is nothing to gain by hurrying it.
PointsSweepSeconds=300
# Master switch for the boards. Off leaves char.profile points alone (see below).
PointsLeaderboardEnabled=true
# How many players per board. Clamped to 1..100 — the frame is emitted PER SYSTEM, so a big
# N is multiplied by ~25.
PointsTopN=10
# Which systems to publish, as a comma-separated list of PointsType names, e.g.
# PointsSystems=QueensLoyalty,CleanUpBritannia,VoidPool
# Blank (the default) publishes whatever the shard itself shows on the in-game loyalty gump
# (ShowOnLoyaltyGump), so a subsystem you add later gets a board without an edit here.
# An unrecognized name is logged and ignored, never silently dropped.
PointsSystems=
# Include a per-character "points" block in char.profile (the website character sheet). This
# is a lookup across every published system's table, so it is the dominant cost of building a
# profile; turn it off on a very large shard that does not want the sheet paying for it.
PointsProfileEnabled=true
# Also compute each system's rank in that block. OFF by default and worth leaving off: a
# points lookup stops at the character's own row, but a rank must count every row that beats
# them, in every system, on every profile build. The website already derives rank from the
# 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
# cannot drift from the server. Not a sweep: it changes only when you edit a .cfg.
#
# The frame is built from an explicit allowlist of keys in BridgeRuleset.cs. Server.cfg,
# Staff.cfg, Email.cfg, DataPath.cfg, Bridge.cfg, Compiler.cfg, Reports.cfg and Client.cfg
# are never read.
RulesetEnabled=true
# The one connection detail the bridge will publish, e.g. play.myshard.com,2593. Blank
# (the default) omits it entirely. Server.cfg's Address/Listen/Port are NEVER published —
# if you want a connect string on the site, put it here deliberately.
PublicConnectAddress=
# Include the save/restart schedule (AutoSave frequency, AutoRestart hour) in the frame.
# Turn off if you would rather not advertise a predictable restart window.
RulesetIncludeSchedule=true
# Shown to a player when they run [link. The website page where they enter the code. # Shown to a player when they run [link. The website page where they enter the code.
LinkUrl=https://yoursite/link LinkUrl=https://yoursite/link

View File

@@ -165,8 +165,13 @@ namespace Server.Custom.Bridge
BridgeGovernance.Rearm(); BridgeGovernance.Rearm();
BridgePresence.Rearm(); BridgePresence.Rearm();
BridgeHousing.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();
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe()); e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect."); e.Mobile.SendMessage("Bridge: sweeps re-armed; ruleset re-emitted; endpoint changes take effect on reconnect.");
break; break;
case "ping": case "ping":
@@ -181,6 +186,8 @@ namespace Server.Custom.Bridge
BridgeGovernance.SweepOnce(); BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce(); BridgePresence.SweepOnce();
BridgeHousing.SweepOnce(); BridgeHousing.SweepOnce();
BridgePoints.SweepOnce();
BridgeMarket.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream."); e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
@@ -188,6 +195,8 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
break; break;
default: default:
@@ -202,7 +211,10 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.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}", BridgePages.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
break; break;
} }
} }

View File

@@ -35,6 +35,25 @@ namespace Server.Custom.Bridge
public static int CitySweepSeconds { get; private set; } public static int CitySweepSeconds { get; private set; }
public static int PresenceSweepSeconds { get; private set; } public static int PresenceSweepSeconds { get; private set; }
public static int HousingSweepSeconds { 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; }
public static int PointsTopN { get; private set; }
public static string PointsSystems { get; private set; }
public static bool PointsProfileEnabled { get; private set; }
public static bool PointsProfileRank { get; private set; }
// ---- shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5) ----
public static bool RulesetEnabled { get; private set; }
public static string PublicConnectAddress { get; private set; }
public static bool RulesetIncludeSchedule { get; private set; }
public static string LinkUrl { get; private set; } public static string LinkUrl { get; private set; }
@@ -107,6 +126,73 @@ namespace Server.Custom.Bridge
if (HousingSweepSeconds < 1) if (HousingSweepSeconds < 1)
HousingSweepSeconds = 1; HousingSweepSeconds = 1;
// Points/loyalty boards. The sweep touches every point entry on the shard, and ten of
// the ~25 systems keep a row per character ever created, so the default interval is
// deliberately slow — these are month-scale standings, not live state.
PointsSweepSeconds = Config.Get("Bridge.PointsSweepSeconds", 300);
if (PointsSweepSeconds < 1)
PointsSweepSeconds = 1;
PointsLeaderboardEnabled = Config.Get("Bridge.PointsLeaderboardEnabled", true);
// Board size. Bounded below at 1 because the selection indexes the Nth slot directly,
// and above at 100 because the frame is emitted per system — a large N multiplied by
// ~25 systems is how a "board" turns into a bandwidth problem.
PointsTopN = Config.Get("Bridge.PointsTopN", 10);
if (PointsTopN < 1)
PointsTopN = 1;
if (PointsTopN > 100)
PointsTopN = 100;
// Blank (the default) means "publish whatever the shard itself shows on the loyalty
// gump", so a shard that adds a subsystem gets its board without an edit here.
PointsSystems = Config.Get("Bridge.PointsSystems", "");
PointsProfileEnabled = Config.Get("Bridge.PointsProfileEnabled", true);
// Off by default, and the default is the point: a rank cannot early-exit the way a
// points lookup can — it must count every row that beats the player, in every system,
// 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
// purpose; Server.cfg's Address/Port are never read (see BridgeRuleset's allowlist note).
RulesetEnabled = Config.Get("Bridge.RulesetEnabled", true);
PublicConnectAddress = Config.Get("Bridge.PublicConnectAddress", "");
RulesetIncludeSchedule = Config.Get("Bridge.RulesetIncludeSchedule", true);
LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link"); LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6); TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);

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@@ -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
{
/// <summary>
/// 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
/// <c>vendor.listing</c> 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 <c>market.snapshot</c> 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 <see cref="BridgeHousing"/>:
/// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one
/// goes away. The per-account <c>vendor.snapshot</c> 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&lt;Item&gt;) 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.
/// </summary>
public static class BridgeMarket
{
private static Timer _timer;
// vendor serial -> last-emitted signature.
private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
// 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<Item> per vendor per tick, which at 25 vendors × every 60 s is pure garbage.
private static readonly List<Item> _items = new List<Item>();
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;
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
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; }
}
/// <summary>
/// A bare (key-less) string value, or JSON null.
///
/// <see cref="BridgeJson.Escape"/> takes a non-null string — it dereferences
/// <c>value.Length</c> immediately — and <see cref="BridgeJson.Str"/> 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.
/// </summary>
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);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
MarketSweep();
}
/// <summary>
/// One tick: at most <c>MarketSweepBatch</c> 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.
/// </summary>
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<Serial>();
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();
}
}
}
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>
/// The same filter DoSearch applies, so the website's index is the in-game index.
/// <c>VendorSearch</c> is the player's own opt-out toggle and is honoured first.
/// </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&lt;Item&gt;) 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();
}
}
}

View File

@@ -0,0 +1,404 @@
using System;
using System.Collections.Generic;
using System.Text;
using Server.Engines.Points;
namespace Server.Custom.Bridge
{
/// <summary>
/// Points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7). ServUO carries ~25 separate point
/// currencies (Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city
/// loyalties, Blackthorn, the Doom/Khaldun/Kotl treasure systems, …), every one of them a
/// standing a player accumulates over months — and none of them has ever been visible
/// anywhere but an in-game gump. This is the diff sweep that publishes them as boards.
///
/// Shaped like <see cref="BridgeHousing"/>: ServerStarted arms a timer, a sidecar connect
/// clears the diff state so a fresh sidecar gets every board, and each pass emits only the
/// systems whose top N actually moved. One frame per system (~600 B) rather than one 12 KB
/// frame, matching champ.update / guild.update.
///
/// **There is no `points.remove`.** The set of systems is fixed at Configure() time by
/// PointsSystem.Configure — a system cannot disappear at runtime — which is the same
/// argument city.update already makes for cities.
///
/// ---- The perf trap, and why the selection looks like this ----
///
/// `PlayerTable` is a plain List&lt;PointsEntry&gt;, and QueensLoyalty has AutoAdd = true, so it
/// holds an entry for every PlayerMobile that has ever logged in — zero-point rows included.
/// The obvious `.OrderByDescending(e =&gt; e.Points).Take(N)` is a full sort PER SYSTEM: at
/// 20,000 historical characters that is ~25 sorts and ~7.5 M comparisons on the Core thread,
/// tens of milliseconds, which BRIDGE_PLUGIN_PLAN.md §1 measured as the second thing in the
/// whole bridge capable of blowing a frame budget (bulk profile generation being the first).
///
/// So: a single pass per system into a fixed N-element array kept sorted by insertion.
/// O(n·N) with tiny constants, one allocation for the whole sweep, and the common case is a
/// single comparison against the running Nth place before the row is rejected. ~500 k cheap
/// iterations per pass at the default 300 s interval.
/// </summary>
public static class BridgePoints
{
private static Timer _timer;
// PointsType name -> last-emitted signature.
private static readonly Dictionary<string, string> _last =
new Dictionary<string, string>(StringComparer.Ordinal);
private static long _sweeps, _emitted;
// Reused across systems and across sweeps: the selection is single-threaded (Core thread)
// and fully overwritten each time, so there is nothing to allocate per pass.
private static PointsEntry[] _top = new PointsEntry[0];
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; drop the diff state so the next pass re-emits every board.
_last.Clear();
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.PointsSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.PointsSweepSeconds),
PointsSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("points(enabled={0} sweeps={1} emitted={2} tracked={3} topN={4})",
BridgeConfig.PointsLeaderboardEnabled, _sweeps, _emitted, _last.Count,
BridgeConfig.PointsTopN);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
PointsSweep();
}
private static void PointsSweep()
{
try
{
if (!BridgeConfig.PointsLeaderboardEnabled)
return;
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
// Systems is a mutable static populated by ~25 separate subsystem constructors in
// PointsSystem.Configure(). It is null before that runs and could in principle hold
// a null element, so neither is assumed.
var systems = PointsSystem.Systems;
if (systems == null)
return;
var selected = SelectedSystems();
var n = BridgeConfig.PointsTopN;
if (_top.Length != n)
_top = new PointsEntry[n];
for (int i = 0; i < systems.Count; i++)
{
var sys = systems[i];
if (sys == null)
continue;
// One bad system must not cost the rest of the sweep: Name/MaxPoints are
// abstract members implemented by 25 unrelated subsystems, any of which could
// throw on a shard running modified scripts.
try
{
SweepSystem(sys, selected);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] points sweep threw for {0}: {1}",
sys.Loyalty, ex.Message);
}
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] points sweep threw: {0}", ex.Message);
}
}
private static void SweepSystem(PointsSystem sys, HashSet<string> selected)
{
var key = sys.Loyalty.ToString();
if (!IsPublished(sys, key, selected))
return;
int ranked;
var count = SelectTop(sys, out ranked);
var sig = Signature(count, ranked);
string prior;
if (_last.TryGetValue(key, out prior) && prior == sig)
return; // top N and participant count both unchanged since last emit
_last[key] = sig;
BridgeLink.Emit(WriteBoard(sys, key, count, ranked));
_emitted++;
}
/// <summary>
/// Which systems are published. The default is the shard's OWN answer to "is this
/// player-facing?" — ShowOnLoyaltyGump, the flag that decides whether a system appears
/// on the in-game loyalty gump — rather than a list invented here that would drift from
/// the server every time a subsystem is added. `Bridge.cfg PointsSystems=` overrides it
/// with an explicit comma-separated list of PointsType names.
/// </summary>
private static bool IsPublished(PointsSystem sys, string key, HashSet<string> selected)
{
if (selected != null)
return selected.Contains(key);
return sys.ShowOnLoyaltyGump;
}
// Parsed form of BridgeConfig.PointsSystems, rebuilt when the raw string changes so
// `[bridge reload` picks up an edit without a restart. null == "no override, use
// ShowOnLoyaltyGump".
private static string _selectedRaw;
private static HashSet<string> _selected;
private static HashSet<string> SelectedSystems()
{
var raw = BridgeConfig.PointsSystems ?? "";
if (raw == _selectedRaw)
return _selected;
_selectedRaw = raw;
_selected = null;
if (raw.Trim().Length == 0)
return null;
var set = new HashSet<string>(StringComparer.Ordinal);
foreach (var part in raw.Split(','))
{
var name = part.Trim();
if (name.Length == 0)
continue;
// Resolve through the enum so a typo is reported loudly rather than silently
// publishing one board fewer than the operator asked for.
PointsType parsed;
if (Enum.TryParse(name, true, out parsed) && Enum.IsDefined(typeof(PointsType), parsed))
set.Add(parsed.ToString());
else
Console.WriteLine("[Bridge] unknown PointsSystems entry '{0}', ignoring", name);
}
_selected = set;
return _selected;
}
/// <summary>
/// Single pass over one system's PlayerTable, keeping the best <c>_top.Length</c> entries
/// in descending order. Returns how many slots were filled; <paramref name="ranked"/>
/// receives the number of players actually holding points.
///
/// Ties do not displace (the shift test is strict, and the reject test is inclusive), so
/// an unchanged table produces an unchanged board — which is what makes the diff
/// signature meaningful rather than a source of spurious re-emits.
/// </summary>
private static int SelectTop(PointsSystem sys, out int ranked)
{
ranked = 0;
var table = sys.PlayerTable;
var top = _top;
if (table == null || top.Length == 0)
return 0;
var count = 0;
for (int i = 0; i < table.Count; i++)
{
var entry = table[i];
if (entry == null)
continue;
var player = entry.Player;
// A deleted character keeps its row until the next save/load cycle, and AutoAdd
// systems are mostly zero-point rows. Neither belongs on a leaderboard.
if (player == null || player.Deleted || entry.Points <= 0)
continue;
ranked++;
var points = entry.Points;
// The common case for a big table: worse than the running Nth place, one compare.
if (count == top.Length && points <= top[count - 1].Points)
continue;
var pos = count < top.Length ? count : top.Length - 1;
while (pos > 0 && top[pos - 1].Points < points)
{
top[pos] = top[pos - 1];
pos--;
}
top[pos] = entry;
if (count < top.Length)
count++;
}
return count;
}
/// <summary>
/// A system's point ceiling as a whole number, or **0 meaning "uncapped"**.
///
/// `MaxPoints` is a double, and ServUO's idiom for "no cap" is `double.MaxValue`
/// (DespiseCrystals, ShameCrystals and VoidPool all do this). A plain `(long)` cast of
/// that is an UNCHECKED conversion — it does not throw, it produces `long.MinValue` —
/// which is exactly what the first sweep against a real shard published:
/// `"maxPoints": -9223372036854775808`. Anything not representable as a positive long
/// therefore becomes 0, which the website already renders as "no maximum".
/// </summary>
internal static long Cap(double value)
{
// NaN first: every comparison against NaN is false, so it would otherwise fall through
// to the same unchecked cast.
if (Double.IsNaN(value) || value <= 0 || value >= 9.2233720368547758E18)
return 0;
return (long)value;
}
/// <summary>
/// A score as a whole number. Same unchecked-cast hazard as <see cref="Cap"/>, but the
/// saturating direction is the opposite: an implausibly large score is still a large
/// score, so it clamps to long.MaxValue rather than collapsing to 0.
/// </summary>
internal static long Score(double value)
{
if (Double.IsNaN(value) || value <= 0)
return 0;
if (value >= 9.2233720368547758E18)
return Int64.MaxValue;
return (long)value;
}
/// <summary>
/// The diff key: every published serial and its whole-point score, plus the participant
/// count. Points are compared exactly as they are emitted, so a fractional award that
/// does not move the displayed number does not cost a frame either.
/// </summary>
private static string Signature(int count, int ranked)
{
var sb = new StringBuilder(64);
sb.Append(ranked).Append('|');
for (int i = 0; i < count; i++)
{
var entry = _top[i];
sb.Append(entry.Player.Serial.Value.ToString("X"))
.Append(':')
.Append(Score(entry.Points))
.Append(';');
}
return sb.ToString();
}
/// <summary>
/// One board frame.
///
/// `nameString` AND `nameNumber` are both emitted because Name is a TextDefinition, which
/// may carry either a literal or a cliloc id — the same contract titles.reward already
/// documents at BridgeProfile.cs:107-110. Resolving clilocs is the website's job.
///
/// **Entries are written inline as {serial, name} — never through BridgeJson.Actor.**
/// That is deliberate even though the website can now reveal fields by audience rung:
/// Actor would add `acct` and `webId`, and neither is needed here, because the site
/// resolves serial → user from its own shard_account_links mirror for staff views. A
/// board is the widest-audience surface the bridge has; the account name of every ranked
/// player has no business crossing the wire to reach it.
/// </summary>
private static string WriteBoard(PointsSystem sys, string key, int count, int ranked)
{
var name = sys.Name;
var sb = BridgeJson.Begin("points.board")
.Str("system", key)
.Str("nameString", name == null ? null : name.String)
.Num("nameNumber", name == null ? 0 : name.Number)
.Num("maxPoints", Cap(sys.MaxPoints))
.Bool("showOnGump", sys.ShowOnLoyaltyGump)
// Players actually HOLDING points, not PlayerTable.Count: an AutoAdd system has a
// zero-point row for every character that ever logged in, so the raw count would
// report the shard's whole character census as this system's participants.
.Num("players", ranked);
sb.Append(",\"top\":[");
for (int i = 0; i < count; i++)
{
var entry = _top[i];
if (i > 0)
sb.Append(',');
sb.Append("{\"rank\":").Append(i + 1);
sb.Append(",\"serial\":\"0x").Append(entry.Player.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
BridgeJson.Escape(sb, entry.Player.Name ?? "");
// Whole points: every one of these systems awards and displays integers in game,
// and a board that renders 29500.00000000001 would be a bug report.
sb.Append(",\"points\":").Append(Score(entry.Points));
sb.Append('}');
}
sb.Append(']');
return sb.End();
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Text; using System.Text;
using Server.Accounting; using Server.Accounting;
using Server.Engines.Points;
using Server.Items; using Server.Items;
using Server.Mobiles; using Server.Mobiles;
@@ -99,6 +100,7 @@ namespace Server.Custom.Bridge
sb.Append(']'); sb.Append(']');
WriteTitles(sb, m); WriteTitles(sb, m);
WritePoints(sb, m);
return sb.End(); return sb.End();
} }
@@ -147,6 +149,147 @@ namespace Server.Custom.Bridge
sb.Append("]}"); sb.Append("]}");
} }
/// <summary>
/// The point/loyalty standings this character holds (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7.3). Read-model
/// enrichment on an existing kind, exactly like <see cref="WriteTitles"/> — there is no
/// request kind for "one character's points", because the profile is already the place
/// the website asks for everything about one character.
///
/// Systems with no entry, or an entry at zero, are omitted: ten of the ~25 systems have
/// AutoAdd = true and therefore hold a zero-point row for every character that has ever
/// logged in, so emitting them all would be ~25 lines of noise on every sheet.
///
/// **Never call PointsSystem.GetEntry / GetPoints here.** Both look benign and both
/// MUTATE THE WORLD: `GetEntry(from, create: false)` still calls AddEntry when the system
/// has AutoAdd (PointsSystem.cs:207), which appends a row to PlayerTable and fires
/// OnPlayerAdded. A read model that used them would silently grow the points save file by
/// up to ten rows every time anyone viewed a character sheet. Hence the manual scan.
///
/// Cost: one early-exiting pass over each published system's PlayerTable. The AutoAdd
/// tables are census-sized, so this is the dominant term in the profile — roughly 10 × n
/// comparisons, against the ~0.069 ms/2.4 KB the rest of the profile measures at. That is
/// acceptable because profiles are built on demand at human rates and never in a sweep;
/// PointsProfileEnabled turns it off for a shard where it isn't.
///
/// **Deliberately no `rank`.** Rank cannot early-exit — it must count every row that
/// beats the player, in every system, every time — and the website can derive it from
/// the points.board frame for anyone who is actually on a board. See PointsProfileRank.
/// </summary>
private static void WritePoints(StringBuilder sb, PlayerMobile m)
{
if (!BridgeConfig.PointsProfileEnabled)
return;
sb.Append(",\"points\":[");
try
{
var systems = PointsSystem.Systems;
if (systems != null)
{
bool first = true;
for (int i = 0; i < systems.Count; i++)
{
var sys = systems[i];
if (sys == null || !sys.ShowOnLoyaltyGump)
continue;
var points = LookupPoints(sys, m);
if (points <= 0)
continue;
if (!first) sb.Append(',');
first = false;
var name = sys.Name;
sb.Append("{\"system\":\"").Append(sys.Loyalty).Append('"');
sb.Append(",\"nameString\":");
if (name == null || name.String == null)
sb.Append("null");
else
BridgeJson.Escape(sb, name.String);
sb.Append(",\"nameNumber\":").Append(name == null ? 0 : name.Number);
sb.Append(",\"points\":").Append(BridgePoints.Score(points));
sb.Append(",\"maxPoints\":").Append(BridgePoints.Cap(sys.MaxPoints));
// Off by default. The field is absent rather than null when disabled, so a
// consumer can tell "this shard does not compute rank" from "unranked".
if (BridgeConfig.PointsProfileRank)
sb.Append(",\"rank\":").Append(RankOf(sys, points));
sb.Append('}');
}
}
}
catch (Exception ex)
{
// A profile is worth more than its points block; never fail the sheet over one.
Console.WriteLine("[Bridge] profile points threw: {0}", ex.Message);
}
sb.Append(']');
}
/// <summary>
/// This character's score in one system, or 0 if it has no entry. A hand-rolled scan
/// rather than GetEntry/GetPoints for the mutation reason above; it stops at the match,
/// which the rank computation could not.
/// </summary>
private static double LookupPoints(PointsSystem sys, PlayerMobile m)
{
var table = sys.PlayerTable;
if (table == null)
return 0;
for (int i = 0; i < table.Count; i++)
{
var entry = table[i];
if (entry != null && entry.Player == m)
return entry.Points;
}
return 0;
}
/// <summary>
/// 1-based standing in one system: how many live characters hold strictly more points,
/// plus one. Ties share a rank, which is what a player expects to see.
///
/// Only reachable with PointsProfileRank=true, and off by default for the reason stated
/// in <see cref="WritePoints"/>: unlike the points lookup, this visits every row of the
/// table every time, so it turns a bounded early-exiting scan into a guaranteed full one
/// per published system per profile.
/// </summary>
private static int RankOf(PointsSystem sys, double points)
{
var table = sys.PlayerTable;
if (table == null)
return 1;
var better = 0;
for (int i = 0; i < table.Count; i++)
{
var entry = table[i];
if (entry == null || entry.Player == null || entry.Player.Deleted)
continue;
if (entry.Points > points)
better++;
}
return better + 1;
}
private static bool IsGearLayer(Layer layer) private static bool IsGearLayer(Layer layer)
{ {
switch (layer) switch (layer)

View File

@@ -0,0 +1,355 @@
using System;
using System.Text;
using Server.Engines.CityLoyalty;
using Server.Engines.VvV;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// The shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5). One `world.ruleset` frame describing how
/// this shard is actually configured: expansion, which systems are on, skill/stat caps, house
/// and account limits, champion scroll rules, and the save/restart schedule. It is what turns
/// the website's "Rules" page from hand-maintained prose into something that cannot drift from
/// the server.
///
/// Modelled on <see cref="BridgeBoot.EmitHello"/>, NOT on the diff sweeps: the ruleset changes
/// only when an operator edits Config/*.cfg and restarts (or runs `[bridge reload`), so there is
/// nothing to poll. It subscribes Connected_Core so a sidecar that comes up second still learns
/// the ruleset, exactly as server.hello does.
///
/// **The one hard rule: this is an explicit allowlist of Config.Get calls.** Never enumerate
/// Config.Entries (Server/Config.cs) — that would sweep in every key on the server, secrets
/// included. Files deliberately never read here, in addition to anything not named below:
///
/// Server.cfg — Address / Listen / Port. Only Bridge.PublicConnectAddress is published,
/// and only because an operator typed it there for exactly this purpose.
/// Staff.cfg — staff account names.
/// Email.cfg — SMTP credentials.
/// DataPath.cfg — filesystem layout.
/// Bridge.cfg — the sidecar host/port and our own caps.
/// Compiler.cfg — build flags.
/// Reports.cfg — report upload credentials.
/// Client.cfg — client-version enforcement (not player-facing rules).
///
/// `rev` is an FNV-1a hash of the emitted body, so a reconnect that carries an unchanged ruleset
/// is a no-op site-side. String.GetHashCode() is deliberately NOT used: it is randomized per
/// process on modern .NET, so it would change on every shard restart and defeat the whole point.
/// </summary>
public static class BridgeRuleset
{
private static long _emitted;
private static string _rev = "";
private static int _bytes;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
BridgeLink.Connected_Core += Emit;
}
public static string Status()
{
return String.Format("ruleset(enabled={0} emitted={1} rev={2} bytes={3})",
BridgeConfig.RulesetEnabled, _emitted, _rev.Length == 0 ? "-" : _rev, _bytes);
}
/// <summary>
/// Core thread. Builds and queues one `world.ruleset` frame. Called on every sidecar
/// connect and by `[bridge reload` (an operator who just edited a .cfg wants to see the
/// change on the site without restarting the shard).
/// </summary>
public static void Emit()
{
if (!BridgeConfig.RulesetEnabled)
return;
try
{
var body = BuildBody();
_rev = Fnv1a(body);
_bytes = body.Length;
_emitted++;
// rev goes first so a reader can short-circuit on an unchanged frame before parsing
// the rest of it.
BridgeLink.Emit(BridgeJson.Begin("world.ruleset")
.Str("rev", _rev)
.Append(body)
.End());
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] ruleset emit threw: {0}", ex.Message);
}
}
/// <summary>
/// The allowlist. Every block is optional and omitted when its system is off, so a shard
/// that does not run (say) VvV publishes no `vvv` block rather than a block of zeroes.
/// </summary>
private static string BuildBody()
{
var sb = new StringBuilder(2048);
sb.Str("shard", Server.Misc.ServerList.ServerName);
sb.Str("expansion", Core.Expansion.ToString());
// The ONLY thing published from a connection-address setting, and only because the
// operator put it in Bridge.cfg specifically to be shown. Server.cfg is never read.
var connect = BridgeConfig.PublicConnectAddress;
if (!String.IsNullOrEmpty(connect))
sb.Str("connect", connect);
WriteSystems(sb);
WriteCaps(sb);
sb.Append(",\"housing\":{\"accountHouseLimit\":")
.Append(BaseHouse.AccountHouseLimit).Append('}');
WriteAccounts(sb);
WriteVetRewards(sb);
WriteLoot(sb);
WriteVendors(sb);
WriteChampions(sb);
WriteTreasureMaps(sb);
WriteVvV(sb);
WriteStore(sb);
if (BridgeConfig.RulesetIncludeSchedule)
WriteSchedule(sb);
return sb.ToString();
}
/// <summary>
/// Which optional systems this shard runs. Read from each system's own static rather than
/// re-parsing its .cfg, so a system that derives its state (Factions is on exactly when VvV
/// is off — Services/Factions/Core/Faction.cs) is reported the way the server actually sees
/// it. This block subsumes the `world.systems` capability frame PROTOCOL_2.md §10.4
/// sketched but never implemented.
/// </summary>
private static void WriteSystems(StringBuilder sb)
{
sb.Append(",\"systems\":{");
sb.Append("\"cityLoyalty\":").Append(Json(CityLoyaltySystem.Enabled));
sb.Append(",\"vvv\":").Append(Json(ViceVsVirtueSystem.Enabled));
sb.Append(",\"factions\":").Append(Json(Server.Factions.Settings.Enabled));
sb.Append(",\"siege\":").Append(Json(Siege.SiegeShard));
sb.Append(",\"chat\":").Append(Json(Config.Get("Chat.Enabled", true)));
sb.Append(",\"store\":").Append(Json(Config.Get("Store.Enabled", true)));
sb.Append(",\"dailyRares\":").Append(Json(Config.Get("DailyRares.Enabled", true)));
sb.Append(",\"honesty\":").Append(Json(Config.Get("Honesty.Enabled", true)));
sb.Append(",\"shadowguard\":").Append(Json(Core.TOL));
sb.Append(",\"treasureMaps\":").Append(Json(Config.Get("TreasureMaps.Enabled", true)));
sb.Append(",\"vetRewards\":").Append(Json(Config.Get("VetRewards.Enabled", true)));
sb.Append(",\"testCenter\":").Append(Json(Config.Get("TestCenter.Enabled", false)));
sb.Append('}');
}
/// <summary>
/// Skill and stat caps — the single most-asked "what are the rules here?" question, and the
/// one most often wrong on a hand-written page. SkillCap is in tenths (1000 = 100.0).
/// </summary>
private static void WriteCaps(StringBuilder sb)
{
sb.Append(",\"caps\":{");
sb.Append("\"skill\":").Append(Config.Get("PlayerCaps.SkillCap", 1000));
sb.Append(",\"totalSkill\":").Append(Config.Get("PlayerCaps.TotalSkillCap", 7000));
sb.Append(",\"stat\":").Append(Config.Get("PlayerCaps.TotalStatCap", 225));
sb.Append(",\"str\":").Append(Config.Get("PlayerCaps.StrCap", 125));
sb.Append(",\"dex\":").Append(Config.Get("PlayerCaps.DexCap", 125));
sb.Append(",\"int\":").Append(Config.Get("PlayerCaps.IntCap", 125));
sb.Append(",\"strMax\":").Append(Config.Get("PlayerCaps.StrMaxCap", 150));
sb.Append(",\"dexMax\":").Append(Config.Get("PlayerCaps.DexMaxCap", 150));
sb.Append(",\"intMax\":").Append(Config.Get("PlayerCaps.IntMaxCap", 150));
sb.Append('}');
}
/// <summary>
/// Account limits. `autoCreate` is the in-game first-login auto-create switch, which pairs
/// with the bridge's own SignupMode (BridgeConfig.WarnOnSignupMismatch) — publishing it
/// lets the site's signup page tell a visitor the truth about how to get an account.
/// Character slots come from Siege.cfg, which is where ServUO keeps them regardless of
/// whether the shard is actually Siege.
/// </summary>
private static void WriteAccounts(StringBuilder sb)
{
sb.Append(",\"accounts\":{");
sb.Append("\"perIp\":").Append(Config.Get("Accounts.AccountsPerIp", 1));
sb.Append(",\"charSlots\":").Append(Siege.CharacterSlots);
sb.Append(",\"autoCreate\":").Append(Json(Config.Get("Accounts.AutoCreateAccounts", true)));
sb.Append('}');
}
private static void WriteVetRewards(StringBuilder sb)
{
var enabled = Config.Get("VetRewards.Enabled", true);
sb.Append(",\"vetRewards\":{\"enabled\":").Append(Json(enabled));
if (enabled)
{
var interval = Config.Get("VetRewards.RewardInterval", TimeSpan.FromDays(30.0));
sb.Append(",\"rewardIntervalDays\":").Append((int)interval.TotalDays);
}
sb.Append('}');
}
/// <summary>The Felucca risk-vs-reward numbers — the reason players choose a facet.</summary>
private static void WriteLoot(StringBuilder sb)
{
sb.Append(",\"loot\":{");
sb.Append("\"feluccaLuckBonus\":").Append(Config.Get("Loot.FeluccaLuckBonus", 0));
sb.Append(",\"feluccaBudgetBonus\":").Append(Config.Get("Loot.FeluccaBudgetBonus", 0));
sb.Append(",\"feluccaMaxProps\":").Append(Config.Get("Loot.MaxProps", 5));
sb.Append('}');
}
private static void WriteVendors(StringBuilder sb)
{
sb.Append(",\"vendors\":{");
sb.Append("\"restockDelayMinutes\":").Append(Config.Get("Vendors.RestockDelay", 60));
sb.Append(",\"maxSell\":").Append(Config.Get("Vendors.MaxSell", 500));
sb.Append(",\"economyStockAmount\":").Append(Config.Get("Vendors.EconomyStockAmount", 500));
sb.Append('}');
}
/// <summary>
/// Champion spawn rewards. `rankThresholds` is the red-skull count at which each rank is
/// reached, which is what a player actually wants to know before committing to a spawn.
/// </summary>
private static void WriteChampions(StringBuilder sb)
{
if (!Config.Get("Champions.Enabled", true))
return;
sb.Append(",\"champions\":{");
sb.Append("\"powerScrolls\":").Append(Config.Get("Champions.PowerScrolls", 6));
sb.Append(",\"statScrolls\":").Append(Config.Get("Champions.StatScrolls", 16));
sb.Append(",\"scrollChance\":").Append(Json(Config.Get("Champions.ScrollChance", 0.1)));
sb.Append(",\"transcendenceChance\":")
.Append(Json(Config.Get("Champions.TranscendenceChance", 50.0)));
sb.Append(",\"rankThresholds\":[")
.Append(Config.Get("Champions.Rank2RedSkulls", 5)).Append(',')
.Append(Config.Get("Champions.Rank3RedSkulls", 10)).Append(',')
.Append(Config.Get("Champions.Rank4RedSkulls", 13))
.Append(']');
sb.Append('}');
}
private static void WriteTreasureMaps(StringBuilder sb)
{
var enabled = Config.Get("TreasureMaps.Enabled", true);
sb.Append(",\"treasureMaps\":{\"enabled\":").Append(Json(enabled));
if (enabled)
{
sb.Append(",\"lootChance\":").Append(Json(Config.Get("TreasureMaps.LootChance", 0.01)));
sb.Append(",\"resetDays\":").Append(Json(Config.Get("TreasureMaps.ResetTime", 30.0)));
}
sb.Append('}');
}
private static void WriteVvV(StringBuilder sb)
{
if (!ViceVsVirtueSystem.Enabled)
return;
sb.Append(",\"vvv\":{");
sb.Append("\"enabled\":true");
sb.Append(",\"startSilver\":").Append(ViceVsVirtueSystem.StartSilver);
sb.Append(",\"enhancedRules\":").Append(Json(ViceVsVirtueSystem.EnhancedRules));
sb.Append('}');
}
/// <summary>
/// The Ultima Store. Only `enabled` and the currency's display name — never the store's
/// price table or any payment configuration, neither of which lives in Config anyway.
/// </summary>
private static void WriteStore(StringBuilder sb)
{
var enabled = Config.Get("Store.Enabled", true);
sb.Append(",\"store\":{\"enabled\":").Append(Json(enabled));
if (enabled)
sb.Str("currencyName", Config.Get("Store.CurrencyName", "Sovereigns"));
sb.Append('}');
}
/// <summary>
/// Save and restart schedule — "when does the shard hiccup?", the other question a live
/// status page is asked. Off behind RulesetIncludeSchedule for an operator who would rather
/// not advertise a predictable restart window.
/// </summary>
private static void WriteSchedule(StringBuilder sb)
{
sb.Append(",\"schedule\":{");
var saves = Config.Get("AutoSave.Enabled", true);
sb.Append("\"autoSaveEnabled\":").Append(Json(saves));
if (saves)
{
var freq = Config.Get("AutoSave.Frequency", TimeSpan.FromMinutes(5.0));
sb.Append(",\"autoSaveFrequencyMinutes\":").Append((int)freq.TotalMinutes);
}
var restart = Config.Get("AutoRestart.Enabled", false);
sb.Append(",\"autoRestartEnabled\":").Append(Json(restart));
if (restart)
{
sb.Append(",\"autoRestartHour\":").Append(Config.Get("AutoRestart.Hour", 12));
sb.Append(",\"autoRestartMinute\":").Append(Config.Get("AutoRestart.Minute", 0));
sb.Append(",\"autoRestartFrequencyHours\":").Append(Config.Get("AutoRestart.Frequency", 24));
}
sb.Append('}');
}
// ---- helpers ----
private static string Json(bool value)
{
return value ? "true" : "false";
}
private static string Json(double value)
{
return value.ToString("R", System.Globalization.CultureInfo.InvariantCulture);
}
/// <summary>
/// FNV-1a over the UTF-16 code units of the body, as 8 lowercase hex digits. Any stable
/// hash would do; what matters is that it is stable ACROSS PROCESSES, which
/// String.GetHashCode() is not (it is seeded randomly per process), so using that would
/// produce a different rev after every restart and make the whole diff pointless.
/// </summary>
private static string Fnv1a(string s)
{
const uint offset = 2166136261;
const uint prime = 16777619;
uint hash = offset;
for (int i = 0; i < s.Length; i++)
{
char c = s[i];
hash = (hash ^ (byte)(c & 0xFF)) * prime;
hash = (hash ^ (byte)(c >> 8)) * prime;
}
return hash.ToString("x8");
}
}
}