Phase 6: town-crier news (website -> game)

BridgeTownCrier handles inbound towncrier.add / towncrier.remove, pushing
website-published news into GlobalTownCrierEntryList so every town crier
announces it until it expires. Both run on the Core thread (required: AddEntry
mutates a shared list and the criers send packets). An id maps to the created
TownCrierEntry so a later remove can pull it, and re-adding an id replaces the
prior entry.

Caps are enforced before touching the shared list -- line count, line length,
active-entry count, duration -- as defense in depth on top of the loopback trust
boundary: a buggy or compromised sidecar still cannot flood the criers or pin a
message forever. Config: Bridge.TownCrierMax{Lines,LineLength,Active,DurationSec}.

Verified with a sending stub and a probe that logs the actual crier list. Replies
and game state agree: add n1 -> towncrier.ok and the entry appears with the exact
lines; add n2 (8 lines over the cap of 6) -> towncrier.error and never enters the
list; remove n1 -> towncrier.ok and the entry is gone; remove unknown ->
towncrier.error. Evidence in docs/PLAN.md §16.

Adds BridgeJson.GetStringList for JSON string arrays, tools/stub_sidecar_crier.ps1,
and tools/scaffolding/BridgeCrierProbe.cs. This closes the pure-plugin inbound
work; only the PlayerVendorSale core edit (Phase 7) remains on the ServUO side.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 11:56:22 -05:00
parent feeb904bfe
commit e4b62ff5ce
7 changed files with 327 additions and 0 deletions

View File

@@ -11,6 +11,7 @@ These two scripts produced the measured budget in `docs/PLAN.md` §1. They are k
| `BridgeEventProbe.cs` | `Scripts/Custom/BridgeEventProbe.cs` | Fires gold/fame/karma/save events through their real code paths so the emit path can be verified without a game client. **Mutates the world and saves.** Flag: `EventProbeOnStart`. |
| `BridgeSweepProbe.cs` | `Scripts/Custom/BridgeSweepProbe.cs` | Bumps one seeded house's decay stage after baseline so the decay sweep's transition detection can be observed without waiting a real IDOC stage. Flag: `SweepProbeOnStart`. Pair with short `*SweepSeconds` overrides. |
| `BridgeLinkProbe.cs` | `Scripts/Custom/BridgeLinkProbe.cs` | Triggers `[link` for seed_001 without a client, then saves so the `WebsiteUserId` tag reaches `accounts.xml`. Flag: `LinkProbeOnStart`. Pair with a sidecar that reads the code and sends `link.confirm`. |
| `BridgeCrierProbe.cs` | `Scripts/Custom/BridgeCrierProbe.cs` | Logs the global town-crier entry list every 3s so `towncrier.add` / `remove` can be seen landing in game state. Flag: `CrierProbeOnStart`. |
## Deploy overwrites Bridge.cfg