feat(bridge): publish points/loyalty leaderboards as points.board
Protocol 3.0 §7 (docs/link/v3.md). ServUO carries ~25 separate point currencies
— Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city
loyalties, the Doom/Khaldun/Kotl treasure systems — every one a standing players
build over months, and none of them visible outside an in-game gump until now.
BridgePoints.cs
- A diff sweep shaped like BridgeHousing: ServerStarted arms the 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 or participant count moved.
One ~600 B frame per system rather than one 12 KB frame, matching
champ.update / guild.update. No points.remove — the system set is fixed at
startup by PointsSystem.Configure, the same argument city.update makes.
- Selection is a single bounded pass into a fixed N-element array kept sorted
by insertion, NOT OrderByDescending().Take(N). PlayerTable is a plain List
and ten of the ~25 systems have AutoAdd = true, so they hold a row for every
character ever created: the naive version is ~25 full sorts on the Core
thread, which BRIDGE_PLUGIN_PLAN.md §1 measured as the second thing in the
bridge capable of blowing a frame budget.
- Which systems publish defaults to the shard's OWN answer — ShowOnLoyaltyGump
— rather than a list here that would drift; Bridge.cfg PointsSystems=
overrides it, and an unrecognised name is logged rather than dropped.
- Entries are written inline as {serial, name}, never via BridgeJson.Actor. A
board is the widest-audience surface the bridge has, so acct/webId
deliberately do not cross the wire; the site resolves serial → user from its
own link mirror.
char.profile gains a points block, the titles precedent from PROTOCOL_2.md §10.3
- Never uses PointsSystem.GetEntry/GetPoints: both MUTATE THE WORLD, since
GetEntry(create: false) still calls AddEntry when the system has AutoAdd
(PointsSystem.cs:207). Using them would have appended up to ten rows to the
points save file every time anyone opened a character sheet. Hand-rolled
read-only scan instead.
- rank is off by default (PointsProfileRank). A points lookup stops at the
character's own row; a rank must count every row that beats them, in every
system, on every profile build.
Verified by running it, not by reading it: the whole Scripts tree (6,207 files)
compiles clean against real ServUO 57.4 assemblies, and a boot against the local
shard with a 43,011-mobile world emitted five live boards. That run caught a bug
no fake shard could — ServUO's uncapped idiom is MaxPoints = double.MaxValue,
and (long) on it is an UNCHECKED conversion yielding long.MinValue, so the first
sweep published "maxPoints": -9223372036854775808 for three of the five boards.
Cap()/Score() now normalise anything unrepresentable, and maxPoints: 0 is the
documented "uncapped" value — which on a real shard is the common case, not an
edge case. Re-verified after the fix: 0 for the uncapped systems, 15000 and
10000 for the two that genuinely cap.
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -2,6 +2,7 @@ using System;
|
||||
using System.Text;
|
||||
|
||||
using Server.Accounting;
|
||||
using Server.Engines.Points;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
|
||||
@@ -99,6 +100,7 @@ namespace Server.Custom.Bridge
|
||||
sb.Append(']');
|
||||
|
||||
WriteTitles(sb, m);
|
||||
WritePoints(sb, m);
|
||||
|
||||
return sb.End();
|
||||
}
|
||||
@@ -147,6 +149,147 @@ namespace Server.Custom.Bridge
|
||||
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)
|
||||
{
|
||||
switch (layer)
|
||||
|
||||
Reference in New Issue
Block a user