Commit Graph

24 Commits

Author SHA1 Message Date
7aa7bc8032 feat(bridge): protocol 6 — an idempotency key, and champ.boss.killed (Phase 11a)
A command carrying an `idempotencyKey` is now executed at most once: a repeat is
answered with the original reply rather than re-run. That is the precondition
every world verb in Phase 12 is waiting on, and it is what let `uo.broadcast`
stop being un-retryable.

The gate sits in BridgeBoot's inbound dispatch, not in each handler, so it covers
every kind including ones a later protocol adds. A command with no key behaves
exactly as it did before, which leaves the admin screens unchanged.

Four rules, each a decision rather than an implementation detail: reserve on
receipt (so a handler that defers is covered, answering `bridge.busy` to a repeat
in flight); a key that has begun is never released, not even when the handler
throws; a replay is stamped with the REPEAT's correlation id, because the
sidecar's reqId is fresh per call and replaying the original would hang the retry;
and the bound is loud, because an evicted key is the guarantee's one hole.

`champ.boss.killed` rides along because a bump costs a release, a bundle and an
operator update on every shard. It fires from EventSink.CreatureDeath, detected
by type so a boss that popped and died inside one sweep is still reported, and it
carries the damage table that exists at the death and nowhere else.

overlay.toml protocol = 6, in this commit rather than a later one.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-04 14:56:49 -05:00
1dd490b483 fix(bridge): make the market sweep notice a vendor running out of gold
`BridgeMarket.Signature()` diffs shop name, owner, map, coordinates and the
item/price list -- the things a LISTING is made of. Protocol 5 added a `fees`
block to the frame and the change detector never learned about it.

So a vendor quietly running down its gold altered nothing the sweep compared,
emitted no frame, and `uo.vendor.expiring` -- the notification whose entire
subject is a vendor running out of gold -- could fire only by coincidence: when
somebody happened to reprice an item on a shop that was already broke. Proved on
the engagement Phase 11b live rig by setting a vendor's held gold to zero and
watching no frame follow.

The signature carries the DERIVED values, `exempt` and `periodsRemaining`, not
the raw ones. An integer division moves only when the shard's own answer to "is
this vendor in danger" moves; `HoldGold` changes on every sale and `NextPayTime`
on every tick, and keying on either would re-emit a fat listing frame for a shop
whose listings had not changed.

Emit CADENCE, not frame shape: no field added, PROTOCOL_VERSION untouched, and
`overlay.toml` unchanged. The general form is worth carrying forward -- a
sweep-based kind has a change detector, and a field added to the frame but not to
the detector ships correct and arrives never.

Also adds `tools/scaffolding/BridgeRigDriver.cs`: the shard driven from outside
the game over a polled command file. A walk asserts what happened BETWEEN two
steps, so the steps have to be separated by the observer rather than by a
hard-coded delay -- and ServUO's console takes a fixed verb set, so `[p5probe`
cannot be typed at a headless shard at all. Never deployed; `deploy.ps1` copies
only `overlay/`. The README gains the two ServUO facts the walk cost a rebuild
each to learn: a condemned house cannot be refreshed, and only a clean shutdown
emits.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-01 07:12:46 -05:00
b818f6cf37 feat(bridge): protocol 5 — decay schedule, vendor fee state, and a login result
Three emitter changes and the overlay's protocol declaration, in one PR because
"The bridge is a contract": overlay.toml must be bumped in the same change as the
emitters or the next bundle silently fails to compose.

BridgeSweeps — house.decay gains ownerName and a nested `schedule`
{dynamicDecay, nextStage, decayPeriodSec, estimatedCollapse}.

estimatedCollapse is emitted only where ServUO can actually know it. Dynamic decay
(Core.ML) draws each stage's duration at RANDOM when the stage is entered, so
NextDecayStage is exact for the next transition and nothing beyond it is known —
collapse becomes exact only at IDOC, where the next transition IS the collapse.
Static decay is a pure function of LastRefreshed and DecayPeriod, so it is exact at
every stage. Emitting it anywhere else would publish a guess as a fact, and on the
website's side that becomes a dated promise in someone's mail.

BridgeMarket — vendor.listing gains ownerAcct and a nested `fees` block.

ownerAcct is the one that matters structurally: the frame has carried ownerName
since v3, but a character name joins to nothing — only the game account is the
website's link key. The fees block resolves PlayerVendor.PayTimer's dismissal rule
(pay > totalGold => Destroy) on the shard, because both halves of that comparison
differ between ServUO's two vendor systems and re-deriving them downstream would be
a second implementation of a rule that lives in core.

No daysRemaining: under the old vendor system a pay period is a UO day
(Clock.MinutesPerUODay, about two real hours), so the obvious name would be wrong
by a factor of twelve on exactly the shards least likely to notice. periodsRemaining
plus the interval, and dismissalAt as an instant. A commission vendor has no pay
timer at all and reports exempt with no schedule — "never dismissed" is not the same
as "dismissed in 400 days".

BridgeEvents — a new account.login.result kind.

EventSink.AccountLogin is a veto hook that fires BEFORE the auth decision, and
AccountLoginEventArgs constructs with Accepted = true, so the existing
account.login.attempt fires on successful logins too and cannot carry a verdict. A
security rule built on it would have mailed "someone tried to get into your account"
every time the player logged in.

The verdict is read one Core slice later via DelayCall(Zero). That needs no core
patch AND does not depend on handler subscription order, which ServUO does not define
and a shard's own scripts can change. reason is omitted on an accept, because
ALRReason's zero value is Invalid and would read as a failure reason. The address is
resolved inside the handler, since AccountLogin_ReplyRej disposes the NetState before
the deferred read runs. The password is never read, logged or emitted.

tools/scaffolding/BridgeProtocol5Probe.cs drives all three on a live shard, and the
README records the two traps it took to get there — both of which produce SILENCE
rather than an error, so each looks exactly like a broken emitter:

  * An in-process login probe can never produce accepted:true. AccountHandler calls
    acct.HasAccess(e.State) BEFORE it checks the password, and a null NetState fails
    that. Only a real socket proves the accepted half — and it is the better test
    anyway, since it also produces the real ip.
  * Forcing a decay stage on a house that cannot decay emits nothing at all. Only
    Condemned and ManualRefresh houses decay; an AutoRefresh one — and the owner's
    NEWEST house is always AutoRefresh — has a DecayLevel getter that calls
    ResetDynamicDecay() and reports Ageless, wiping the forced stage before the sweep
    reads it.

Verified on the local rig against the release sidecar: a house walked
Fairly -> Greatly -> IDOC carried estimatedCollapse on the IDOC frame and only there;
every vendor's periodsRemaining matched funds/chargePerPeriod, including one at 0
whose dismissalAt equals its next tick; a real socket login gave
accepted:false reason:BadPass and then accepted:true. Compiles clean against ServUO
57.4 reference assemblies.

Docs: RunicGateway/docs link/v5.md.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-31 19:19:34 -05:00
8c6db9f0d5 feat(bridge): carry guild rank on roster members
Protocol 4 is still on `edge` and unreleased, so this amends it in place rather
than bumping: `PROTOCOL_VERSION` and `overlay.toml` both stay at 4. A bump is
only owed once a protocol has reached `main`.

Phase 1 shipped the roster member as the standard actor object, which carries no
guild rank. The consequence surfaced in Teams phase 2: the website could only
learn leadership from the board's single `leader` field, so `getTeamLeaders()`
could return exactly one member — while a UO guild routinely has several at rank
4, and TEAMS.md §2.5 treats multiple leaders as the normal case.

Roster members now carry `rank` (0-4, 4 being Leader per RankDefinition.Ranks)
plus `rankCliloc`, or `rankName` when a custom rank definition uses a literal
string instead of a cliloc. Only the raw rank goes on the wire: ServUO names the
five standard ranks with cliloc ids and ships no text for them, so this shard
cannot produce "Warlord" without a client-file table it does not have. The
website module has one, and resolving a game term is its job in any case.

`withGuildRank` is a parameter on `Actors()` rather than a change to the shared
actor writer. Rank is a property of a mobile's membership of THIS guild, not of
the mobile, and every other actor this bridge writes is a bystander, a killer or
a governor, where guild rank is meaningless. `WriteActor` is split into a
fields-only writer so both forms share one definition of an actor.

## The trap this found

**`PlayerMobile.GuildRank` returns `RankDefinition.Leader` for anyone at
GameMaster or above, whatever their actual rank.** It is a gameplay convenience
so staff can operate a guild stone, and it is emphatically not a claim about who
leads the guild -- but it is what the only public accessor returns, and the true
value sits in a private field. Emitting it verbatim would have published every
staff member in a guild as a guild leader on a public website.

Staff are therefore written with no rank fields at all. A staff account that
genuinely leads its guild shows as an unranked member, which is a visible gap
rather than a false claim -- the right way round, given the name on that roster
reaches a public page.

## Verification

This repo has no CI build, so compiling is not evidence. Run against the local
ServUO tree with a throwaway probe that synthesised a guild from real
PlayerMobiles across the rank ladder, with one account promoted to GameMaster.
The emitted frame:

  tester    rank 4  cliloc 1062959   (Leader)
  Seed000A  rank 4  cliloc 1062959   (Leader)  <- two at once, the point of this
  Seed000B  rank 3  cliloc 1062960   (Warlord)
  Seed000C  rank 2  cliloc 1062961   (Emissary)
  Seed001A  rank 1  cliloc 1062962   (Member)
  Seed001B  no rank fields                     <- GameMaster, stored rank 0,
                                                  getter reported rank 4

The probe printed stored vs reported rank per member, so the getter's substitution
is recorded rather than inferred: `Seed001B storedRank=0 reportedRank=4
access=GameMaster`. The line parsed as valid JSON.

`dotnet build Scripts.csproj` clean, 0 warnings. Probe deleted, tree rebuilt, and
`deploy.ps1 -Verify` reports 0 changes against the overlay. The shard was killed
without a world save, so the synthetic guild did not persist (Guilds.bin still 0
bytes).

**The sidecar needs no change.** It treats roster members as opaque values and
never reads a field inside one -- `accumulate_roster` moves them and
`upsert_guild_roster` stores them, both by value. That is the forwarder design
paying off.

Refs docs/link/v4.md §2.3

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-17 17:34:51 -05:00
cc4f58317e feat(bridge)!: guild rosters and per-member leaves, on protocol 4
Protocol 2 could say how many members a guild had, not who they were, and there
is no EventSink for leaving a guild — so PROTOCOL_2.md §10.1 deferred the whole
membership half. This closes it.

The sweep now holds each guild's member serial **set** instead of folding it into
the signature as a sum. That buys two things. A set comparison cannot collide,
where a sum could: one member joining and another leaving between two passes
offset each other and the guild looked unchanged. And a set can be *differenced*,
which is what makes a per-member `guild.leave` possible without a core tap —
departures are simply the prior set minus the current one.

A changed set also re-emits `guild.roster`, the full member list. That is what
lets the departure events stay advisory: a consumer building a "so-and-so left"
feed wants them, but a consumer holding a membership table only needs the roster,
so nothing downstream has to replay deltas to stay correct. On a guild's first
sweep there is no prior set, so nothing is reported as leaving — an unknown
roster becoming known is not 155 people leaving at once.

A roster is the only fat frame this plugin emits — measured at roughly 69 bytes
per member against a real 155-member guild — and the sidecar reads a line with no
length bound. So members per frame are capped (default 500, about 35 KB), and a
guild over the cap is split into frames carrying `seq`, `more` and `total`. Every
realistic guild emits exactly one frame with `seq` 0 and `more` false, which is
the same shape as if chunking did not exist. Verified against the real sidecar
with the cap forced down to 50, which produced 50/50/50/5 across four frames.

The reconnect baseline is spread rather than fired in one pass. `OnConnected`
clears the diff caches, so every guild looks changed at once, and building
hundreds of fat frames in a single Core-thread tick is exactly the stall this
bridge exists to avoid. At most GuildRosterGuildsPerTick guilds emit a roster per
sweep; a guild over budget keeps its old member set, so it still reads as changed
next pass. The sweep re-arms itself after 2s while a baseline is draining, so
catch-up takes seconds rather than one full sweep interval per batch.

BridgeJson gained the array writer it never had — there was no way to express a
list of objects at all. Every field helper emits a leading `,"name":`, so Actor
is split into a bare-object writer that both the single and array forms use.

overlay.toml protocol -> 4, in this commit rather than a later one: CI folds it
into the release manifest and the installer refuses to pair an overlay and a
sidecar that disagree, so a bump landing separately from the emitters would
silently fail to compose into a bundle.

Verified on a live ServUO shard against the real Rust sidecar (not a stub): 155
members seeded from real PlayerMobiles, four roster frames reassembled to 153
entries on the board after two members were removed, two guild.leave frames with
the correct serials, and the departed serials absent from the re-emitted roster.

Refs: docs/website/TEAMS.md Part 12 Phase 1

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-17 12:52:07 -05:00
48d57e6278 feat(bridge): publish the player-vendor market index as vendor.listing
Protocol 3.0 §8. Every player vendor's shop name, owner, location and priced
inventory, so the website can offer the search the in-game Vendor Search gump
offers — from outside the game, and honouring the same per-player opt-out.

It cannot be an RPC. rpc.rs correlates a reply on the FIRST frame carrying a
matching reqId, so a chunked reply sharing one reqId would deliver chunk 1 to the
HTTP caller and leak chunks 2..N onto the broadcast feed; a whole-world snapshot
would not fit in one frame inside the 10 s timeout either. So it is a diff sweep
on the broadcast stream, one authoritative frame per vendor.

The one genuinely new pattern here is an amortized round-robin: every other sweep
walks its whole collection per tick, which is fine for tens of houses and is not
fine for a world of shops whose inventories recurse into containers.
MarketSweepBatch (25) vendors are inventoried per tick from a persistent cursor,
so per-tick cost is bounded by the batch rather than by world size.

VendorSearch.GetItemName is never called: it builds an ObjectPropertyList,
serialises it and byte-parses the packet per item. The frame carries itemId, hue,
amount, price, the plain item.Name field and item.LabelNumber; the website
resolves names against its own cliloc table. (It would not work anyway — every
current client ships its cliloc files compressed and ServUO's Ultima.StringList
cannot read them, so the in-game gump has the same gap.)

Measured on the live shard (27 vendors x 40 listings, 209k items / 43k mobiles):
15.4 ms for the first cold tick of 25 vendors, 3.4 ms for the next, 0.3 ms in
steady state. `[bridge status` now reports lastMs/maxMs and a tick over 50 ms
warns, naming the knob — the batch cap is a claim about that number and an
operator tuning it was otherwise tuning blind.

- location is ONE nested object, not flat map/x/y/region, so the website's single
  market.location visibility rule can hide a vendor's whereabouts on both the
  live frame and the stored read model. Flat keys would need five rules.
- Owner is flat ownerSerial/ownerName, never BridgeJson.Actor, which would add
  acct and webId. Same argument points.board makes.
- pv.VendorSearch is honoured, so a shop hidden in game is hidden on the site;
  the seen-set removal then emits vendor.listing.remove.
- Container-priced items carry child:true, exactly as DoSearch reports them.
- Over MarketMaxListings (250) the frame says truncated and carries the real
  total, so the site shows "250 of 3,104" rather than a partial shop as complete.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 09:51:00 -05:00
ed8f568d94 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>
2026-07-28 21:04:08 -05:00
3fb4b7dc9f feat(bridge): emit world.ruleset, the shard's published ruleset
Protocol 3.0 §5 (docs/link/v3.md). One frame describing how this shard is
actually configured — expansion, which optional systems are on, skill/stat
caps, account and house limits, champion scroll rules, the save/restart
schedule — so the website's rules page cannot drift from the server.

Modelled on BridgeBoot.EmitHello, not on the diff sweeps: the ruleset changes
only when an operator edits a .cfg, so there is nothing to poll. It subscribes
Connected_Core, so a sidecar that comes up second still learns the ruleset,
and `[bridge reload` re-emits for an operator who just edited a file.

The frame is built from an EXPLICIT ALLOWLIST of Config.Get calls. Config.Entries
is never enumerated — that would sweep in every key on the server, secrets
included — and Server.cfg, Staff.cfg, Email.cfg, DataPath.cfg, Bridge.cfg,
Compiler.cfg, Reports.cfg and Client.cfg are named as excluded both here and in
a code comment. The one connection detail published is Bridge.PublicConnectAddress,
blank by default, which an operator sets deliberately for this purpose.

`rev` is FNV-1a over the body so an unchanged reconnect is a site-side no-op.
String.GetHashCode() is deliberately not used: it is seeded per process, so it
would change on every restart and defeat the diff.

Verified by compiling the full ServUO Scripts tree (6,205 files, net48, EJ) with
this overlay substituted for the deployed Bridge copy — clean.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 11:14:36 -05:00
0fd6b91f22 docs: move docs to RunicGateway/docs, repoint all references
Extracted docs/ (ADMIN_CONTROLS, INTEGRATION, PLAN, PROTOCOL_2, RESEARCH,
SHARD_PREREQS) into the central RunicGateway/docs repo under link/, with
full commit history preserved via git filter-repo.

The source cites these design docs by section throughout, so every in-repo
reference (C# + Rust comments, Bridge.cfg, and the READMEs) is repointed at
the new docs-repo URL. README references are rendered as markdown links; a
Documentation pointer section is added to the top-level README.

Docs repo: https://gitea.whitlocktech.com/RunicGateway/docs
2026-07-18 00:08:34 -05:00
5e0b42b948 feat(protocol2): Town Cryer news-gump integration (§16, Protocol 2.1)
Website news articles now land in the modern Town Cryer News gump
(TownCryerSystem.NewsEntries), separate from the scrolling-crier lines.

Overlay BridgeNews (new): news.add / news.remove insert/remove a
TownCryerNewsEntry directly in the public NewsEntries list (no stock edit),
tracking our own id->entry map so stock uo.com news is left intact. Title,
HTML body, image, and URL are all supported (the stock gumps already branch on
TextDefinition.Number, so string content renders). On add the article title is
also proclaimed via GlobalTownCrierEntryList (announce defaults on; set
announce:false to suppress). Config caps: NewsMaxTitleLength/BodyLength/
External, NewsAnnounceDurationSec.

Sidecar: POST /news (add/replace, id-correlated), DELETE /news/{id}; news table
stores each article as its news.add command; on shard server.hello the sidecar
replays the stored set with announce:false (the shard rebuilds NewsEntries each
boot and does not persist ours, so the website is the source of truth).

Docs: PROTOCOL_2 §16 (design + verified), INTEGRATION.md /news endpoints.

Verified live: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors); booted shard + sidecar and exercised add/replace/
remove/error paths and the reconnect replay end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 11:27:13 -05:00
be442d36a0 feat(protocol2): titles in char.profile (Part B ph.4)
Overlay BridgeProfile: char.profile gains a titles block (selected index,
fameKarma, skill, and the raw reward-title list) read from PlayerMobile's
public title accessors. No new stream, no sidecar change — it rides the
existing char.profile served by GET /char. Reward entries may be a cliloc
number as a string or a literal; resolve numeric ones website-side like item
names.

Docs: INTEGRATION.md char.profile titles field; PROTOCOL_2 ph.4 built. Part B
phase 5 (Factions/VvV) remains deferred by owner decision.

Verified: overlay compiles in the full ServUO Scripts tree (0 errors, 0
warnings). Live run pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 10:12:01 -05:00
a837edd5ee feat(protocol2): house registry board (Part B ph.3)
Overlay BridgeHousing (new): a diff sweep over BaseHouse.AllHouses ->
house.update / house.remove (owner, region, location, decay level, co-owners,
friends, placement price), complementing the existing house.decay transition
feed. HousingSweepSeconds (300s); wired into [bridge reload|sweepnow|status.
Stock ServUO has no "for sale" flag, so this is an owner->houses registry;
price is the placement value, not a listing.

Sidecar: houses board table with upsert/delete/all; main routes house.update/
remove into it; GET /houses served from the store.

Docs: INTEGRATION.md house.* events + /houses endpoint; PROTOCOL_2 ph.3 built.

Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live run pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 08:05:47 -05:00
1244eb6c4f feat(protocol2): presence stream — online population + region transitions (Part B ph.2)
Overlay BridgePresence (new):
- presence.online sweep over online PlayerMobiles: total plus per-facet and
  per-region counts, emitted only when the population changes.
- region.enter real-time from EventSink.OnEnterRegion (player-filtered), the
  cheap location signal PLAN.md prefers over Movement.
- PresenceSweepSeconds (30s); wired into [bridge reload|sweepnow|status.

Sidecar:
- GET /online serves the latest presence.online snapshot from the event store
  (survives restart); population time series via /history?kind=presence.online.

Docs: INTEGRATION.md presence events + /online endpoint; PROTOCOL_2 ph.2 built.

Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live run pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 08:02:05 -05:00
dd39d524c6 feat(protocol2): guild and town-governor world-state streams (Part B ph.1)
Adds the first Part B streams from docs/PROTOCOL_2.md: guild rosters and
town governors ("mayors"), both outbound diff-board sweeps mirroring the
existing champ board.

Overlay:
- BridgeSocial (new): guild sweep+diff over BaseGuild.List -> guild.update /
  guild.remove (full-state upsert; disband detected via Disbanded), plus a
  real-time guild.join from EventSink.JoinGuild. (EventSink.CreateGuild is only
  the load-time factory, so creation is derived sidecar-side from a first-seen
  id, as champs do.)
- BridgeGovernance (new): city sweep over CityLoyaltySystem.Cities -> city.update
  (governor / governor-elect / election phase), gated on CityLoyaltySystem.Enabled.
- BridgeJson.Actor: shared serial/name/acct/webId/player writer used by both.
- BridgeConfig: GuildSweepSeconds (60s), CitySweepSeconds (300s).
- BridgeBoot: both wired into [bridge reload|sweepnow|status.

Sidecar:
- store: guilds + governors board tables with upsert/delete/all.
- main: route guild.update/remove and city.update into the boards.
- web: GET /guilds, GET /governors served from the store (snapshot-companion
  rule, so a fresh page or a restarted sidecar hydrates without the shard).

Docs: INTEGRATION.md event catalog (guild.*, city.update) + board endpoints;
PROTOCOL_2.md Part B phase 1 marked built.

Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live end-to-end run still pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 07:54:11 -05:00
5816c29c67 feat(protocol2): website account provisioning & unlinking (Part A)
Adds the account-provisioning plane from docs/PROTOCOL_2.md Part A: the
website can create game accounts and unlink them, gated by a shard-wide
signup mode. The existing [link flow is unchanged.

Overlay:
- BridgeConfig: SignupMode (website|game|hybrid, default hybrid; unrecognized
  falls back to game), AccountCreateEnabled (mode-following default),
  RequireIpForCreate, name/password caps, and a boot warning when the core
  Accounts.AutoCreateAccounts setting contradicts the mode.
- BridgeAccounts (new): account.create (mode gate, actor required, char-safety
  mirrored from AccountHandler, collision check, per-IP cap via CanCreate/
  LogAccess with fail-closed missing/loopback IP, create + WebsiteUserId link,
  account.audit; password never logged or echoed) and account.unlink (Owner
  floor via BridgeAdmin.Protected, clears the tag).
- BridgeAccountLink: in-game [unlink command, emits account.unlinked.
- BridgeAdmin: Protected / ResolveTargetAccount promoted to public for reuse.

Sidecar:
- POST /accounts/create, DELETE /link/:account, respond_account status mapping
  (409 collision / 429 ip cap / 403 disabled|protected / 404 not-linked / 400).
- store.record_unlink drops the mirrored link row.
- PROTOCOL_VERSION -> 2 (outbound events additive; new endpoints need v2).

Docs: INTEGRATION.md protocol bump, account.* events, endpoints, 409/429;
PROTOCOL_2.md Part A marked built.

Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live end-to-end run still pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 07:42:06 -05:00
9c3a33148b feat(champ): stream champion-spawn state to the sidecar board
Champion spawns have no ServUO EventSink, so add a fourth polled stream
(BridgeChamps) modeled on BridgeSweeps: enumerate every spawn each tick,
fold to a small record, and emit champ.update only on change. No core
patch — every field used is public.

Covers all three families via a `category` field:
  - champion: ChampionSpawn (type/level/kills/boss/cooldown ETA)
  - mini:     MiniChamp (type/level; auto-restarts, no kill counter)
  - sea:      BaseSeaChampion (a High Seas world-boss mobile, alive only
              while summoned; removed via champ.remove when slain)

Status folds to active/cooldown/dormant. A (re)connection clears the diff
cache so the next sweep re-emits the full board, rebuilding a sidecar that
restarted on its own. Transient entries leave via champ.remove.

Sidecar: a `champs` current-state table (one row per serial) fed by
champ.update (upsert) and champ.remove (delete), exposed at GET /champs as
the live board. New ChampSweepSeconds config (default 10s), wired into
[bridge reload/sweepnow/status. Documented in docs/INTEGRATION.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-14 05:46:21 -05:00
3ef607ee44 feat(pages): help-page (support) queue — stream, snapshot, respond, close
Phase 2 of docs/ADMIN_CONTROLS.md: surface the in-game help-page queue to the
website.

- BridgePages.cs: the queue has no EventSink, so it is polled (PageSweepSeconds,
  default 5s) and diffed, keyed by sender serial (one page per player) ->
  page.new / page.updated / page.closed. Inbound pages.snapshot -> pages.list;
  page.respond delivers a staff reply to the player (online: a gump now; offline:
  queued for next login; shows as "Staff") and can close; page.close removes it.
- BridgeConfig/Bridge.cfg: PageSweepSeconds. BridgeBoot: reload re-arms the poll,
  status reports it.
- sidecar/src/web.rs: GET /pages, POST /pages/{id}/respond, POST /pages/{id}/close.
- INTEGRATION.md: page events (§4) and endpoints (§6).
- tools/scaffolding/BridgePageProbe.cs: gated headless verification.

Verified live (probe-seeded tickets): snapshot returns the queue, the poll emits
page.new for both and page.closed on removal, respond -> 200, close removes the
page, unknown page -> 404.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-13 02:54:19 -05:00
5968007882 feat(admin): plugin write plane — admin.kick/ban/unban/broadcast
Phase 1 (plugin side) of docs/ADMIN_CONTROLS.md: a staff write plane so the
website can moderate the live shard.

- BridgeAdmin.cs: inbound admin.kick, admin.ban (timed + indefinite),
  admin.unban, admin.broadcast. Each requires an `actor`, refuses targets at
  or above AdminAccessFloor (default CoOwner — Owner-only shield), replies
  admin.ok/admin.error with the reqId echoed, and emits an admin.audit
  (origin=web) broadcast. Attribution is web:<actor> in the console log and
  the ban BanDealer tag. Kicking enumerates NetState.Instances so a
  character-select session is caught too.
- BridgeConfig/Bridge.cfg: AdminWriteEnabled (default OFF — opt-in),
  AdminAccessFloor, broadcast/reason length caps, ban duration clamp.
- tools/stub_sidecar_admin.ps1: live smoke-test harness; *.log gitignored.

Verified: compiles clean against ServUO (0 err/warn); live run on the seeded
shard confirms all four verbs, the audit stream, timed-ban fields, and the
Owner-floor refusal, with no exceptions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-13 01:55:11 -05:00
e4b62ff5ce 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>
2026-07-10 11:56:22 -05:00
feeb904bfe Phase 5: [link account linking
BridgeAccountLink ties a game account to a website account. [link mints a
one-time, 5-minute code from an unambiguous alphabet (no O/0/I/1), holds it in a
Core-thread dict keyed to the account, and emits link.request. The website
relays the code back through the sidecar as link.confirm; the shard validates,
writes the WebsiteUserId account tag, and replies link.ok. A bad or expired code
gets link.error.

The tag persists to accounts.xml in ServUO's standard <tags> format, read by
LoadTags at boot, so a link survives restarts with no new persistence layer.
mob.login now carries webId when the account is linked, so the sidecar can
attribute a session to a site user without a lookup.

Safeguards: one-time codes; only the newest code per account is valid; per-account
30s rate limit against code spam; a 1-minute purge bounds the code table; the
websiteUserId is trusted only because the socket is loopback-only. The tag reaches
memory on confirm but disk only on the next save — a hard crash between loses it,
and the player just re-runs [link.

Verified end to end with a smart stub that reads the emitted code and confirms
it: link.request -> link.confirm -> link.ok, a bad code -> link.error, and the
tag observed in accounts.xml after a save. Evidence in docs/PLAN.md §15.

The [link command body is exposed as RequestLink(Mobile) so it can be driven in
tests without a client. Adds tools/stub_sidecar_link.ps1 and
tools/scaffolding/BridgeLinkProbe.cs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 11:47:17 -05:00
7e48d60a8b 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>
2026-07-10 11:34:14 -05:00
7ea7570e5a Phase 3: polled sweeps (vitals, house decay, economy)
BridgeSweeps runs three repeating Core-thread timers for the state that has no
EventSink. Cost measured in Phase 1 is why they can run on the main thread: a
full pass of all three is well under a millisecond at the seeded scale.

  - Vitals: online players only. Small and volatile; the sidecar diffs snapshots.
    Offline characters do not move, so they are served on demand as full profiles
    instead, not swept.
  - House decay: emits only on a level transition. A silent baseline on
    ServerStarted records every house's current stage, so a restart does not
    re-announce them. Payload carries from/to, coords, nested ban location,
    region, sign name, owner serial+account, and built/refreshed timestamps, all
    null-guarded.
  - Economy supply: periodic sum of every account's currency as a snapshot. The
    level; AccountGoldChange and the vendor events are the flow.

All three re-arm on `[bridge reload`; `[bridge sweepnow` runs one of each on
demand; `[bridge status` reports sweep counters. Sweeps skip emitting while the
sidecar is disconnected, since their state is perishable and re-emitted next
tick anyway (unlike events, which queue through an outage).

Verified on the seeded world with 8s intervals: baseline recorded 29 houses
silently, a probe bumped one Somewhat->Fairly, and the next sweep emitted exactly
one house.decay and none for the other 28. Economy emitted a supply snapshot per
interval. Vitals emitted nothing, correctly, since all seeded characters are
offline. Evidence in docs/PLAN.md §13.

Adds tools/scaffolding/BridgeSweepProbe.cs (never deployed) to force a decay
transition on demand.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:59:21 -05:00
261ae6bc5c Phase 2: cheap event streams
BridgeEvents subscribes the streams selected for tracking, economy, and cheat
detection: Login/Logout/AccountLogin, AccountGoldChange, ValidVendorPurchase/
Sell, PlacePlayerVendor, SkillGain, FameChange, KarmaChange, QuestComplete,
PlayerDeath, PlayerMurdered, OnKilledBy, FastWalk, OnPropertyChanged, Command,
and Before/AfterWorldSave.

Every handler runs on the Core thread inside the path that raised it, so each is
wrapped to never throw, does only Emit (which enqueues and returns), and never
mutates the args. Three of these are veto hooks and are read strictly:
AccountLogin (Accepted/RejectReason, and a plaintext Password we never emit),
FastWalk (Blocked), and the login decision path generally.

Testing on the live shard found that SkillGain fires for NPCs, hard: the first
boot emitted 115 skill.gain events in four seconds, all spawned creatures
grinding Meditation, zero players. That is the general rule here — most "player"
events also fire for NPCs — so SkillGain, FameChange, KarmaChange, and OnKilledBy
all filter to players on the Core thread before the socket. Gold, fame, karma,
and the save boundaries were fired through their real code paths and observed at
the stub sidecar; gold.change round-trips the platinum->gold conversion and
persists across restarts. Evidence in docs/PLAN.md §12.

Adds tools/scaffolding/BridgeEventProbe.cs (never deployed) which triggers those
events through real world mutations rather than synthetic Invoke calls.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:46:41 -05:00
7c9ce9741a Phase 1: loopback transport to the sidecar
BridgeLink owns a TcpClient to 127.0.0.1 and nothing else touches it. Emit() is
called from the Core thread; it enqueues onto a bounded drop-oldest queue and
returns. A link thread drains the queue and reconnects with backoff; a reader
thread parses inbound lines and marshals each to the Core thread via
Timer.DelayCall. An absent, slow, or wedged sidecar therefore cannot stall the
shard, which is the property the rest of the bridge depends on.

Outbound JSON is written by hand into a StringBuilder because it runs on the
Core thread for every event and the measured budget assumes that cost. Inbound
uses JavaScriptSerializer: commands arrive at human rates, so correctness beats
speed, and parsing happens off the Core thread anyway. That needs a
System.Web.Extensions reference.

server.hello is emitted per connection rather than once at ServerStarted. A
sidecar that restarts independently would otherwise never learn which shard it
is attached to. It carries a bootId, stable across reconnects and fresh on every
shard restart, so the sidecar can tell "I reconnected" from "the shard
restarted" and keep or discard its cache accordingly.

Two defects found by testing and fixed before commit:

  - Backoff ceiling was 30s, so a sidecar restart cost up to half a minute of
    buffering on a loopback socket. Now 5s.
  - A stale reader could kill a fresh connection: reader.Join(1s) can time out,
    and the old thread's finally block then set the shared _dead flag, possibly
    tearing down the connection that had replaced it. Connections now carry an
    epoch and a reader only marks dead the one it owned.

Acceptance evidence recorded in docs/PLAN.md §11: boots with no sidecar, buffers
through the outage and drains on connect, round-trips ping/pong on the Core
thread, survives unknown kinds and malformed JSON, and reconnects unattended.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 05:03:03 -05:00