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968b526fac
| Author | SHA1 | Date | |
|---|---|---|---|
| 968b526fac | |||
| 7215ae5fe1 | |||
| 48d57e6278 | |||
| a38afe4c90 | |||
| ed8f568d94 | |||
| a7a383e6d9 | |||
| 3fb4b7dc9f |
@@ -48,6 +48,83 @@ PresenceSweepSeconds=30
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# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
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HousingSweepSeconds=300
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# Points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7). ServUO carries ~25 point
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# currencies (Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city loyalties,
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# the Doom/Khaldun/Kotl treasure systems, …). Each is diffed on this interval and emitted as
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# one points.board frame per system when its top N moves.
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#
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# Slow on purpose: these are month-scale standings, and ten of the systems keep a row for
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# every character ever created, so the pass is the widest read in the bridge. It is still
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# cheap — a single bounded pass, never a sort — but there is nothing to gain by hurrying it.
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PointsSweepSeconds=300
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# Master switch for the boards. Off leaves char.profile points alone (see below).
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PointsLeaderboardEnabled=true
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# How many players per board. Clamped to 1..100 — the frame is emitted PER SYSTEM, so a big
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# N is multiplied by ~25.
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PointsTopN=10
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# Which systems to publish, as a comma-separated list of PointsType names, e.g.
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# PointsSystems=QueensLoyalty,CleanUpBritannia,VoidPool
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# Blank (the default) publishes whatever the shard itself shows on the in-game loyalty gump
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# (ShowOnLoyaltyGump), so a subsystem you add later gets a board without an edit here.
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# An unrecognized name is logged and ignored, never silently dropped.
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PointsSystems=
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# Include a per-character "points" block in char.profile (the website character sheet). This
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# is a lookup across every published system's table, so it is the dominant cost of building a
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# profile; turn it off on a very large shard that does not want the sheet paying for it.
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PointsProfileEnabled=true
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# Also compute each system's rank in that block. OFF by default and worth leaving off: a
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# points lookup stops at the character's own row, but a rank must count every row that beats
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# them, in every system, on every profile build. The website already derives rank from the
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# board for anyone in the top N.
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PointsProfileRank=false
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# Player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's shop name,
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# owner, location and priced inventory, published as one vendor.listing frame per vendor so the
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# website can offer the search the in-game Vendor Search gump offers. Honours each player's own
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# in-game opt-out (the vendor's VendorSearch flag) — hide your vendor in game and it is hidden
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# on the site too.
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MarketEnabled=true
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# Sweep interval. UNLIKE every other sweep here, a tick does NOT walk the whole world: it
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# inventories at most MarketSweepBatch vendors and a persistent cursor round-robins through the
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# rest, so the per-tick cost is bounded by the batch rather than by how many vendors exist. Full
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# coverage takes ceil(vendors / batch) x MarketSweepSeconds — 500 vendors at the defaults is one
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# complete pass every 20 minutes, and the site labels the data with how stale it may be.
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#
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# Lower this (or raise the batch) for faster coverage; both trade directly against per-tick cost,
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# and the expensive part is the item walk, which recurses into every container a vendor is selling.
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MarketSweepSeconds=60
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MarketSweepBatch=25
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# Per-vendor listing cap, after which the frame carries "truncated": true. A commodity reseller
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# with thousands of stacked resources is a real thing, and an uncapped frame for one is measured
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# in megabytes. Clamped to 1..5000.
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MarketMaxListings=250
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# Shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5). One world.ruleset frame — expansion, which
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# systems are on, skill/stat caps, account and house limits, champion scroll rules —
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# emitted on every sidecar connect (and on [bridge reload), so the website's rules page
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# cannot drift from the server. Not a sweep: it changes only when you edit a .cfg.
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#
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# The frame is built from an explicit allowlist of keys in BridgeRuleset.cs. Server.cfg,
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# Staff.cfg, Email.cfg, DataPath.cfg, Bridge.cfg, Compiler.cfg, Reports.cfg and Client.cfg
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# are never read.
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RulesetEnabled=true
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# The one connection detail the bridge will publish, e.g. play.myshard.com,2593. Blank
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# (the default) omits it entirely. Server.cfg's Address/Listen/Port are NEVER published —
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# if you want a connect string on the site, put it here deliberately.
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PublicConnectAddress=
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# Include the save/restart schedule (AutoSave frequency, AutoRestart hour) in the frame.
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# Turn off if you would rather not advertise a predictable restart window.
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RulesetIncludeSchedule=true
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# Shown to a player when they run [link. The website page where they enter the code.
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LinkUrl=https://yoursite/link
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@@ -165,8 +165,13 @@ namespace Server.Custom.Bridge
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BridgeGovernance.Rearm();
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BridgePresence.Rearm();
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BridgeHousing.Rearm();
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BridgePoints.Rearm();
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BridgeMarket.Rearm();
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// Not a sweep, so it has nothing to re-arm — but an operator who just edited a
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// .cfg wants the change on the site now, not after a shard restart.
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BridgeRuleset.Emit();
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e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
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e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect.");
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e.Mobile.SendMessage("Bridge: sweeps re-armed; ruleset re-emitted; endpoint changes take effect on reconnect.");
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break;
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case "ping":
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@@ -181,6 +186,8 @@ namespace Server.Custom.Bridge
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BridgeGovernance.SweepOnce();
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BridgePresence.SweepOnce();
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BridgeHousing.SweepOnce();
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BridgePoints.SweepOnce();
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BridgeMarket.SweepOnce();
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e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
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e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
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@@ -188,6 +195,8 @@ namespace Server.Custom.Bridge
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e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
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break;
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default:
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@@ -202,7 +211,10 @@ namespace Server.Custom.Bridge
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e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
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e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
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break;
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}
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}
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@@ -35,6 +35,25 @@ namespace Server.Custom.Bridge
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public static int CitySweepSeconds { get; private set; }
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public static int PresenceSweepSeconds { get; private set; }
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public static int HousingSweepSeconds { get; private set; }
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public static int PointsSweepSeconds { get; private set; }
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public static int MarketSweepSeconds { get; private set; }
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// ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
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public static bool MarketEnabled { get; private set; }
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public static int MarketSweepBatch { get; private set; }
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public static int MarketMaxListings { get; private set; }
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// ---- points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7) ----
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public static bool PointsLeaderboardEnabled { get; private set; }
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public static int PointsTopN { get; private set; }
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public static string PointsSystems { get; private set; }
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public static bool PointsProfileEnabled { get; private set; }
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public static bool PointsProfileRank { get; private set; }
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// ---- shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5) ----
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public static bool RulesetEnabled { get; private set; }
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public static string PublicConnectAddress { get; private set; }
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public static bool RulesetIncludeSchedule { get; private set; }
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public static string LinkUrl { get; private set; }
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@@ -107,6 +126,73 @@ namespace Server.Custom.Bridge
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if (HousingSweepSeconds < 1)
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HousingSweepSeconds = 1;
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// Points/loyalty boards. The sweep touches every point entry on the shard, and ten of
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// the ~25 systems keep a row per character ever created, so the default interval is
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// deliberately slow — these are month-scale standings, not live state.
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PointsSweepSeconds = Config.Get("Bridge.PointsSweepSeconds", 300);
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if (PointsSweepSeconds < 1)
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PointsSweepSeconds = 1;
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PointsLeaderboardEnabled = Config.Get("Bridge.PointsLeaderboardEnabled", true);
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// Board size. Bounded below at 1 because the selection indexes the Nth slot directly,
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// and above at 100 because the frame is emitted per system — a large N multiplied by
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// ~25 systems is how a "board" turns into a bandwidth problem.
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PointsTopN = Config.Get("Bridge.PointsTopN", 10);
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if (PointsTopN < 1)
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PointsTopN = 1;
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if (PointsTopN > 100)
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PointsTopN = 100;
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// Blank (the default) means "publish whatever the shard itself shows on the loyalty
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// gump", so a shard that adds a subsystem gets its board without an edit here.
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PointsSystems = Config.Get("Bridge.PointsSystems", "");
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PointsProfileEnabled = Config.Get("Bridge.PointsProfileEnabled", true);
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// Off by default, and the default is the point: a rank cannot early-exit the way a
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// points lookup can — it must count every row that beats the player, in every system,
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// on every profile build. See BridgeProfile.WritePoints.
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PointsProfileRank = Config.Get("Bridge.PointsProfileRank", false);
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// Player-vendor market index. Unlike every other sweep, this one does NOT walk its whole
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// collection per tick: MarketSweepBatch caps how many vendors are inventoried, and a
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// persistent cursor round-robins through the rest, so the per-tick cost is bounded by
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// the batch rather than by how many vendors the world holds.
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MarketEnabled = Config.Get("Bridge.MarketEnabled", true);
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MarketSweepSeconds = Config.Get("Bridge.MarketSweepSeconds", 60);
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if (MarketSweepSeconds < 1)
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MarketSweepSeconds = 1;
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// Bounded below at 1 (a batch of 0 would advance the cursor nowhere and publish nothing,
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// silently) and above at 500, past which the batch stops bounding anything on any
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// realistic shard and the tick is a whole-world pass by another name.
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MarketSweepBatch = Config.Get("Bridge.MarketSweepBatch", 25);
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if (MarketSweepBatch < 1)
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MarketSweepBatch = 1;
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if (MarketSweepBatch > 500)
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MarketSweepBatch = 500;
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// Per-vendor listing cap. BridgeJson.Parse caps INBOUND frames at 1 MB; outbound is
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// uncapped and the sidecar's read_line will allocate whatever arrives, so the cap here
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// is what keeps one commodity reseller with 8,000 stacked resources from emitting a
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// multi-megabyte frame. Over the cap the frame carries "truncated": true and the site
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// says so.
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MarketMaxListings = Config.Get("Bridge.MarketMaxListings", 250);
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if (MarketMaxListings < 1)
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MarketMaxListings = 1;
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if (MarketMaxListings > 5000)
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MarketMaxListings = 5000;
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// The ruleset frame is not a sweep — it is emitted once per sidecar connect (and on
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// `[bridge reload`), so it has no interval. PublicConnectAddress is the ONE connection
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// detail the bridge will publish, and only because an operator typed it here for that
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// purpose; Server.cfg's Address/Port are never read (see BridgeRuleset's allowlist note).
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RulesetEnabled = Config.Get("Bridge.RulesetEnabled", true);
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PublicConnectAddress = Config.Get("Bridge.PublicConnectAddress", "");
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RulesetIncludeSchedule = Config.Get("Bridge.RulesetIncludeSchedule", true);
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LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
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TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);
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591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
@@ -0,0 +1,591 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Items;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Engines.VendorSearching;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// The shard-wide player-vendor index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's
|
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/// shop name, owner, location and priced inventory, published as one authoritative
|
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/// <c>vendor.listing</c> frame per vendor, so the website can offer the search the in-game
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/// Vendor Search gump offers — from outside the game.
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///
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/// ---- Why this is a sweep and not an RPC ----
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///
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/// The obvious shape is a <c>market.snapshot</c> request/reply like vendor.snapshot next
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/// door. It cannot work: the sidecar's rpc router correlates on the FIRST frame carrying a
|
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/// matching reqId and resolves a single oneshot, so a chunked reply sharing one reqId would
|
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/// deliver chunk 1 to the HTTP caller and LEAK chunks 2..N onto the broadcast feed. A
|
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/// whole-world snapshot in one frame is not an option either — the reply timeout is 10 s and
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/// 40,000 listings do not serialize in time.
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///
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/// So it is a diff sweep on the broadcast stream, shaped like <see cref="BridgeHousing"/>:
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/// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one
|
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/// goes away. The per-account <c>vendor.snapshot</c> RPC is untouched; the player portal
|
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/// keeps using it.
|
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///
|
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/// ---- The two perf traps, and what this does about them ----
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///
|
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/// 1. **VendorSearch.GetItemName is a packet builder, not a field read.** It constructs an
|
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/// ObjectPropertyList, calls GetProperties, serialises it and then byte-parses the
|
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/// 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`,
|
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/// `amount`, `price`, the plain `item.Name` field (null for most items) and
|
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/// `item.LabelNumber`; the website resolves display names against its own cliloc table,
|
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/// exactly as char.profile.equipment already does.
|
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///
|
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/// (On any modern client the call would not even work: every current client ships its
|
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/// Cliloc.* files compressed, ServUO's bundled Ultima.StringList reads only the old plain
|
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/// layout, so VendorSearch.StringList is null and GetItemName returns item.Name anyway.
|
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/// The in-game gump has the same gap.)
|
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///
|
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/// 2. **A full pass is unbounded in world size.** 500 vendors × 80 listings is ~40,000 item
|
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/// reads, and the reusable public GetItems(Container, List<Item>) recurses into
|
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/// 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<Item>) 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
404
overlay/Scripts/Custom/Bridge/BridgePoints.cs
Normal file
404
overlay/Scripts/Custom/Bridge/BridgePoints.cs
Normal 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<PointsEntry>, 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 => 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
355
overlay/Scripts/Custom/Bridge/BridgeRuleset.cs
Normal file
355
overlay/Scripts/Custom/Bridge/BridgeRuleset.cs
Normal 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user