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476
.gitea/workflows/release.yml
Normal file
476
.gitea/workflows/release.yml
Normal file
@@ -0,0 +1,476 @@
|
||||
# Automated release for the deployable ServUO overlay.
|
||||
#
|
||||
# Trigger: every push to `main` (i.e. every merged PR).
|
||||
#
|
||||
# Why this exists: the Runic Gateway installer deploys the plugin from a release
|
||||
# tarball, not from git — the shard host gets no git and no Gitea credentials
|
||||
# (docs/installer/PLAN.md §1, §5 Phase 0.1). Until this workflow, `link` was the
|
||||
# only repo that published releases, so there was nothing for the installer to
|
||||
# fetch. This is Phase 0 item 1.
|
||||
#
|
||||
# Flow (two conceptual halves, kept separate on purpose):
|
||||
#
|
||||
# ┌── RELEASE ENGINE (language-agnostic) ─────────────────────────────┐
|
||||
# │ reads: latest v* git tag + conventional-commit subjects │
|
||||
# │ produces: next version, changelog, and (at the end) the release │
|
||||
# └───────────────────────────────────────────────────────────────────┘
|
||||
# ┌── OVERLAY ADAPTER (the only repo-specific part) ──────────────────┐
|
||||
# │ consumes: the version │
|
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# │ produces: runicgateway-overlay-<ver>.tar.gz + SHA256SUMS │
|
||||
# └───────────────────────────────────────────────────────────────────┘
|
||||
#
|
||||
# The engine is `link/.gitea/workflows/release.yml`'s, reused as its own header
|
||||
# anticipated — the plan and release steps consume only {version, changelog,
|
||||
# artifacts} and know nothing about what is inside the artifacts.
|
||||
#
|
||||
# ── Three differences from link's copy, all forced by this repo ──────────────
|
||||
#
|
||||
# 1. NO BUILD. The plugin ships as C# source and ServUO compiles it at boot; it
|
||||
# needs ServUO reference assemblies, so there is no way to compile it here.
|
||||
# The build gates are replaced by the structural gates below, which is the
|
||||
# most this repo can honestly assert about an artifact.
|
||||
#
|
||||
# 2. NO BUMP COMMIT, and so no push to `main`. link has to write the version
|
||||
# into Cargo.toml because the binary embeds it; a tarball embeds nothing but
|
||||
# the manifest.json this job generates, so the git tag IS the version. That
|
||||
# removes a failure mode outright: this workflow never needs `main` to accept
|
||||
# a direct push, so no branch-protection exception is required for it.
|
||||
#
|
||||
# 3. A MANIFEST. The tarball carries manifest.json — version, commit, declared
|
||||
# protocol version, ServUO compatibility, and a SHA256 for every file. The
|
||||
# installer needs it because the plugin announces no version on the wire and
|
||||
# none is queryable before ServUO boots (PLAN.md §2.6): the manifest is the
|
||||
# only thing that lets the bundle CI verify sidecar/overlay protocol
|
||||
# agreement BEFORE an operator installs the pair (PLAN.md §7.1, gate 1).
|
||||
#
|
||||
# Version bump (conventional commits since the last v* tag):
|
||||
# feat!: / BREAKING CHANGE -> major feat: -> minor fix|perf: -> patch
|
||||
# nothing releasable -> no release is cut (a docs:/chore:-only merge
|
||||
# deliberately does NOT cut one — PLAN.md §7.3)
|
||||
# (first ever run, no tag) -> releases SEED_VERSION below
|
||||
#
|
||||
# Prerequisites (Settings → Actions → Secrets on RunicGateway/servuo-plugins):
|
||||
# REGISTRY_TOKEN — Gitea access token with `write:repository`, to push the
|
||||
# tag and create the release. The final step also dispatches
|
||||
# RunicGateway/installer's bundle workflow, so the token
|
||||
# ideally has write there too — a nicety, not a requirement:
|
||||
# without it the step warns and that repo's nightly cron
|
||||
# picks the release up instead.
|
||||
# REGISTRY_USER — the Gitea username that token belongs to.
|
||||
#
|
||||
# These are checked by an explicit preflight step rather than left to fail
|
||||
# wherever they happen to be used first — see the comment on that step for why
|
||||
# an absent token does NOT simply fail the tag push.
|
||||
#
|
||||
# The final step POSTs to the installer repo's bundle workflow, so a new overlay
|
||||
# release recomposes the compat matrix immediately instead of waiting for that
|
||||
# repo's nightly cron (PLAN.md §7.2). It was deliberately absent until Phase 0
|
||||
# item 3 landed something to dispatch — a step that 404s on every release is
|
||||
# worse than no step.
|
||||
|
||||
name: Release overlay
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
workflow_dispatch: {}
|
||||
|
||||
concurrency:
|
||||
group: release-overlay
|
||||
cancel-in-progress: false
|
||||
|
||||
env:
|
||||
GITEA_HOST: gitea.whitlocktech.com
|
||||
REPO: RunicGateway/servuo-plugins
|
||||
# Artifact naming per PLAN.md §3.
|
||||
ARTIFACT: runicgateway-overlay
|
||||
# Used only for the very first release, when no v* tag exists yet. Matches the
|
||||
# house style set by link (pre-1.0; the release version is independent of the
|
||||
# protocol version, which lives in overlay.toml).
|
||||
SEED_VERSION: "0.1.0"
|
||||
# Notified after a release so the installer's compat matrix picks up this
|
||||
# overlay immediately rather than at its next nightly run (PLAN.md §7.2).
|
||||
INSTALLER_REPO: RunicGateway/installer
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Check out full history (need tags + commit log for the bump)
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
|
||||
# ── RELEASE ENGINE: decide the next version + changelog ──────────────
|
||||
- name: Plan the release (version + changelog)
|
||||
id: plan
|
||||
env:
|
||||
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
mkdir -p dist
|
||||
git fetch --tags --force >/dev/null 2>&1 || true
|
||||
|
||||
LAST_TAG="$(git describe --tags --match 'v*' --abbrev=0 2>/dev/null || true)"
|
||||
if [ -n "$LAST_TAG" ]; then RANGE="${LAST_TAG}..HEAD"; else RANGE="HEAD"; fi
|
||||
|
||||
SUBJECTS="$(git log --no-merges --format='%s' $RANGE || true)"
|
||||
BODIES="$(git log --no-merges --format='%B' $RANGE || true)"
|
||||
|
||||
BUMP=none
|
||||
if echo "$BODIES" | grep -qE 'BREAKING[ -]CHANGE' ; then BUMP=major; fi
|
||||
if echo "$SUBJECTS" | grep -qE '^[a-z]+(\([^)]+\))?!:' ; then BUMP=major; fi
|
||||
if [ "$BUMP" = none ] && echo "$SUBJECTS" | grep -qE '^feat(\([^)]+\))?:' ; then BUMP=minor; fi
|
||||
if [ "$BUMP" = none ] && echo "$SUBJECTS" | grep -qE '^(fix|perf)(\([^)]+\))?:'; then BUMP=patch; fi
|
||||
|
||||
bump() { # <x.y.z> <major|minor|patch> -> bumped
|
||||
IFS=. read -r MA MI PA <<< "$1"
|
||||
case "$2" in
|
||||
major) echo "$((MA+1)).0.0" ;;
|
||||
minor) echo "${MA}.$((MI+1)).0" ;;
|
||||
patch) echo "${MA}.${MI}.$((PA+1))" ;;
|
||||
esac
|
||||
}
|
||||
|
||||
RELEASE=true
|
||||
if [ -z "$LAST_TAG" ]; then
|
||||
VERSION="$SEED_VERSION" # first release: seed
|
||||
elif [ "$BUMP" = none ]; then
|
||||
RELEASE=false # no feat/fix/breaking since last tag
|
||||
VERSION="${LAST_TAG#v}"
|
||||
else
|
||||
VERSION="$(bump "${LAST_TAG#v}" "$BUMP")"
|
||||
fi
|
||||
|
||||
# An existing tag is NOT automatically "nothing to do". A tag with no
|
||||
# release behind it means a previous run tagged and then died before
|
||||
# publishing — which is exactly what happened on the first run here,
|
||||
# when the missing REGISTRY_* secrets took the release API call to 401
|
||||
# after the tag had already been pushed. Standing down on the tag alone
|
||||
# would make that state permanent: every later run would see the tag,
|
||||
# set RELEASE=false, and the release would never appear. So distinguish
|
||||
# the two cases and finish the job the earlier run started.
|
||||
# Note this OVERRIDES the RELEASE=false decided just above. With the tag
|
||||
# already in place there are no releasable commits after it, so the
|
||||
# normal path stands down — which is precisely why the stuck state
|
||||
# could never clear itself. Recovery has to be able to say "yes,
|
||||
# publish" for a version the bump logic considers already done.
|
||||
REUSE_TAG=false
|
||||
if git rev-parse -q --verify "refs/tags/v${VERSION}" >/dev/null; then
|
||||
REL_HTTP="$(curl -s -o /dev/null -w '%{http_code}' \
|
||||
-H "Authorization: token $(printf '%s' "${REGISTRY_TOKEN:-}" | tr -d '\r\n')" \
|
||||
"https://${GITEA_HOST}/api/v1/repos/${REPO}/releases/tags/v${VERSION}" || echo 000)"
|
||||
if [ "$REL_HTTP" = "200" ]; then
|
||||
echo "Tag v${VERSION} already has a release — nothing to do."
|
||||
RELEASE=false
|
||||
elif [ "$REL_HTTP" = "404" ]; then
|
||||
echo "::warning::Tag v${VERSION} exists but has no release — a previous run failed after tagging. Reusing the tag and publishing the release it is missing."
|
||||
REUSE_TAG=true
|
||||
RELEASE=true
|
||||
else
|
||||
# Anything else (000 from a network failure, 401/403 from a bad
|
||||
# token) is not evidence of absence. Guessing "no release" here
|
||||
# would re-publish over a good one, so refuse instead.
|
||||
echo "::error::Could not determine whether a release exists for v${VERSION} (HTTP ${REL_HTTP}). Refusing to guess."
|
||||
exit 1
|
||||
fi
|
||||
fi
|
||||
|
||||
# Changelog range. A recovery run has nothing after the tag, so
|
||||
# summarize what the tag itself contains rather than emitting an empty
|
||||
# list: the range that produced it, i.e. previous-tag..this-tag.
|
||||
if [ "$REUSE_TAG" = true ]; then
|
||||
PREV_TAG="$(git describe --tags --match 'v*' --abbrev=0 "v${VERSION}^" 2>/dev/null || true)"
|
||||
if [ -n "$PREV_TAG" ]; then CL_RANGE="${PREV_TAG}..v${VERSION}"; else CL_RANGE="v${VERSION}"; fi
|
||||
SINCE="$PREV_TAG"
|
||||
else
|
||||
CL_RANGE="$RANGE"
|
||||
SINCE="$LAST_TAG"
|
||||
fi
|
||||
CL_SUBJECTS="$(git log --no-merges --format='%s' $CL_RANGE || true)"
|
||||
|
||||
{
|
||||
echo "## ${ARTIFACT} v${VERSION}"
|
||||
echo
|
||||
FEATS="$(echo "$CL_SUBJECTS" | grep -E '^feat' || true)"
|
||||
FIXES="$(echo "$CL_SUBJECTS" | grep -E '^(fix|perf)' || true)"
|
||||
[ -n "$FEATS" ] && { echo "### Features"; echo "$FEATS" | sed 's/^/- /'; echo; }
|
||||
[ -n "$FIXES" ] && { echo "### Fixes"; echo "$FIXES" | sed 's/^/- /'; echo; }
|
||||
echo "### All changes"
|
||||
if [ -n "$SINCE" ]; then echo "Since ${SINCE}:"; fi
|
||||
echo "$CL_SUBJECTS" | sed 's/^/- /'
|
||||
} > dist/CHANGELOG.md
|
||||
|
||||
echo "version=${VERSION}" >> "$GITHUB_OUTPUT"
|
||||
echo "tag=v${VERSION}" >> "$GITHUB_OUTPUT"
|
||||
echo "release=${RELEASE}" >> "$GITHUB_OUTPUT"
|
||||
echo "bump=${BUMP}" >> "$GITHUB_OUTPUT"
|
||||
echo "reuse_tag=${REUSE_TAG}" >> "$GITHUB_OUTPUT"
|
||||
echo "==> release=${RELEASE} version=${VERSION} bump=${BUMP} reuse_tag=${REUSE_TAG} last_tag=${LAST_TAG:-<none>}"
|
||||
|
||||
# ── Credential preflight ─────────────────────────────────────────────
|
||||
# Runs BEFORE anything is built or pushed, and only when this run intends
|
||||
# to publish, so a docs:/chore:-only merge stays green on a repo that has
|
||||
# no secrets.
|
||||
#
|
||||
# This exists because of how the first run failed. REGISTRY_USER and
|
||||
# REGISTRY_TOKEN were empty, but the tag push SUCCEEDED anyway:
|
||||
# actions/checkout leaves an `http.<host>.extraheader` credential in the
|
||||
# local git config, so `git remote set-url` to a URL with empty
|
||||
# credentials still authenticated through that leftover header. The
|
||||
# release API call had no such fallback and returned 401 — so the run
|
||||
# tagged the repo and then failed, which is the worst of both outcomes.
|
||||
# Checking the secrets up front turns that into an immediate, legible
|
||||
# failure instead of a half-published release.
|
||||
- name: Verify release credentials are configured
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
env:
|
||||
REGISTRY_USER: ${{ secrets.REGISTRY_USER }}
|
||||
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
MISSING=""
|
||||
[ -n "$(printf '%s' "${REGISTRY_USER:-}" | tr -d '\r\n')" ] || MISSING="${MISSING} REGISTRY_USER"
|
||||
[ -n "$(printf '%s' "${REGISTRY_TOKEN:-}" | tr -d '\r\n')" ] || MISSING="${MISSING} REGISTRY_TOKEN"
|
||||
if [ -n "$MISSING" ]; then
|
||||
echo "::error::Missing Actions secret(s):${MISSING}. Set them under Settings → Actions → Secrets on ${REPO}. REGISTRY_TOKEN needs the write:repository scope to push the tag and create the release."
|
||||
exit 1
|
||||
fi
|
||||
echo "Release credentials present."
|
||||
|
||||
- name: Install jq
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
command -v jq >/dev/null 2>&1 && exit 0
|
||||
SUDO=""; [ "$(id -u)" -ne 0 ] && SUDO="sudo"
|
||||
$SUDO apt-get update -qq
|
||||
$SUDO apt-get install -y -qq --no-install-recommends jq
|
||||
|
||||
# ── OVERLAY ADAPTER: gates ───────────────────────────────────────────
|
||||
# There is no compiler to run, so these assert the things that CAN be
|
||||
# checked without a ServUO tree — and each one has actually been a way to
|
||||
# ship a broken overlay:
|
||||
#
|
||||
# • overlay/ mirrors the server root; if Bridge.cfg or the Bridge scripts
|
||||
# go missing the deploy silently no-ops (PLAN.md §2.1).
|
||||
# • overlay/Scripts/Scripts.csproj is Phase 0 of the plugin itself — it
|
||||
# overwrites a stock file to fix ServUO's silent script-build bug. An
|
||||
# overlay shipped without it installs code that never compiles, and
|
||||
# ServUO reports success anyway.
|
||||
# • a malformed .patch is invisible until an operator runs the patch tier
|
||||
# on their live shard. `git apply --stat` parses the diff without
|
||||
# needing the target files present.
|
||||
# • each patch's companion .cs must exist, since it references symbols
|
||||
# the patch introduces and is meaningless without it (PLAN.md §2.2).
|
||||
- name: Validate the overlay and patch tier
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
fail() { echo "::error::$*"; exit 1; }
|
||||
|
||||
[ -f overlay/Config/Bridge.cfg ] || fail "overlay/Config/Bridge.cfg is missing"
|
||||
[ -f overlay/Scripts/Scripts.csproj ] || fail "overlay/Scripts/Scripts.csproj is missing (the silent-build-bug fix)"
|
||||
[ -d overlay/Scripts/Custom/Bridge ] || fail "overlay/Scripts/Custom/Bridge/ is missing"
|
||||
|
||||
CS_COUNT="$(find overlay/Scripts/Custom/Bridge -name '*.cs' | wc -l)"
|
||||
[ "$CS_COUNT" -gt 0 ] || fail "overlay/Scripts/Custom/Bridge/ contains no .cs files"
|
||||
echo "overlay: ${CS_COUNT} bridge script(s)"
|
||||
|
||||
for p in patches/*.patch; do
|
||||
[ -e "$p" ] || fail "patches/ contains no .patch files"
|
||||
echo "--- ${p}"
|
||||
git apply --stat "$p" || fail "${p} is not a parseable unified diff"
|
||||
done
|
||||
|
||||
# Companion files that can only be copied after their patch lands.
|
||||
for f in patches/BridgeVendorSale.cs patches/BridgeModerationAudit.cs; do
|
||||
[ -f "$f" ] || fail "${f} is missing (a patch's companion source)"
|
||||
done
|
||||
|
||||
[ -f overlay.toml ] || fail "overlay.toml is missing (protocol + ServUO declarations)"
|
||||
|
||||
# ── OVERLAY ADAPTER: stage, manifest, package ────────────────────────
|
||||
# The tarball has a FIXED top-level directory (runicgateway-overlay/), not a
|
||||
# versioned one: the installer extracts and then looks for overlay/,
|
||||
# patches/ and manifest.json at known paths, and a version-dependent prefix
|
||||
# would make it parse the very version it is trying to read.
|
||||
#
|
||||
# tar flags pin ownership, mtime and member order so the same tree produces
|
||||
# a byte-identical tarball — a checksum that changes only when content
|
||||
# changes is worth more than one that changes every run.
|
||||
- name: Build manifest.json and the release tarball
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
VERSION="${{ steps.plan.outputs.version }}"
|
||||
STAGE="dist/stage/${ARTIFACT}"
|
||||
|
||||
mkdir -p "${STAGE}"
|
||||
cp -r overlay "${STAGE}/overlay"
|
||||
cp -r patches "${STAGE}/patches"
|
||||
|
||||
# Declarations from overlay.toml. Read, don't hardcode — the point of
|
||||
# that file is that the protocol number lives in one place.
|
||||
PROTOCOL="$(grep -m1 -E '^protocol[[:space:]]*=' overlay.toml | sed -E 's/[^0-9]//g')"
|
||||
MIN_SERVUO="$(grep -m1 -E '^min_servuo_version[[:space:]]*=' overlay.toml | sed -E 's/.*"([^"]+)".*/\1/')"
|
||||
PATCHED_AGAINST="$(grep -m1 -E '^patches_verified_against[[:space:]]*=' overlay.toml | sed -E 's/.*"([^"]+)".*/\1/')"
|
||||
[ -n "$PROTOCOL" ] || { echo "::error::could not read protocol from overlay.toml"; exit 1; }
|
||||
[ -n "$MIN_SERVUO" ] || { echo "::error::could not read min_servuo_version from overlay.toml"; exit 1; }
|
||||
[ -n "$PATCHED_AGAINST" ] || { echo "::error::could not read patches_verified_against from overlay.toml"; exit 1; }
|
||||
echo "==> protocol=${PROTOCOL} min_servuo=${MIN_SERVUO} patches_verified_against=${PATCHED_AGAINST}"
|
||||
|
||||
# Per-file SHA256 of everything shipped, as a {path: sha} object. The
|
||||
# installer records these in install.json so a later `doctor` can tell
|
||||
# "operator edited a deployed file" from "the overlay drifted".
|
||||
# The `\*?` is not paranoia: sha256sum marks binary mode by prefixing the
|
||||
# path with `*` (`<hash> *path`) instead of the two-space text-mode
|
||||
# separator. Coreutils on Linux defaults to text mode, but a build host
|
||||
# that doesn't would otherwise put a leading `*` on EVERY key here and
|
||||
# silently produce a manifest whose paths match nothing.
|
||||
FILES="$(cd "${STAGE}" \
|
||||
&& find overlay patches -type f -print0 | LC_ALL=C sort -z | xargs -0 sha256sum \
|
||||
| jq -R -s '
|
||||
split("\n") | map(select(length > 0))
|
||||
| map(capture("^(?<sha>[0-9a-f]+)[ \t]+\\*?(?<path>.+)$"))
|
||||
| map({ (.path): .sha }) | add')"
|
||||
|
||||
jq -n \
|
||||
--arg component "servuo-plugins-overlay" \
|
||||
--arg version "${VERSION}" \
|
||||
--arg commit "${GITHUB_SHA}" \
|
||||
--arg repo "${REPO}" \
|
||||
--argjson protocol "${PROTOCOL}" \
|
||||
--arg min_servuo "${MIN_SERVUO}" \
|
||||
--arg patched_against "${PATCHED_AGAINST}" \
|
||||
--argjson files "${FILES}" \
|
||||
'{
|
||||
component: $component,
|
||||
version: $version,
|
||||
commit: $commit,
|
||||
repo: $repo,
|
||||
protocol: $protocol,
|
||||
servuo: {
|
||||
min_version: $min_servuo,
|
||||
patches_verified_against: $patched_against
|
||||
},
|
||||
files: $files
|
||||
}' > "${STAGE}/manifest.json"
|
||||
|
||||
echo "----- manifest.json (files elided) -----"
|
||||
jq 'del(.files) + {file_count: (.files | length)}' "${STAGE}/manifest.json"
|
||||
|
||||
TARBALL="${ARTIFACT}-${VERSION}.tar.gz"
|
||||
tar --sort=name --mtime='UTC 1970-01-01' \
|
||||
--owner=0 --group=0 --numeric-owner \
|
||||
-czf "dist/${TARBALL}" -C dist/stage "${ARTIFACT}"
|
||||
|
||||
( cd dist && sha256sum "${TARBALL}" > SHA256SUMS )
|
||||
echo "tarball=${TARBALL}" >> "$GITHUB_OUTPUT"
|
||||
ls -l dist && echo "----" && cat dist/SHA256SUMS
|
||||
id: package
|
||||
|
||||
# ── RELEASE ENGINE: tag ──────────────────────────────────────────────
|
||||
# Tag only — no bump commit, so `main` is never pushed to (see header).
|
||||
- name: Push the release tag
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
env:
|
||||
REGISTRY_USER: ${{ secrets.REGISTRY_USER }}
|
||||
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
TAG="${{ steps.plan.outputs.tag }}"
|
||||
# Secrets can arrive with a trailing newline (depending on how they were
|
||||
# pasted); a stray CR/LF corrupts the remote URL ("credential url cannot
|
||||
# be parsed"). Strip line breaks before building the URL.
|
||||
CI_USER="$(printf '%s' "${REGISTRY_USER}" | tr -d '\r\n')"
|
||||
CI_TOKEN="$(printf '%s' "${REGISTRY_TOKEN}" | tr -d '\r\n')"
|
||||
git config user.name "servuo-plugins-ci"
|
||||
git config user.email "ci@whitlocktech.com"
|
||||
git remote set-url origin \
|
||||
"https://${CI_USER}:${CI_TOKEN}@${GITEA_HOST}/${REPO}.git"
|
||||
|
||||
# The tag may already exist when we are finishing a run that died after
|
||||
# tagging (see the plan step). `git tag` on an existing name fails under
|
||||
# `set -e`, and pushing an identical existing tag is a harmless no-op —
|
||||
# so create it only if it is new, then push either way. A push that
|
||||
# fails here means the remote tag points somewhere else, which SHOULD
|
||||
# stop the run.
|
||||
if git rev-parse -q --verify "refs/tags/${TAG}" >/dev/null; then
|
||||
echo "Tag ${TAG} already exists — reusing it."
|
||||
else
|
||||
git tag "${TAG}"
|
||||
fi
|
||||
git push origin "${TAG}"
|
||||
|
||||
# ── RELEASE ENGINE: create the Gitea release + upload assets ─────────
|
||||
- name: Create Gitea release and upload assets
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
env:
|
||||
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
TAG="${{ steps.plan.outputs.tag }}"
|
||||
TARBALL="${{ steps.package.outputs.tarball }}"
|
||||
API="https://${GITEA_HOST}/api/v1/repos/${REPO}"
|
||||
BODY="$(cat dist/CHANGELOG.md)"
|
||||
# Same newline hygiene as the tag step: a stray CR/LF in the token would
|
||||
# corrupt the Authorization header.
|
||||
CI_TOKEN="$(printf '%s' "${REGISTRY_TOKEN}" | tr -d '\r\n')"
|
||||
|
||||
REL_ID="$(curl -sSf -X POST "${API}/releases" \
|
||||
-H "Authorization: token ${CI_TOKEN}" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "$(jq -n --arg tag "$TAG" --arg body "$BODY" \
|
||||
'{tag_name:$tag, name:$tag, body:$body, draft:false, prerelease:false}')" \
|
||||
| jq -r '.id')"
|
||||
echo "Created release ${TAG} (id=${REL_ID})"
|
||||
|
||||
for f in "${TARBALL}" SHA256SUMS; do
|
||||
curl -sSf -X POST "${API}/releases/${REL_ID}/assets?name=${f}" \
|
||||
-H "Authorization: token ${CI_TOKEN}" \
|
||||
-F "attachment=@dist/${f}" >/dev/null
|
||||
echo " uploaded ${f}"
|
||||
done
|
||||
|
||||
# ── Recompose the installer's bundle manifest ────────────────────────
|
||||
# The installer does not resolve "latest" at run time — it deploys the
|
||||
# exact overlay named by a published bundle (docs/installer/PLAN.md §7.1).
|
||||
# An overlay release that nobody recomposes around is therefore a release
|
||||
# no operator will ever be offered. This tells the installer repo to
|
||||
# rebuild that manifest now rather than leaving the new version invisible
|
||||
# until its nightly cron.
|
||||
#
|
||||
# That job re-reads this tarball's manifest.json and checks its declared
|
||||
# `protocol` against the sidecar's PROTOCOL_VERSION before publishing
|
||||
# anything (PLAN.md §7.1, gate 1) — which is the check this repo cannot
|
||||
# perform for itself, since the C# plugin announces no version on the wire.
|
||||
#
|
||||
# DISPATCH, DON'T WAIT (PLAN.md §7.3). Gitea's workflow-dispatch endpoint
|
||||
# returns no run handle, so there is nothing to poll: a waiting step would
|
||||
# have to guess which run is its own and hold a runner idle to do it.
|
||||
#
|
||||
# A failure here is a WARNING, never a failure of this job. The release is
|
||||
# already published and correct by this point, and failing the run would
|
||||
# misreport that. The installer's nightly cron recomposes from whatever the
|
||||
# latest releases actually are, so a dropped dispatch costs latency, not
|
||||
# correctness.
|
||||
- name: Ask the installer repo to recompose its bundle
|
||||
if: ${{ steps.plan.outputs.release == 'true' }}
|
||||
env:
|
||||
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
CI_TOKEN="$(printf '%s' "${REGISTRY_TOKEN}" | tr -d '\r\n')"
|
||||
HTTP="$(curl -s -o /dev/null -w '%{http_code}' -X POST \
|
||||
-H "Authorization: token ${CI_TOKEN}" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"ref":"main"}' \
|
||||
"https://${GITEA_HOST}/api/v1/repos/${INSTALLER_REPO}/actions/workflows/bundle.yml/dispatches" || echo 000)"
|
||||
case "$HTTP" in
|
||||
20*) echo "Dispatched ${INSTALLER_REPO} bundle.yml (HTTP ${HTTP}) — not waiting for it." ;;
|
||||
403|404)
|
||||
echo "::warning::Could not dispatch ${INSTALLER_REPO} bundle.yml (HTTP ${HTTP}). REGISTRY_TOKEN likely lacks write:repository on that repo. Release ${{ steps.plan.outputs.tag }} is published and fine; its bundle will be composed by the installer's nightly cron instead." ;;
|
||||
*)
|
||||
echo "::warning::Dispatching ${INSTALLER_REPO} bundle.yml returned HTTP ${HTTP}. Release ${{ steps.plan.outputs.tag }} is published and fine; the nightly cron will recompose the bundle." ;;
|
||||
esac
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@@ -7,3 +7,4 @@ obj/
|
||||
*.exe
|
||||
*.pdb
|
||||
*.log
|
||||
dist/
|
||||
|
||||
55
README.md
55
README.md
@@ -27,6 +27,8 @@ integration guide, protocol spec, research — with full history preserved).
|
||||
| `patches/` | Unified diffs against stock ServUO for files we must modify rather than add. |
|
||||
| `tools/` | Never deployed. Test scaffolding (C# probes + PowerShell stub sidecars) and anything else that must not reach a server. |
|
||||
| `deploy.ps1` | Copies `overlay/` into a server root. `-Verify` diffs instead of writing. |
|
||||
| `overlay.toml` | Release metadata: the wire-protocol version this overlay speaks, and its ServUO compatibility. Read by CI into the release manifest — see [Releases](#releases). |
|
||||
| `.gitea/workflows/release.yml` | Publishes `runicgateway-overlay-<ver>.tar.gz` on every merge to `main`. |
|
||||
| [INTEGRATION.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/INTEGRATION.md) | **Website integration guide** — the WebSocket feed, REST endpoints, auth, event catalog, and examples. |
|
||||
| [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) | Implementation plan, measured performance budget, and the full data catalog. |
|
||||
| [RESEARCH.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/RESEARCH.md) | Original source-level research. Partly superseded — see the corrections table in `PLAN.md` §8. |
|
||||
@@ -41,8 +43,9 @@ The two are deployed **together** but built **independently**:
|
||||
|
||||
- **This plugin** is deployed as *source* — `deploy.ps1` copies `overlay/` into the ServUO server
|
||||
root, and ServUO compiles it at boot (`Scripts.csproj`; see [Phase 0](#phase-0--what-it-fixes)).
|
||||
There is no separate build artifact and no CI build — it cannot be compiled standalone without the
|
||||
ServUO reference assemblies.
|
||||
There is **no CI build** — it cannot be compiled standalone without the ServUO reference
|
||||
assemblies. CI does publish a *source* tarball for the installer to fetch; see
|
||||
[Releases](#releases).
|
||||
- **The sidecar** is a standalone Rust binary, released from its own repo.
|
||||
|
||||
The **only** coupling is the loopback JSON protocol (the shard dials out to the sidecar on
|
||||
@@ -59,6 +62,54 @@ without the sidecar running.
|
||||
.\deploy.ps1 -ServerPath <servuo> # write
|
||||
```
|
||||
|
||||
`deploy.ps1` is the **developer-facing** tool and stays that way. Operators get the
|
||||
[Runic Gateway installer](https://gitea.whitlocktech.com/RunicGateway/installer), which does the
|
||||
same sync cross-platform from the release tarball below.
|
||||
|
||||
## Releases
|
||||
|
||||
Every merge to `main` that carries a releasable conventional commit (`feat:`, `fix:`, `perf:`, or a
|
||||
breaking change — a `docs:`/`chore:`-only merge deliberately cuts nothing) publishes a Gitea release:
|
||||
|
||||
```
|
||||
runicgateway-overlay-<ver>.tar.gz
|
||||
└── runicgateway-overlay/
|
||||
├── manifest.json
|
||||
├── overlay/ # exactly what deploy.ps1 would copy
|
||||
└── patches/ # the opt-in stock-file diffs + their companion sources
|
||||
SHA256SUMS
|
||||
```
|
||||
|
||||
This is a **source** tarball, not a build — nothing here is compiled. It exists so the installer can
|
||||
deploy the plugin onto a shard host that has no git and no Gitea credentials.
|
||||
|
||||
`manifest.json` is what makes the tarball self-describing:
|
||||
|
||||
```json
|
||||
{
|
||||
"component": "servuo-plugins-overlay",
|
||||
"version": "0.1.0",
|
||||
"commit": "968b526…",
|
||||
"protocol": 3,
|
||||
"servuo": { "min_version": "57.4", "patches_verified_against": "57.4" },
|
||||
"files": { "overlay/Config/Bridge.cfg": "32718424…", … }
|
||||
}
|
||||
```
|
||||
|
||||
- **`protocol`** comes from `overlay.toml` and is the plugin half of the compatibility contract. The
|
||||
plugin announces no version on the wire and none is queryable before ServUO boots, so this
|
||||
declaration is the only way the installer can check it against the sidecar's `PROTOCOL_VERSION`
|
||||
*before* an operator installs the pair. **When the protocol changes, bump it in the same PR that
|
||||
changes the emitters.**
|
||||
- **`files`** carries a SHA256 per shipped file, so a deployment can later tell "an operator edited
|
||||
this" from "the overlay moved on".
|
||||
|
||||
The version is derived from git tags — there is no version to maintain by hand and no bump commit,
|
||||
so this workflow never pushes to `main`.
|
||||
|
||||
The tarball is byte-reproducible for a given tree (`tar --sort=name`, pinned mtime and ownership), so
|
||||
its checksum changes only when its contents do.
|
||||
|
||||
## Status
|
||||
|
||||
| Phase | State |
|
||||
|
||||
42
overlay.toml
Normal file
42
overlay.toml
Normal file
@@ -0,0 +1,42 @@
|
||||
# Release metadata for the deployable overlay.
|
||||
#
|
||||
# Consumed by .gitea/workflows/release.yml, which folds these values into the
|
||||
# manifest.json shipped inside runicgateway-overlay-<ver>.tar.gz. The Runic
|
||||
# Gateway installer reads that manifest to decide what it is deploying and
|
||||
# whether it is compatible with the sidecar it is about to install
|
||||
# (docs/installer/PLAN.md §5 Phase 0, §7.1).
|
||||
#
|
||||
# There is deliberately NO version key here. The release version is derived from
|
||||
# git tags and conventional commits by the release workflow, so there is no bump
|
||||
# commit to keep in sync and no way for this file to disagree with the tag.
|
||||
|
||||
# ── The loopback wire-protocol version this overlay speaks ───────────────────
|
||||
#
|
||||
# This is the plugin half of the compatibility contract. It MUST equal the
|
||||
# sidecar's PROTOCOL_VERSION (link/sidecar/src/main.rs) for a deployment to
|
||||
# work: the sidecar rejects a mismatch with 409 rather than mis-parsing.
|
||||
#
|
||||
# The C# plugin has no queryable version before ServUO boots — it does not
|
||||
# announce one on the wire — so this declaration is the only thing that lets the
|
||||
# installer's bundle CI check the pair BEFORE an operator installs them
|
||||
# (docs/installer/PLAN.md §2.6, §7.1 gate 1). Keeping it honest is therefore a
|
||||
# manual duty: when the protocol changes, bump it here in the same PR that
|
||||
# changes the emitters, exactly as link bumps PROTOCOL_VERSION.
|
||||
#
|
||||
# Current: 3 — see docs/link/v3.md (world.ruleset, points.board, vendor.listing).
|
||||
protocol = 3
|
||||
|
||||
# ── ServUO compatibility ─────────────────────────────────────────────────────
|
||||
#
|
||||
# The base overlay (Config/Bridge.cfg + Scripts/Custom/Bridge/*.cs) only ADDS
|
||||
# files and is expected to work on any reasonably current ServUO. This is the
|
||||
# oldest version it is known good on.
|
||||
min_servuo_version = "57.4"
|
||||
|
||||
# The patches/ tier is a different matter: those are unified diffs against STOCK
|
||||
# ServUO files, so they are verified against exactly one version and nothing
|
||||
# else. On any other version the installer skips the whole tier with a warning
|
||||
# and completes the base install (docs/installer/PLAN.md §1, §2.2) — losing
|
||||
# vendor.sale events and in-game moderation-audit forwarding, but never
|
||||
# half-patching an unknown tree.
|
||||
patches_verified_against = "57.4"
|
||||
@@ -48,6 +48,64 @@ PresenceSweepSeconds=30
|
||||
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
|
||||
HousingSweepSeconds=300
|
||||
|
||||
# Points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7). ServUO carries ~25 point
|
||||
# currencies (Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city loyalties,
|
||||
# the Doom/Khaldun/Kotl treasure systems, …). Each is diffed on this interval and emitted as
|
||||
# one points.board frame per system when its top N moves.
|
||||
#
|
||||
# Slow on purpose: these are month-scale standings, and ten of the systems keep a row for
|
||||
# every character ever created, so the pass is the widest read in the bridge. It is still
|
||||
# cheap — a single bounded pass, never a sort — but there is nothing to gain by hurrying it.
|
||||
PointsSweepSeconds=300
|
||||
|
||||
# Master switch for the boards. Off leaves char.profile points alone (see below).
|
||||
PointsLeaderboardEnabled=true
|
||||
|
||||
# How many players per board. Clamped to 1..100 — the frame is emitted PER SYSTEM, so a big
|
||||
# N is multiplied by ~25.
|
||||
PointsTopN=10
|
||||
|
||||
# Which systems to publish, as a comma-separated list of PointsType names, e.g.
|
||||
# PointsSystems=QueensLoyalty,CleanUpBritannia,VoidPool
|
||||
# Blank (the default) publishes whatever the shard itself shows on the in-game loyalty gump
|
||||
# (ShowOnLoyaltyGump), so a subsystem you add later gets a board without an edit here.
|
||||
# An unrecognized name is logged and ignored, never silently dropped.
|
||||
PointsSystems=
|
||||
|
||||
# Include a per-character "points" block in char.profile (the website character sheet). This
|
||||
# is a lookup across every published system's table, so it is the dominant cost of building a
|
||||
# profile; turn it off on a very large shard that does not want the sheet paying for it.
|
||||
PointsProfileEnabled=true
|
||||
|
||||
# Also compute each system's rank in that block. OFF by default and worth leaving off: a
|
||||
# points lookup stops at the character's own row, but a rank must count every row that beats
|
||||
# them, in every system, on every profile build. The website already derives rank from the
|
||||
# board for anyone in the top N.
|
||||
PointsProfileRank=false
|
||||
|
||||
# Player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's shop name,
|
||||
# owner, location and priced inventory, published as one vendor.listing frame per vendor so the
|
||||
# website can offer the search the in-game Vendor Search gump offers. Honours each player's own
|
||||
# in-game opt-out (the vendor's VendorSearch flag) — hide your vendor in game and it is hidden
|
||||
# on the site too.
|
||||
MarketEnabled=true
|
||||
|
||||
# Sweep interval. UNLIKE every other sweep here, a tick does NOT walk the whole world: it
|
||||
# inventories at most MarketSweepBatch vendors and a persistent cursor round-robins through the
|
||||
# rest, so the per-tick cost is bounded by the batch rather than by how many vendors exist. Full
|
||||
# coverage takes ceil(vendors / batch) x MarketSweepSeconds — 500 vendors at the defaults is one
|
||||
# complete pass every 20 minutes, and the site labels the data with how stale it may be.
|
||||
#
|
||||
# Lower this (or raise the batch) for faster coverage; both trade directly against per-tick cost,
|
||||
# and the expensive part is the item walk, which recurses into every container a vendor is selling.
|
||||
MarketSweepSeconds=60
|
||||
MarketSweepBatch=25
|
||||
|
||||
# Per-vendor listing cap, after which the frame carries "truncated": true. A commodity reseller
|
||||
# with thousands of stacked resources is a real thing, and an uncapped frame for one is measured
|
||||
# in megabytes. Clamped to 1..5000.
|
||||
MarketMaxListings=250
|
||||
|
||||
# Shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5). One world.ruleset frame — expansion, which
|
||||
# systems are on, skill/stat caps, account and house limits, champion scroll rules —
|
||||
# emitted on every sidecar connect (and on [bridge reload), so the website's rules page
|
||||
|
||||
@@ -165,6 +165,8 @@ namespace Server.Custom.Bridge
|
||||
BridgeGovernance.Rearm();
|
||||
BridgePresence.Rearm();
|
||||
BridgeHousing.Rearm();
|
||||
BridgePoints.Rearm();
|
||||
BridgeMarket.Rearm();
|
||||
// Not a sweep, so it has nothing to re-arm — but an operator who just edited a
|
||||
// .cfg wants the change on the site now, not after a shard restart.
|
||||
BridgeRuleset.Emit();
|
||||
@@ -184,6 +186,8 @@ namespace Server.Custom.Bridge
|
||||
BridgeGovernance.SweepOnce();
|
||||
BridgePresence.SweepOnce();
|
||||
BridgeHousing.SweepOnce();
|
||||
BridgePoints.SweepOnce();
|
||||
BridgeMarket.SweepOnce();
|
||||
e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
|
||||
@@ -191,6 +195,8 @@ namespace Server.Custom.Bridge
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -205,6 +211,8 @@ namespace Server.Custom.Bridge
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
|
||||
e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
|
||||
break;
|
||||
|
||||
@@ -35,6 +35,20 @@ namespace Server.Custom.Bridge
|
||||
public static int CitySweepSeconds { get; private set; }
|
||||
public static int PresenceSweepSeconds { get; private set; }
|
||||
public static int HousingSweepSeconds { get; private set; }
|
||||
public static int PointsSweepSeconds { get; private set; }
|
||||
public static int MarketSweepSeconds { get; private set; }
|
||||
|
||||
// ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
|
||||
public static bool MarketEnabled { get; private set; }
|
||||
public static int MarketSweepBatch { get; private set; }
|
||||
public static int MarketMaxListings { get; private set; }
|
||||
|
||||
// ---- points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7) ----
|
||||
public static bool PointsLeaderboardEnabled { get; private set; }
|
||||
public static int PointsTopN { get; private set; }
|
||||
public static string PointsSystems { get; private set; }
|
||||
public static bool PointsProfileEnabled { get; private set; }
|
||||
public static bool PointsProfileRank { get; private set; }
|
||||
|
||||
// ---- shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5) ----
|
||||
public static bool RulesetEnabled { get; private set; }
|
||||
@@ -112,6 +126,65 @@ namespace Server.Custom.Bridge
|
||||
if (HousingSweepSeconds < 1)
|
||||
HousingSweepSeconds = 1;
|
||||
|
||||
// Points/loyalty boards. The sweep touches every point entry on the shard, and ten of
|
||||
// the ~25 systems keep a row per character ever created, so the default interval is
|
||||
// deliberately slow — these are month-scale standings, not live state.
|
||||
PointsSweepSeconds = Config.Get("Bridge.PointsSweepSeconds", 300);
|
||||
if (PointsSweepSeconds < 1)
|
||||
PointsSweepSeconds = 1;
|
||||
|
||||
PointsLeaderboardEnabled = Config.Get("Bridge.PointsLeaderboardEnabled", true);
|
||||
|
||||
// Board size. Bounded below at 1 because the selection indexes the Nth slot directly,
|
||||
// and above at 100 because the frame is emitted per system — a large N multiplied by
|
||||
// ~25 systems is how a "board" turns into a bandwidth problem.
|
||||
PointsTopN = Config.Get("Bridge.PointsTopN", 10);
|
||||
if (PointsTopN < 1)
|
||||
PointsTopN = 1;
|
||||
if (PointsTopN > 100)
|
||||
PointsTopN = 100;
|
||||
|
||||
// Blank (the default) means "publish whatever the shard itself shows on the loyalty
|
||||
// gump", so a shard that adds a subsystem gets its board without an edit here.
|
||||
PointsSystems = Config.Get("Bridge.PointsSystems", "");
|
||||
|
||||
PointsProfileEnabled = Config.Get("Bridge.PointsProfileEnabled", true);
|
||||
|
||||
// Off by default, and the default is the point: a rank cannot early-exit the way a
|
||||
// points lookup can — it must count every row that beats the player, in every system,
|
||||
// on every profile build. See BridgeProfile.WritePoints.
|
||||
PointsProfileRank = Config.Get("Bridge.PointsProfileRank", false);
|
||||
|
||||
// Player-vendor market index. Unlike every other sweep, this one does NOT walk its whole
|
||||
// collection per tick: MarketSweepBatch caps how many vendors are inventoried, and a
|
||||
// persistent cursor round-robins through the rest, so the per-tick cost is bounded by
|
||||
// the batch rather than by how many vendors the world holds.
|
||||
MarketEnabled = Config.Get("Bridge.MarketEnabled", true);
|
||||
|
||||
MarketSweepSeconds = Config.Get("Bridge.MarketSweepSeconds", 60);
|
||||
if (MarketSweepSeconds < 1)
|
||||
MarketSweepSeconds = 1;
|
||||
|
||||
// Bounded below at 1 (a batch of 0 would advance the cursor nowhere and publish nothing,
|
||||
// silently) and above at 500, past which the batch stops bounding anything on any
|
||||
// realistic shard and the tick is a whole-world pass by another name.
|
||||
MarketSweepBatch = Config.Get("Bridge.MarketSweepBatch", 25);
|
||||
if (MarketSweepBatch < 1)
|
||||
MarketSweepBatch = 1;
|
||||
if (MarketSweepBatch > 500)
|
||||
MarketSweepBatch = 500;
|
||||
|
||||
// Per-vendor listing cap. BridgeJson.Parse caps INBOUND frames at 1 MB; outbound is
|
||||
// uncapped and the sidecar's read_line will allocate whatever arrives, so the cap here
|
||||
// is what keeps one commodity reseller with 8,000 stacked resources from emitting a
|
||||
// multi-megabyte frame. Over the cap the frame carries "truncated": true and the site
|
||||
// says so.
|
||||
MarketMaxListings = Config.Get("Bridge.MarketMaxListings", 250);
|
||||
if (MarketMaxListings < 1)
|
||||
MarketMaxListings = 1;
|
||||
if (MarketMaxListings > 5000)
|
||||
MarketMaxListings = 5000;
|
||||
|
||||
// The ruleset frame is not a sweep — it is emitted once per sidecar connect (and on
|
||||
// `[bridge reload`), so it has no interval. PublicConnectAddress is the ONE connection
|
||||
// detail the bridge will publish, and only because an operator typed it here for that
|
||||
|
||||
591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
591
overlay/Scripts/Custom/Bridge/BridgeMarket.cs
Normal file
@@ -0,0 +1,591 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Multis;
|
||||
using Server.Engines.VendorSearching;
|
||||
|
||||
namespace Server.Custom.Bridge
|
||||
{
|
||||
/// <summary>
|
||||
/// The shard-wide player-vendor index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's
|
||||
/// shop name, owner, location and priced inventory, published as one authoritative
|
||||
/// <c>vendor.listing</c> frame per vendor, so the website can offer the search the in-game
|
||||
/// Vendor Search gump offers — from outside the game.
|
||||
///
|
||||
/// ---- Why this is a sweep and not an RPC ----
|
||||
///
|
||||
/// The obvious shape is a <c>market.snapshot</c> request/reply like vendor.snapshot next
|
||||
/// door. It cannot work: the sidecar's rpc router correlates on the FIRST frame carrying a
|
||||
/// matching reqId and resolves a single oneshot, so a chunked reply sharing one reqId would
|
||||
/// deliver chunk 1 to the HTTP caller and LEAK chunks 2..N onto the broadcast feed. A
|
||||
/// whole-world snapshot in one frame is not an option either — the reply timeout is 10 s and
|
||||
/// 40,000 listings do not serialize in time.
|
||||
///
|
||||
/// So it is a diff sweep on the broadcast stream, shaped like <see cref="BridgeHousing"/>:
|
||||
/// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one
|
||||
/// goes away. The per-account <c>vendor.snapshot</c> RPC is untouched; the player portal
|
||||
/// keeps using it.
|
||||
///
|
||||
/// ---- The two perf traps, and what this does about them ----
|
||||
///
|
||||
/// 1. **VendorSearch.GetItemName is a packet builder, not a field read.** It constructs an
|
||||
/// ObjectPropertyList, calls GetProperties, serialises it and then byte-parses the
|
||||
/// resulting packet — PER ITEM. Across a full pass that is a multi-hundred-millisecond
|
||||
/// stall on the Core thread. It is never called here. The frame carries `itemId`, `hue`,
|
||||
/// `amount`, `price`, the plain `item.Name` field (null for most items) and
|
||||
/// `item.LabelNumber`; the website resolves display names against its own cliloc table,
|
||||
/// exactly as char.profile.equipment already does.
|
||||
///
|
||||
/// (On any modern client the call would not even work: every current client ships its
|
||||
/// Cliloc.* files compressed, ServUO's bundled Ultima.StringList reads only the old plain
|
||||
/// layout, so VendorSearch.StringList is null and GetItemName returns item.Name anyway.
|
||||
/// The in-game gump has the same gap.)
|
||||
///
|
||||
/// 2. **A full pass is unbounded in world size.** 500 vendors × 80 listings is ~40,000 item
|
||||
/// reads, and the reusable public GetItems(Container, List<Item>) recurses into
|
||||
/// sub-containers, so the real count runs ABOVE the top-level pack.Items a naive estimate
|
||||
/// would use. So the sweep is amortized: a persistent round-robin cursor over
|
||||
/// PlayerVendor.PlayerVendors advances at most MarketSweepBatch vendors per tick, which
|
||||
/// makes the PER-TICK cost bounded independently of how many vendors exist. Full coverage
|
||||
/// takes ceil(vendors / batch) × MarketSweepSeconds. This is the one genuinely new pattern
|
||||
/// versus the other sweeps, which all walk their whole collection every tick.
|
||||
///
|
||||
/// ---- Privacy ----
|
||||
///
|
||||
/// `pv.VendorSearch` is ServUO's own per-vendor opt-out and DoSearch filters on it, so a
|
||||
/// player who hid their vendor in game is hidden on the website too: an opted-out vendor is
|
||||
/// skipped entirely and the seen-set removal then drops it from the board. Map.Internal and
|
||||
/// a null Backpack are skipped for the same reason DoSearch skips them.
|
||||
///
|
||||
/// Owner is written as flat `ownerSerial`/`ownerName` — never through BridgeJson.Actor,
|
||||
/// which would add `acct` and `webId`. Same argument BridgePoints makes: this is the widest-
|
||||
/// audience surface the bridge has, and the site resolves serial → user from its own
|
||||
/// shard_account_links mirror when staff need it.
|
||||
/// </summary>
|
||||
public static class BridgeMarket
|
||||
{
|
||||
private static Timer _timer;
|
||||
|
||||
// vendor serial -> last-emitted signature.
|
||||
private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
|
||||
|
||||
// Round-robin cursor: an INDEX into PlayerVendor.PlayerVendors, not a serial. The list is
|
||||
// mutated by placement/deletion between ticks, so the cursor is a hint, not a promise — it
|
||||
// is wrapped and clamped every tick, and a shifted list at worst re-visits or defers a
|
||||
// vendor by one cycle. Tracking a serial instead would cost a lookup to find "where was I"
|
||||
// and buy nothing: the sweep is idempotent per vendor.
|
||||
private static int _cursor;
|
||||
|
||||
private static long _sweeps, _emitted, _removed, _scanned, _skipped, _truncated;
|
||||
|
||||
// Per-tick cost, in milliseconds. Reported by `[bridge status` because the
|
||||
// whole design of this sweep is a claim about that number — the batch cap is what makes it
|
||||
// independent of world size — and an operator tuning MarketSweepBatch is otherwise tuning
|
||||
// blind. `_maxMs` is the one that matters: the Core thread runs this between frames, so the
|
||||
// worst tick is the budget, not the average.
|
||||
private static double _lastMs, _maxMs;
|
||||
private static readonly System.Diagnostics.Stopwatch _clock = new System.Diagnostics.Stopwatch();
|
||||
|
||||
// Reused across ticks. The item walk is single-threaded (Core thread) and the list is
|
||||
// cleared before each vendor, so one buffer serves the whole sweep — the alternative is a
|
||||
// fresh List<Item> per vendor per tick, which at 25 vendors × every 60 s is pure garbage.
|
||||
private static readonly List<Item> _items = new List<Item>();
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
if (!BridgeConfig.Enabled)
|
||||
return;
|
||||
|
||||
EventSink.ServerStarted += OnServerStarted;
|
||||
}
|
||||
|
||||
private static void OnServerStarted()
|
||||
{
|
||||
BridgeLink.Connected_Core += OnConnected;
|
||||
Rearm();
|
||||
}
|
||||
|
||||
private static void OnConnected()
|
||||
{
|
||||
// A new sidecar knows nothing, so drop the diff state and start the round-robin from
|
||||
// the top. The re-emit of the whole world is self-throttled by the batch window — this
|
||||
// is the one place the amortized sweep pays for itself twice, because a reconnect on a
|
||||
// whole-world sweep would otherwise be the biggest burst the bridge ever produces.
|
||||
_last.Clear();
|
||||
_cursor = 0;
|
||||
}
|
||||
|
||||
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
|
||||
public static void Rearm()
|
||||
{
|
||||
Stop();
|
||||
|
||||
_timer = Timer.DelayCall(
|
||||
TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds),
|
||||
TimeSpan.FromSeconds(BridgeConfig.MarketSweepSeconds),
|
||||
MarketSweep);
|
||||
}
|
||||
|
||||
public static void Stop()
|
||||
{
|
||||
if (_timer != null) { _timer.Stop(); _timer = null; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A bare (key-less) string value, or JSON null.
|
||||
///
|
||||
/// <see cref="BridgeJson.Escape"/> takes a non-null string — it dereferences
|
||||
/// <c>value.Length</c> immediately — and <see cref="BridgeJson.Str"/> writes the `,"key":`
|
||||
/// prefix itself, so neither serves a value written inside a hand-built object. Most of
|
||||
/// what this frame writes is legitimately null (an item's plain Name is null for nearly
|
||||
/// every item, a vendor standing in the street has no house), so this is the common path
|
||||
/// rather than an edge case.
|
||||
/// </summary>
|
||||
private static void Text(StringBuilder sb, string value)
|
||||
{
|
||||
if (value == null)
|
||||
sb.Append("null");
|
||||
else
|
||||
BridgeJson.Escape(sb, value);
|
||||
}
|
||||
|
||||
public static string Status()
|
||||
{
|
||||
var all = PlayerVendor.PlayerVendors;
|
||||
|
||||
return String.Format(
|
||||
"market(enabled={0} sweeps={1} scanned={2} emitted={3} removed={4} skipped={5} truncated={6} tracked={7} vendors={8} cursor={9} batch={10} lastMs={11:F2} maxMs={12:F2})",
|
||||
BridgeConfig.MarketEnabled, _sweeps, _scanned, _emitted, _removed, _skipped,
|
||||
_truncated, _last.Count, all == null ? 0 : all.Count, _cursor,
|
||||
BridgeConfig.MarketSweepBatch, _lastMs, _maxMs);
|
||||
}
|
||||
|
||||
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
|
||||
public static void SweepOnce()
|
||||
{
|
||||
MarketSweep();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One tick: at most <c>MarketSweepBatch</c> vendors starting at the cursor, then the
|
||||
/// removal pass.
|
||||
///
|
||||
/// The removal pass is the part the batching makes subtle. `_last` holds every vendor
|
||||
/// seen in ANY previous tick, but this tick only visited a window — so "not in this
|
||||
/// tick's seen set" does NOT mean gone. Removals are therefore decided against the
|
||||
/// CURRENT vendor list (plus the opt-out/validity rules), not against the window, which
|
||||
/// is a cheap pass over serials rather than a second inventory walk.
|
||||
/// </summary>
|
||||
private static void MarketSweep()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!BridgeConfig.MarketEnabled)
|
||||
return;
|
||||
|
||||
_sweeps++;
|
||||
|
||||
if (!BridgeLink.Connected)
|
||||
return; // nothing is listening; do not fill the queue with perishable snapshots
|
||||
|
||||
_clock.Restart();
|
||||
|
||||
var all = PlayerVendor.PlayerVendors;
|
||||
|
||||
if (all == null || all.Count == 0)
|
||||
{
|
||||
Reap(null);
|
||||
return;
|
||||
}
|
||||
|
||||
// A live set of every serial that SHOULD be on the board right now, built as the
|
||||
// window is walked plus a cheap pass over the rest. Built here rather than reusing
|
||||
// a field so a throwing vendor cannot leave a half-built set behind.
|
||||
var present = new HashSet<Serial>();
|
||||
|
||||
var count = all.Count;
|
||||
var batch = Math.Min(BridgeConfig.MarketSweepBatch, count);
|
||||
|
||||
if (_cursor >= count)
|
||||
_cursor = 0;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var vendor = all[i];
|
||||
|
||||
if (Eligible(vendor))
|
||||
present.Add(vendor.Serial);
|
||||
}
|
||||
|
||||
for (int n = 0; n < batch; n++)
|
||||
{
|
||||
var index = (_cursor + n) % count;
|
||||
var vendor = all[index];
|
||||
|
||||
if (!Eligible(vendor))
|
||||
{
|
||||
_skipped++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// One bad vendor must not cost the rest of the window: the item walk touches
|
||||
// arbitrary Item subclasses on a shard running modified scripts.
|
||||
try
|
||||
{
|
||||
SweepVendor(vendor);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine("[Bridge] market sweep threw for 0x{0:X}: {1}",
|
||||
vendor.Serial.Value, ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
_cursor = count == 0 ? 0 : (_cursor + batch) % count;
|
||||
|
||||
Reap(present);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine("[Bridge] market sweep threw: {0}", ex.Message);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// In `finally` so a throwing tick still records what it cost — a sweep that blows
|
||||
// the budget and then throws is exactly the one worth seeing in the status line.
|
||||
if (_clock.IsRunning)
|
||||
{
|
||||
_clock.Stop();
|
||||
_lastMs = _clock.Elapsed.TotalMilliseconds;
|
||||
if (_lastMs > _maxMs)
|
||||
_maxMs = _lastMs;
|
||||
|
||||
WarnIfSlow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-tick budget, milliseconds. The batch cap exists to hold a tick under this
|
||||
/// regardless of world size, so exceeding it means MarketSweepBatch is too large for
|
||||
/// this shard's shops — the one thing an operator needs told, and the one thing
|
||||
/// `[bridge status` cannot tell them unprompted. Generous: a tick is off the frame
|
||||
/// budget, and the alternative to a rare 50 ms tick is a permanently stale market.
|
||||
/// </summary>
|
||||
private const double SlowTickMs = 50.0;
|
||||
|
||||
// At most one warning a minute. A shard whose batch is genuinely too big would otherwise
|
||||
// print every MarketSweepSeconds forever, and a log nobody can read is a log nobody reads.
|
||||
private static DateTime _lastWarn = DateTime.MinValue;
|
||||
|
||||
private static void WarnIfSlow()
|
||||
{
|
||||
if (_lastMs <= SlowTickMs)
|
||||
return;
|
||||
|
||||
var now = DateTime.UtcNow;
|
||||
|
||||
if (now - _lastWarn < TimeSpan.FromMinutes(1))
|
||||
return;
|
||||
|
||||
_lastWarn = now;
|
||||
|
||||
Console.WriteLine(
|
||||
// ASCII only. The ServUO console writes in the OS code page, so an em dash here
|
||||
// renders as "???" in the log an operator would paste into an issue.
|
||||
"[Bridge] market sweep took {0:F1} ms (budget {1:F0} ms) - lower Bridge.MarketSweepBatch (now {2}) if this persists",
|
||||
_lastMs, SlowTickMs, BridgeConfig.MarketSweepBatch);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The same filter DoSearch applies, so the website's index is the in-game index.
|
||||
/// <c>VendorSearch</c> is the player's own opt-out toggle and is honoured first.
|
||||
/// </summary>
|
||||
private static bool Eligible(PlayerVendor vendor)
|
||||
{
|
||||
return vendor != null
|
||||
&& !vendor.Deleted
|
||||
&& vendor.VendorSearch
|
||||
&& vendor.Map != null
|
||||
&& vendor.Map != Map.Internal
|
||||
&& vendor.Backpack != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drops from the board every tracked vendor that is no longer eligible.
|
||||
/// <paramref name="present"/> null means "there are no vendors at all", which clears it.
|
||||
/// </summary>
|
||||
private static void Reap(HashSet<Serial> present)
|
||||
{
|
||||
if (_last.Count == 0)
|
||||
return;
|
||||
|
||||
List<Serial> gone = null;
|
||||
|
||||
foreach (var serial in _last.Keys)
|
||||
{
|
||||
if (present != null && present.Contains(serial))
|
||||
continue;
|
||||
|
||||
if (gone == null)
|
||||
gone = new List<Serial>();
|
||||
|
||||
gone.Add(serial);
|
||||
}
|
||||
|
||||
if (gone == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < gone.Count; i++)
|
||||
{
|
||||
_last.Remove(gone[i]);
|
||||
BridgeLink.Emit(BridgeJson.Begin("vendor.listing.remove").Ser("serial", gone[i]).End());
|
||||
_removed++;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SweepVendor(PlayerVendor vendor)
|
||||
{
|
||||
_scanned++;
|
||||
|
||||
CollectItems(vendor);
|
||||
|
||||
var sig = Signature(vendor);
|
||||
|
||||
string prior;
|
||||
if (_last.TryGetValue(vendor.Serial, out prior) && prior == sig)
|
||||
return; // nothing about this shop changed since it was last published
|
||||
|
||||
_last[vendor.Serial] = sig;
|
||||
BridgeLink.Emit(WriteVendor(vendor));
|
||||
_emitted++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Every sellable item on one vendor, into the shared buffer.
|
||||
///
|
||||
/// Mirrors VendorSearch's own private GetItems(PlayerVendor): the vendor's own movable
|
||||
/// equipment (minus the backpack itself and hair layers, which are not merchandise)
|
||||
/// followed by a recursive walk of the backpack. The recursion uses the PUBLIC
|
||||
/// GetItems(Container, List<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)
|
||||
|
||||
Reference in New Issue
Block a user