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Author SHA1 Message Date
724262548b Merge pull request 'ci(release): publish the overlay as a release tarball with a manifest' (#7) from ci/overlay-release-workflow into main
Some checks failed
Release overlay / release (push) Failing after 10s
Reviewed-on: #7
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-08-04 14:26:46 +00:00
ebbfab51fc ci(release): publish the overlay as a release tarball with a manifest
Phase 0 item 1 of the installer plan (docs/installer/PLAN.md §5). The
installer deploys the plugin from a release tarball rather than from git,
because the shard host gets neither git nor Gitea credentials — but this
repo published no releases at all, so there was nothing for it to fetch.
`link` was the only repo with a release workflow.

Reuses link/.gitea/workflows/release.yml's conventional-commit engine, as
that file's own header anticipated: the plan and release steps consume only
{version, changelog, artifacts}. Three things had to change, each forced by
this repo rather than chosen:

  No build. The plugin ships as C# source and ServUO compiles it at boot;
  it needs ServUO reference assemblies, so nothing here can be compiled in
  CI. The build gates are replaced by structural ones that assert what can
  honestly be asserted without a ServUO tree: Bridge.cfg and the Bridge
  scripts are present, Scripts.csproj (the silent-build-bug fix) is present,
  every .patch parses as a unified diff via `git apply --stat`, and each
  patch's companion .cs exists. Each of those has a way of shipping broken
  and only failing on an operator's live shard.

  No bump commit, so no push to main. link writes the version into
  Cargo.toml because the binary embeds it; a tarball embeds nothing but the
  manifest CI generates, so the git tag is the version. This workflow
  therefore never needs main to accept a direct push — no branch-protection
  exception for it.

  A manifest. The tarball carries manifest.json: version, commit, declared
  protocol version, ServUO compatibility, and a SHA256 per shipped file.

The manifest matters more than it looks. The plugin announces no version on
the wire and none is queryable before ServUO boots (PLAN.md §2.6), so its
declared protocol version is the ONLY thing that lets the installer's bundle
CI verify sidecar/overlay agreement before an operator installs the pair
(PLAN.md §7.1 gate 1). That declaration lives in the new overlay.toml
alongside the ServUO compatibility values, so it is one commented line to
maintain rather than a literal buried in a workflow — currently protocol 3,
per docs/link/v3.md.

Tarball layout uses a FIXED top-level directory (runicgateway-overlay/)
rather than a versioned one, so the installer can find overlay/, patches/
and manifest.json at known paths instead of parsing the version it is trying
to read. tar's member order, mtime and ownership are pinned, so a given tree
produces a byte-identical tarball and its checksum changes only when the
contents do.

Verified locally against the real tree before pushing: YAML parses, all six
run blocks pass bash -n, the plan step produces v0.1.0 from actual history,
the gates pass (22 bridge scripts, all three patches parse), the manifest
renders with protocol=3 and 30 file hashes, and two consecutive builds of
the tarball produce the same SHA256.

One real bug caught by running it rather than reading it: sha256sum marks
binary mode by prefixing the path with `*` instead of the two-space
text-mode separator, which would have put a leading `*` on every key in the
manifest. The capture now tolerates both.

Not included: the workflow-dispatch call into the installer's bundle CI
(PLAN.md §7.2). That is Phase 0 item 3 and there is nothing to dispatch yet;
the insertion point is marked in the header. A step that 404s on every
release is worse than no step.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-04 09:23:56 -05:00
968b526fac Merge pull request 'feat(bridge)!: Protocol 3.0 cutover — world.ruleset, points.board, vendor.listing' (#6) from edge into main
Reviewed-on: #6
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-08-01 06:33:27 +00:00
7215ae5fe1 Merge pull request 'feat(bridge): publish the player-vendor market index as vendor.listing' (#5) from feat/vendor-listing into edge
Reviewed-on: #5
2026-07-29 20:06:43 +00:00
48d57e6278 feat(bridge): publish the player-vendor market index as vendor.listing
Protocol 3.0 §8. Every player vendor's shop name, owner, location and priced
inventory, so the website can offer the search the in-game Vendor Search gump
offers — from outside the game, and honouring the same per-player opt-out.

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

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

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

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 09:51:00 -05:00
a38afe4c90 Merge pull request 'feat(bridge): publish points/loyalty leaderboards as points.board' (#4) from feat/points-board into edge
Reviewed-on: #4
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-29 07:54:09 +00:00
ed8f568d94 feat(bridge): publish points/loyalty leaderboards as points.board
Protocol 3.0 §7 (docs/link/v3.md). ServUO carries ~25 separate point currencies
— Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city
loyalties, the Doom/Khaldun/Kotl treasure systems — every one a standing players
build over months, and none of them visible outside an in-game gump until now.

BridgePoints.cs
  - A diff sweep shaped like BridgeHousing: ServerStarted arms the timer, a
    sidecar connect clears the diff state so a fresh sidecar gets every board,
    and each pass emits only the systems whose top N or participant count moved.
    One ~600 B frame per system rather than one 12 KB frame, matching
    champ.update / guild.update. No points.remove — the system set is fixed at
    startup by PointsSystem.Configure, the same argument city.update makes.
  - Selection is a single bounded pass into a fixed N-element array kept sorted
    by insertion, NOT OrderByDescending().Take(N). PlayerTable is a plain List
    and ten of the ~25 systems have AutoAdd = true, so they hold a row for every
    character ever created: the naive version is ~25 full sorts on the Core
    thread, which BRIDGE_PLUGIN_PLAN.md §1 measured as the second thing in the
    bridge capable of blowing a frame budget.
  - Which systems publish defaults to the shard's OWN answer — ShowOnLoyaltyGump
    — rather than a list here that would drift; Bridge.cfg PointsSystems=
    overrides it, and an unrecognised name is logged rather than dropped.
  - Entries are written inline as {serial, name}, never via BridgeJson.Actor. A
    board is the widest-audience surface the bridge has, so acct/webId
    deliberately do not cross the wire; the site resolves serial → user from its
    own link mirror.

char.profile gains a points block, the titles precedent from PROTOCOL_2.md §10.3
  - Never uses PointsSystem.GetEntry/GetPoints: both MUTATE THE WORLD, since
    GetEntry(create: false) still calls AddEntry when the system has AutoAdd
    (PointsSystem.cs:207). Using them would have appended up to ten rows to the
    points save file every time anyone opened a character sheet. Hand-rolled
    read-only scan instead.
  - rank is off by default (PointsProfileRank). A points lookup stops at the
    character's own row; a rank must count every row that beats them, in every
    system, on every profile build.

Verified by running it, not by reading it: the whole Scripts tree (6,207 files)
compiles clean against real ServUO 57.4 assemblies, and a boot against the local
shard with a 43,011-mobile world emitted five live boards. That run caught a bug
no fake shard could — ServUO's uncapped idiom is MaxPoints = double.MaxValue,
and (long) on it is an UNCHECKED conversion yielding long.MinValue, so the first
sweep published "maxPoints": -9223372036854775808 for three of the five boards.
Cap()/Score() now normalise anything unrepresentable, and maxPoints: 0 is the
documented "uncapped" value — which on a real shard is the common case, not an
edge case. Re-verified after the fix: 0 for the uncapped systems, 15000 and
10000 for the two that genuinely cap.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 21:04:08 -05:00
a7a383e6d9 Merge pull request 'feat(bridge): emit world.ruleset, the shard's published ruleset' (#3) from feat/bridge-ruleset into edge
Reviewed-on: #3
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-28 20:37:05 +00:00
3fb4b7dc9f feat(bridge): emit world.ruleset, the shard's published ruleset
Protocol 3.0 §5 (docs/link/v3.md). One frame describing how this shard is
actually configured — expansion, which optional systems are on, skill/stat
caps, account and house limits, champion scroll rules, the save/restart
schedule — so the website's rules page cannot drift from the server.

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

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

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 11:14:36 -05:00
64a89f97af Merge pull request 'docs: scrub machine path from deploy examples' (#1) from chore/scrub-paths into main
Reviewed-on: #1
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 09:31:48 +00:00
c72ed6619e Merge branch 'main' into chore/scrub-paths 2026-07-20 09:31:16 +00:00
76b0b3e66a Merge pull request 'chore: add open-source governance files (GPLv3 + contributing docs)' (#2) from chore/open-source-governance into main
Reviewed-on: #2
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 00:30:15 +00:00
Claude
4e8be1a086 chore: add open-source governance files (GPLv3 + contributing docs)
Add standard open-source project files:
- LICENSE.md — GNU GPL v3.0 or later (verbatim)
- CONTRIBUTING.md — setup, workflow, and required AI-usage disclosure
- CONTRIBUTORS.md — maintainers, contributors, AI-assistance policy
- CODE_OF_CONDUCT.md — Contributor Covenant 2.1
- SECURITY.md — private vulnerability reporting
- .gitea/ISSUE_TEMPLATE/* + PULL_REQUEST_TEMPLATE.md
- README: License section (Copyright (C) 2026 Runic Gateway)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XmHdsbnLzDMAVQkAoTQSBe
2026-07-18 19:11:02 -05:00
Claude
5c6b1bb299 docs: scrub machine path from deploy examples
Replace the personal ServUO checkout path (C:\Users\...\servuo) with a
<servuo> placeholder in the README and deploy.ps1 usage examples.
2026-07-18 02:33:04 -05:00
21 changed files with 3212 additions and 7 deletions

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@@ -0,0 +1,41 @@
---
name: Bug report
about: Report something that is broken or behaving unexpectedly
title: "[bug] "
labels:
- bug
---
## Summary
<!-- A clear, concise description of the bug. -->
## Steps to reproduce
1.
2.
3.
## Expected behavior
<!-- What you expected to happen. -->
## Actual behavior
<!-- What actually happened. Include exact error messages and logs if you have them. -->
## Environment
- Component / repo:
- Version or commit:
- OS / runtime (Node, Rust, ServUO, browser…):
- Deployment (Docker Compose, local dev, bare metal…):
## Additional context
<!-- Screenshots, config (with secrets redacted), anything else that helps. -->
<!--
Security issue? Do NOT file it here. See SECURITY.md and email
whitlocktech@gmail.com instead.
-->

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@@ -0,0 +1,5 @@
blank_issues_enabled: true
contact_links:
- name: Security vulnerability
url: https://gitea.whitlocktech.com/RunicGateway/servuo-plugins/src/branch/main/SECURITY.md
about: Please do not open a public issue for security problems — report them privately by email instead (see SECURITY.md).

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@@ -0,0 +1,23 @@
---
name: Feature request
about: Suggest an idea, enhancement, or new capability
title: "[feature] "
labels:
- enhancement
---
## Problem / motivation
<!-- What are you trying to do? What's missing or painful today? -->
## Proposed solution
<!-- What you'd like to see happen. -->
## Alternatives considered
<!-- Other approaches you thought about, and why you prefer the one above. -->
## Additional context
<!-- Mockups, links, related issues, affected component/repo, etc. -->

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@@ -0,0 +1,33 @@
<!--
Thanks for contributing to Runic Gateway!
Please fill out the sections below and check every box before requesting review.
-->
## What & why
<!-- What does this PR change, and why? Link any related issue: "Closes #123". -->
## How it was tested
<!-- Commands you ran, manual steps, screenshots. -->
## Checklist
- [ ] I have read [CONTRIBUTING.md](CONTRIBUTING.md).
- [ ] The change builds and existing tests/checks pass locally.
- [ ] I have added or updated tests/docs where it makes sense.
- [ ] My commits are reasonably scoped with clear messages.
## AI-assisted contributions (required)
This project **requires disclosure of AI tool usage**. Please pick one:
- [ ] No AI tools were used to produce this contribution.
- [ ] AI tools were used. Tool(s): `___________`. I have reviewed and understand
every change, and take responsibility for it. AI-authored commits are
marked with a `Co-Authored-By` / `Assisted-By` trailer.
## License
- [ ] I agree that my contribution is licensed under this project's license
(**GNU GPL v3.0 or later**), and I have the right to contribute it.

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# 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 │
# │ 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.
# REGISTRY_USER — the Gitea username that token belongs to.
#
# TODO (Phase 0 item 3): once the installer repo's bundle workflow exists, append
# a final step here that POSTs to its workflow-dispatch endpoint, so a new
# overlay release recomposes the bundle immediately instead of waiting for the
# nightly cron (PLAN.md §7.2). Deliberately absent until there is something to
# dispatch — a step that 404s 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"
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
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
if git rev-parse -q --verify "refs/tags/v${VERSION}" >/dev/null; then
echo "Tag v${VERSION} already exists — nothing to release."
RELEASE=false
fi
{
echo "## ${ARTIFACT} v${VERSION}"
echo
FEATS="$(echo "$SUBJECTS" | grep -E '^feat' || true)"
FIXES="$(echo "$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 "$LAST_TAG" ]; then echo "Since ${LAST_TAG}:"; fi
echo "$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 "==> release=${RELEASE} version=${VERSION} bump=${BUMP} last_tag=${LAST_TAG:-<none>}"
- 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"
git tag "${TAG}"
git push origin "${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

1
.gitignore vendored
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@@ -7,3 +7,4 @@ obj/
*.exe *.exe
*.pdb *.pdb
*.log *.log
dist/

133
CODE_OF_CONDUCT.md Normal file
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@@ -0,0 +1,133 @@
# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, caste, color, religion, or sexual
identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the overall
community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or advances of
any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email address,
without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official email address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
**whitlocktech@gmail.com**.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series of
actions.
**Consequence**: A warning with consequences for continued behavior. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or permanent
ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behavior, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within the
community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.1, available at
[https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
Community Impact Guidelines were inspired by
[Mozilla's code of conduct enforcement ladder][Mozilla CoC].
For answers to common questions about this code of conduct, see the FAQ at
[https://www.contributor-covenant.org/faq][FAQ]. Translations are available at
[https://www.contributor-covenant.org/translations][translations].
[homepage]: https://www.contributor-covenant.org
[v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
[Mozilla CoC]: https://github.com/mozilla/diversity
[FAQ]: https://www.contributor-covenant.org/faq
[translations]: https://www.contributor-covenant.org/translations

95
CONTRIBUTING.md Normal file
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@@ -0,0 +1,95 @@
# Contributing to Runic Gateway — ServUO Plugin
Thanks for your interest in contributing! This repo is the **C# ServUO side** of
the game bridge. The shard emits newline-delimited JSON over a loopback TCP
socket to the Rust sidecar
([RunicGateway/link](https://gitea.whitlocktech.com/RunicGateway/link)).
By participating you agree to abide by our
[Code of Conduct](CODE_OF_CONDUCT.md).
## Ways to contribute
- **Report a bug** or **request a feature** through the
[issue tracker](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins/issues)
(issue templates are provided).
- **Improve the code or docs** by opening a pull request (see below).
- **Never** report a security vulnerability in a public issue — see
[SECURITY.md](SECURITY.md).
## Development setup
This plugin is deployed as **source** and compiled by ServUO at boot — there is
no standalone build artifact and no CI build (it needs the ServUO reference
assemblies to compile). See the [README](README.md) for the full model.
**Key rule:** anything under `overlay/` is authoritative and mirrors the ServUO
server root. **Do not edit files in a deployed server tree directly** — edit here
under `overlay/` (or `patches/` for changes to stock ServUO files) and deploy:
```powershell
# Show what would change, then write it into a ServUO install:
.\deploy.ps1 -ServerPath C:\path\to\servuo -Verify
.\deploy.ps1 -ServerPath C:\path\to\servuo
```
- `overlay/` — copied over an install (the only thing `deploy.ps1` deploys).
- `patches/` — unified diffs against stock ServUO for files we must modify.
- `tools/` — never deployed: test scaffolding and stub sidecars.
### Testing
`tools/stub_sidecar.ps1` is a loopback listener that logs every line the shard
sends — run it, boot the shard, and watch events arrive:
```powershell
.\tools\stub_sidecar.ps1 -Port 7788 -Log .\sidecar.log
```
`tools/stub_sidecar_request.ps1` additionally sends inbound requests to exercise
the request/response handlers. For real end-to-end testing, run against the Rust
sidecar rather than the throwaway PowerShell stubs.
### Protocol compatibility
The loopback JSON protocol is a **compatibility contract** shared with the
sidecar. The canonical event/command catalog lives in the
[docs repo](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link)
(`PLAN.md` §5/§7 and `INTEGRATION.md`). If you add or change an event or command,
keep the plugin, the sidecar, and the spec in sync.
## Branch & PR workflow
1. Branch from `main` with a descriptive name
(`feature/…`, `fix/…`, `docs/…`, `chore/…`).
2. Keep changes focused; small PRs are easier to review.
3. Push and open a pull request against `main`. Fill out the PR template,
including the **AI-assisted contributions** disclosure.
4. A maintainer will review; address feedback with follow-up commits.
### Commit messages
We use [Conventional Commits](https://www.conventionalcommits.org/) —
`type(scope): summary` (e.g. `feat(bridge): add vendor.sale event`).
## AI-assisted contributions (disclosure required)
This project is developed openly with AI assistance, and we ask the same
transparency of everyone. **If you used an AI tool** (Claude, Copilot, ChatGPT,
Cursor, etc.) to help produce a contribution, you must disclose it:
- Tick the AI-usage box in the pull-request template and name the tool(s).
- Mark AI-authored commits with a trailer, e.g.
`Co-Authored-By: Claude <noreply@anthropic.com>` or `Assisted-By: <tool>`.
- You remain responsible for every line you submit: review it, understand it,
and make sure it is correct and that you have the right to contribute it.
Disclosed AI assistance is welcome. Undisclosed AI-generated contributions are
not, and may be closed.
## License
Runic Gateway is licensed under the **GNU General Public License v3.0 or later**
(see [LICENSE.md](LICENSE.md)). By submitting a contribution you agree that it is
licensed under the same terms (inbound = outbound) and that you have the right to
contribute it.

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CONTRIBUTORS.md Normal file
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@@ -0,0 +1,31 @@
# Contributors
Runic Gateway is built and maintained by the people and tools listed here.
Thank you to everyone who has contributed.
## Maintainers
- **whitlocktech** &lt;whitlocktech@gmail.com&gt; — project lead and maintainer
## Contributors
<!--
Add yourself here when your contribution is merged — alphabetical by name or
handle. One line each:
- **Name or handle** (optional link) — what you contributed
-->
- _Your name could be here — see [CONTRIBUTING.md](CONTRIBUTING.md)._
## AI-assisted development
Parts of Runic Gateway were developed with the assistance of AI coding tools,
including **Claude** (Anthropic) via Claude Code. AI-assisted commits are
attributed in their commit trailers (e.g. `Co-Authored-By: Claude ...`).
In keeping with this project's transparency policy, **all contributors must
disclose their use of AI tools** on any contribution — see the
"AI-assisted contributions" section of [CONTRIBUTING.md](CONTRIBUTING.md).
Disclosed AI assistance is welcome; undisclosed AI-generated contributions are
not.

674
LICENSE.md Normal file
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@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
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To protect your rights, we need to prevent others from denying you
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For example, if you distribute copies of such a program, whether
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View File

@@ -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. | | `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. | | `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. | | `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. | | [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. | | [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. | | [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 - **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)). 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 There is **no CI build** — it cannot be compiled standalone without the ServUO reference
ServUO reference assemblies. 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 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 The **only** coupling is the loopback JSON protocol (the shard dials out to the sidecar on
@@ -55,10 +58,58 @@ without the sidecar running.
## Deploy ## Deploy
```powershell ```powershell
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo -Verify # show what would change .\deploy.ps1 -ServerPath <servuo> -Verify # show what would change
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo # write .\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 ## Status
| Phase | State | | Phase | State |
@@ -121,3 +172,24 @@ Runtime script compilation therefore had no effect, silently. `overlay/Scripts/S
Note: the throwaway PowerShell sidecars are fragile — they get reaped and contend on their log file. The real Rust sidecar ([RunicGateway/link](https://gitea.whitlocktech.com/RunicGateway/link)) replaces them; don't read their flakiness as a shard problem. The shard buffers non-perishable events through any outage and reconnects on its own (observed reconnecting 5× unattended in one session). Note: the throwaway PowerShell sidecars are fragile — they get reaped and contend on their log file. The real Rust sidecar ([RunicGateway/link](https://gitea.whitlocktech.com/RunicGateway/link)) replaces them; don't read their flakiness as a shard problem. The shard buffers non-perishable events through any outage and reconnects on its own (observed reconnecting 5× unattended in one session).
`tools/scaffolding/` holds the world seeder and the performance probe. Neither is deployed — `deploy.ps1` only copies `overlay/`. They produced the budget in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §1. See `tools/scaffolding/README.md`. `tools/scaffolding/` holds the world seeder and the performance probe. Neither is deployed — `deploy.ps1` only copies `overlay/`. They produced the budget in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §1. See `tools/scaffolding/README.md`.
---
## License
Runic Gateway is free software, licensed under the **GNU General Public License
v3.0 or later** — see [LICENSE.md](LICENSE.md).
Copyright (C) 2026 Runic Gateway
This program is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later
version. It is distributed WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
Contributions are welcome — please read [CONTRIBUTING.md](CONTRIBUTING.md) (note
the **AI-usage disclosure** requirement) and our
[Code of Conduct](CODE_OF_CONDUCT.md). Report vulnerabilities privately per
[SECURITY.md](SECURITY.md).

50
SECURITY.md Normal file
View File

@@ -0,0 +1,50 @@
# Security Policy
Thank you for helping keep Runic Gateway and its users safe.
## Reporting a vulnerability
**Please do not report security vulnerabilities through public issues, pull
requests, or the wiki.** A public report tips off attackers before a fix is
available.
Instead, report privately by email to:
**whitlocktech@gmail.com**
Please include as much of the following as you can:
- The repository and component affected.
- The type of issue (e.g. authentication bypass, injection, secret exposure,
remote code execution, denial of service).
- Step-by-step instructions to reproduce, and a proof-of-concept if you have one.
- The impact — what an attacker could do with it.
- Any suggested remediation.
You will receive an acknowledgement of your report, typically within a few days.
We will keep you informed as we investigate and work toward a fix, and we are
happy to credit you in the release notes once the issue is resolved (let us know
if you would prefer to remain anonymous).
## Scope
Runic Gateway is a self-hosted platform made up of several components:
| Component | Repo | Network exposure |
|---|---|---|
| Website (site + admin + API) | `RunicGateway/website` | Internet-facing (behind a reverse proxy) |
| uo-link sidecar | `RunicGateway/link` | The only network-facing part of the game bridge |
| ServUO plugin | `RunicGateway/servuo-plugins` | Loopback only — dials the sidecar on `127.0.0.1` |
| Documentation | `RunicGateway/docs` | Content only |
Because instances are self-hosted, the security of any given deployment also
depends on how it is configured and operated — strong secrets (`JWT_SECRET`,
`SECRET_ENC_KEY`, database and admin passwords), a correctly configured reverse
proxy and `TRUST_PROXY`, and keeping the shard itself unreachable from the
internet (only the sidecar should be exposed). See each repo's README for the
security model.
## Supported versions
This project is developed continuously and does not maintain long-term release
branches. Security fixes land on `main`; please run a recent build.

View File

@@ -9,8 +9,8 @@
Run with -Verify first. It reports what would change and touches nothing. Run with -Verify first. It reports what would change and touches nothing.
.EXAMPLE .EXAMPLE
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo -Verify .\deploy.ps1 -ServerPath <servuo> -Verify
.\deploy.ps1 -ServerPath C:\Users\colby\Desktop\servuo .\deploy.ps1 -ServerPath <servuo>
#> #>
[CmdletBinding()] [CmdletBinding()]
param( param(

42
overlay.toml Normal file
View 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"

View File

@@ -48,6 +48,83 @@ PresenceSweepSeconds=30
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine. # house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
HousingSweepSeconds=300 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
# cannot drift from the server. Not a sweep: it changes only when you edit a .cfg.
#
# The frame is built from an explicit allowlist of keys in BridgeRuleset.cs. Server.cfg,
# Staff.cfg, Email.cfg, DataPath.cfg, Bridge.cfg, Compiler.cfg, Reports.cfg and Client.cfg
# are never read.
RulesetEnabled=true
# The one connection detail the bridge will publish, e.g. play.myshard.com,2593. Blank
# (the default) omits it entirely. Server.cfg's Address/Listen/Port are NEVER published —
# if you want a connect string on the site, put it here deliberately.
PublicConnectAddress=
# Include the save/restart schedule (AutoSave frequency, AutoRestart hour) in the frame.
# Turn off if you would rather not advertise a predictable restart window.
RulesetIncludeSchedule=true
# Shown to a player when they run [link. The website page where they enter the code. # Shown to a player when they run [link. The website page where they enter the code.
LinkUrl=https://yoursite/link LinkUrl=https://yoursite/link

View File

@@ -165,8 +165,13 @@ namespace Server.Custom.Bridge
BridgeGovernance.Rearm(); BridgeGovernance.Rearm();
BridgePresence.Rearm(); BridgePresence.Rearm();
BridgeHousing.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();
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe()); e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect."); e.Mobile.SendMessage("Bridge: sweeps re-armed; ruleset re-emitted; endpoint changes take effect on reconnect.");
break; break;
case "ping": case "ping":
@@ -181,6 +186,8 @@ namespace Server.Custom.Bridge
BridgeGovernance.SweepOnce(); BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce(); BridgePresence.SweepOnce();
BridgeHousing.SweepOnce(); BridgeHousing.SweepOnce();
BridgePoints.SweepOnce();
BridgeMarket.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream."); e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
@@ -188,6 +195,8 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
break; break;
default: default:
@@ -202,7 +211,10 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.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}", BridgePages.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
break; break;
} }
} }

View File

@@ -35,6 +35,25 @@ namespace Server.Custom.Bridge
public static int CitySweepSeconds { get; private set; } public static int CitySweepSeconds { get; private set; }
public static int PresenceSweepSeconds { get; private set; } public static int PresenceSweepSeconds { get; private set; }
public static int HousingSweepSeconds { 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; }
public static string PublicConnectAddress { get; private set; }
public static bool RulesetIncludeSchedule { get; private set; }
public static string LinkUrl { get; private set; } public static string LinkUrl { get; private set; }
@@ -107,6 +126,73 @@ namespace Server.Custom.Bridge
if (HousingSweepSeconds < 1) if (HousingSweepSeconds < 1)
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
// purpose; Server.cfg's Address/Port are never read (see BridgeRuleset's allowlist note).
RulesetEnabled = Config.Get("Bridge.RulesetEnabled", true);
PublicConnectAddress = Config.Get("Bridge.PublicConnectAddress", "");
RulesetIncludeSchedule = Config.Get("Bridge.RulesetIncludeSchedule", true);
LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link"); LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6); TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);

View 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&lt;Item&gt;) 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&lt;Item&gt;) 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();
}
}
}

View 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&lt;PointsEntry&gt;, 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 =&gt; 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();
}
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Text; using System.Text;
using Server.Accounting; using Server.Accounting;
using Server.Engines.Points;
using Server.Items; using Server.Items;
using Server.Mobiles; using Server.Mobiles;
@@ -99,6 +100,7 @@ namespace Server.Custom.Bridge
sb.Append(']'); sb.Append(']');
WriteTitles(sb, m); WriteTitles(sb, m);
WritePoints(sb, m);
return sb.End(); return sb.End();
} }
@@ -147,6 +149,147 @@ namespace Server.Custom.Bridge
sb.Append("]}"); 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) private static bool IsGearLayer(Layer layer)
{ {
switch (layer) switch (layer)

View 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");
}
}
}