diff --git a/overlay.toml b/overlay.toml index 0799583..3392ee0 100644 --- a/overlay.toml +++ b/overlay.toml @@ -23,8 +23,8 @@ # manual duty: when the protocol changes, bump it here in the same PR that # changes the emitters, exactly as link bumps PROTOCOL_VERSION. # -# Current: 4 — see docs/link/v4.md (guild.roster, guild.leave). -protocol = 4 +# Current: 5 — see docs/link/v5.md (house.decay scheduling, vendor.listing fees, account.login.result). +protocol = 5 # ── ServUO compatibility ───────────────────────────────────────────────────── # diff --git a/overlay/Scripts/Custom/Bridge/BridgeEvents.cs b/overlay/Scripts/Custom/Bridge/BridgeEvents.cs index a05fbea..a7a117e 100644 --- a/overlay/Scripts/Custom/Bridge/BridgeEvents.cs +++ b/overlay/Scripts/Custom/Bridge/BridgeEvents.cs @@ -170,9 +170,53 @@ namespace Server.Custom.Bridge .Str("acct", e.Username) .Str("ip", address) .End()); + + EmitLoginResult(e, address); }); } + /// + /// Protocol 5. The RESULT of the login above, which the attempt itself cannot carry. + /// + /// Why a second kind rather than two more fields: PacketHandlers.AccountLogin invokes this + /// sink and only THEN branches on e.Accepted, and the decision is made by the handlers + /// themselves -- Server.Misc.AccountHandler is the one that validates the password and + /// sets Accepted/RejectReason. Inside our own handler the verdict therefore does not exist + /// yet: Accepted is still its constructor default of `true` for a password that is about + /// to be rejected. Anything built on the attempt alone fires on every SUCCESSFUL login + /// too, which is the wrong way round for a security notice -- it would tell a player + /// "someone tried to get into your account" every time they logged in themselves. + /// + /// Reading it one Core slice later, via DelayCall(Zero), is what makes the verdict final + /// without a core patch and without depending on handler subscription ORDER, which + /// ServUO does not define and which a shard's own scripts can change. + /// + /// On holding the args object: it carries the plaintext Password, so it is deliberately + /// alive for one extra slice and no longer, and exactly two properties are read off it. + /// The password is never read, never logged and never emitted -- the same rule the + /// attempt emitter above states. + /// + private static void EmitLoginResult(AccountLoginEventArgs e, string address) + { + // The NetState is disposed by AccountLogin_ReplyRej before this runs, which is why the + // address is passed in already resolved rather than re-read from e.State. + Timer.DelayCall(TimeSpan.Zero, () => + Guard("account.login.result", () => + { + var sb = BridgeJson.Begin("account.login.result") + .Str("acct", e.Username) + .Str("ip", address) + .Bool("accepted", e.Accepted); + + // ALRReason is only meaningful on a rejection; on an accept it is still the + // enum's zero value (Invalid), which would read as a failure reason if emitted. + if (!e.Accepted) + sb.Str("reason", e.RejectReason.ToString()); + + BridgeLink.Emit(sb.End()); + })); + } + // ---- economy ---- private static void OnGoldChange(AccountGoldChangeEventArgs e) diff --git a/overlay/Scripts/Custom/Bridge/BridgeMarket.cs b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs index 9c2fe80..47be9ac 100644 --- a/overlay/Scripts/Custom/Bridge/BridgeMarket.cs +++ b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.Text; +using Server.Accounting; using Server.Items; using Server.Mobiles; using Server.Multis; @@ -506,8 +507,16 @@ namespace Server.Custom.Bridge { sb.Ser("ownerSerial", owner.Serial); sb.Str("ownerName", owner.Name); + + // Protocol 5. Without this the listing names an owner the website cannot resolve to + // a person: ownerName is a character name, and only the account is the link key. + var acct = owner.Account as Account; + if (acct != null) + sb.Str("ownerAcct", acct.Username); } + AppendFees(sb, vendor); + sb.Append(",\"location\":{\"map\":"); Text(sb, vendor.Map == null ? null : vendor.Map.Name); sb.Append(",\"x\":").Append(vendor.X); @@ -587,5 +596,75 @@ namespace Server.Custom.Bridge return sb.End(); } + + /// + /// Protocol 5. The vendor's fee state, which is what makes "your vendor is about to be + /// dismissed" a thing the website can say BEFORE it happens instead of after. + /// + /// The dismissal rule is PlayerVendor.PayTimer.OnTick: at every tick the charge is + /// compared with the funds, and `if (pay > totalGold) Destroy()`. Both halves of that + /// comparison differ between ServUO's two vendor systems, so both are resolved here + /// rather than left for the sidecar or the website to guess at: + /// + /// | charge | funds | interval + /// NewVendorSystem | ChargePerRealWorldDay | HoldGold | 1 real day + /// old system | ChargePerDay | BankAccount + HoldGold | 1 UO day + /// + /// Two consequences worth stating, because both are easy to get wrong downstream: + /// + /// * A field called `daysRemaining` would be WRONG on an old-system shard, where a pay + /// period is a UO day (Clock.MinutesPerUODay, roughly two real hours) rather than a + /// real one. So this emits `periodsRemaining` plus the interval that gives it meaning, + /// and resolves the arithmetic into `dismissalAt` -- an instant, which needs no units. + /// * A commission vendor (IsCommission) has no PayTimer at all and is never dismissed + /// for fees. It reports exempt:true and no schedule, rather than a misleading + /// "infinite days". + /// + /// `dismissalAt` assumes no further sales or deposits, exactly as a bank balance + /// projection does. Unlike a dynamic-decay house, though, there is no randomness in it: + /// given the current funds it is the exact tick the vendor is destroyed on. + /// + private static void AppendFees(StringBuilder sb, PlayerVendor vendor) + { + sb.Append(",\"fees\":{"); + + if (vendor.IsCommission) + { + sb.Append("\"exempt\":true}"); + return; + } + + bool newSystem = BaseHouse.NewVendorSystem; + + int charge = newSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay; + int funds = newSystem ? vendor.HoldGold : vendor.BankAccount + vendor.HoldGold; + + sb.Append("\"exempt\":false"); + sb.Append(",\"newVendorSystem\":").Append(newSystem ? "true" : "false"); + sb.Append(",\"chargePerPeriod\":").Append(charge); + sb.Append(",\"funds\":").Append(funds); + sb.Append(",\"holdGold\":").Append(vendor.HoldGold); + sb.Append(",\"bankAccount\":").Append(vendor.BankAccount); + + var interval = newSystem ? TimeSpan.FromDays(1.0) : TimeSpan.FromMinutes(Clock.MinutesPerUODay); + sb.Append(",\"payIntervalSec\":").Append((long)interval.TotalSeconds); + + var nextPay = vendor.NextPayTime.ToUniversalTime(); + sb.Append(",\"nextPayAt\":"); + Text(sb, nextPay.ToString("o")); + + // A free vendor (no priced stock under the old system can reach charge 0) never runs out. + if (charge > 0) + { + // Ticks it survives before the one that finds pay > totalGold. + long periods = funds / charge; + sb.Append(",\"periodsRemaining\":").Append(periods); + + sb.Append(",\"dismissalAt\":"); + Text(sb, nextPay.AddSeconds(periods * interval.TotalSeconds).ToString("o")); + } + + sb.Append('}'); + } } } diff --git a/overlay/Scripts/Custom/Bridge/BridgeSweeps.cs b/overlay/Scripts/Custom/Bridge/BridgeSweeps.cs index 0de3fb0..b0786c9 100644 --- a/overlay/Scripts/Custom/Bridge/BridgeSweeps.cs +++ b/overlay/Scripts/Custom/Bridge/BridgeSweeps.cs @@ -215,11 +215,14 @@ namespace Server.Custom.Bridge if (owner != null) { sb.Ser("ownerSerial", owner.Serial); + sb.Str("ownerName", owner.Name); var acct = owner.Account as Account; if (acct != null) sb.Str("ownerAcct", acct.Username); } + AppendDecaySchedule(sb, house, to); + // Where a player would physically stand to see it. var ban = house.BanLocation; sb.Append(",\"ban\":{\"x\":").Append(ban.X) @@ -232,6 +235,67 @@ namespace Server.Custom.Bridge return sb.End(); } + /// + /// Protocol 5. The three scheduling fields, and the reason they are not all always present. + /// + /// ServUO has two decay implementations and they differ in how KNOWABLE the future is: + /// + /// * Dynamic decay (DynamicDecay.Enabled, i.e. Core.ML) draws each stage's duration at + /// RANDOM when the stage is entered (BaseHouse.SetDynamicDecay -> + /// DynamicDecay.GetRandomDuration). So NextDecayStage is exact for the NEXT transition + /// and nothing beyond it is known at all. Collapse becomes exact only once the house is + /// already at IDOC, because then the next transition IS the collapse. + /// * Static decay (GetOldDecayLevel) is a pure function of LastRefreshed and DecayPeriod, + /// so collapse is exact at EVERY stage -- there is no randomness to wait out. + /// + /// Emitting estimatedCollapse from a dynamic-decay house at, say, Fairly would therefore be + /// publishing a guess as a fact, which on the website's side becomes a dated promise in a + /// player's mail. It is omitted rather than approximated: the website's `required: false` + /// declaration already permits its absence, and an absent field is honest where a wrong + /// date is not. + /// + private static void AppendDecaySchedule(StringBuilder sb, BaseHouse house, DecayLevel to) + { + // ONE nested object rather than four sibling keys, for the same reason vendor.listing + // nests `location`: the website's visibility projection matches literal JSON keys, so a + // nested group is one admin rule that can hide the whole schedule, where four flat keys + // would be four rules that drift apart. + sb.Append(",\"schedule\":{"); + + // The stage clock. Only dynamic decay keeps one; static decay leaves it at MinValue. + bool dynamic = DynamicDecay.Enabled; + var next = house.NextDecayStage; + + sb.Append("\"dynamicDecay\":").Append(dynamic ? "true" : "false"); + + if (dynamic && next > DateTime.MinValue) + sb.Str("nextStage", next.ToUniversalTime().ToString("o")); + + // Total seconds from a full refresh to collapse. Constant per house type, but it is what + // lets a reader turn lastRefreshed into a percentage without knowing ServUO's tables. + var period = house.DecayPeriod; + if (period > TimeSpan.Zero) + sb.Num("decayPeriodSec", (long)period.TotalSeconds); + + DateTime collapse; + bool knowable = true; + + if (!dynamic) + collapse = house.LastRefreshed.ToUniversalTime() + period; + else if (to == DecayLevel.IDOC && next > DateTime.MinValue) + collapse = next.ToUniversalTime(); + else + { + collapse = DateTime.MinValue; + knowable = false; + } + + if (knowable) + sb.Str("estimatedCollapse", collapse.ToString("o")); + + sb.Append('}'); + } + // ---- economy supply ---- /// diff --git a/tools/scaffolding/BridgeProtocol5Probe.cs b/tools/scaffolding/BridgeProtocol5Probe.cs new file mode 100644 index 0000000..a070179 --- /dev/null +++ b/tools/scaffolding/BridgeProtocol5Probe.cs @@ -0,0 +1,275 @@ +using System; +using System.Collections.Generic; + +using Server.Accounting; +using Server.Commands; +using Server.Mobiles; +using Server.Multis; +using Server.Network; + +namespace Server.Custom +{ + /// + /// Exercises all three Protocol 5 enrichments on a live shard, without a game client. + /// + /// Each of the three needs something a unit test cannot produce, and each needs it for a + /// different reason: + /// + /// * house.decay's `schedule` is only interesting ACROSS a transition, and the interesting + /// pair is Greatly -> IDOC: the first must carry no estimatedCollapse (under dynamic + /// decay the remaining stages have not been drawn yet) and the second must carry one. + /// A fixture can assert the mapping; only a real BaseHouse walking a real + /// SetDynamicDecay proves the emitter reads ServUO the way the comment claims. + /// * vendor.listing's `fees` are computed from PlayerVendor state that differs between + /// ServUO's two vendor systems. This reports what the shard actually holds so the + /// emitted frame can be checked against it rather than against an assumption. + /// * account.login.result is the one that could not be built at all before v5, because + /// EventSink.AccountLogin fires BEFORE the verdict exists. Invoking the real sink with a + /// real password (right and wrong) runs the shard's own AccountHandler, which is what + /// sets Accepted/RejectReason -- so this proves the deferred read sees the FINAL verdict + /// and not the constructor's default of true. + /// + /// Test scaffolding. Never deployed; `deploy.ps1` copies only `overlay/`. + /// In game / at the console: `[p5probe`. + /// + public static class BridgeProtocol5Probe + { + public static void Initialize() + { + CommandSystem.Register("p5probe", AccessLevel.Administrator, Probe_OnCommand); + + if (Config.Get("Bridge.Protocol5ProbeOnStart", false)) + EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(8.0), () => Run(null)); + } + + [Usage("p5probe")] + [Description("Drives the three Protocol 5 enrichments so their frames can be observed.")] + private static void Probe_OnCommand(CommandEventArgs e) + { + Run(e.Mobile); + } + + private static void Report(Mobile to, string line) + { + Console.WriteLine("[P5Probe] " + line); + + if (to != null) + to.SendMessage(line); + } + + private static void Run(Mobile to) + { + try + { + ReportVendorFees(to); + DriveLogins(to); + WalkHouseToIdoc(to); + } + catch (Exception ex) + { + Report(to, "threw: " + ex); + } + } + + // ---- (a) house.decay schedule ---- + + /// + /// Walks one house Greatly, then (after a pause long enough for a decay sweep to run) + /// IDOC. Two frames, and the PAIR is the assertion: no estimatedCollapse on the first, + /// one on the second. + /// + private static void WalkHouseToIdoc(Mobile to) + { + BaseHouse target = null; + var byType = new Dictionary(); + + foreach (var h in BaseHouse.AllHouses) + { + if (h == null || h.Deleted || h.Owner == null) + continue; + + var type = h.DecayType.ToString(); + byType[type] = (byType.ContainsKey(type) ? byType[type] : 0) + 1; + + // CanDecay is the filter that matters, and getting it wrong is silent. A house + // whose DecayType is AutoRefresh or Ageless -- and the owner's NEWEST house is + // always AutoRefresh -- has a DecayLevel getter that calls ResetDynamicDecay() and + // reports Ageless, so a forced SetDynamicDecay is wiped on the very next read. The + // sweep then sees no change and emits nothing at all, which looks exactly like a + // broken emitter. + if (!h.CanDecay) + continue; + + // The current level does NOT disqualify a house. On this rig every decaying house + // is already at IDOC (a seeded world has only a couple of Condemned houses and they + // have long since bottomed out), so the walk starts by putting one BACK to Fairly. + // BridgeDemoDress.PrimeIdoc does the same thing for the same reason. + target = h; + break; + } + + foreach (var kv in byType) + Report(to, "houses by DecayType: " + kv.Key + "=" + kv.Value); + + if (target == null) + { + Report(to, "no walkable house found (none with CanDecay below IDOC)"); + return; + } + + Report(to, string.Format( + "walking house 0x{0:X} owner={1} decayType={2} from {3}; dynamicDecay={4}", + target.Serial.Value, + target.Owner == null ? "?" : target.Owner.Name, + target.DecayType, + target.DecayLevel, + DynamicDecay.Enabled)); + + // Each step needs its own sweep to land, or the sweep sees one net change and emits a + // single frame -- which would collapse the whole point, since the assertion is the + // DIFFERENCE between the Greatly frame and the IDOC one. + var step = TimeSpan.FromSeconds(Math.Max(4, BridgeConfigSeconds()) * 2 + 4); + + Step(to, target, DecayLevel.Fairly, TimeSpan.Zero, "reset (no estimatedCollapse expected)"); + Step(to, target, DecayLevel.Greatly, step, "expect schedule WITHOUT estimatedCollapse"); + Step(to, target, DecayLevel.IDOC, TimeSpan.FromTicks(step.Ticks * 2), "expect schedule WITH estimatedCollapse"); + } + + private static void Step(Mobile to, BaseHouse house, DecayLevel level, TimeSpan after, string note) + { + Action go = () => + { + if (house.Deleted) + return; + + Report(to, string.Format("house 0x{0:X} -> {1} ({2})", house.Serial.Value, level, note)); + house.SetDynamicDecay(level); + }; + + if (after <= TimeSpan.Zero) + go(); + else + Timer.DelayCall(after, () => go()); + } + + /// The decay sweep interval, read the same way the bridge reads it. + private static int BridgeConfigSeconds() + { + return Config.Get("Bridge.DecaySweepSeconds", 60); + } + + // ---- (b) vendor.listing fees ---- + + /// + /// Prints the fee state of the first few player vendors straight off the PlayerVendor + /// objects, so the emitted `fees` block can be compared against the shard's own numbers + /// rather than against what the emitter believes them to be. + /// + private static void ReportVendorFees(Mobile to) + { + bool newSystem = BaseHouse.NewVendorSystem; + int shown = 0; + + Report(to, "NewVendorSystem=" + newSystem); + + foreach (var m in World.Mobiles.Values) + { + var v = m as PlayerVendor; + + if (v == null || v.Deleted) + continue; + + int charge = newSystem ? v.ChargePerRealWorldDay : v.ChargePerDay; + int funds = newSystem ? v.HoldGold : v.BankAccount + v.HoldGold; + var acct = v.Owner == null ? null : v.Owner.Account as Account; + + Report(to, string.Format( + "vendor 0x{0:X} owner={1} acct={2} commission={3} charge={4} funds={5} periods={6} nextPay={7:o}", + v.Serial.Value, + v.Owner == null ? "?" : v.Owner.Name, + acct == null ? "" : acct.Username, + v.IsCommission, + charge, + funds, + charge > 0 ? (funds / charge).ToString() : "n/a", + v.NextPayTime.ToUniversalTime())); + + if (++shown >= 3) + break; + } + + if (shown == 0) + Report(to, "no player vendors in the world"); + } + + // ---- (c) account.login.result ---- + + /// + /// Fires the real EventSink.AccountLogin twice against a real account: once with a + /// deliberately wrong password and once with the right one. + /// + /// The shard's own AccountHandler is what decides, and it decides AFTER our handler has + /// returned. So a correct implementation emits `accepted:false reason:BadPass` for the + /// first and `accepted:true` for the second. An implementation that read the verdict + /// inside the handler would emit `accepted:true` for BOTH -- which is precisely the bug + /// this kind exists to make impossible, and precisely what this probe would show. + /// + /// The password is read from config, never compiled in. `Bridge.Protocol5ProbeAccount` + /// and `Bridge.Protocol5ProbePassword`; with no password configured only the failing + /// half runs, which is still the half that matters. + /// + private static void DriveLogins(Mobile to) + { + var username = Config.Get("Bridge.Protocol5ProbeAccount", (string)null); + + if (String.IsNullOrEmpty(username)) + { + Report(to, "no Bridge.Protocol5ProbeAccount configured; skipping the login probe"); + return; + } + + var password = Config.Get("Bridge.Protocol5ProbePassword", (string)null); + + // Accounts store a hash, so the rig cannot READ a password to log in with -- it has to + // set one. Same posture as BridgeDemoDress, which does this for the same reason: the + // value comes from config and is never compiled in or logged. + if (!String.IsNullOrEmpty(password)) + { + var acct = Accounts.GetAccount(username) as Account; + + if (acct == null) + { + Report(to, "account '" + username + "' does not exist; skipping the login probe"); + return; + } + + acct.SetPassword(password); + Report(to, "set a known password on '" + username + "' for the accepted half"); + } + + Report(to, "login probe: '" + username + "' with a WRONG password (expect accepted:false)"); + Fire(username, "definitely-not-the-password-" + Guid.NewGuid().ToString("N")); + + if (String.IsNullOrEmpty(password)) + { + Report(to, "no Bridge.Protocol5ProbePassword configured; skipping the accepted half"); + return; + } + + // Spaced out so the two results are unambiguous in the sidecar's history. + Timer.DelayCall(TimeSpan.FromSeconds(3.0), () => + { + Report(to, "login probe: '" + username + "' with the RIGHT password (expect accepted:true)"); + Fire(username, password); + }); + } + + private static void Fire(string username, string password) + { + // A null NetState is deliberate and is itself part of the test: the real emitter reads + // the address defensively because AccountLogin_ReplyRej disposes the state before the + // deferred read runs, so it must already survive not having one. + EventSink.InvokeAccountLogin(new AccountLoginEventArgs(null, username, password)); + } + } +} diff --git a/tools/scaffolding/README.md b/tools/scaffolding/README.md index 7eb50ff..e2291ad 100644 --- a/tools/scaffolding/README.md +++ b/tools/scaffolding/README.md @@ -14,6 +14,7 @@ These two scripts produced the measured budget in [PLAN.md](https://gitea.whitlo | `BridgeCrierProbe.cs` | `Scripts/Custom/BridgeCrierProbe.cs` | Logs the global town-crier entry list every 3s so `towncrier.add` / `remove` can be seen landing in game state. Flag: `CrierProbeOnStart`. | | `BridgeVendorSaleProbe.cs` | `Scripts/Custom/BridgeVendorSaleProbe.cs` | Fires `PlayerVendorSale` (Phase 7) with real seeded-vendor data so `vendor.sale` can be verified without a live buy. Requires the Phase 7 patches applied. Flag: `VendorSaleProbeOnStart`. | | `BridgeDemoDress.cs` | `Scripts/Custom/BridgeDemoDress.cs` | Renames a seeded world so it is presentable in a screenshot: shop signs, vendor and character names, house signs. Also stages a few condemned houses back into IDOC, and sets a known password on `seed_000` so a character can be logged in. Flags: `DemoDressOnStart`, `DemoDressPassword`. In game: `[demodress`. | +| `BridgeProtocol5Probe.cs` | `Scripts/Custom/BridgeProtocol5Probe.cs` | Drives all three Protocol 5 enrichments so their frames can be observed: walks one house Fairly -> Greatly -> IDOC (the PAIR is the assertion -- `estimatedCollapse` must appear only on the IDOC frame), reports each player vendor's fee state straight off the `PlayerVendor` so the emitted `fees` block can be checked against the shard's own numbers, and fires `EventSink.AccountLogin`. Flags: `Protocol5ProbeOnStart`, `Protocol5ProbeAccount`, `Protocol5ProbePassword`. In game: `[p5probe`. **Sets a password on the named account.** | ## Deploy overwrites Bridge.cfg @@ -106,3 +107,35 @@ Probe, best-of-20 on the Core thread: ``` Seeded characters carry 8 items with ~6 mods each and ~12 trained skills. A real endgame character has more of both, so profile cost and payload are a **floor** — budget 2–4× for a fully-kitted character. + +## The login half needs a socket, not the sink + +`BridgeProtocol5Probe` fires `EventSink.InvokeAccountLogin` directly, which proves the REJECTED +half of `account.login.result` and nothing more. ServUO's own `AccountHandler` calls +`acct.HasAccess(e.State)` *before* it ever checks the password, and a null `NetState` fails that -- +so an in-process probe logs `Access denied` for a correct password too, and never produces an +`accepted:true`. + +To prove the accepted half, speak the wire. A real socket also gives the frame a real `ip`, which +is one of the fields being tested: + +```python +# 4-byte seed, then 0x80 = [0x80][30b username][30b password][1b] +s = socket.create_connection(('127.0.0.1', 2593)) +s.sendall(b'\x7f\x00\x00\x01') +s.sendall(b'\x80' + pad(user) + pad(password) + b'\x5d') +``` + +The shard logs `Invalid password for ''` or `Valid credentials for ''`, and the sidecar's +`/history?kind=account.login.result` should show `accepted:false reason:BadPass` and `accepted:true` +respectively. **Both saying `accepted:true` is the bug the kind exists to prevent** -- it means the +verdict was read inside the handler, before it existed. + +## Walking a house into IDOC needs a house that can decay + +Only a `Condemned` or `ManualRefresh` house decays. An `AutoRefresh` one -- and the owner's NEWEST +house is always `AutoRefresh` -- has a `DecayLevel` getter that calls `ResetDynamicDecay()` and +reports `Ageless`, so a forced `SetDynamicDecay` is wiped on the very next read, the sweep sees no +change, and **nothing is emitted at all**. That looks exactly like a broken emitter. Filter on +`house.CanDecay`, and expect a seeded world to have only one or two houses that qualify -- both +probably already at IDOC, so the walk has to put one back down first.