diff --git a/overlay/Config/Bridge.cfg b/overlay/Config/Bridge.cfg
index ef09957..0245269 100644
--- a/overlay/Config/Bridge.cfg
+++ b/overlay/Config/Bridge.cfg
@@ -48,6 +48,83 @@ PresenceSweepSeconds=30
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
HousingSweepSeconds=300
+# Points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7). ServUO carries ~25 point
+# currencies (Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city loyalties,
+# the Doom/Khaldun/Kotl treasure systems, …). Each is diffed on this interval and emitted as
+# one points.board frame per system when its top N moves.
+#
+# Slow on purpose: these are month-scale standings, and ten of the systems keep a row for
+# every character ever created, so the pass is the widest read in the bridge. It is still
+# cheap — a single bounded pass, never a sort — but there is nothing to gain by hurrying it.
+PointsSweepSeconds=300
+
+# Master switch for the boards. Off leaves char.profile points alone (see below).
+PointsLeaderboardEnabled=true
+
+# How many players per board. Clamped to 1..100 — the frame is emitted PER SYSTEM, so a big
+# N is multiplied by ~25.
+PointsTopN=10
+
+# Which systems to publish, as a comma-separated list of PointsType names, e.g.
+# PointsSystems=QueensLoyalty,CleanUpBritannia,VoidPool
+# Blank (the default) publishes whatever the shard itself shows on the in-game loyalty gump
+# (ShowOnLoyaltyGump), so a subsystem you add later gets a board without an edit here.
+# An unrecognized name is logged and ignored, never silently dropped.
+PointsSystems=
+
+# Include a per-character "points" block in char.profile (the website character sheet). This
+# is a lookup across every published system's table, so it is the dominant cost of building a
+# profile; turn it off on a very large shard that does not want the sheet paying for it.
+PointsProfileEnabled=true
+
+# Also compute each system's rank in that block. OFF by default and worth leaving off: a
+# points lookup stops at the character's own row, but a rank must count every row that beats
+# them, in every system, on every profile build. The website already derives rank from the
+# board for anyone in the top N.
+PointsProfileRank=false
+
+# Player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8). Every player vendor's shop name,
+# owner, location and priced inventory, published as one vendor.listing frame per vendor so the
+# website can offer the search the in-game Vendor Search gump offers. Honours each player's own
+# in-game opt-out (the vendor's VendorSearch flag) — hide your vendor in game and it is hidden
+# on the site too.
+MarketEnabled=true
+
+# Sweep interval. UNLIKE every other sweep here, a tick does NOT walk the whole world: it
+# inventories at most MarketSweepBatch vendors and a persistent cursor round-robins through the
+# rest, so the per-tick cost is bounded by the batch rather than by how many vendors exist. Full
+# coverage takes ceil(vendors / batch) x MarketSweepSeconds — 500 vendors at the defaults is one
+# complete pass every 20 minutes, and the site labels the data with how stale it may be.
+#
+# Lower this (or raise the batch) for faster coverage; both trade directly against per-tick cost,
+# and the expensive part is the item walk, which recurses into every container a vendor is selling.
+MarketSweepSeconds=60
+MarketSweepBatch=25
+
+# Per-vendor listing cap, after which the frame carries "truncated": true. A commodity reseller
+# with thousands of stacked resources is a real thing, and an uncapped frame for one is measured
+# in megabytes. Clamped to 1..5000.
+MarketMaxListings=250
+
+# Shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5). One world.ruleset frame — expansion, which
+# systems are on, skill/stat caps, account and house limits, champion scroll rules —
+# emitted on every sidecar connect (and on [bridge reload), so the website's rules page
+# 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.
LinkUrl=https://yoursite/link
diff --git a/overlay/Scripts/Custom/Bridge/BridgeBoot.cs b/overlay/Scripts/Custom/Bridge/BridgeBoot.cs
index 4af7e27..c7e7f4b 100644
--- a/overlay/Scripts/Custom/Bridge/BridgeBoot.cs
+++ b/overlay/Scripts/Custom/Bridge/BridgeBoot.cs
@@ -165,8 +165,13 @@ namespace Server.Custom.Bridge
BridgeGovernance.Rearm();
BridgePresence.Rearm();
BridgeHousing.Rearm();
+ BridgePoints.Rearm();
+ BridgeMarket.Rearm();
+ // Not a sweep, so it has nothing to re-arm — but an operator who just edited a
+ // .cfg wants the change on the site now, not after a shard restart.
+ BridgeRuleset.Emit();
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;
case "ping":
@@ -181,6 +186,8 @@ namespace Server.Custom.Bridge
BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce();
BridgeHousing.SweepOnce();
+ BridgePoints.SweepOnce();
+ BridgeMarket.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
@@ -188,6 +195,8 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
+ e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
+ e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
break;
default:
@@ -202,7 +211,10 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
+ e.Mobile.SendMessage("Bridge: {0}", BridgePoints.Status());
+ e.Mobile.SendMessage("Bridge: {0}", BridgeMarket.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
+ e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
break;
}
}
diff --git a/overlay/Scripts/Custom/Bridge/BridgeConfig.cs b/overlay/Scripts/Custom/Bridge/BridgeConfig.cs
index 21907ce..bd1362a 100644
--- a/overlay/Scripts/Custom/Bridge/BridgeConfig.cs
+++ b/overlay/Scripts/Custom/Bridge/BridgeConfig.cs
@@ -35,6 +35,25 @@ namespace Server.Custom.Bridge
public static int CitySweepSeconds { get; private set; }
public static int PresenceSweepSeconds { get; private set; }
public static int HousingSweepSeconds { get; private set; }
+ public static int PointsSweepSeconds { get; private set; }
+ public static int MarketSweepSeconds { get; private set; }
+
+ // ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
+ public static bool MarketEnabled { get; private set; }
+ public static int MarketSweepBatch { get; private set; }
+ public static int MarketMaxListings { get; private set; }
+
+ // ---- points / loyalty leaderboards (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §7) ----
+ public static bool PointsLeaderboardEnabled { get; private set; }
+ public static int PointsTopN { get; private set; }
+ public static string PointsSystems { get; private set; }
+ public static bool PointsProfileEnabled { get; private set; }
+ public static bool PointsProfileRank { get; private set; }
+
+ // ---- shard ruleset (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §5) ----
+ public static bool RulesetEnabled { get; private set; }
+ public static string PublicConnectAddress { get; private set; }
+ public static bool RulesetIncludeSchedule { get; private set; }
public static string LinkUrl { get; private set; }
@@ -107,6 +126,73 @@ namespace Server.Custom.Bridge
if (HousingSweepSeconds < 1)
HousingSweepSeconds = 1;
+ // Points/loyalty boards. The sweep touches every point entry on the shard, and ten of
+ // the ~25 systems keep a row per character ever created, so the default interval is
+ // deliberately slow — these are month-scale standings, not live state.
+ PointsSweepSeconds = Config.Get("Bridge.PointsSweepSeconds", 300);
+ if (PointsSweepSeconds < 1)
+ PointsSweepSeconds = 1;
+
+ PointsLeaderboardEnabled = Config.Get("Bridge.PointsLeaderboardEnabled", true);
+
+ // Board size. Bounded below at 1 because the selection indexes the Nth slot directly,
+ // and above at 100 because the frame is emitted per system — a large N multiplied by
+ // ~25 systems is how a "board" turns into a bandwidth problem.
+ PointsTopN = Config.Get("Bridge.PointsTopN", 10);
+ if (PointsTopN < 1)
+ PointsTopN = 1;
+ if (PointsTopN > 100)
+ PointsTopN = 100;
+
+ // Blank (the default) means "publish whatever the shard itself shows on the loyalty
+ // gump", so a shard that adds a subsystem gets its board without an edit here.
+ PointsSystems = Config.Get("Bridge.PointsSystems", "");
+
+ PointsProfileEnabled = Config.Get("Bridge.PointsProfileEnabled", true);
+
+ // Off by default, and the default is the point: a rank cannot early-exit the way a
+ // points lookup can — it must count every row that beats the player, in every system,
+ // on every profile build. See BridgeProfile.WritePoints.
+ PointsProfileRank = Config.Get("Bridge.PointsProfileRank", false);
+
+ // Player-vendor market index. Unlike every other sweep, this one does NOT walk its whole
+ // collection per tick: MarketSweepBatch caps how many vendors are inventoried, and a
+ // persistent cursor round-robins through the rest, so the per-tick cost is bounded by
+ // the batch rather than by how many vendors the world holds.
+ MarketEnabled = Config.Get("Bridge.MarketEnabled", true);
+
+ MarketSweepSeconds = Config.Get("Bridge.MarketSweepSeconds", 60);
+ if (MarketSweepSeconds < 1)
+ MarketSweepSeconds = 1;
+
+ // Bounded below at 1 (a batch of 0 would advance the cursor nowhere and publish nothing,
+ // silently) and above at 500, past which the batch stops bounding anything on any
+ // realistic shard and the tick is a whole-world pass by another name.
+ MarketSweepBatch = Config.Get("Bridge.MarketSweepBatch", 25);
+ if (MarketSweepBatch < 1)
+ MarketSweepBatch = 1;
+ if (MarketSweepBatch > 500)
+ MarketSweepBatch = 500;
+
+ // Per-vendor listing cap. BridgeJson.Parse caps INBOUND frames at 1 MB; outbound is
+ // uncapped and the sidecar's read_line will allocate whatever arrives, so the cap here
+ // is what keeps one commodity reseller with 8,000 stacked resources from emitting a
+ // multi-megabyte frame. Over the cap the frame carries "truncated": true and the site
+ // says so.
+ MarketMaxListings = Config.Get("Bridge.MarketMaxListings", 250);
+ if (MarketMaxListings < 1)
+ MarketMaxListings = 1;
+ if (MarketMaxListings > 5000)
+ MarketMaxListings = 5000;
+
+ // The ruleset frame is not a sweep — it is emitted once per sidecar connect (and on
+ // `[bridge reload`), so it has no interval. PublicConnectAddress is the ONE connection
+ // detail the bridge will publish, and only because an operator typed it here for that
+ // 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");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);
diff --git a/overlay/Scripts/Custom/Bridge/BridgeMarket.cs b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs
new file mode 100644
index 0000000..9c2fe80
--- /dev/null
+++ b/overlay/Scripts/Custom/Bridge/BridgeMarket.cs
@@ -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
+{
+ ///
+ /// 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
+ /// vendor.listing 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 market.snapshot 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 :
+ /// one frame per vendor, authoritative for that vendor, plus vendor.listing.remove when one
+ /// goes away. The per-account vendor.snapshot RPC is untouched; the player portal
+ /// keeps using it.
+ ///
+ /// ---- The two perf traps, and what this does about them ----
+ ///
+ /// 1. **VendorSearch.GetItemName is a packet builder, not a field read.** It constructs an
+ /// ObjectPropertyList, calls GetProperties, serialises it and then byte-parses the
+ /// resulting packet — PER ITEM. Across a full pass that is a multi-hundred-millisecond
+ /// stall on the Core thread. It is never called here. The frame carries `itemId`, `hue`,
+ /// `amount`, `price`, the plain `item.Name` field (null for most items) and
+ /// `item.LabelNumber`; the website resolves display names against its own cliloc table,
+ /// exactly as char.profile.equipment already does.
+ ///
+ /// (On any modern client the call would not even work: every current client ships its
+ /// Cliloc.* files compressed, ServUO's bundled Ultima.StringList reads only the old plain
+ /// layout, so VendorSearch.StringList is null and GetItemName returns item.Name anyway.
+ /// The in-game gump has the same gap.)
+ ///
+ /// 2. **A full pass is unbounded in world size.** 500 vendors × 80 listings is ~40,000 item
+ /// reads, and the reusable public GetItems(Container, List<Item>) recurses into
+ /// sub-containers, so the real count runs ABOVE the top-level pack.Items a naive estimate
+ /// would use. So the sweep is amortized: a persistent round-robin cursor over
+ /// PlayerVendor.PlayerVendors advances at most MarketSweepBatch vendors per tick, which
+ /// makes the PER-TICK cost bounded independently of how many vendors exist. Full coverage
+ /// takes ceil(vendors / batch) × MarketSweepSeconds. This is the one genuinely new pattern
+ /// versus the other sweeps, which all walk their whole collection every tick.
+ ///
+ /// ---- Privacy ----
+ ///
+ /// `pv.VendorSearch` is ServUO's own per-vendor opt-out and DoSearch filters on it, so a
+ /// player who hid their vendor in game is hidden on the website too: an opted-out vendor is
+ /// skipped entirely and the seen-set removal then drops it from the board. Map.Internal and
+ /// a null Backpack are skipped for the same reason DoSearch skips them.
+ ///
+ /// Owner is written as flat `ownerSerial`/`ownerName` — never through BridgeJson.Actor,
+ /// which would add `acct` and `webId`. Same argument BridgePoints makes: this is the widest-
+ /// audience surface the bridge has, and the site resolves serial → user from its own
+ /// shard_account_links mirror when staff need it.
+ ///
+ public static class BridgeMarket
+ {
+ private static Timer _timer;
+
+ // vendor serial -> last-emitted signature.
+ private static readonly Dictionary _last = new Dictionary();
+
+ // 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- per vendor per tick, which at 25 vendors × every 60 s is pure garbage.
+ private static readonly List
- _items = new List
- ();
+
+ 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;
+ }
+
+ /// Stops and recreates the timer from current config. Called by `[bridge reload`.
+ 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; }
+ }
+
+ ///
+ /// A bare (key-less) string value, or JSON null.
+ ///
+ /// takes a non-null string — it dereferences
+ /// value.Length immediately — and 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.
+ ///
+ 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);
+ }
+
+ /// Runs one sweep now. Wired into `[bridge sweepnow`.
+ public static void SweepOnce()
+ {
+ MarketSweep();
+ }
+
+ ///
+ /// One tick: at most MarketSweepBatch 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.
+ ///
+ 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();
+
+ 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();
+ }
+ }
+ }
+
+ ///
+ /// 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.
+ ///
+ 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);
+ }
+
+ ///
+ /// The same filter DoSearch applies, so the website's index is the in-game index.
+ /// VendorSearch is the player's own opt-out toggle and is honoured first.
+ ///
+ private static bool Eligible(PlayerVendor vendor)
+ {
+ return vendor != null
+ && !vendor.Deleted
+ && vendor.VendorSearch
+ && vendor.Map != null
+ && vendor.Map != Map.Internal
+ && vendor.Backpack != null;
+ }
+
+ ///
+ /// Drops from the board every tracked vendor that is no longer eligible.
+ /// null means "there are no vendors at all", which clears it.
+ ///
+ private static void Reap(HashSet present)
+ {
+ if (_last.Count == 0)
+ return;
+
+ List gone = null;
+
+ foreach (var serial in _last.Keys)
+ {
+ if (present != null && present.Contains(serial))
+ continue;
+
+ if (gone == null)
+ gone = new List();
+
+ 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++;
+ }
+
+ ///
+ /// Every sellable item on one vendor, into the shared buffer.
+ ///
+ /// Mirrors VendorSearch's own private GetItems(PlayerVendor): the vendor's own movable
+ /// equipment (minus the backpack itself and hair layers, which are not merchandise)
+ /// followed by a recursive walk of the backpack. The recursion uses the PUBLIC
+ /// GetItems(Container, List<Item>) rather than a hand-rolled one so that ServUO's
+ /// rule about which containers are sold whole (quivers, seed boxes, jewelry boxes, …)
+ /// stays ServUO's to define — the predicate that decides it is private, and a copy here
+ /// would silently diverge the first time that list changes.
+ ///
+ 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);
+ }
+
+ ///
+ /// 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.
+ ///
+ 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;
+ }
+
+ ///
+ /// 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.
+ ///
+ 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();
+ }
+
+ ///
+ /// 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.
+ ///
+ 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();
+ }
+ }
+}
diff --git a/overlay/Scripts/Custom/Bridge/BridgePoints.cs b/overlay/Scripts/Custom/Bridge/BridgePoints.cs
new file mode 100644
index 0000000..2a85c9d
--- /dev/null
+++ b/overlay/Scripts/Custom/Bridge/BridgePoints.cs
@@ -0,0 +1,404 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using Server.Engines.Points;
+
+namespace Server.Custom.Bridge
+{
+ ///
+ /// 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 : ServerStarted arms a timer, a sidecar connect
+ /// clears the diff state so a fresh sidecar gets every board, and each pass emits only the
+ /// systems whose top N actually moved. One frame per system (~600 B) rather than one 12 KB
+ /// frame, matching champ.update / guild.update.
+ ///
+ /// **There is no `points.remove`.** The set of systems is fixed at Configure() time by
+ /// PointsSystem.Configure — a system cannot disappear at runtime — which is the same
+ /// argument city.update already makes for cities.
+ ///
+ /// ---- The perf trap, and why the selection looks like this ----
+ ///
+ /// `PlayerTable` is a plain List<PointsEntry>, and QueensLoyalty has AutoAdd = true, so it
+ /// holds an entry for every PlayerMobile that has ever logged in — zero-point rows included.
+ /// The obvious `.OrderByDescending(e => e.Points).Take(N)` is a full sort PER SYSTEM: at
+ /// 20,000 historical characters that is ~25 sorts and ~7.5 M comparisons on the Core thread,
+ /// tens of milliseconds, which BRIDGE_PLUGIN_PLAN.md §1 measured as the second thing in the
+ /// whole bridge capable of blowing a frame budget (bulk profile generation being the first).
+ ///
+ /// So: a single pass per system into a fixed N-element array kept sorted by insertion.
+ /// O(n·N) with tiny constants, one allocation for the whole sweep, and the common case is a
+ /// single comparison against the running Nth place before the row is rejected. ~500 k cheap
+ /// iterations per pass at the default 300 s interval.
+ ///
+ public static class BridgePoints
+ {
+ private static Timer _timer;
+
+ // PointsType name -> last-emitted signature.
+ private static readonly Dictionary _last =
+ new Dictionary(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();
+ }
+
+ /// Stops and recreates the timer from current config. Called by `[bridge reload`.
+ 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);
+ }
+
+ /// Runs one sweep now. Wired into `[bridge sweepnow`.
+ 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 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++;
+ }
+
+ ///
+ /// 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.
+ ///
+ private static bool IsPublished(PointsSystem sys, string key, HashSet 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 _selected;
+
+ private static HashSet 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(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;
+ }
+
+ ///
+ /// Single pass over one system's PlayerTable, keeping the best _top.Length entries
+ /// in descending order. Returns how many slots were filled;
+ /// 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.
+ ///
+ 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;
+ }
+
+ ///
+ /// 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".
+ ///
+ 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;
+ }
+
+ ///
+ /// A score as a whole number. Same unchecked-cast hazard as , 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.
+ ///
+ internal static long Score(double value)
+ {
+ if (Double.IsNaN(value) || value <= 0)
+ return 0;
+
+ if (value >= 9.2233720368547758E18)
+ return Int64.MaxValue;
+
+ return (long)value;
+ }
+
+ ///
+ /// 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.
+ ///
+ 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();
+ }
+
+ ///
+ /// 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.
+ ///
+ 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();
+ }
+ }
+}
diff --git a/overlay/Scripts/Custom/Bridge/BridgeProfile.cs b/overlay/Scripts/Custom/Bridge/BridgeProfile.cs
index dd3a30b..b69d7c3 100644
--- a/overlay/Scripts/Custom/Bridge/BridgeProfile.cs
+++ b/overlay/Scripts/Custom/Bridge/BridgeProfile.cs
@@ -2,6 +2,7 @@ using System;
using System.Text;
using Server.Accounting;
+using Server.Engines.Points;
using Server.Items;
using Server.Mobiles;
@@ -99,6 +100,7 @@ namespace Server.Custom.Bridge
sb.Append(']');
WriteTitles(sb, m);
+ WritePoints(sb, m);
return sb.End();
}
@@ -147,6 +149,147 @@ namespace Server.Custom.Bridge
sb.Append("]}");
}
+ ///
+ /// 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 — 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.
+ ///
+ 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(']');
+ }
+
+ ///
+ /// 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.
+ ///
+ 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;
+ }
+
+ ///
+ /// 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 : 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.
+ ///
+ private static int RankOf(PointsSystem sys, double points)
+ {
+ var table = sys.PlayerTable;
+
+ if (table == null)
+ return 1;
+
+ var better = 0;
+
+ for (int i = 0; i < table.Count; i++)
+ {
+ var entry = table[i];
+
+ if (entry == null || entry.Player == null || entry.Player.Deleted)
+ continue;
+
+ if (entry.Points > points)
+ better++;
+ }
+
+ return better + 1;
+ }
+
private static bool IsGearLayer(Layer layer)
{
switch (layer)
diff --git a/overlay/Scripts/Custom/Bridge/BridgeRuleset.cs b/overlay/Scripts/Custom/Bridge/BridgeRuleset.cs
new file mode 100644
index 0000000..76addc0
--- /dev/null
+++ b/overlay/Scripts/Custom/Bridge/BridgeRuleset.cs
@@ -0,0 +1,355 @@
+using System;
+using System.Text;
+
+using Server.Engines.CityLoyalty;
+using Server.Engines.VvV;
+using Server.Multis;
+
+namespace Server.Custom.Bridge
+{
+ ///
+ /// 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 , 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.
+ ///
+ 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);
+ }
+
+ ///
+ /// 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).
+ ///
+ 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);
+ }
+ }
+
+ ///
+ /// 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.
+ ///
+ 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();
+ }
+
+ ///
+ /// 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.
+ ///
+ 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('}');
+ }
+
+ ///
+ /// 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).
+ ///
+ 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('}');
+ }
+
+ ///
+ /// 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.
+ ///
+ 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('}');
+ }
+
+ /// The Felucca risk-vs-reward numbers — the reason players choose a facet.
+ 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('}');
+ }
+
+ ///
+ /// 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.
+ ///
+ 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('}');
+ }
+
+ ///
+ /// 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.
+ ///
+ 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('}');
+ }
+
+ ///
+ /// 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.
+ ///
+ 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);
+ }
+
+ ///
+ /// 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.
+ ///
+ 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");
+ }
+ }
+}