using System; using System.Collections.Generic; using System.Text; using Server.Accounting; 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('|'); // The FEE STATE, and it belongs here for a reason found on a live rig: a vendor // quietly running out of gold changes none of the fields above, so without this the // sweep sees no change, emits nothing, and `uo.vendor.expiring` -- the warning whose // entire subject is a vendor running out of gold -- can only fire by coincidence, // when somebody happens to reprice an item on a shop that is already broke. // // The DERIVED values, not the raw ones. `periodsRemaining` is an integer division, so // it moves only when the shard's own answer to "is this vendor in danger" moves -- // near-zero extra frame volume -- while `HoldGold` changes on every sale and // `NextPayTime` on every tick, which would re-emit a fat listing frame for a shop // whose listings did not change. Protocol-neutral: the fields already ship in // `AppendFees`, and this changes only WHEN a frame is sent. AppendFeeSignature(sb, vendor); 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); // 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); 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(); } /// /// 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. /// /// /// The fee state as the change-detector sees it: exempt, and how many pay ticks the /// vendor survives. Kept beside `AppendFees` so the two cannot drift -- a fee field /// that becomes decision-relevant has to be added in both places, and this comment is /// where the next person is told so. /// private static void AppendFeeSignature(StringBuilder sb, PlayerVendor vendor) { if (vendor == null || vendor.IsCommission) { sb.Append("exempt|"); return; } int charge = BaseHouse.NewVendorSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay; int funds = BaseHouse.NewVendorSystem ? vendor.HoldGold : vendor.BankAccount + vendor.HoldGold; // Mirrors AppendFees: a free vendor never runs out, and reports no periods at all. sb.Append(charge > 0 ? (funds / charge).ToString() : "free").Append('|'); } 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('}'); } } }