Files
servuo-plugins/tools/scaffolding/README.md
Claude 1dd490b483 fix(bridge): make the market sweep notice a vendor running out of gold
`BridgeMarket.Signature()` diffs shop name, owner, map, coordinates and the
item/price list -- the things a LISTING is made of. Protocol 5 added a `fees`
block to the frame and the change detector never learned about it.

So a vendor quietly running down its gold altered nothing the sweep compared,
emitted no frame, and `uo.vendor.expiring` -- the notification whose entire
subject is a vendor running out of gold -- could fire only by coincidence: when
somebody happened to reprice an item on a shop that was already broke. Proved on
the engagement Phase 11b live rig by setting a vendor's held gold to zero and
watching no frame follow.

The signature carries the DERIVED values, `exempt` and `periodsRemaining`, not
the raw ones. An integer division moves only when the shard's own answer to "is
this vendor in danger" moves; `HoldGold` changes on every sale and `NextPayTime`
on every tick, and keying on either would re-emit a fat listing frame for a shop
whose listings had not changed.

Emit CADENCE, not frame shape: no field added, PROTOCOL_VERSION untouched, and
`overlay.toml` unchanged. The general form is worth carrying forward -- a
sweep-based kind has a change detector, and a field added to the frame but not to
the detector ships correct and arrives never.

Also adds `tools/scaffolding/BridgeRigDriver.cs`: the shard driven from outside
the game over a polled command file. A walk asserts what happened BETWEEN two
steps, so the steps have to be separated by the observer rather than by a
hard-coded delay -- and ServUO's console takes a fixed verb set, so `[p5probe`
cannot be typed at a headless shard at all. Never deployed; `deploy.ps1` copies
only `overlay/`. The README gains the two ServUO facts the walk cost a rebuild
each to learn: a condemned house cannot be refreshed, and only a clean shutdown
emits.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-01 07:12:46 -05:00

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# Test scaffolding
**Not part of the bridge. Never deployed.** `deploy.ps1` only copies `overlay/`, so nothing here reaches a server unless you put it there by hand.
These two scripts produced the measured budget in [PLAN.md](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md) §1. They are kept because those numbers should be reproducible, and because re-running the probe is the only honest way to check whether a change to the plugin's read path got more expensive.
| File | Server path when testing | What |
|------|--------------------------|------|
| `BridgeSeeder.cs` | `Scripts/Custom/BridgeSeeder.cs` | Populates a synthetic world: 50 accounts, 150 characters, 30 houses, 30 player vendors with 40 listings each. |
| `BridgeProbe.cs` | `Scripts/Custom/BridgeProbe.cs` | Times every read the plugin performs, on the Core thread. Read-only. |
| `BridgeEventProbe.cs` | `Scripts/Custom/BridgeEventProbe.cs` | Fires gold/fame/karma/save events through their real code paths so the emit path can be verified without a game client. **Mutates the world and saves.** Flag: `EventProbeOnStart`. |
| `BridgeSweepProbe.cs` | `Scripts/Custom/BridgeSweepProbe.cs` | Bumps one seeded house's decay stage after baseline so the decay sweep's transition detection can be observed without waiting a real IDOC stage. Flag: `SweepProbeOnStart`. Pair with short `*SweepSeconds` overrides. |
| `BridgeLinkProbe.cs` | `Scripts/Custom/BridgeLinkProbe.cs` | Triggers `[link` for seed_001 without a client, then saves so the `WebsiteUserId` tag reaches `accounts.xml`. Flag: `LinkProbeOnStart`. Pair with a sidecar that reads the code and sends `link.confirm`. |
| `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`. |
| `BridgeRigDriver.cs` | `Scripts/Custom/BridgeRigDriver.cs` | Drives the shard from OUTSIDE the game, one verb per line in `Config/rigcmd.txt`, which the driver polls and truncates. Written for the engagement Phase 11b acceptance walk, where each step's assertion is what happened BETWEEN two steps, so the steps have to be separated by the observer rather than by a hard-coded delay -- and ServUO's console takes a fixed verb set (`Scripts/Misc/ConsoleCommands.cs`), so `[p5probe` cannot be typed at a headless shard at all. Verbs: `decaylist`, `decay`, `vendorlist`, `vendorfunds`, `citylist`, `governor`, `election`, `activate`, `password`, `save`, `shutdown`. Flag: `RigDriverEnabled`. **Sets passwords and mutates the world.** |
| `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
`deploy.ps1` copies `overlay/Config/Bridge.cfg`, which deliberately omits the scaffolding flags. So **every deploy strips `SeedOnStart` / `EventProbeOnStart` / etc.** Re-append the flag you need after deploying, or the probe silently does nothing on the next boot. (This bit once during Phase 2 testing.)
## Using them
Copy both into `Scripts/Custom/`, then append the flags to `Config/Bridge.cfg`:
```ini
SeedOnStart=True
CensusOnStart=False
ProbeOnStart=False
```
Boot once to seed and save, then set `SeedOnStart=False`. `CensusOnStart` reports what the loaded world actually contains; `ProbeOnStart` prints timings two seconds after `ServerStarted`.
Because `Config.Get` returns `false` for a missing key, a server whose `Bridge.cfg` lacks these keys never runs the scaffolding — even if the `.cs` files are sitting in `Scripts/Custom/`. That is the safety net, not an excuse to ship them.
In-game, `[seedworld` and `[unseedworld` (Administrator) do the same work on a live shard.
## Dressing a seeded world for screenshots
`BridgeSeeder` builds a world at realistic **scale**, which is all the bridge ever needed. It does not
build one that looks like anything: a vendor is `seed vendor` trading as `Seed Shop 810`, a character
is `Seed004A`, a house sign says `Seed House 12`. Those strings travel the whole bridge and land on
the marketplace, the guild roster and the housing pages of the website — fine for a protocol test,
wrong for a screenshot.
`BridgeDemoDress.cs` renames them in place. It seeds nothing: prices, listing counts, decay stages,
fame and skills stay exactly as the seeder left them and as the shard has moved them since, so the
data keeps its provenance and only the strings a human reads change. Names are drawn from fixed
tables by a hash of each object's serial, so a re-run reproduces the same world, and shop and house
names are re-dressed when they are names the pass itself produced — so a change to the tables can be
applied to a world that has already been through here.
```ini
DemoDressOnStart=True
DemoDressPassword=<a password you choose>
```
Boot once, then set `DemoDressOnStart=False`. The password is written to `seed_000` so a real client
can log a character in — the only way to make the website's online roster non-empty — and it is read
from the config rather than compiled in, so it never lands in source control.
**It dresses seeded objects only, which means your own characters keep their names.** That is the
right behaviour for a test shard and a thing to remember before pointing a camera at one: a dev
world usually also holds the accounts, characters, guilds and houses of whoever built it, and those
are real identifiers on a page that may end up public.
**The sidecar's board is cached, so the website lags a rename.** A shop name reaches the site on the
next market sweep, and a sweep advances `MarketSweepBatch` vendors per tick — 27 vendors at the
defaults is two ticks. Allow a couple of minutes before concluding that a rename failed. This cost a
debugging detour once: the shard had the new names all along and the sidecar was still serving the
previous ones.
## Back up `Saves/` first
`[seedworld` and `SeedOnStart` **write to the live world**. Copy `Saves/` somewhere outside the repo before running either. `Backups/Automatic` is rotated by `AutoSave.cs` and `Backups/Temp` is deleted outright, so neither is a safe destination.
`[unseedworld` deletes every `seed_*` account, which takes their characters and houses with it — but not necessarily their `PlayerVendor` mobiles. Restoring a backup is the reliable reset.
## What the seeder had to work around
Worth knowing before you trust its output:
- **Plate needs strength.** `BaseArmor.CanEquip` rejects when `from.Str < strReq` (`PlateChest` needs 95). A rejected `EquipItem` leaves the item parentless, and the `Cleanup` pass later deletes it en masse. The seeder gives characters `Str` 100125 and deletes any item whose equip is refused, rather than orphaning it.
- **`VendorItem.Price` is get-only** and `PlayerVendor.SetVendorItem` is private. Dropping an item into a vendor's pack fires `OnSubItemAdded`, which registers the item at the default price of 999. The seeder reaches `SetVendorItem` by reflection to set a real price. Acceptable in throwaway scaffolding; do not do this in the plugin.
- **Houses only decay when condemned.** `BaseHouse.CanDecay` is true only for `DecayType.Condemned` or `ManualRefresh`. An active owner's newest house is `AutoRefresh` and never decays. The seeder backdates 18 accounts past `Account.InactiveDuration` (180 days) to condemn them, then forces stages with `SetDynamicDecay` — not by backdating `LastRefreshed`, because `DynamicDecay.Enabled` is true on this expansion and `GetOldDecayLevel` is unreachable.
## Reference output
Census after a fresh load of the seeded world:
```
[BridgeSeeder] houses=35
[BridgeSeeder] decay Ageless 13, Slightly 3, Somewhat 7, Fairly 3, Greatly 3, IDOC 6
[BridgeSeeder] seeded chars=150 avgEquipped=8.00 naked=0
[BridgeSeeder] playervendors=30
```
Probe, best-of-20 on the Core thread:
```
[BridgeProbe] char.profile 0.069 ms/char 2386 bytes json
[BridgeProbe] vitals sweep 0.223 ms for 150 chars (0.0015 ms/char)
[BridgeProbe] decay sweep 0.007 ms for 35 houses (0.0002 ms/house)
[BridgeProbe] economy sweep 0.001 ms for 51 accounts (supply 110,478,209 gold)
[BridgeProbe] vendor snap 0.343 ms for 30 vendors (1200 listings)
```
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 24× 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 '<acct>'` or `Valid credentials for '<acct>'`, 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.
## A decaying house cannot be refreshed — only its owner coming back rescues it
`BaseHouse.RefreshDecay()` returns `false` immediately when `DecayType == Condemned`, and on a
seeded world **every house that can decay is Condemned** — the seeder backdates 18 accounts past
`Account.InactiveDuration` precisely to make them decay. So `SetDynamicDecay(DecayLevel.LikeNew)`
is wiped by the next read and `RefreshDecay()` does nothing: the sweep sees no change and emits
nothing, which looks exactly like a broken emitter for the second time on the same page.
The rescue is the OWNER LOGGING IN (`BridgeRigDriver`'s `activate <account>` reproduces it by
setting `LastLogin`). What the shard then reports depends on how many houses that owner has:
| the house | `DecayType` after the login | `DecayLevel` reads |
|---|---|---|
| their newest | `AutoRefresh` | **`Ageless`** — off the decay clock entirely |
| any older one | `ManualRefresh` | **`LikeNew`** — back on the clock, at the top |
Both are "out of danger", and the newest-house case is the common one. A consumer that watches only
for `LikeNew` misses most rescues — which is what the engagement mapper did until this walk.
## The console takes a fixed verb set, so `[commands` cannot be typed at a headless shard
`Scripts/Misc/ConsoleCommands.cs` handles `save`, `shutdown`, `restart`, `online`, `kick` and a
handful more; it does **not** dispatch arbitrary `[commands`. Every other probe here therefore runs
either at boot or from an in-game client, and neither works for a walk driven from a script. That is
what `BridgeRigDriver` and its `rigcmd.txt` are for.
Also: only a CLEAN shutdown emits. `Stop-Process` drops the socket and the shard says nothing, so a
killed shard is indistinguishable from a wedged one and `server.shutdown` never reaches the sidecar —
use the driver's `shutdown` verb (`Core.Kill`) when the shutdown itself is what is being tested.