BridgeSweeps runs three repeating Core-thread timers for the state that has no
EventSink. Cost measured in Phase 1 is why they can run on the main thread: a
full pass of all three is well under a millisecond at the seeded scale.
- Vitals: online players only. Small and volatile; the sidecar diffs snapshots.
Offline characters do not move, so they are served on demand as full profiles
instead, not swept.
- House decay: emits only on a level transition. A silent baseline on
ServerStarted records every house's current stage, so a restart does not
re-announce them. Payload carries from/to, coords, nested ban location,
region, sign name, owner serial+account, and built/refreshed timestamps, all
null-guarded.
- Economy supply: periodic sum of every account's currency as a snapshot. The
level; AccountGoldChange and the vendor events are the flow.
All three re-arm on `[bridge reload`; `[bridge sweepnow` runs one of each on
demand; `[bridge status` reports sweep counters. Sweeps skip emitting while the
sidecar is disconnected, since their state is perishable and re-emitted next
tick anyway (unlike events, which queue through an outage).
Verified on the seeded world with 8s intervals: baseline recorded 29 houses
silently, a probe bumped one Somewhat->Fairly, and the next sweep emitted exactly
one house.decay and none for the other 28. Economy emitted a supply snapshot per
interval. Vitals emitted nothing, correctly, since all seeded characters are
offline. Evidence in docs/PLAN.md §13.
Adds tools/scaffolding/BridgeSweepProbe.cs (never deployed) to force a decay
transition on demand.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
280 lines
9.5 KiB
C#
280 lines
9.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Accounting;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// The three polled streams, for state that has no EventSink: player vitals, house decay,
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/// and money supply. All three run on the Core thread via repeating Timers, and the
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/// measured cost (docs/PLAN.md §1) is why they can: at the seeded scale a full pass of all
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/// three is well under a millisecond.
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///
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/// Timers do not fire during a world save (Timer.cs:322), so a sweep that would have landed
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/// mid-save simply happens a few seconds later. That is fine for all three.
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/// </summary>
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public static class BridgeSweeps
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{
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private static Timer _vitals, _decay, _economy;
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// Last-known decay level per house. In memory, rebuilt from a silent baseline on
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// ServerStarted, so a restart does not re-announce every house's current stage.
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private static readonly Dictionary<Serial, DecayLevel> _decayState =
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new Dictionary<Serial, DecayLevel>();
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private static bool _baselined;
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private static long _vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _economySweeps;
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public static void Initialize()
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{
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if (!BridgeConfig.Enabled)
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return;
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EventSink.ServerStarted += OnServerStarted;
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}
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private static void OnServerStarted()
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{
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BaselineDecay();
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Rearm();
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}
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/// <summary>Stops and recreates the timers from current config. Called by `[bridge reload`.</summary>
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public static void Rearm()
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{
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Stop();
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_vitals = Timer.DelayCall(
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TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
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TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
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VitalsSweep);
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_decay = Timer.DelayCall(
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TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
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TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
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DecaySweep);
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_economy = Timer.DelayCall(
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TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
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TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
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EconomySweep);
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}
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public static void Stop()
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{
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if (_vitals != null) { _vitals.Stop(); _vitals = null; }
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if (_decay != null) { _decay.Stop(); _decay = null; }
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if (_economy != null) { _economy.Stop(); _economy = null; }
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}
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public static string Status()
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{
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return String.Format(
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"vitals(sweeps={0} emitted={1}) decay(sweeps={2} transitions={3} tracked={4}) economy(sweeps={5})",
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_vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _decayState.Count, _economySweeps);
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}
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// ---- vitals ----
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/// <summary>
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/// Online players only. Vitals are small and volatile; the sidecar diffs successive
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/// snapshots and forwards only changes. Offline characters do not move, so there is
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/// nothing to sweep — their state is served on demand as a full profile instead.
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/// </summary>
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private static void VitalsSweep()
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{
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try
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{
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_vitalsSweeps++;
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if (!BridgeLink.Connected)
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return; // nothing is listening; do not fill the queue with perishable snapshots
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foreach (var m in World.Mobiles.Values)
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{
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var pm = m as PlayerMobile;
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if (pm == null || pm.NetState == null || pm.Deleted)
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continue;
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BridgeLink.Emit(WriteVitals(pm));
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_vitalsEmitted++;
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] vitals sweep threw: {0}", ex.Message);
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}
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}
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private static string WriteVitals(PlayerMobile m)
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{
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return BridgeJson.Begin("char.vitals")
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.Ser("serial", m.Serial)
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.Num("hits", m.Hits).Num("hitsMax", m.HitsMax)
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.Num("mana", m.Mana).Num("manaMax", m.ManaMax)
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.Num("stam", m.Stam).Num("stamMax", m.StamMax)
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.Num("str", m.Str).Num("dex", m.Dex).Num("int", m.Int)
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.Str("map", m.Map == null ? null : m.Map.Name)
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.Num("x", m.X).Num("y", m.Y)
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.End();
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}
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// ---- house decay ----
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/// <summary>
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/// Populates the last-known level for every house without emitting. Without this, the
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/// first sweep after a restart would report every house as a fresh transition.
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/// </summary>
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private static void BaselineDecay()
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{
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try
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{
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_decayState.Clear();
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foreach (var house in BaseHouse.AllHouses)
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{
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if (house == null || house.Deleted)
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continue;
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_decayState[house.Serial] = house.DecayLevel;
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}
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_baselined = true;
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Console.WriteLine("[Bridge] decay baseline: {0} houses", _decayState.Count);
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] decay baseline threw: {0}", ex.Message);
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}
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}
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private static void DecaySweep()
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{
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try
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{
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_decaySweeps++;
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if (!_baselined)
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BaselineDecay();
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foreach (var house in BaseHouse.AllHouses)
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{
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if (house == null || house.Deleted)
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continue;
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var level = house.DecayLevel; // computed getter — read once
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var serial = house.Serial;
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DecayLevel prior;
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bool known = _decayState.TryGetValue(serial, out prior);
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if (known && prior == level)
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continue;
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_decayState[serial] = level;
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if (!known)
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continue; // a house that appeared since baseline; record, do not announce
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_decayTransitions++;
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if (BridgeLink.Connected)
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BridgeLink.Emit(WriteDecay(house, prior, level));
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] decay sweep threw: {0}", ex.Message);
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}
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}
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private static string WriteDecay(BaseHouse house, DecayLevel from, DecayLevel to)
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{
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var sb = BridgeJson.Begin("house.decay")
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.Ser("serial", house.Serial)
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.Str("from", from.ToString())
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.Str("to", to.ToString())
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.Str("map", house.Map == null ? null : house.Map.Name)
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.Num("x", house.X).Num("y", house.Y).Num("z", house.Z);
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var region = house.Region;
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if (region != null)
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sb.Str("region", region.Name);
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var sign = house.Sign;
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if (sign != null)
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sb.Str("name", sign.GetName());
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var owner = house.Owner;
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if (owner != null)
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{
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sb.Ser("ownerSerial", owner.Serial);
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var acct = owner.Account as Account;
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if (acct != null)
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sb.Str("ownerAcct", acct.Username);
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}
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// Where a player would physically stand to see it.
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var ban = house.BanLocation;
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sb.Append(",\"ban\":{\"x\":").Append(ban.X)
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.Append(",\"y\":").Append(ban.Y)
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.Append(",\"z\":").Append(ban.Z).Append('}');
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sb.Str("builtOn", house.BuiltOn.ToUniversalTime().ToString("o"));
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sb.Str("lastRefreshed", house.LastRefreshed.ToUniversalTime().ToString("o"));
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return sb.End();
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}
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// ---- economy supply ----
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/// <summary>
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/// Money supply = the sum of every account's currency, as a periodic snapshot. This is
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/// the level; AccountGoldChange and the vendor events are the flow. The sidecar keeps
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/// both.
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/// </summary>
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private static void EconomySweep()
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{
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try
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{
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_economySweeps++;
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if (!BridgeLink.Connected)
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return;
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double totalCurrency = 0;
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int accounts = 0;
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foreach (Account a in Accounting.Accounts.GetAccounts())
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{
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totalCurrency += a.TotalCurrency;
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accounts++;
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}
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BridgeLink.Emit(BridgeJson.Begin("economy.supply")
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.Num("accounts", accounts)
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.Num("gold", (long)(totalCurrency * Account.CurrencyThreshold))
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.End());
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] economy sweep threw: {0}", ex.Message);
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}
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}
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/// <summary>Runs each sweep once, now. For `[bridge sweepnow`.</summary>
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public static void SweepOnce()
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{
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VitalsSweep();
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DecaySweep();
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EconomySweep();
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}
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}
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}
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