Files
servuo-plugins/overlay/Scripts/Custom/Bridge/BridgeBoot.cs
wtclaude ed8f568d94 feat(bridge): publish points/loyalty leaderboards as points.board
Protocol 3.0 §7 (docs/link/v3.md). ServUO carries ~25 separate point currencies
— Queen's Loyalty, Void Pool, Casino, Clean Up Britannia, the nine city
loyalties, the Doom/Khaldun/Kotl treasure systems — every one a standing players
build over months, and none of them visible outside an in-game gump until now.

BridgePoints.cs
  - A diff sweep shaped like BridgeHousing: ServerStarted arms the 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 or participant count moved.
    One ~600 B frame per system rather than one 12 KB frame, matching
    champ.update / guild.update. No points.remove — the system set is fixed at
    startup by PointsSystem.Configure, the same argument city.update makes.
  - Selection is a single bounded pass into a fixed N-element array kept sorted
    by insertion, NOT OrderByDescending().Take(N). PlayerTable is a plain List
    and ten of the ~25 systems have AutoAdd = true, so they hold a row for every
    character ever created: the naive version is ~25 full sorts on the Core
    thread, which BRIDGE_PLUGIN_PLAN.md §1 measured as the second thing in the
    bridge capable of blowing a frame budget.
  - Which systems publish defaults to the shard's OWN answer — ShowOnLoyaltyGump
    — rather than a list here that would drift; Bridge.cfg PointsSystems=
    overrides it, and an unrecognised name is logged rather than dropped.
  - Entries are written inline as {serial, name}, never via BridgeJson.Actor. A
    board is the widest-audience surface the bridge has, so acct/webId
    deliberately do not cross the wire; the site resolves serial → user from its
    own link mirror.

char.profile gains a points block, the titles precedent from PROTOCOL_2.md §10.3
  - Never uses PointsSystem.GetEntry/GetPoints: both MUTATE THE WORLD, since
    GetEntry(create: false) still calls AddEntry when the system has AutoAdd
    (PointsSystem.cs:207). Using them would have appended up to ten rows to the
    points save file every time anyone opened a character sheet. Hand-rolled
    read-only scan instead.
  - rank is off by default (PointsProfileRank). A points lookup stops at the
    character's own row; a rank must count every row that beats them, in every
    system, on every profile build.

Verified by running it, not by reading it: the whole Scripts tree (6,207 files)
compiles clean against real ServUO 57.4 assemblies, and a boot against the local
shard with a 43,011-mobile world emitted five live boards. That run caught a bug
no fake shard could — ServUO's uncapped idiom is MaxPoints = double.MaxValue,
and (long) on it is an UNCHECKED conversion yielding long.MinValue, so the first
sweep published "maxPoints": -9223372036854775808 for three of the five boards.
Cap()/Score() now normalise anything unrepresentable, and maxPoints: 0 is the
documented "uncapped" value — which on a real shard is the common case, not an
edge case. Re-verified after the fix: 0 for the uncapped systems, 15000 and
10000 for the two that genuinely cap.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 21:04:08 -05:00

219 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using Server.Commands;
namespace Server.Custom.Bridge
{
/// <summary>
/// Lifecycle wiring. Boot order (Server/Main.cs:544-562, all on the Core thread):
///
/// Configure() -> World.Load() -> Initialize() -> EventSink.ServerStarted
///
/// Config is read in Configure. Handlers are attached in Initialize. The socket opens on
/// ServerStarted, once the world is actually there to describe.
///
/// EventSink.Shutdown does NOT fire on a crash (Server/Main.cs:198,313), so the sidecar
/// must treat socket EOF as normal and re-handshake rather than waiting for a goodbye.
/// </summary>
public static class BridgeBoot
{
private static readonly Dictionary<string, Action<Dictionary<string, object>>> _handlers =
new Dictionary<string, Action<Dictionary<string, object>>>(StringComparer.Ordinal);
/// <summary>
/// Identifies this run of the shard. It is stable across sidecar reconnects and changes
/// on every shard restart, which is how the sidecar tells "I reconnected" (keep my
/// cached state) from "the shard restarted" (discard it).
/// </summary>
private static string _bootId;
public static void Configure()
{
BridgeConfig.Configure();
}
public static void Initialize()
{
if (!BridgeConfig.Enabled)
{
Console.WriteLine("[Bridge] disabled by config");
return;
}
CommandSystem.Register("bridge", AccessLevel.Administrator, Bridge_OnCommand);
RegisterHandler("ping", OnPing);
BridgeLink.InboundLine += OnInboundLine;
BridgeLink.Connected_Core += EmitHello;
EventSink.ServerStarted += OnServerStarted;
EventSink.Shutdown += OnShutdown;
EventSink.Crashed += OnCrashed;
Console.WriteLine("[Bridge] {0}", BridgeConfig.Describe());
}
/// <summary>Handlers run on the Core thread. They may touch the world freely.</summary>
public static void RegisterHandler(string kind, Action<Dictionary<string, object>> handler)
{
_handlers[kind] = handler;
}
private static void OnServerStarted()
{
_bootId = Guid.NewGuid().ToString("N");
BridgeLink.Start();
}
/// <summary>
/// Core thread, once per connection. The sidecar restarts independently of the shard,
/// so this is sent on every connect rather than once at boot — otherwise a sidecar that
/// came up second would never learn which shard it is talking to.
/// </summary>
private static void EmitHello()
{
BridgeLink.Emit(BridgeJson.Begin("server.hello")
.Str("shard", Server.Misc.ServerList.ServerName)
.Str("bootId", _bootId)
.Num("connects", BridgeLink.Connects)
.Num("items", World.Items.Count)
.Num("mobiles", World.Mobiles.Count)
.Num("accounts", Accounting.Accounts.Count)
.End());
}
private static void OnShutdown(ShutdownEventArgs e)
{
BridgeLink.Emit(BridgeJson.Begin("server.shutdown").End());
// Stop() joins the link thread for up to 2s, which gives the writer a chance to drain
// the goodbye. Best effort: the sidecar must not depend on receiving it.
BridgeLink.Stop();
}
private static void OnCrashed(CrashedEventArgs e)
{
try
{
BridgeLink.Emit(BridgeJson.Begin("server.crashed")
.Str("error", e.Exception == null ? null : e.Exception.Message)
.End());
BridgeLink.Stop();
}
catch
{
// The process is already going down. Never make a crash worse.
}
}
/// <summary>Core thread, one call per inbound line.</summary>
private static void OnInboundLine(string line)
{
var obj = BridgeJson.Parse(line);
if (obj == null)
{
Console.WriteLine("[Bridge] malformed inbound line, ignoring");
return;
}
var kind = BridgeJson.GetString(obj, "kind");
if (kind == null)
return;
Action<Dictionary<string, object>> handler;
if (!_handlers.TryGetValue(kind, out handler))
{
Console.WriteLine("[Bridge] no handler for inbound kind '{0}'", kind);
return;
}
handler(obj);
}
private static void OnPing(Dictionary<string, object> o)
{
var sb = BridgeJson.Begin("pong");
var id = BridgeJson.GetString(o, "id");
if (id != null)
sb.Str("id", id);
BridgeLink.Emit(sb.End());
}
[Usage("bridge [status | reload | ping | sweepnow]")]
[Description("Inspects and controls the sidecar link.")]
private static void Bridge_OnCommand(CommandEventArgs e)
{
var arg = e.Length > 0 ? e.GetString(0).ToLowerInvariant() : "status";
switch (arg)
{
case "reload":
BridgeConfig.Load();
BridgeSweeps.Rearm();
BridgePages.Rearm();
BridgeChamps.Rearm();
BridgeSocial.Rearm();
BridgeGovernance.Rearm();
BridgePresence.Rearm();
BridgeHousing.Rearm();
BridgePoints.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; ruleset re-emitted; endpoint changes take effect on reconnect.");
break;
case "ping":
BridgeLink.Emit(BridgeJson.Begin("ping").End());
e.Mobile.SendMessage("Bridge: ping queued.");
break;
case "sweepnow":
BridgeSweeps.SweepOnce();
BridgeChamps.SweepOnce();
BridgeSocial.SweepOnce();
BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce();
BridgeHousing.SweepOnce();
BridgePoints.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());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
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());
break;
default:
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage(
"Bridge: connected={0} depth={1} sent={2} dropped={3} received={4} connects={5} writeErrors={6}",
BridgeLink.Connected, BridgeLink.Depth, BridgeLink.Sent, BridgeLink.Dropped,
BridgeLink.Received, BridgeLink.Connects, BridgeLink.WriteErrors);
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
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}", BridgePages.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeRuleset.Status());
break;
}
}
}
}