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>
219 lines
8.7 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|