Files
servuo-plugins/overlay/Scripts/Custom/Bridge/BridgeSweeps.cs
Claude 0fd6b91f22 docs: move docs to RunicGateway/docs, repoint all references
Extracted docs/ (ADMIN_CONTROLS, INTEGRATION, PLAN, PROTOCOL_2, RESEARCH,
SHARD_PREREQS) into the central RunicGateway/docs repo under link/, with
full commit history preserved via git filter-repo.

The source cites these design docs by section throughout, so every in-repo
reference (C# + Rust comments, Bridge.cfg, and the READMEs) is repointed at
the new docs-repo URL. README references are rendered as markdown links; a
Documentation pointer section is added to the top-level README.

Docs repo: https://gitea.whitlocktech.com/RunicGateway/docs
2026-07-18 00:08:34 -05:00

280 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using Server.Accounting;
using Server.Mobiles;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// The three polled streams, for state that has no EventSink: player vitals, house decay,
/// and money supply. All three run on the Core thread via repeating Timers, and the
/// measured cost (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/PLAN.md §1) is why they can: at the seeded scale a full pass of all
/// three is well under a millisecond.
///
/// Timers do not fire during a world save (Timer.cs:322), so a sweep that would have landed
/// mid-save simply happens a few seconds later. That is fine for all three.
/// </summary>
public static class BridgeSweeps
{
private static Timer _vitals, _decay, _economy;
// Last-known decay level per house. In memory, rebuilt from a silent baseline on
// ServerStarted, so a restart does not re-announce every house's current stage.
private static readonly Dictionary<Serial, DecayLevel> _decayState =
new Dictionary<Serial, DecayLevel>();
private static bool _baselined;
private static long _vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _economySweeps;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BaselineDecay();
Rearm();
}
/// <summary>Stops and recreates the timers from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_vitals = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.StatSweepSeconds),
VitalsSweep);
_decay = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.DecaySweepSeconds),
DecaySweep);
_economy = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.EconomySweepSeconds),
EconomySweep);
}
public static void Stop()
{
if (_vitals != null) { _vitals.Stop(); _vitals = null; }
if (_decay != null) { _decay.Stop(); _decay = null; }
if (_economy != null) { _economy.Stop(); _economy = null; }
}
public static string Status()
{
return String.Format(
"vitals(sweeps={0} emitted={1}) decay(sweeps={2} transitions={3} tracked={4}) economy(sweeps={5})",
_vitalsSweeps, _vitalsEmitted, _decaySweeps, _decayTransitions, _decayState.Count, _economySweeps);
}
// ---- vitals ----
/// <summary>
/// Online players only. Vitals are small and volatile; the sidecar diffs successive
/// snapshots and forwards only changes. Offline characters do not move, so there is
/// nothing to sweep — their state is served on demand as a full profile instead.
/// </summary>
private static void VitalsSweep()
{
try
{
_vitalsSweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
foreach (var m in World.Mobiles.Values)
{
var pm = m as PlayerMobile;
if (pm == null || pm.NetState == null || pm.Deleted)
continue;
BridgeLink.Emit(WriteVitals(pm));
_vitalsEmitted++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] vitals sweep threw: {0}", ex.Message);
}
}
private static string WriteVitals(PlayerMobile m)
{
return BridgeJson.Begin("char.vitals")
.Ser("serial", m.Serial)
.Num("hits", m.Hits).Num("hitsMax", m.HitsMax)
.Num("mana", m.Mana).Num("manaMax", m.ManaMax)
.Num("stam", m.Stam).Num("stamMax", m.StamMax)
.Num("str", m.Str).Num("dex", m.Dex).Num("int", m.Int)
.Str("map", m.Map == null ? null : m.Map.Name)
.Num("x", m.X).Num("y", m.Y)
.End();
}
// ---- house decay ----
/// <summary>
/// Populates the last-known level for every house without emitting. Without this, the
/// first sweep after a restart would report every house as a fresh transition.
/// </summary>
private static void BaselineDecay()
{
try
{
_decayState.Clear();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
_decayState[house.Serial] = house.DecayLevel;
}
_baselined = true;
Console.WriteLine("[Bridge] decay baseline: {0} houses", _decayState.Count);
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] decay baseline threw: {0}", ex.Message);
}
}
private static void DecaySweep()
{
try
{
_decaySweeps++;
if (!_baselined)
BaselineDecay();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
var level = house.DecayLevel; // computed getter — read once
var serial = house.Serial;
DecayLevel prior;
bool known = _decayState.TryGetValue(serial, out prior);
if (known && prior == level)
continue;
_decayState[serial] = level;
if (!known)
continue; // a house that appeared since baseline; record, do not announce
_decayTransitions++;
if (BridgeLink.Connected)
BridgeLink.Emit(WriteDecay(house, prior, level));
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] decay sweep threw: {0}", ex.Message);
}
}
private static string WriteDecay(BaseHouse house, DecayLevel from, DecayLevel to)
{
var sb = BridgeJson.Begin("house.decay")
.Ser("serial", house.Serial)
.Str("from", from.ToString())
.Str("to", to.ToString())
.Str("map", house.Map == null ? null : house.Map.Name)
.Num("x", house.X).Num("y", house.Y).Num("z", house.Z);
var region = house.Region;
if (region != null)
sb.Str("region", region.Name);
var sign = house.Sign;
if (sign != null)
sb.Str("name", sign.GetName());
var owner = house.Owner;
if (owner != null)
{
sb.Ser("ownerSerial", owner.Serial);
var acct = owner.Account as Account;
if (acct != null)
sb.Str("ownerAcct", acct.Username);
}
// Where a player would physically stand to see it.
var ban = house.BanLocation;
sb.Append(",\"ban\":{\"x\":").Append(ban.X)
.Append(",\"y\":").Append(ban.Y)
.Append(",\"z\":").Append(ban.Z).Append('}');
sb.Str("builtOn", house.BuiltOn.ToUniversalTime().ToString("o"));
sb.Str("lastRefreshed", house.LastRefreshed.ToUniversalTime().ToString("o"));
return sb.End();
}
// ---- economy supply ----
/// <summary>
/// Money supply = the sum of every account's currency, as a periodic snapshot. This is
/// the level; AccountGoldChange and the vendor events are the flow. The sidecar keeps
/// both.
/// </summary>
private static void EconomySweep()
{
try
{
_economySweeps++;
if (!BridgeLink.Connected)
return;
double totalCurrency = 0;
int accounts = 0;
foreach (Account a in Accounting.Accounts.GetAccounts())
{
totalCurrency += a.TotalCurrency;
accounts++;
}
BridgeLink.Emit(BridgeJson.Begin("economy.supply")
.Num("accounts", accounts)
.Num("gold", (long)(totalCurrency * Account.CurrencyThreshold))
.End());
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] economy sweep threw: {0}", ex.Message);
}
}
/// <summary>Runs each sweep once, now. For `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
VitalsSweep();
DecaySweep();
EconomySweep();
}
}
}