4-task plan covering WebSocket send method, CharacterStats.cs data collection class, PluginCore wiring (ServerDispatch, timer, login), and end-to-end testing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
576 lines
21 KiB
Markdown
576 lines
21 KiB
Markdown
# Plugin Character Stats Streaming - Implementation Plan
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> **For Claude:** REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
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**Goal:** Add character stats streaming to the MosswartMassacre Decal plugin, sending level, XP, attributes, vitals, skills, allegiance, luminance, and title data via WebSocket every 10 minutes.
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**Architecture:** New `CharacterStats.cs` class handles data collection from Decal APIs and network message caching. PluginCore hooks `EchoFilter.ServerDispatch` for allegiance/luminance/title data, creates a 10-minute timer, and sends an initial update on login. WebSocket.cs gets one new send method.
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**Tech Stack:** C# / .NET Framework, Decal Adapter API, Newtonsoft.Json, COM Interop for skill access
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**Codebase:** `/home/erik/MosswartMassacre/` (spawn-detection branch)
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**Reference:** TreeStats plugin at `/home/erik/treestats/Character.cs` for Decal API patterns
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---
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### Task 1: Add SendCharacterStatsAsync to WebSocket.cs
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**Files:**
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- Modify: `MosswartMassacre/WebSocket.cs:293-297`
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**Step 1: Add the send method**
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Add after `SendVitalsAsync` (line 297), following the exact same pattern:
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```csharp
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public static async Task SendCharacterStatsAsync(object statsData)
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{
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var json = JsonConvert.SerializeObject(statsData);
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await SendEncodedAsync(json, CancellationToken.None);
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}
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```
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**Step 2: Verify the file compiles**
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Open the solution and verify no syntax errors. The method follows the identical pattern as `SendVitalsAsync` at line 293-297.
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**Step 3: Commit**
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```bash
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cd /home/erik/MosswartMassacre
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git add MosswartMassacre/WebSocket.cs
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git commit -m "feat: add SendCharacterStatsAsync to WebSocket"
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```
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---
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### Task 2: Create CharacterStats.cs - Data Structures and Network Message Handlers
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This is the core data collection class. We split it into two tasks: this one covers the static data structures and network message processing, the next covers the collection and send logic.
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**Files:**
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- Create: `MosswartMassacre/CharacterStats.cs`
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- Modify: `MosswartMassacre/MosswartMassacre.csproj:336` (add Compile Include)
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**Step 1: Create CharacterStats.cs with data structures and message handlers**
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Create `/home/erik/MosswartMassacre/MosswartMassacre/CharacterStats.cs`:
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```csharp
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Runtime.InteropServices;
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using Decal.Adapter;
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using Decal.Adapter.Wrappers;
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using Newtonsoft.Json;
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namespace MosswartMassacre
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{
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public struct AllegianceInfoRecord
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{
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public string name;
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public int rank;
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public int race;
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public int gender;
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public AllegianceInfoRecord(string _name, int _rank, int _race, int _gender)
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{
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name = _name;
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rank = _rank;
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race = _race;
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gender = _gender;
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}
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}
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public static class CharacterStats
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{
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// Cached allegiance data (populated from network messages)
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private static string allegianceName;
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private static int allegianceSize;
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private static int followers;
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private static AllegianceInfoRecord monarch;
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private static AllegianceInfoRecord patron;
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private static int allegianceRank;
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// Cached luminance data (populated from network messages)
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private static long luminanceEarned = -1;
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private static long luminanceTotal = -1;
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// Cached title data (populated from network messages)
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private static int currentTitle = -1;
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/// <summary>
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/// Reset all cached data. Call on plugin init.
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/// </summary>
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internal static void Init()
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{
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allegianceName = null;
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allegianceSize = 0;
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followers = 0;
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monarch = new AllegianceInfoRecord();
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patron = new AllegianceInfoRecord();
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allegianceRank = 0;
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luminanceEarned = -1;
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luminanceTotal = -1;
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currentTitle = -1;
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}
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/// <summary>
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/// Process game event 0x0020 - Allegiance info.
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/// Extracts monarch, patron, rank, followers from the allegiance tree.
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/// Reference: TreeStats Character.cs:642-745
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/// </summary>
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internal static void ProcessAllegianceInfoMessage(NetworkMessageEventArgs e)
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{
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try
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{
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allegianceName = e.Message.Value<string>("allegianceName");
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allegianceSize = e.Message.Value<Int32>("allegianceSize");
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followers = e.Message.Value<Int32>("followers");
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monarch = new AllegianceInfoRecord();
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patron = new AllegianceInfoRecord();
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MessageStruct records = e.Message.Struct("records");
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int currentId = CoreManager.Current.CharacterFilter.Id;
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var parentMap = new Dictionary<int, int>();
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var recordMap = new Dictionary<int, AllegianceInfoRecord>();
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for (int i = 0; i < records.Count; i++)
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{
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var record = records.Struct(i);
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int charId = record.Value<int>("character");
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int treeParent = record.Value<int>("treeParent");
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parentMap[charId] = treeParent;
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recordMap[charId] = new AllegianceInfoRecord(
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record.Value<string>("name"),
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record.Value<int>("rank"),
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record.Value<int>("race"),
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record.Value<int>("gender"));
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// Monarch: treeParent <= 1
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if (treeParent <= 1)
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{
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monarch = recordMap[charId];
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}
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}
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// Patron: parent of current character
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if (parentMap.ContainsKey(currentId) && recordMap.ContainsKey(parentMap[currentId]))
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{
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patron = recordMap[parentMap[currentId]];
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}
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// Our rank from the record
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if (recordMap.ContainsKey(currentId))
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{
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allegianceRank = recordMap[currentId].rank;
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}
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}
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catch (Exception ex)
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{
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PluginCore.WriteToChat($"[CharStats] Allegiance processing error: {ex.Message}");
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}
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}
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/// <summary>
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/// Process game event 0x0013 - Character property data.
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/// Extracts luminance from QWORD keys 6 and 7.
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/// Reference: TreeStats Character.cs:582-640
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/// </summary>
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internal static void ProcessCharacterPropertyData(NetworkMessageEventArgs e)
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{
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try
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{
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MessageStruct props = e.Message.Struct("properties");
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MessageStruct qwords = props.Struct("qwords");
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for (int i = 0; i < qwords.Count; i++)
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{
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var tmpStruct = qwords.Struct(i);
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long key = tmpStruct.Value<Int64>("key");
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long value = tmpStruct.Value<Int64>("value");
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if (key == 6) // AvailableLuminance
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luminanceEarned = value;
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else if (key == 7) // MaximumLuminance
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luminanceTotal = value;
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}
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}
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catch (Exception ex)
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{
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PluginCore.WriteToChat($"[CharStats] Property processing error: {ex.Message}");
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}
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}
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/// <summary>
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/// Process game event 0x0029 - Titles list.
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/// Extracts current title ID.
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/// Reference: TreeStats Character.cs:551-580
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/// </summary>
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internal static void ProcessTitlesMessage(NetworkMessageEventArgs e)
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{
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try
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{
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currentTitle = e.Message.Value<Int32>("current");
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}
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catch (Exception ex)
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{
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PluginCore.WriteToChat($"[CharStats] Title processing error: {ex.Message}");
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}
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}
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/// <summary>
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/// Process game event 0x002b - Set title (when player changes title).
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/// </summary>
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internal static void ProcessSetTitleMessage(NetworkMessageEventArgs e)
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{
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try
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{
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currentTitle = e.Message.Value<Int32>("title");
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}
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catch (Exception ex)
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{
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PluginCore.WriteToChat($"[CharStats] Set title error: {ex.Message}");
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}
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}
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/// <summary>
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/// Collect all character data and send via WebSocket.
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/// Called on login (after delay) and every 10 minutes.
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/// </summary>
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internal static void CollectAndSend()
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{
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if (!PluginCore.WebSocketEnabled)
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return;
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try
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{
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var cf = CoreManager.Current.CharacterFilter;
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var culture = new CultureInfo("en-US");
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// --- Attributes ---
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var attributes = new Dictionary<string, object>();
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foreach (var attr in cf.Attributes)
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{
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attributes[attr.Name.ToLower()] = new
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{
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@base = attr.Base,
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creation = attr.Creation
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};
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}
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// --- Vitals (base values) ---
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var vitals = new Dictionary<string, object>();
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foreach (var vital in cf.Vitals)
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{
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vitals[vital.Name.ToLower()] = new
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{
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@base = vital.Base
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};
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}
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// --- Skills ---
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var skills = new Dictionary<string, object>();
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Decal.Filters.FileService fs = CoreManager.Current.FileService as Decal.Filters.FileService;
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if (fs != null)
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{
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for (int i = 0; i < fs.SkillTable.Length; i++)
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{
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Decal.Interop.Filters.SkillInfo skillinfo = null;
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try
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{
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skillinfo = cf.Underlying.get_Skill(
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(Decal.Interop.Filters.eSkillID)fs.SkillTable[i].Id);
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string name = skillinfo.Name.ToLower().Replace(" ", "_");
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string training = skillinfo.Training.ToString();
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// Training enum returns "eTrainSpecialized" etc, strip "eTrain" prefix
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if (training.Length > 6)
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training = training.Substring(6);
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skills[name] = new
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{
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@base = skillinfo.Base,
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training = training
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};
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}
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finally
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{
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if (skillinfo != null)
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{
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Marshal.ReleaseComObject(skillinfo);
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skillinfo = null;
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}
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}
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}
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}
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// --- Allegiance ---
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object allegiance = null;
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if (allegianceName != null)
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{
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allegiance = new
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{
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name = allegianceName,
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monarch = monarch.name != null ? new
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{
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name = monarch.name,
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race = monarch.race,
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rank = monarch.rank,
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gender = monarch.gender
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} : null,
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patron = patron.name != null ? new
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{
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name = patron.name,
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race = patron.race,
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rank = patron.rank,
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gender = patron.gender
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} : null,
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rank = allegianceRank,
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followers = followers
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};
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}
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// --- Build payload ---
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var payload = new
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{
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type = "character_stats",
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timestamp = DateTime.UtcNow.ToString("o"),
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character_name = cf.Name,
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level = cf.Level,
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race = cf.Race,
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gender = cf.Gender,
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birth = cf.Birth.ToString(culture),
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total_xp = cf.TotalXP,
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unassigned_xp = cf.UnassignedXP,
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skill_credits = cf.SkillPoints,
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deaths = cf.Deaths,
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luminance_earned = luminanceEarned >= 0 ? (long?)luminanceEarned : null,
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luminance_total = luminanceTotal >= 0 ? (long?)luminanceTotal : null,
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current_title = currentTitle >= 0 ? (int?)currentTitle : null,
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attributes = attributes,
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vitals = vitals,
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skills = skills,
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allegiance = allegiance
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};
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_ = WebSocket.SendCharacterStatsAsync(payload);
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}
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catch (Exception ex)
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{
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PluginCore.WriteToChat($"[CharStats] Error collecting stats: {ex.Message}");
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}
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}
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}
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}
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```
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**Step 2: Add to .csproj**
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In `MosswartMassacre/MosswartMassacre.csproj`, find line 336 (`<Compile Include="WebSocket.cs" />`) and add before it:
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```xml
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<Compile Include="CharacterStats.cs" />
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```
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**Step 3: Verify compilation**
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Build the solution. All Decal APIs used here are the same ones already referenced by PluginCore.cs (CharacterFilter, FileService). The only new interop type is `Decal.Interop.Filters.SkillInfo` which comes from the existing Decal.Interop.Filters reference.
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**Step 4: Commit**
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```bash
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cd /home/erik/MosswartMassacre
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git add MosswartMassacre/CharacterStats.cs MosswartMassacre/MosswartMassacre.csproj
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git commit -m "feat: add CharacterStats data collection and network message handlers"
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```
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---
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### Task 3: Hook ServerDispatch and Timer in PluginCore.cs
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Wire up the network message interception, 10-minute timer, and initial login send.
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**Files:**
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- Modify: `MosswartMassacre/PluginCore.cs`
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**Step 1: Add the character stats timer field**
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At line 66 (after `private static System.Windows.Forms.Timer commandTimer;`), add:
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```csharp
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private static Timer characterStatsTimer;
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```
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**Step 2: Hook EchoFilter.ServerDispatch in Startup()**
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In `Startup()`, after line 184 (`CoreManager.Current.WorldFilter.ChangeObject += OnInventoryChange;`), add:
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```csharp
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// Subscribe to server messages for allegiance/luminance/title data
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Core.EchoFilter.ServerDispatch += EchoFilter_ServerDispatch;
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```
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**Step 3: Initialize CharacterStats and timer in LoginComplete()**
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In `CharacterFilter_LoginComplete()`, after the quest streaming initialization block (after line 404 `WriteToChat("[OK] Quest streaming initialized with full data refresh");`), add:
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```csharp
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// Initialize character stats streaming
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try
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{
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CharacterStats.Init();
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// Start 10-minute character stats timer
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characterStatsTimer = new Timer(600000); // 10 minutes
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characterStatsTimer.Elapsed += OnCharacterStatsUpdate;
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characterStatsTimer.AutoReset = true;
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characterStatsTimer.Start();
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// Send initial stats after 5-second delay (let CharacterFilter populate)
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var initialDelay = new Timer(5000);
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initialDelay.AutoReset = false;
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initialDelay.Elapsed += (s, args) =>
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{
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CharacterStats.CollectAndSend();
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((Timer)s).Dispose();
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};
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initialDelay.Start();
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WriteToChat("[OK] Character stats streaming initialized (10-min interval)");
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}
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catch (Exception ex)
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{
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WriteToChat($"[ERROR] Character stats initialization failed: {ex.Message}");
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}
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```
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**Step 4: Add the timer handler and ServerDispatch handler**
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After the `SendVitalsUpdate` method (after line 1162), add:
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```csharp
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private static void OnCharacterStatsUpdate(object sender, ElapsedEventArgs e)
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{
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try
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{
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CharacterStats.CollectAndSend();
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}
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catch (Exception ex)
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{
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WriteToChat($"[CharStats] Timer error: {ex.Message}");
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}
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}
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private void EchoFilter_ServerDispatch(object sender, NetworkMessageEventArgs e)
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{
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try
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{
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if (e.Message.Type == 0xF7B0) // Game Event
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{
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int eventId = (int)e.Message["event"];
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if (eventId == 0x0020) // Allegiance info
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{
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CharacterStats.ProcessAllegianceInfoMessage(e);
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}
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else if (eventId == 0x0013) // Login Character (properties)
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{
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CharacterStats.ProcessCharacterPropertyData(e);
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}
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else if (eventId == 0x0029) // Titles list
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{
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CharacterStats.ProcessTitlesMessage(e);
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}
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else if (eventId == 0x002b) // Set title
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{
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CharacterStats.ProcessSetTitleMessage(e);
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}
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}
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}
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catch (Exception ex)
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{
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WriteToChat($"[CharStats] ServerDispatch error: {ex.Message}");
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}
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}
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```
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**Step 5: Clean up in Shutdown()**
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In `Shutdown()`, after the quest streaming timer cleanup (after line 285), add:
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```csharp
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// Stop and dispose character stats timer
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if (characterStatsTimer != null)
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{
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characterStatsTimer.Stop();
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characterStatsTimer.Elapsed -= OnCharacterStatsUpdate;
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characterStatsTimer.Dispose();
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characterStatsTimer = null;
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}
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```
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Also in `Shutdown()`, after unsubscribing from inventory events (after line 253), add:
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```csharp
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// Unsubscribe from server dispatch
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Core.EchoFilter.ServerDispatch -= EchoFilter_ServerDispatch;
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```
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**Step 6: Verify compilation**
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Build the solution. All types used are already available: `NetworkMessageEventArgs` from `Decal.Adapter.Wrappers`, `Timer` from `System.Timers`.
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**Step 7: Commit**
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```bash
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cd /home/erik/MosswartMassacre
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git add MosswartMassacre/PluginCore.cs
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git commit -m "feat: wire up character stats timer, ServerDispatch, and login send"
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```
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---
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### Task 4: Build, Deploy, and Test End-to-End
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**Step 1: Build the plugin**
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Build the MosswartMassacre solution in Release mode. Copy the output DLL to the Decal plugin directory.
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**Step 2: Test with a running game client**
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1. Launch a game client with the plugin loaded
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2. Watch for `[OK] Character stats streaming initialized (10-min interval)` in chat
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3. After ~5 seconds, check MosswartOverlord logs for the initial character_stats message:
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```bash
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docker logs mosswartoverlord-dereth-tracker-1 2>&1 | grep "character_stats\|character stats" | tail -5
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```
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4. Open the web interface and click "Char" on the player that sent stats
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5. Verify the character window shows real data (level, attributes, skills, etc.)
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**Step 3: Verify allegiance data**
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Allegiance info arrives via a separate network message. It may not be available on the first send but should appear on the 10-minute update. To force it sooner, open the allegiance panel in-game (which triggers the 0x0020 message).
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**Step 4: Verify luminance data**
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Luminance comes from the character property message (0x0013) which fires on login. Check that `luminance_earned` and `luminance_total` appear in the character window.
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**Step 5: Wait for 10-minute update**
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Leave the client running for 10+ minutes and verify a second stats update appears in logs. Verify the character window updates with any changed data.
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---
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## Files Summary
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| File | Action | Description |
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|------|--------|-------------|
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| `MosswartMassacre/WebSocket.cs` | Modify | Add `SendCharacterStatsAsync()` |
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| `MosswartMassacre/CharacterStats.cs` | Create | Data collection, network message handlers, `CollectAndSend()` |
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| `MosswartMassacre/MosswartMassacre.csproj` | Modify | Add `<Compile Include="CharacterStats.cs" />` |
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| `MosswartMassacre/PluginCore.cs` | Modify | Timer, ServerDispatch hook, login send, shutdown cleanup |
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