Design for adding character_stats event to MosswartMassacre plugin, covering data collection from CharacterFilter API, network message interception for allegiance/luminance, and 10-minute timer send. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
201 lines
7 KiB
Markdown
201 lines
7 KiB
Markdown
# Plugin Character Stats Streaming - Design Document
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## Overview
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Add character stats streaming to the MosswartMassacre Decal plugin. Sends a `character_stats` JSON payload via the existing WebSocket connection to MosswartOverlord on login and every 10 minutes.
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**Scope:** MosswartMassacre plugin only. The backend (MosswartOverlord) already handles this event type.
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---
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## Architecture
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A new `CharacterStats` class collects data from three sources and sends it via the existing WebSocket:
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1. **CharacterFilter API** — level, XP, deaths, race, gender, birth, attributes, vitals, skills
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2. **Network message interception** — allegiance (event 0x0020), luminance & title (event 0x0013)
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3. **Separate 10-minute timer** — triggers the send, plus an immediate send on login
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Uses Newtonsoft.Json with anonymous objects (same as existing `SendVitalsAsync`, `SendChatTextAsync`).
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---
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## Data Sources
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| Data | Decal API |
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|------|-----------|
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| Level | `CharacterFilter.Level` |
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| Deaths | `CharacterFilter.Deaths` |
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| Skill Credits | `CharacterFilter.SkillPoints` |
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| Total XP | `CharacterFilter.TotalXP` (Int64) |
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| Unassigned XP | `CharacterFilter.UnassignedXP` (Int64) |
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| Race | `CharacterFilter.Race` (string) |
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| Gender | `CharacterFilter.Gender` (string) |
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| Birth | `CharacterFilter.Birth` (DateTime) |
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| Attributes (6) | `CharacterFilter.Attributes` collection — `.Name`, `.Base`, `.Creation` |
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| Vitals (3) base | `CharacterFilter.Vitals` collection — `.Name`, `.Base` |
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| Skills (all) | `CharacterFilter.Underlying.get_Skill((eSkillID)fs.SkillTable[i].Id)` — `.Name`, `.Base`, `.Training` |
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| Allegiance | `EchoFilter.ServerDispatch` → game event 0x0020 message fields |
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| Luminance | `EchoFilter.ServerDispatch` → game event 0x0013 QWORD keys 6, 7 |
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| Current Title | `EchoFilter.ServerDispatch` → game event 0x0029 or 0x002b |
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### Skill Access Pattern (from TreeStats reference)
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Skills require COM interop with careful cleanup:
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```csharp
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Decal.Filters.FileService fs = CoreManager.Current.FileService as Decal.Filters.FileService;
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Decal.Interop.Filters.SkillInfo skillinfo = null;
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for (int i = 0; i < fs.SkillTable.Length; ++i)
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{
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try
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{
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skillinfo = CoreManager.Current.CharacterFilter.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().Substring(6); // Strip "eTrain" prefix
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int baseValue = skillinfo.Base;
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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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System.Runtime.InteropServices.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 Message Processing (from TreeStats reference)
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Game event 0x0020 contains allegiance tree:
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```csharp
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void ProcessAllegianceInfo(NetworkMessageEventArgs e)
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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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MessageStruct records = e.Message.Struct("records");
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// Walk tree to find monarch (treeParent == 0) and patron (parent of current char)
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}
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```
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### Luminance from Character Properties (from TreeStats reference)
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Game event 0x0013 contains QWORD properties:
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```csharp
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// QWORD key 6 = AvailableLuminance (luminance_earned)
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// QWORD key 7 = MaximumLuminance (luminance_total)
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```
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---
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## Data Flow
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```
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Login Complete
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├──▶ Hook EchoFilter.ServerDispatch (allegiance + luminance/title)
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├──▶ Start 10-minute characterStatsTimer
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└──▶ Send first stats after 5-second delay (let CharacterFilter populate)
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Every 10 minutes (+ on login):
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CharacterStats.CollectAndSend()
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├── CharacterFilter: level, XP, deaths, race, attributes, vitals
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├── FileService + get_Skill(): all skills with training levels
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├── Cached network data: allegiance, luminance, title
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├── Build anonymous object with Newtonsoft.Json
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└── WebSocket.SendCharacterStatsAsync(payload)
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└── Existing WebSocket → /ws/position → MosswartOverlord
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Network Messages (event-driven, cached for next stats send):
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0x0020 → allegiance name, monarch, patron, rank, followers
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0x0013 → luminance_earned, luminance_total
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0x0029 → current_title
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```
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---
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## JSON Payload
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Matches the MosswartOverlord backend contract:
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```json
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{
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"type": "character_stats",
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"timestamp": "2026-02-26T12:34:56Z",
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"character_name": "Barris",
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"level": 275,
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"race": "Aluvian",
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"gender": "Male",
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"birth": "2018-03-15 14:22:33",
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"total_xp": 191226310247,
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"unassigned_xp": 0,
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"skill_credits": 0,
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"luminance_earned": 500000,
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"luminance_total": 1500000,
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"deaths": 3175,
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"current_title": 42,
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"attributes": {
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"strength": {"base": 290, "creation": 100},
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"endurance": {"base": 200, "creation": 100},
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"coordination": {"base": 240, "creation": 100},
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"quickness": {"base": 220, "creation": 10},
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"focus": {"base": 250, "creation": 100},
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"self": {"base": 200, "creation": 100}
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},
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"vitals": {
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"health": {"base": 341},
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"stamina": {"base": 400},
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"mana": {"base": 300}
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},
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"skills": {
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"war_magic": {"base": 533, "training": "Specialized"},
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"melee_defense": {"base": 488, "training": "Specialized"},
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"life_magic": {"base": 440, "training": "Trained"},
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"arcane_lore": {"base": 10, "training": "Untrained"}
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},
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"allegiance": {
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"name": "Knights of Dereth",
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"monarch": {"name": "KingName", "race": 1, "rank": 0, "gender": 0},
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"patron": {"name": "PatronName", "race": 2, "rank": 5, "gender": 1},
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"rank": 10,
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"followers": 5
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}
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}
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```
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---
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## Files Modified
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| File | Changes |
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|------|---------|
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| New: `CharacterStats.cs` | Data collection, network message processing, allegiance/luminance caching |
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| `PluginCore.cs` | Hook `EchoFilter.ServerDispatch`, create 10-min timer, initial send on login, cleanup on shutdown |
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| `WebSocket.cs` | Add `SendCharacterStatsAsync()` method |
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---
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## Implementation Details
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- **Skill COM cleanup**: Every `SkillInfo` from `get_Skill()` must be released with `Marshal.ReleaseComObject()` in a `finally` block
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- **Allegiance timing**: Network message 0x0020 arrives asynchronously after login. First stats send may have null allegiance; subsequent sends will include it
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- **Login delay**: Wait 5 seconds after `LoginComplete` before first send to let CharacterFilter fully populate
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- **Timer**: New `System.Timers.Timer` at 600,000ms (10 min), separate from vitals timer
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- **Error handling**: Try/catch around entire collection — log errors, don't crash the plugin
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- **Training string**: `skillinfo.Training.ToString()` returns values like `"eTrainSpecialized"` — strip first 6 chars to get `"Specialized"`
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---
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## What's NOT in Scope
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- UI changes in the plugin (no new tab/view)
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- Vassal list (just monarch + patron + rank + follower count)
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- Buffed skill values (base only, matching TreeStats)
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- Historical tracking (backend supports it, not a plugin concern)
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