Protocol 4 shipped on 2026-08-19 as sidecar v2.0.0 and overlay v1.0.0, paired in bundle 2026.08.19. Three documents still said 3. INTEGRATION.md contradicted itself: its event catalog fully documents the protocol-4 kinds, including a subsection headed "On Protocol 4", while its normative section 2 still declared X-UOLink-Version: 3, "protocol": 3 in /health and ws.hello, and a worked JS client sending "3". That is the contract a third-party integrator implements against, so it mattered most. Section 2 now states the current version and what shipped it, and gains a v4 paragraph alongside v2 and v3. The "(Protocol 3.0)" markers on individual features are left alone - those record which version introduced a kind and are correct. Two stale examples the audit had not spotted: the --print-config sample reported version 0.1.0, and the minimal browser client told readers to check ev.protocol === 1, a leftover from protocol 1. INSTALL.md is the one that actively misconfigured a real install. Line 413 is the "Protocol version" value an operator pastes into Admin -> Shard, and the document's own troubleshooting table says a stale number comes back as a 409 that "looks exactly like your shard going offline". Corrected along with the stale bundle, overlay and sidecar versions throughout, including Appendix A's copy-pasteable curl commands, which pointed at overlay v0.1.1 and sidecar v1.1.0. v4.md still said the cutover had not happened. It has. Its outstanding- work note said the five-rung shard visibility walk was "outstanding for the cutover", which is now self-contradictory - so it says plainly that the cutover shipped without it and no result is recorded anywhere. guild.roster carries actor objects for every member of every guild, the widest surface any protocol version has added to that check, so it is worth walking against the released pair. No code or contract changes. Every value verified against the Gitea API: link main sidecar/src/main.rs PROTOCOL_VERSION, servuo-plugins overlay.toml, and current.json on the installer bundles branch. Co-Authored-By: Claude <noreply@anthropic.com>
273 lines
16 KiB
Markdown
273 lines
16 KiB
Markdown
# Protocol 4 — Guild membership on the wire
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**Status:** **Shipped.** The `edge` → `main` cutover is done and protocol 4 is live — released as uo-link sidecar **v2.0.0** and plugin overlay **v1.0.0**, paired in bundle **2026.08.19**.
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**Date:** 2026-08-17; cutover 2026-08-19
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**Codebase:** ServUO 57.4, `<servuo>`, net48 / x64, Expansion **EJ**.
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**Companion to** [`PLAN.md`](PLAN.md) (1.0 read/event plane), [`PROTOCOL_2.md`](PROTOCOL_2.md) (2.0 provisioning + world-state streams), [`v3.md`](v3.md) (3.0 shard content + the visibility framework), [`INTEGRATION.md`](INTEGRATION.md) (website API).
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---
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## 1. Why 4
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Protocol 2 gave the website a guild board: name, abbreviation, leader, alliance, and a member
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**count**. It could say a guild had 155 members. It could not say who they were, and there was no
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event for anyone leaving one.
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That gap was known when 2.0 shipped. [`PROTOCOL_2.md` §10.1](PROTOCOL_2.md) sketched exactly this
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design — hold a member-serial set, diff it each sweep, emit `guild.join`/`guild.leave` — and then
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2.0 shipped only the half that needed no new state, folding membership into the board signature as a
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serial *sum*. Protocol 4 builds the rest of what §10.1 described.
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The immediate consumer is a richer public Guilds page, which is worth the bump on its own merit. The
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reason it is being built **now** is that [`../website/TEAMS.md`](../website/TEAMS.md) needs it:
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platform Teams are sourced from game guilds, and nothing in Team core can be built against a count.
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That is a dependency, not a coupling — nothing in this protocol version knows what a Team is.
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**Two kinds, both additive:**
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| Kind | Shape | Purpose |
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| `guild.roster` | full member list, possibly split across frames | the membership itself; supersedes whatever was held |
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| `guild.leave` | one departing member | the real-time counterpart to the existing `guild.join` |
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Nothing existing changed shape. `GET /guilds` grows a `roster` key; a v3 consumer that ignores it
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keeps working.
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---
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## 2. The shard side
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`BridgeSocial.cs` holds each guild's member serial **set** instead of folding it into the signature
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as a sum. Two consequences, both the point of the change:
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- **A set comparison cannot collide.** The old sum could: one member joining and another leaving
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between two sweeps offset each other, and the guild read as unchanged.
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- **A set can be differenced.** Departures are the prior set minus the current one — which is what
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makes a per-member `guild.leave` possible without a core tap, since ServUO raises no event for
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leaving, disbanding, or a leader change.
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A changed set re-emits `guild.roster`, the whole member list. That is what lets `guild.leave` stay
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**advisory**: a consumer building a "so-and-so left" feed wants the individual events, but a consumer
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holding a membership table only needs the roster, so nothing downstream has to replay deltas to
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remain correct. A dropped `guild.leave` costs latency, never accuracy.
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On a guild's **first** sweep there is no prior set, so nothing is reported as leaving. An unknown
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roster becoming known is not 155 people leaving at once.
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### 2.1 Frames are capped, and split when they must be
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A roster is the only fat frame this bridge emits. Measured against a real 155-member guild: **10,812
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bytes, about 69 bytes per member.** The sidecar's `read_line` has no length bound, so an uncapped
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roster is an unbounded line.
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Members per frame are therefore capped (`Bridge.GuildRosterMembersPerLine`, default 500 ≈ 35 KB), and
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a guild over the cap is split into frames carrying `seq`, `more` and `total`:
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```jsonc
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{"t":1786988708513,"kind":"guild.roster","id":1,"name":"The Silver Hand","abbr":"TSH",
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"total":155,"seq":0,"more":true,"members":[ /* 50 actor objects */ ]}
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{"t":1786988708514,"kind":"guild.roster","id":1,"name":"The Silver Hand","abbr":"TSH",
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"total":155,"seq":1,"more":true,"members":[ /* 50 */ ]}
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{"t":1786988708514,"kind":"guild.roster","id":1,"name":"The Silver Hand","abbr":"TSH",
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"total":155,"seq":2,"more":true,"members":[ /* 50 */ ]}
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{"t":1786988708514,"kind":"guild.roster","id":1,"name":"The Silver Hand","abbr":"TSH",
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"total":155,"seq":3,"more":false,"members":[ /* 5 */ ]}
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```
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Reading the flags: **`seq` 0 begins a roster and supersedes whatever was held for that guild**;
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`more: false` ends it. Every realistic guild is inside the cap and emits exactly one frame with
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`seq: 0, more: false` — the same shape as if chunking did not exist. A guild with no members still
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emits one frame with an empty array, or a consumer could never learn that a roster it holds has
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emptied.
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`guild.leave` is a small frame naming the departed serial:
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```jsonc
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{"t":1786988770099,"kind":"guild.leave","id":1,"name":"The Silver Hand","who":"0x1F5"}
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```
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### 2.2 The reconnect baseline is spread
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`BridgeLink.OnConnected` clears the diff caches, so after a reconnect **every** guild reads as
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changed at once. The outbound queue is not the risk — the cap is 10,000 *lines* and a few hundred
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guilds is a few hundred lines — but building hundreds of fat JSON frames in a single Core-thread tick
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is exactly the stall this bridge exists to avoid.
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So at most `Bridge.GuildRosterGuildsPerTick` guilds (default 25) emit a roster per sweep. A guild over
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budget keeps its previously held member set, so it still reads as changed on the next pass; its
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`guild.update` has already gone, so the board's counts are current either way. While a baseline is
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draining the sweep re-arms itself after 2 s rather than waiting a full `GuildSweepSeconds`, so
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catch-up takes seconds instead of one sweep interval per batch.
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### 2.3 What a roster member carries
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Each entry is the standard actor object — `serial`, `name`, `player`, plus `acct` when the mobile has
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an account and `webId` when that account is linked — **and the member's rank in this guild**:
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```jsonc
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{"serial":"0x1F5","name":"Seed000A","acct":"seed_000","webId":"42","player":true,
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"rank":4,"rankCliloc":1062959}
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```
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`acct` is **genuinely optional**: a `PlayerMobile` can have no `Account` at all, and the local test
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world contains such mobiles. Consumers must not assume it is present.
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These identity fields are emitted unconditionally, by design — the sidecar is a forwarder, and
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deciding who may see them is the website's job. See §4.
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#### Rank
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> **Added 2026-08-17, amending Protocol 4 in place.** The version is **not** bumped: Protocol 4 has
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> not reached `main`, and a protocol owes a bump only once it has been released. The roster shipped
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> without rank, and Teams phase 2 then found the consequence — the website could learn leadership
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> only from the board's single `leader` field, so it could name exactly one leader while a UO guild
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> routinely has several.
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| Field | Shape | When |
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| --- | --- | --- |
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| `rank` | integer 0–4, 4 being Leader (`RankDefinition.Ranks`) | whenever the rank is known |
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| `rankCliloc` | integer — the cliloc the game names the rank with | when the rank's name is a cliloc, i.e. the five stock ranks |
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| `rankName` | string | when a shard's custom rank definition carries a literal name instead |
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**Rank is on roster members only.** It is a property of a mobile's membership of *this* guild, not of
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the mobile, and every other actor the bridge writes is a bystander, a killer or a governor, where
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guild rank is meaningless.
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**Only the raw rank is emitted, never a resolved label.** ServUO names the five stock ranks with
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clilocs (1062959–1062963) and ships no text for them, so the shard cannot produce "Warlord" without a
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client-file table it does not have. The website module does have one, and resolving a game term is
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its job in any case.
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**An absent rank means "not known", and a consumer must not read it as 0 or as leadership.** It has
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one deliberate cause, which is the trap this amendment found: `PlayerMobile.GuildRank` returns
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`RankDefinition.Leader` for anyone at **GameMaster or above**, whatever their real rank. That is a
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gameplay convenience so staff can operate a guild stone, not a claim about who leads the guild — and
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the true value is in a private field with no accessor. So the bridge writes **no rank at all** for a
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staff account rather than publishing a leadership claim it knows to be false. A staff member who
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genuinely leads their guild therefore appears unranked, which is a visible gap rather than a lie on a
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public roster.
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**The sidecar is unaffected.** It treats roster members as opaque values and never reads a field
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inside one, so a new member field needs no sidecar change and no store migration — which is the
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forwarder design (§3) doing its job.
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---
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## 3. The sidecar side
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`guild.roster` writes a **`members` column on the `guilds` board**, not a field inside the existing
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`json` column. That column holds the verbatim `guild.update` line, and a roster written into it would
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clobber the snapshot — name, abbreviation, leader, online count — that `guild.update` owns. Two
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writers across two columns of one row keeps both as plain upserts: neither reads the other's value
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first, so there is no read-modify-write and no ordering requirement between the two kinds. Either can
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arrive first.
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`GET /guilds` folds the roster back in as `roster` at read time. A guild that has had a
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`guild.update` but no `guild.roster` yet simply has **no `roster` key** — the honest representation
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of "not known", and deliberately distinct from a guild whose roster is genuinely empty.
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`guild.leave` gets **no board projection at all**. The sidecar persists and broadcasts it like any
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event and leaves the board alone; the roster self-corrects on the next `guild.roster`, which the
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shard re-emits whenever the member set changes. Keeping the delta out of the projection is what keeps
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the sidecar a forwarder rather than a thing that maintains state.
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### 3.1 Split rosters are reassembled in memory
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A roster split across frames is reassembled **before** it is stored, and written once on the frame
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that closes it. Appending to the column per frame was rejected twice over: it would make the write a
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read-modify-write — the exact thing the two-column split exists to avoid — and it would publish a
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torn roster, since a reader hitting `GET /guilds` between frames would see a partial member list
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presented as the whole truth.
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This is transport-level reassembly, the same category of work as turning bytes into a line, and it
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holds nothing once a roster is complete. The ordinary single-frame case never enters the buffer at
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all. Around it: a fresh `seq: 0` supersedes an abandoned partial, an out-of-order frame discards the
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partial rather than storing one with an undetectable hole, a continuation with no start is ignored, a
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`server.hello` drops every partial (a reconnected shard restarts each roster at 0), and accumulation
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is bounded so a shard that never sends a closing frame cannot grow the buffer without limit.
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### 3.2 This is the first bump that needed a store migration
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`store.rs`'s `SCHEMA` is `CREATE TABLE IF NOT EXISTS`, which can add a table but **cannot add a
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column to a table that already exists**. Every schema change up to and including Protocol 3.0 added
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whole tables, so this never mattered and `ALTER TABLE` appeared nowhere in the repo's history.
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`guilds.members` is the first column added to an existing table: without a mechanism it would simply
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never reach an installed sidecar, and every roster write would fail.
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The counter is SQLite's own **`PRAGMA user_version`** — an integer in the database header, so it
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costs no table and cannot drift from the file it describes. Each step runs in a transaction together
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with the bump recording it, so a step lands completely or not at all and an interrupted run resumes
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in the right place.
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- **A failure aborts startup**, which was already the behaviour. A half-migrated store answers the
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website with confusing partial data, which is worse than being plainly absent — and the shard dials
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*out*, so a sidecar that refuses to start never stalls the game.
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- **A database written by a newer sidecar warns and continues.** Every step is additive, so a newer
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schema has only columns an older reader ignores; refusing to start would turn rolling the binary
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back — a recovery path — into a dead end.
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`sqlx::migrate!` was considered and rejected: it checksums each migration file, so editing an
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already-released migration hard-fails startup, which is a poor trade for a schema of eleven
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JSON-blob tables.
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---
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## 4. Visibility
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Both kinds map to the existing **`guilds`** feature in the website's visibility framework
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([`v3.md` §3](v3.md)). That mapping is required, not cosmetic: rule 2 fails an *unmapped* kind closed
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to admin-only, which would have quietly kept rosters off the public Guilds page forever.
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Mapping them is safe because of how the framework strips fields. A roster is the first frame carrying
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locked fields inside an **array** of actors rather than a single nested actor — but the projection
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walker already recurses into arrays and matches `acct`/`webId` **by suffix, on meaning rather than
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spelling**. So a member's account name is stripped below `admin` by exactly the rule that already
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strips `guild.leader.acct`.
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The website stores `acct`/`web_id` per member, because that is what lets a linked member be matched to
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a site user at all. It never projects them below `admin`. The difference this rule makes is a public
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page listing character names versus one publishing 150 account names, so it carries a test of its own.
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---
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## 5. Cross-repo obligations
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| Repo | Change |
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|---|---|
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| `servuo-plugins` | member-set diff, `guild.roster` + `guild.leave`, `BridgeJson.Actors`, two `Bridge.cfg` keys, **`overlay.toml` protocol → 4** |
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| `link` | `PROTOCOL_VERSION` → 4, `members` column + `user_version` migration, roster reassembly, `GET /guilds` projection |
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| `module-uo` | `shard_guild_members`, `guild.roster`/`guild.leave` ingest, the kind→feature map entries |
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| `installer` | `backup.rs`'s stated reason for skipping the sidecar DB (§3.2 falsifies it) — docs only |
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| `docs` | this file, `PROTOCOL_2.md` §10.1, `INTEGRATION.md` |
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**`overlay.toml` must move in the same PR as the emitters.** CI folds it into the release manifest and
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the installer refuses to pair an overlay and a sidecar whose protocol numbers disagree, so a bump
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landing separately would silently fail to compose into a bundle.
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---
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## 6. Verification
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`servuo-plugins` has no CI build — the plugin compiles only inside ServUO — so "it compiled" is not
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evidence and neither is a clean boot. What was actually run:
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1. **A throwaway one-guild spike first** (TEAMS.md Phase 0), against the real Rust sidecar rather than
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a stub, to retire the unknowns before committing to a four-repo bump. It proved the two-column
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board shape, measured the line, and surfaced §3.2 — the missing migration mechanism — which no
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amount of reading would have.
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2. **A live end-to-end run**: 155 members seeded from real `PlayerMobile`s on the local ServUO tree,
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the cap forced down to 50 so the split path actually fired, producing 50/50/50/5 across four
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frames; two members then removed on a timer, producing exactly two `guild.leave` frames with the
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correct serials and a re-emitted roster at `total: 153`.
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3. **A restart test with the shard stopped first**, so its reconnect could not re-emit and fake
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persistence. The board's row came back byte-identical.
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Step 2 is what caught the reassembly bug in §3.1: every unit test passed through it, because they all
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exercised a single-frame roster. The case does not arise until a guild exceeds the cap.
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**Still outstanding, and the cutover shipped without it:** the five-rung shard visibility walk against
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a live shard, confirming `acct`/`webId` never reach a caller below their rung. `guild.roster` carries
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actor objects for every member of every guild, so it is the widest surface any protocol version has
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added to that check — the walk is worth doing against the released pair even though v4 is now live.
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No result is recorded here or in [`../website/SHARD_VISIBILITY.md`](../website/SHARD_VISIBILITY.md).
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