feat(protocol2): presence stream — online population + region transitions (Part B ph.2)

Overlay BridgePresence (new):
- presence.online sweep over online PlayerMobiles: total plus per-facet and
  per-region counts, emitted only when the population changes.
- region.enter real-time from EventSink.OnEnterRegion (player-filtered), the
  cheap location signal PLAN.md prefers over Movement.
- PresenceSweepSeconds (30s); wired into [bridge reload|sweepnow|status.

Sidecar:
- GET /online serves the latest presence.online snapshot from the event store
  (survives restart); population time series via /history?kind=presence.online.

Docs: INTEGRATION.md presence events + /online endpoint; PROTOCOL_2 ph.2 built.

Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live run pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-17 08:02:05 -05:00
parent 2ed0b0bd00
commit d47170581d
7 changed files with 275 additions and 2 deletions

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@@ -280,6 +280,22 @@ In modern ServUO the "mayor" of a town is the **City Loyalty Governor**. The set
Render the current board from `GET /governors` (§6) on connect, then keep it live with these events. Render the current board from `GET /governors` (§6) on connect, then keep it live with these events.
#### Presence (Protocol 2.0)
Who's online and where. A population snapshot is polled (`PresenceSweepSeconds`, default 30s) and emitted **only when it changes**; region transitions arrive in real time.
| kind | fields | notes |
|------|--------|-------|
| `presence.online` | `count`, `byFacet` `{map: n}`, `byRegion` `{region: n}` | The current online population. Emitted when the count or any breakdown changes. `GET /online` gives the latest; `GET /history?kind=presence.online` the time series. |
| `region.enter` | `from` (or null), `to` (or null), `map`, `who` (actor object) | A player crossed into a new named region. `from`/`to` are region names (`Wilderness` is unnamed). Cheap "who's where" feed. |
```json
{"kind":"presence.online","count":42,"byFacet":{"Felucca":12,"Trammel":30},
"byRegion":{"Britain":18,"Wilderness":9,"Despise":2},"t":1752489280000}
{"kind":"region.enter","from":"Britain","to":"Despise","map":"Felucca",
"who":{"serial":"0x1A2B","name":"Darrow","acct":"whitlocktech","player":true},"t":...}
```
--- ---
## 5. REST — read queries ## 5. REST — read queries
@@ -576,6 +592,16 @@ GET /governors
Every city's latest governance snapshot — the live board, kept current by the `city.update` stream (§4). Empty if the shard does not run the City Loyalty system. Ordered by city. Every city's latest governance snapshot — the live board, kept current by the `city.update` stream (§4). Empty if the shard does not run the City Loyalty system. Ordered by city.
### Online population (Protocol 2.0)
```
GET /online
→ {"kind":"presence.online","count":42,"byFacet":{"Felucca":12,"Trammel":30},
"byRegion":{"Britain":18,"Wilderness":9},"t":1752489280000}
```
The current online population — total plus per-facet and per-region breakdowns. The latest `presence.online` snapshot (from SQLite, so it survives a sidecar restart); keep it live with the `presence.online` stream (§4). `count: 0` with empty maps if the shard hasn't reported yet. For the population time series, `GET /history?kind=presence.online`.
--- ---
## 7. Status codes ## 7. Status codes

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@@ -381,8 +381,8 @@ If the website mirrors rosters/links (it does — `store.record_link`), it must
## 13. Part B phasing ## 13. Part B phasing
1. ~~**Guilds + governors.**~~ **Built (2026-07-17), compiles clean both sides.** `BridgeSocial.cs` (guild sweep + `JoinGuild``guild.update`/`guild.remove`/`guild.join`) and `BridgeGovernance.cs` (city sweep → `city.update`, gated on `CityLoyaltySystem.Enabled`), `GuildSweepSeconds` (60s) / `CitySweepSeconds` (300s) config, both wired into `[bridge reload|sweepnow|status`. Sidecar `guilds`/`governors` board tables + `GET /guilds`, `/governors` served from the store (the §12.2 snapshot rule). Shared `BridgeJson.Actor` writer (serial/name/acct/webId/player). **Deviation from the §10 sketch:** the wire uses full-state `guild.update`/`city.update` upserts (website derives "created"/"governor changed" from the board) rather than discrete `guild.created`/`city.governor` events — this avoids a reconnect re-emit looking like a storm of creations, matching the proven `champ.update` model. *Live end-to-end run still pending.* 1. ~~**Guilds + governors.**~~ **Built (2026-07-17), compiles clean both sides.** `BridgeSocial.cs` (guild sweep + `JoinGuild``guild.update`/`guild.remove`/`guild.join`) and `BridgeGovernance.cs` (city sweep → `city.update`, gated on `CityLoyaltySystem.Enabled`), `GuildSweepSeconds` (60s) / `CitySweepSeconds` (300s) config, both wired into `[bridge reload|sweepnow|status`. Sidecar `guilds`/`governors` board tables + `GET /guilds`, `/governors` served from the store (the §12.2 snapshot rule). Shared `BridgeJson.Actor` writer (serial/name/acct/webId/player). **Deviation from the §10 sketch:** the wire uses full-state `guild.update`/`city.update` upserts (website derives "created"/"governor changed" from the board) rather than discrete `guild.created`/`city.governor` events — this avoids a reconnect re-emit looking like a storm of creations, matching the proven `champ.update` model. *Live end-to-end run still pending.*
2. **Presence.** Who's-online/population sweep + region presence (`OnEnterRegion`) → `GET /online`, population history in the store. 2. ~~**Presence.**~~ **Built (2026-07-17), compiles clean both sides.** `BridgePresence.cs`: a `presence.online` sweep (total + per-facet + per-region, emitted on change) and real-time `region.enter` (`EventSink.OnEnterRegion`, player-filtered). `PresenceSweepSeconds` (30s), wired into `[bridge`. `GET /online` serves the latest snapshot from the event store (population series via `/history?kind=presence.online`). *Live run pending.*
3. **Housing registry.** Extend the decay sweep to a full owner→houses list + houses-for-sale `GET /houses`. (Selected from the §11 menu.) 3. **Housing registry.** Extend the decay sweep to a full owner→houses list → `GET /houses`. (Selected from the §11 menu. Note: stock ServUO has no "for sale" flag on houses, so the registry is owner→houses; for-sale is dropped.)
4. **Titles.** `char.profile` `titles` block (§10.3) — no new stream, folds into `BridgeProfile`. 4. **Titles.** `char.profile` `titles` block (§10.3) — no new stream, folds into `BridgeProfile`.
5. **Factions/VvV** — only after confirming which system the shard runs; stream just the enabled one. 5. **Factions/VvV** — only after confirming which system the shard runs; stream just the enabled one.

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@@ -39,6 +39,15 @@ GuildSweepSeconds=60
# Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled). # Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled).
CitySweepSeconds=300 CitySweepSeconds=300
# Presence poll. Online population (total, per-facet, per-region) is snapshotted on this
# interval and emitted as presence.online only when it changes. Region transitions come
# through separately in real time as region.enter (EventSink.OnEnterRegion).
PresenceSweepSeconds=30
# Housing registry poll. Every house is diffed on this interval to emit house.update /
# house.remove (owner, region, location, decay). Houses change slowly; a few minutes is fine.
HousingSweepSeconds=300
# Shown to a player when they run [link. The website page where they enter the code. # Shown to a player when they run [link. The website page where they enter the code.
LinkUrl=https://yoursite/link LinkUrl=https://yoursite/link

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@@ -163,6 +163,7 @@ namespace Server.Custom.Bridge
BridgeChamps.Rearm(); BridgeChamps.Rearm();
BridgeSocial.Rearm(); BridgeSocial.Rearm();
BridgeGovernance.Rearm(); BridgeGovernance.Rearm();
BridgePresence.Rearm();
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe()); e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect."); e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect.");
break; break;
@@ -177,11 +178,13 @@ namespace Server.Custom.Bridge
BridgeChamps.SweepOnce(); BridgeChamps.SweepOnce();
BridgeSocial.SweepOnce(); BridgeSocial.SweepOnce();
BridgeGovernance.SweepOnce(); BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream."); e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
break; break;
default: default:
@@ -194,6 +197,7 @@ namespace Server.Custom.Bridge
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
break; break;
} }

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@@ -33,6 +33,8 @@ namespace Server.Custom.Bridge
public static int ChampSweepSeconds { get; private set; } public static int ChampSweepSeconds { get; private set; }
public static int GuildSweepSeconds { get; private set; } public static int GuildSweepSeconds { get; private set; }
public static int CitySweepSeconds { get; private set; } public static int CitySweepSeconds { get; private set; }
public static int PresenceSweepSeconds { get; private set; }
public static int HousingSweepSeconds { get; private set; }
public static string LinkUrl { get; private set; } public static string LinkUrl { get; private set; }
@@ -91,6 +93,14 @@ namespace Server.Custom.Bridge
if (CitySweepSeconds < 1) if (CitySweepSeconds < 1)
CitySweepSeconds = 1; CitySweepSeconds = 1;
PresenceSweepSeconds = Config.Get("Bridge.PresenceSweepSeconds", 30);
if (PresenceSweepSeconds < 1)
PresenceSweepSeconds = 1;
HousingSweepSeconds = Config.Get("Bridge.HousingSweepSeconds", 300);
if (HousingSweepSeconds < 1)
HousingSweepSeconds = 1;
LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link"); LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6); TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);

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@@ -0,0 +1,203 @@
using System;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Custom.Bridge
{
/// <summary>
/// The presence stream (docs/PROTOCOL_2.md §11 #1/#2): who is online and where. Two parts:
///
/// presence.online - a periodic population snapshot (total, per-facet, per-region), emitted
/// on a sweep but only when it changes, so the site has a live "N online"
/// plus a change history without a firehose of identical frames.
/// region.enter - a real-time location transition from EventSink.OnEnterRegion, the cheap
/// per-player movement signal PLAN.md §5.6 recommends over Movement.
///
/// The snapshot is derived each sweep from the online PlayerMobiles (NetState != null), the
/// same population the vitals sweep already walks; counting them by map and region is a handful
/// of field reads. region.enter is filtered to players.
/// </summary>
public static class BridgePresence
{
private static Timer _timer;
// Signature of the last-emitted snapshot, so an unchanged population emits nothing.
private static string _lastSig;
private static long _sweeps, _emitted, _regionEnters;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.OnEnterRegion += OnEnterRegion;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
// Force the next sweep to emit after a (re)connect, so a sidecar that restarted gets the
// current population within one sweep.
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_lastSig = null;
}
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
public static void Rearm()
{
Stop();
_timer = Timer.DelayCall(
TimeSpan.FromSeconds(BridgeConfig.PresenceSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.PresenceSweepSeconds),
PresenceSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("presence(sweeps={0} emitted={1} regionEnters={2})",
_sweeps, _emitted, _regionEnters);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
PresenceSweep();
}
private static void PresenceSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
int total = 0;
var byFacet = new SortedDictionary<string, int>(StringComparer.Ordinal);
var byRegion = new SortedDictionary<string, int>(StringComparer.Ordinal);
foreach (var m in World.Mobiles.Values)
{
var pm = m as PlayerMobile;
if (pm == null || pm.NetState == null || pm.Deleted)
continue;
total++;
var facet = pm.Map == null ? "Internal" : pm.Map.Name;
Bump(byFacet, facet);
var region = pm.Region;
var regionName = (region == null || String.IsNullOrEmpty(region.Name)) ? "Wilderness" : region.Name;
Bump(byRegion, regionName);
}
var sig = Signature(total, byFacet, byRegion);
if (sig == _lastSig)
return; // population unchanged since last emit
_lastSig = sig;
BridgeLink.Emit(WriteOnline(total, byFacet, byRegion));
_emitted++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] presence sweep threw: {0}", ex.Message);
}
}
private static void Bump(IDictionary<string, int> map, string key)
{
int n;
map[key] = map.TryGetValue(key, out n) ? n + 1 : 1;
}
private static string Signature(int total, SortedDictionary<string, int> byFacet, SortedDictionary<string, int> byRegion)
{
var sb = new System.Text.StringBuilder();
sb.Append(total);
foreach (var kv in byFacet) sb.Append('|').Append(kv.Key).Append(':').Append(kv.Value);
sb.Append('#');
foreach (var kv in byRegion) sb.Append('|').Append(kv.Key).Append(':').Append(kv.Value);
return sb.ToString();
}
private static string WriteOnline(int total, SortedDictionary<string, int> byFacet, SortedDictionary<string, int> byRegion)
{
var sb = BridgeJson.Begin("presence.online").Num("count", total);
WriteCounts(sb, "byFacet", byFacet);
WriteCounts(sb, "byRegion", byRegion);
return sb.End();
}
/// <summary>Writes a nested object of {name: count} pairs.</summary>
private static void WriteCounts(System.Text.StringBuilder sb, string field, SortedDictionary<string, int> counts)
{
sb.Append(",\"").Append(field).Append("\":{");
bool first = true;
foreach (var kv in counts)
{
if (!first)
sb.Append(',');
first = false;
BridgeJson.Escape(sb, kv.Key);
sb.Append(':').Append(kv.Value);
}
sb.Append('}');
}
// ---- real-time region transitions ----
private static void OnEnterRegion(OnEnterRegionEventArgs e)
{
try
{
if (e == null || e.From == null || !e.From.Player)
return;
var from = e.OldRegion;
var to = e.NewRegion;
// Only meaningful when the named region actually changed.
var fromName = from == null ? null : from.Name;
var toName = to == null ? null : to.Name;
if (String.Equals(fromName, toName, StringComparison.Ordinal))
return;
var sb = BridgeJson.Begin("region.enter")
.Str("from", fromName)
.Str("to", toName)
.Str("map", e.From.Map == null ? null : e.From.Map.Name);
sb.Actor("who", e.From);
BridgeLink.Emit(sb.End());
_regionEnters++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] region enter handler threw: {0}", ex.Message);
}
}
}
}

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@@ -77,6 +77,7 @@ pub async fn serve(addr: &str, state: AppState) -> anyhow::Result<()> {
// and survive an outage with the last-known snapshot (docs/PROTOCOL_2.md §12.2). // and survive an outage with the last-known snapshot (docs/PROTOCOL_2.md §12.2).
.route("/guilds", get(guilds)) .route("/guilds", get(guilds))
.route("/governors", get(governors)) .route("/governors", get(governors))
.route("/online", get(online))
.route_layer(middleware::from_fn_with_state(state.clone(), gate)); .route_layer(middleware::from_fn_with_state(state.clone(), gate));
let app = Router::new() let app = Router::new()
@@ -729,6 +730,26 @@ async fn governors(State(st): State<AppState>) -> impl IntoResponse {
} }
} }
/// The current online population: total plus per-facet and per-region counts. This is the most
/// recent `presence.online` snapshot from the event store (so it survives a sidecar restart); the
/// live `presence.online` stream keeps it current, and `GET /history?kind=presence.online` gives the
/// population time series. Returns `count: 0` if the shard has not reported one yet.
async fn online(State(st): State<AppState>) -> impl IntoResponse {
match st.store.recent(Some("presence.online"), 1).await {
Ok(mut events) => match events.pop() {
Some(latest) => (StatusCode::OK, Json(latest)),
None => (
StatusCode::OK,
Json(json!({"kind": "presence.online", "count": 0, "byFacet": {}, "byRegion": {}})),
),
},
Err(e) => (
StatusCode::INTERNAL_SERVER_ERROR,
Json(json!({"error": e.to_string()})),
),
}
}
// ---- websocket ---- // ---- websocket ----
async fn ws_upgrade(ws: WebSocketUpgrade, State(state): State<AppState>) -> impl IntoResponse { async fn ws_upgrade(ws: WebSocketUpgrade, State(state): State<AppState>) -> impl IntoResponse {