Merge pull request 'feat(bridge)!: guild rosters and per-member leaves, on protocol 4' (#12) from feat/teams-phase1-guild-roster into edge
Reviewed-on: #12
This commit is contained in:
@@ -23,8 +23,8 @@
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# manual duty: when the protocol changes, bump it here in the same PR that
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# changes the emitters, exactly as link bumps PROTOCOL_VERSION.
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#
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# Current: 3 — see docs/link/v3.md (world.ruleset, points.board, vendor.listing).
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protocol = 3
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# Current: 4 — see docs/link/v4.md (guild.roster, guild.leave).
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protocol = 4
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# ── ServUO compatibility ─────────────────────────────────────────────────────
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#
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@@ -34,6 +34,18 @@ PageSweepSeconds=5
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# interval (emit guild.update / guild.remove). Guild membership moves slowly; 60s is ample.
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GuildSweepSeconds=60
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# Members per guild.roster frame (Protocol 4). A roster is the only fat frame the bridge emits
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# (~69 bytes per member) and the sidecar reads a line with no length bound, so this caps it; a
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# guild over the cap is split across continuation frames carrying seq/more. 500 members is ~35 KB,
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# past any realistic guild, so the split path is an edge case rather than the norm.
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GuildRosterMembersPerLine=500
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# Guilds that may emit a roster in one sweep. Every guild looks changed right after a sidecar
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# reconnect, and building hundreds of fat frames in a single Core-thread pass is exactly the stall
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# the bridge exists to avoid. The sweep re-arms itself every 2s while a baseline is draining, so
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# lowering this slows the catch-up without making the site wait a full sweep interval per batch.
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GuildRosterGuildsPerTick=25
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# Town-governor poll. Each city's Governor / election is diffed on this interval to emit
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# city.update on change. Governors turn over on the order of weeks, so a slow sweep is fine.
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# Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled).
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@@ -38,6 +38,10 @@ namespace Server.Custom.Bridge
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public static int PointsSweepSeconds { get; private set; }
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public static int MarketSweepSeconds { get; private set; }
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// ---- guild rosters (Protocol 4) ----
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public static int GuildRosterMembersPerLine { get; private set; }
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public static int GuildRosterGuildsPerTick { get; private set; }
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// ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
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public static bool MarketEnabled { get; private set; }
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public static int MarketSweepBatch { get; private set; }
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@@ -114,6 +118,24 @@ namespace Server.Custom.Bridge
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if (GuildSweepSeconds < 1)
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GuildSweepSeconds = 1;
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// A roster line is the only fat frame this plugin emits — measured at roughly 69 bytes
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// per member — and the sidecar reads a line with no length bound. The cap turns an
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// unbounded frame into a bounded one; a guild above it is split across continuation
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// lines. 500 members is ~35 KB, comfortably past any real guild, so the split path is
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// an edge case rather than the norm.
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GuildRosterMembersPerLine = Config.Get("Bridge.GuildRosterMembersPerLine", 500);
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if (GuildRosterMembersPerLine < 16)
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GuildRosterMembersPerLine = 16;
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// How many guilds may emit a roster in a single sweep. Every guild re-emits after a
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// reconnect (the diff caches are cleared), and building a few hundred fat JSON frames in
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// one Core-thread pass is exactly the stall this bridge exists to avoid. The sweep
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// re-arms itself promptly while a baseline is still draining, so this throttles the work
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// without making the site wait a full sweep interval per batch.
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GuildRosterGuildsPerTick = Config.Get("Bridge.GuildRosterGuildsPerTick", 25);
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if (GuildRosterGuildsPerTick < 1)
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GuildRosterGuildsPerTick = 1;
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CitySweepSeconds = Config.Get("Bridge.CitySweepSeconds", 300);
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if (CitySweepSeconds < 1)
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CitySweepSeconds = 1;
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@@ -85,11 +85,66 @@ namespace Server.Custom.Bridge
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public static StringBuilder Actor(this StringBuilder sb, string name, Mobile m)
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{
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sb.Append(",\"").Append(name).Append("\":");
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WriteActor(sb, m);
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return sb;
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}
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/// <summary>
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/// Writes a named array of actor objects — a guild roster (Protocol 4) being the first
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/// caller. Every other outbound helper here emits a leading `,"name":`, so an array
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/// element needs the bare object; that is why <see cref="WriteActor"/> exists separately
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/// rather than <see cref="Actor"/> being reused.
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///
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/// `count` bounds how many are written, because a roster frame must stay a bounded line
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/// (Bridge.GuildRosterMembersPerLine). A null entry in the sequence is skipped rather
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/// than written as null, so the array is always a list of real members and a caller can
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/// trust its length.
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/// </summary>
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public static StringBuilder Actors(
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this StringBuilder sb, string name, IList<Mobile> mobiles, int start, int count)
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{
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sb.Append(",\"").Append(name).Append("\":[");
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if (mobiles != null)
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{
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var end = Math.Min(start + count, mobiles.Count);
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bool first = true;
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for (int i = start; i < end; i++)
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{
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var m = mobiles[i];
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if (m == null)
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continue;
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if (!first)
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sb.Append(',');
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WriteActor(sb, m);
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first = false;
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}
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}
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sb.Append(']');
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return sb;
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}
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/// <summary>
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/// One bare actor object, with no leading field name: serial, name, account (when there
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/// is one), the linked webId (when the account is linked), and the player flag. A `null`
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/// mobile writes null.
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///
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/// `acct` and `webId` are the site-identity fields, and they are emitted here
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/// unconditionally by design — the sidecar is a forwarder, and deciding who may see them
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/// is the website's job (it projects per the shard visibility rungs). Note that `acct` is
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/// genuinely optional: a PlayerMobile can have no Account at all.
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/// </summary>
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private static void WriteActor(StringBuilder sb, Mobile m)
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{
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if (m == null)
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{
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sb.Append("null");
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return sb;
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return;
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}
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sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
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@@ -113,7 +168,6 @@ namespace Server.Custom.Bridge
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sb.Append(",\"player\":").Append(m.Player ? "true" : "false");
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sb.Append('}');
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return sb;
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}
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/// <summary>Closes the object. The trailing newline is the frame delimiter.</summary>
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@@ -15,10 +15,14 @@ namespace Server.Custom.Bridge
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/// A guild that vanishes (or disbands — Disbanded == leader gone) leaves via `guild.remove`.
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///
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/// On top of the board we emit a real-time `guild.join` from EventSink.JoinGuild, so a "so-and-
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/// so joined" feed does not wait for the next sweep. A membership change also moves the board
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/// signature (member count + serial sum), so a *leave* surfaces as the member count dropping in
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/// the next `guild.update`; per-member leave events would need a core tap and are a later
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/// refinement (§10.1).
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/// so joined" feed does not wait for the next sweep.
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///
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/// Protocol 4 adds the membership half that §10.1 deferred. The sweep holds each guild's
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/// member serial **set** rather than a sum of it, so a change is detected by set comparison
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/// (no hash collisions, unlike the old sum where two offsetting changes could cancel) and the
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/// departures are recoverable by difference — which is what makes a per-member `guild.leave`
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/// possible without a core tap. A changed set also re-emits `guild.roster`, the full member
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/// list, so the board self-corrects and nothing downstream has to replay deltas to stay right.
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///
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/// "Created" is derived sidecar-side from a first-seen id (as champs derive it), rather than a
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/// wire event — otherwise a sidecar reconnect, which clears the diff cache and re-emits every
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@@ -32,7 +36,16 @@ namespace Server.Custom.Bridge
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// was cleared on reconnect), so its next sweep counts as a change.
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private static readonly Dictionary<int, string> _last = new Dictionary<int, string>();
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private static long _sweeps, _emitted, _removed, _joins;
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// guild id -> last-emitted member serial set (Protocol 4). Held rather than summed so a
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// departure can be recovered as a set difference; see the class remarks.
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private static readonly Dictionary<int, HashSet<int>> _members =
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new Dictionary<int, HashSet<int>>();
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private static long _sweeps, _emitted, _removed, _joins, _rosters, _leaves;
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// Set while a post-reconnect baseline is still draining, so the sweep re-arms promptly
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// instead of leaving the site a sweep interval behind. See GuildSweep.
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private static bool _draining;
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public static void Initialize()
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{
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@@ -52,6 +65,7 @@ namespace Server.Custom.Bridge
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private static void OnConnected()
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{
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_last.Clear();
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_members.Clear();
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}
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/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
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@@ -72,8 +86,9 @@ namespace Server.Custom.Bridge
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public static string Status()
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{
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return String.Format("guilds(sweeps={0} emitted={1} removed={2} joins={3} tracked={4})",
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_sweeps, _emitted, _removed, _joins, _last.Count);
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return String.Format(
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"guilds(sweeps={0} emitted={1} removed={2} joins={3} rosters={4} leaves={5} tracked={6} draining={7})",
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_sweeps, _emitted, _removed, _joins, _rosters, _leaves, _last.Count, _draining);
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}
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/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
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@@ -93,6 +108,12 @@ namespace Server.Custom.Bridge
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var seen = new HashSet<int>();
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// Guilds whose roster this sweep is still allowed to emit. Every guild looks changed
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// right after a reconnect, and a roster is this plugin's only fat frame, so the
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// baseline is spread over several passes rather than built in one Core-thread tick.
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var rosterBudget = BridgeConfig.GuildRosterGuildsPerTick;
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var deferred = false;
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foreach (var bg in BaseGuild.List.Values)
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{
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var g = bg as Guild;
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@@ -104,25 +125,84 @@ namespace Server.Custom.Bridge
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seen.Add(g.Id);
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var current = MemberSerials(g);
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HashSet<int> priorMembers;
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var known = _members.TryGetValue(g.Id, out priorMembers);
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var membersChanged = !known || !priorMembers.SetEquals(current);
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var sig = Signature(g);
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string prior;
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if (_last.TryGetValue(g.Id, out prior) && prior == sig)
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var sigChanged = !_last.TryGetValue(g.Id, out prior) || prior != sig;
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if (!sigChanged && !membersChanged)
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continue; // unchanged since last emit
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if (sigChanged)
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{
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_last[g.Id] = sig;
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BridgeLink.Emit(WriteGuild(g));
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_emitted++;
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}
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if (!membersChanged)
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continue;
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// Over budget: leave _members untouched so this guild is still "changed" next
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// pass and gets its roster then. The guild.update above has already gone, so the
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// board's counts are current either way.
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if (rosterBudget <= 0)
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{
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deferred = true;
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continue;
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}
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rosterBudget--;
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// Departures, per member, before the roster that supersedes them: a consumer
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// building a "so-and-so left" feed needs the individual events, while a consumer
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// holding the membership table only needs the roster. On the very first sweep for
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// a guild there is no prior set, so nothing is reported as having left — an
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// unknown roster becoming known is not 155 people leaving.
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if (known)
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{
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foreach (var serial in priorMembers)
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{
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if (current.Contains(serial))
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continue;
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BridgeLink.Emit(BridgeJson.Begin("guild.leave")
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.Num("id", g.Id)
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.Str("name", g.Name)
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.Ser("who", (Serial)serial)
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.End());
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_leaves++;
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}
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}
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EmitRoster(g);
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_members[g.Id] = current;
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}
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// Anything tracked last sweep but not seen now has disbanded or been removed.
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var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
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foreach (var id in gone)
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{
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_last.Remove(id);
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_members.Remove(id);
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BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
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_removed++;
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}
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// Re-arm promptly while a baseline is still draining. Without this the remaining
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// guilds would each wait a full GuildSweepSeconds, so a 200-guild shard would take
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// hours to publish its rosters after a reconnect instead of seconds. The sweep is
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// idempotent, so an extra pass that finds nothing changed costs a few field reads.
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_draining = deferred;
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if (deferred)
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), GuildSweep);
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}
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catch (Exception ex)
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{
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@@ -130,14 +210,15 @@ namespace Server.Custom.Bridge
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}
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}
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// The volatile fields that define a meaningful change: name, abbreviation, leader, member
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// count, the member set (order-independent serial sum), and alliance.
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private static string Signature(Guild g)
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/// <summary>
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/// The guild's live member serials. Held per guild between sweeps so a membership change
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/// yields both the fact that it changed and *who* left (Protocol 4).
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/// </summary>
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private static HashSet<int> MemberSerials(Guild g)
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{
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long memberSum = 0;
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int count = 0;
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var set = new HashSet<int>();
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var members = g.Members;
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if (members != null)
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{
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for (int i = 0; i < members.Count; i++)
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@@ -145,8 +226,28 @@ namespace Server.Custom.Bridge
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var m = members[i];
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if (m == null)
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continue;
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set.Add(m.Serial.Value);
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}
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}
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return set;
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}
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// The volatile fields that define a meaningful change to the *board row*: name, abbreviation,
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// leader, member count and alliance. Membership is no longer folded in here as a serial sum —
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// the sweep compares the real member set instead, which cannot collide the way a sum can when
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// one member joins and another leaves between two passes.
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private static string Signature(Guild g)
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{
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int count = 0;
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var members = g.Members;
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if (members != null)
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{
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for (int i = 0; i < members.Count; i++)
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{
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if (members[i] != null)
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count++;
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unchecked { memberSum += (uint)m.Serial.Value; }
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}
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}
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@@ -157,7 +258,6 @@ namespace Server.Custom.Bridge
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g.Abbreviation ?? "", "|",
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leaderSerial.ToString(), "|",
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count.ToString(), "|",
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memberSum.ToString(), "|",
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g.Alliance == null ? "" : (g.AllianceName ?? ""));
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}
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@@ -191,6 +291,51 @@ namespace Server.Custom.Bridge
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return sb.End();
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}
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/// <summary>
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/// Emits the guild's full member list as one or more `guild.roster` frames (Protocol 4).
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///
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/// A roster is the only fat frame this plugin produces — roughly 69 bytes per member — and
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/// the sidecar reads a line with no length bound, so the member count per line is capped
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/// (Bridge.GuildRosterMembersPerLine). A guild over the cap is split, and each frame
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/// carries `seq` plus `more` so a consumer can tell a complete roster from a partial one:
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/// `seq` 0 begins a roster and replaces whatever was held, and `more` false ends it. A
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/// guild inside the cap — every realistic one — emits exactly one frame with `seq` 0 and
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/// `more` false, which is the same shape as if chunking did not exist.
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/// </summary>
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private static void EmitRoster(Guild g)
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{
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var members = g.Members;
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var total = members == null ? 0 : members.Count;
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var perLine = BridgeConfig.GuildRosterMembersPerLine;
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var seq = 0;
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var start = 0;
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// do/while, not while: a guild with no members must still emit one empty roster frame,
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// or a consumer could never learn that a roster it holds has emptied.
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do
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{
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var more = start + perLine < total;
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var sb = BridgeJson.Begin("guild.roster")
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.Num("id", g.Id)
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.Str("name", g.Name)
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.Str("abbr", g.Abbreviation)
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.Num("total", total)
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.Num("seq", seq)
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.Bool("more", more);
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sb.Actors("members", members, start, perLine);
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BridgeLink.Emit(sb.End());
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_rosters++;
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start += perLine;
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seq++;
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}
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while (start < total);
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}
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// ---- real-time join ----
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private static void OnJoinGuild(JoinGuildEventArgs e)
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Reference in New Issue
Block a user