Merge pull request 'feat(bridge)!: protocol 4 — guild rosters and per-member leaves (Teams cutover 1/6)' (#14) from edge into main
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Reviewed-on: #14
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
This commit is contained in:
2026-08-19 08:54:43 +00:00
5 changed files with 346 additions and 26 deletions

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@@ -23,8 +23,8 @@
# manual duty: when the protocol changes, bump it here in the same PR that # manual duty: when the protocol changes, bump it here in the same PR that
# changes the emitters, exactly as link bumps PROTOCOL_VERSION. # changes the emitters, exactly as link bumps PROTOCOL_VERSION.
# #
# Current: 3 — see docs/link/v3.md (world.ruleset, points.board, vendor.listing). # Current: 4 — see docs/link/v4.md (guild.roster, guild.leave).
protocol = 3 protocol = 4
# ── ServUO compatibility ───────────────────────────────────────────────────── # ── ServUO compatibility ─────────────────────────────────────────────────────
# #

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@@ -34,6 +34,18 @@ PageSweepSeconds=5
# interval (emit guild.update / guild.remove). Guild membership moves slowly; 60s is ample. # interval (emit guild.update / guild.remove). Guild membership moves slowly; 60s is ample.
GuildSweepSeconds=60 GuildSweepSeconds=60
# Members per guild.roster frame (Protocol 4). A roster is the only fat frame the bridge emits
# (~69 bytes per member) and the sidecar reads a line with no length bound, so this caps it; a
# guild over the cap is split across continuation frames carrying seq/more. 500 members is ~35 KB,
# past any realistic guild, so the split path is an edge case rather than the norm.
GuildRosterMembersPerLine=500
# Guilds that may emit a roster in one sweep. Every guild looks changed right after a sidecar
# reconnect, and building hundreds of fat frames in a single Core-thread pass is exactly the stall
# the bridge exists to avoid. The sweep re-arms itself every 2s while a baseline is draining, so
# lowering this slows the catch-up without making the site wait a full sweep interval per batch.
GuildRosterGuildsPerTick=25
# Town-governor poll. Each city's Governor / election is diffed on this interval to emit # Town-governor poll. Each city's Governor / election is diffed on this interval to emit
# city.update on change. Governors turn over on the order of weeks, so a slow sweep is fine. # city.update on change. Governors turn over on the order of weeks, so a slow sweep is fine.
# Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled). # Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled).

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@@ -38,6 +38,10 @@ namespace Server.Custom.Bridge
public static int PointsSweepSeconds { get; private set; } public static int PointsSweepSeconds { get; private set; }
public static int MarketSweepSeconds { get; private set; } public static int MarketSweepSeconds { get; private set; }
// ---- guild rosters (Protocol 4) ----
public static int GuildRosterMembersPerLine { get; private set; }
public static int GuildRosterGuildsPerTick { get; private set; }
// ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ---- // ---- player-vendor market index (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/v3.md §8) ----
public static bool MarketEnabled { get; private set; } public static bool MarketEnabled { get; private set; }
public static int MarketSweepBatch { get; private set; } public static int MarketSweepBatch { get; private set; }
@@ -114,6 +118,24 @@ namespace Server.Custom.Bridge
if (GuildSweepSeconds < 1) if (GuildSweepSeconds < 1)
GuildSweepSeconds = 1; GuildSweepSeconds = 1;
// A roster line is the only fat frame this plugin emits — measured at roughly 69 bytes
// per member — and the sidecar reads a line with no length bound. The cap turns an
// unbounded frame into a bounded one; a guild above it is split across continuation
// lines. 500 members is ~35 KB, comfortably past any real guild, so the split path is
// an edge case rather than the norm.
GuildRosterMembersPerLine = Config.Get("Bridge.GuildRosterMembersPerLine", 500);
if (GuildRosterMembersPerLine < 16)
GuildRosterMembersPerLine = 16;
// How many guilds may emit a roster in a single sweep. Every guild re-emits after a
// reconnect (the diff caches are cleared), and building a few hundred fat JSON frames in
// one Core-thread pass is exactly the stall this bridge exists to avoid. The sweep
// re-arms itself promptly while a baseline is still draining, so this throttles the work
// without making the site wait a full sweep interval per batch.
GuildRosterGuildsPerTick = Config.Get("Bridge.GuildRosterGuildsPerTick", 25);
if (GuildRosterGuildsPerTick < 1)
GuildRosterGuildsPerTick = 1;
CitySweepSeconds = Config.Get("Bridge.CitySweepSeconds", 300); CitySweepSeconds = Config.Get("Bridge.CitySweepSeconds", 300);
if (CitySweepSeconds < 1) if (CitySweepSeconds < 1)
CitySweepSeconds = 1; CitySweepSeconds = 1;

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@@ -85,14 +85,153 @@ namespace Server.Custom.Bridge
public static StringBuilder Actor(this StringBuilder sb, string name, Mobile m) public static StringBuilder Actor(this StringBuilder sb, string name, Mobile m)
{ {
sb.Append(",\"").Append(name).Append("\":"); sb.Append(",\"").Append(name).Append("\":");
WriteActor(sb, m);
if (m == null)
{
sb.Append("null");
return sb; return sb;
} }
sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"'); /// <summary>
/// Writes a named array of actor objects — a guild roster (Protocol 4) being the first
/// caller. Every other outbound helper here emits a leading `,"name":`, so an array
/// element needs the bare object; that is why <see cref="WriteActor"/> exists separately
/// rather than <see cref="Actor"/> being reused.
///
/// `count` bounds how many are written, because a roster frame must stay a bounded line
/// (Bridge.GuildRosterMembersPerLine). A null entry in the sequence is skipped rather
/// than written as null, so the array is always a list of real members and a caller can
/// trust its length.
///
/// `withGuildRank` adds each member's guild rank to their object. It is a parameter
/// rather than always-on because rank is a property of a mobile's membership of THIS
/// guild, not of the mobile — every other actor this bridge writes is a bystander,
/// a killer, a governor, and guild rank is meaningless on all of them.
/// </summary>
public static StringBuilder Actors(
this StringBuilder sb, string name, IList<Mobile> mobiles, int start, int count,
bool withGuildRank = false)
{
sb.Append(",\"").Append(name).Append("\":[");
if (mobiles != null)
{
var end = Math.Min(start + count, mobiles.Count);
bool first = true;
for (int i = start; i < end; i++)
{
var m = mobiles[i];
if (m == null)
continue;
if (!first)
sb.Append(',');
if (withGuildRank)
WriteGuildMember(sb, m);
else
WriteActor(sb, m);
first = false;
}
}
sb.Append(']');
return sb;
}
/// <summary>
/// A roster member: the standard actor object plus the member's rank in their guild.
///
/// **Only the raw rank is emitted, never a resolved label.** ServUO names the five
/// standard ranks with cliloc ids (10629591062963) and ships no text for them, so the
/// shard cannot produce "Warlord" without a client-file table it does not have. The
/// website module does have one, and resolving a game term is its job in any case.
///
/// `rank` is the numeric rank, 04, with 4 being Leader (`RankDefinition.Ranks`). A
/// custom rank definition may carry a literal string instead of a cliloc, so `rankName`
/// is written when there is one and `rankCliloc` when there is not; a shard that has
/// replaced the rank table therefore keeps its own naming rather than being flattened
/// into the stock five.
///
/// A member with no readable rank — a mobile that is not a PlayerMobile, or one whose
/// GuildRank is null — is written with no rank fields at all rather than a fabricated
/// default. Absent means "not known", and a consumer that treated a missing rank as 0
/// would silently demote them.
///
/// **Staff are deliberately written with no rank, and this is not a rounding error.**
/// `PlayerMobile.GuildRank` returns `RankDefinition.Leader` for anyone at GameMaster or
/// above, whatever their actual rank — a gameplay convenience so staff can operate a
/// guild stone, and emphatically not a claim about who leads the guild. The true value
/// is in a private field with no accessor, so the only honest options are "Leader" and
/// "not known", and publishing a staff member as a guild leader on a public roster is
/// the worse of the two by a wide margin. A staff account that genuinely leads its guild
/// shows as an unranked member, which is a visible gap rather than a false claim.
/// </summary>
private static void WriteGuildMember(StringBuilder sb, Mobile m)
{
if (m == null)
{
sb.Append("null");
return;
}
sb.Append('{');
WriteActorFields(sb, m);
var pm = m as Server.Mobiles.PlayerMobile;
var rank = pm == null || pm.AccessLevel >= AccessLevel.GameMaster ? null : pm.GuildRank;
if (rank != null)
{
sb.Append(",\"rank\":").Append(rank.Rank);
if (!string.IsNullOrEmpty(rank.Name.String))
{
sb.Append(",\"rankName\":");
Escape(sb, rank.Name.String);
}
else if (rank.Name.Number > 0)
{
sb.Append(",\"rankCliloc\":").Append(rank.Name.Number);
}
}
sb.Append('}');
}
/// <summary>
/// One bare actor object, with no leading field name: serial, name, account (when there
/// is one), the linked webId (when the account is linked), and the player flag. A `null`
/// mobile writes null.
///
/// `acct` and `webId` are the site-identity fields, and they are emitted here
/// unconditionally by design — the sidecar is a forwarder, and deciding who may see them
/// is the website's job (it projects per the shard visibility rungs). Note that `acct` is
/// genuinely optional: a PlayerMobile can have no Account at all.
/// </summary>
private static void WriteActor(StringBuilder sb, Mobile m)
{
if (m == null)
{
sb.Append("null");
return;
}
sb.Append('{');
WriteActorFields(sb, m);
sb.Append('}');
}
/// <summary>
/// The actor fields, with no braces, so a caller can add its own.
///
/// Split out for <see cref="WriteGuildMember"/>, which is the same object plus guild
/// rank. Note the first field is written WITHOUT a leading comma and every later one
/// with, so this must be the first thing inside its object.
/// </summary>
private static void WriteActorFields(StringBuilder sb, Mobile m)
{
sb.Append("\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":"); sb.Append(",\"name\":");
Escape(sb, m.Name ?? ""); Escape(sb, m.Name ?? "");
@@ -112,8 +251,6 @@ namespace Server.Custom.Bridge
} }
sb.Append(",\"player\":").Append(m.Player ? "true" : "false"); sb.Append(",\"player\":").Append(m.Player ? "true" : "false");
sb.Append('}');
return sb;
} }
/// <summary>Closes the object. The trailing newline is the frame delimiter.</summary> /// <summary>Closes the object. The trailing newline is the frame delimiter.</summary>

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@@ -15,10 +15,14 @@ namespace Server.Custom.Bridge
/// A guild that vanishes (or disbands — Disbanded == leader gone) leaves via `guild.remove`. /// A guild that vanishes (or disbands — Disbanded == leader gone) leaves via `guild.remove`.
/// ///
/// On top of the board we emit a real-time `guild.join` from EventSink.JoinGuild, so a "so-and- /// On top of the board we emit a real-time `guild.join` from EventSink.JoinGuild, so a "so-and-
/// so joined" feed does not wait for the next sweep. A membership change also moves the board /// so joined" feed does not wait for the next sweep.
/// signature (member count + serial sum), so a *leave* surfaces as the member count dropping in ///
/// the next `guild.update`; per-member leave events would need a core tap and are a later /// Protocol 4 adds the membership half that §10.1 deferred. The sweep holds each guild's
/// refinement (§10.1). /// member serial **set** rather than a sum of it, so a change is detected by set comparison
/// (no hash collisions, unlike the old sum where two offsetting changes could cancel) and the
/// departures are recoverable by difference — which is what makes a per-member `guild.leave`
/// possible without a core tap. A changed set also re-emits `guild.roster`, the full member
/// list, so the board self-corrects and nothing downstream has to replay deltas to stay right.
/// ///
/// "Created" is derived sidecar-side from a first-seen id (as champs derive it), rather than a /// "Created" is derived sidecar-side from a first-seen id (as champs derive it), rather than a
/// wire event — otherwise a sidecar reconnect, which clears the diff cache and re-emits every /// wire event — otherwise a sidecar reconnect, which clears the diff cache and re-emits every
@@ -32,7 +36,16 @@ namespace Server.Custom.Bridge
// was cleared on reconnect), so its next sweep counts as a change. // was cleared on reconnect), so its next sweep counts as a change.
private static readonly Dictionary<int, string> _last = new Dictionary<int, string>(); private static readonly Dictionary<int, string> _last = new Dictionary<int, string>();
private static long _sweeps, _emitted, _removed, _joins; // guild id -> last-emitted member serial set (Protocol 4). Held rather than summed so a
// departure can be recovered as a set difference; see the class remarks.
private static readonly Dictionary<int, HashSet<int>> _members =
new Dictionary<int, HashSet<int>>();
private static long _sweeps, _emitted, _removed, _joins, _rosters, _leaves;
// Set while a post-reconnect baseline is still draining, so the sweep re-arms promptly
// instead of leaving the site a sweep interval behind. See GuildSweep.
private static bool _draining;
public static void Initialize() public static void Initialize()
{ {
@@ -52,6 +65,7 @@ namespace Server.Custom.Bridge
private static void OnConnected() private static void OnConnected()
{ {
_last.Clear(); _last.Clear();
_members.Clear();
} }
/// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary> /// <summary>Stops and recreates the timer from current config. Called by `[bridge reload`.</summary>
@@ -72,8 +86,9 @@ namespace Server.Custom.Bridge
public static string Status() public static string Status()
{ {
return String.Format("guilds(sweeps={0} emitted={1} removed={2} joins={3} tracked={4})", return String.Format(
_sweeps, _emitted, _removed, _joins, _last.Count); "guilds(sweeps={0} emitted={1} removed={2} joins={3} rosters={4} leaves={5} tracked={6} draining={7})",
_sweeps, _emitted, _removed, _joins, _rosters, _leaves, _last.Count, _draining);
} }
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary> /// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
@@ -93,6 +108,12 @@ namespace Server.Custom.Bridge
var seen = new HashSet<int>(); var seen = new HashSet<int>();
// Guilds whose roster this sweep is still allowed to emit. Every guild looks changed
// right after a reconnect, and a roster is this plugin's only fat frame, so the
// baseline is spread over several passes rather than built in one Core-thread tick.
var rosterBudget = BridgeConfig.GuildRosterGuildsPerTick;
var deferred = false;
foreach (var bg in BaseGuild.List.Values) foreach (var bg in BaseGuild.List.Values)
{ {
var g = bg as Guild; var g = bg as Guild;
@@ -104,25 +125,84 @@ namespace Server.Custom.Bridge
seen.Add(g.Id); seen.Add(g.Id);
var current = MemberSerials(g);
HashSet<int> priorMembers;
var known = _members.TryGetValue(g.Id, out priorMembers);
var membersChanged = !known || !priorMembers.SetEquals(current);
var sig = Signature(g); var sig = Signature(g);
string prior; string prior;
if (_last.TryGetValue(g.Id, out prior) && prior == sig) var sigChanged = !_last.TryGetValue(g.Id, out prior) || prior != sig;
if (!sigChanged && !membersChanged)
continue; // unchanged since last emit continue; // unchanged since last emit
if (sigChanged)
{
_last[g.Id] = sig; _last[g.Id] = sig;
BridgeLink.Emit(WriteGuild(g)); BridgeLink.Emit(WriteGuild(g));
_emitted++; _emitted++;
} }
if (!membersChanged)
continue;
// Over budget: leave _members untouched so this guild is still "changed" next
// pass and gets its roster then. The guild.update above has already gone, so the
// board's counts are current either way.
if (rosterBudget <= 0)
{
deferred = true;
continue;
}
rosterBudget--;
// Departures, per member, before the roster that supersedes them: a consumer
// building a "so-and-so left" feed needs the individual events, while a consumer
// holding the membership table only needs the roster. On the very first sweep for
// a guild there is no prior set, so nothing is reported as having left — an
// unknown roster becoming known is not 155 people leaving.
if (known)
{
foreach (var serial in priorMembers)
{
if (current.Contains(serial))
continue;
BridgeLink.Emit(BridgeJson.Begin("guild.leave")
.Num("id", g.Id)
.Str("name", g.Name)
.Ser("who", (Serial)serial)
.End());
_leaves++;
}
}
EmitRoster(g);
_members[g.Id] = current;
}
// Anything tracked last sweep but not seen now has disbanded or been removed. // Anything tracked last sweep but not seen now has disbanded or been removed.
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList(); var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var id in gone) foreach (var id in gone)
{ {
_last.Remove(id); _last.Remove(id);
_members.Remove(id);
BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End()); BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
_removed++; _removed++;
} }
// Re-arm promptly while a baseline is still draining. Without this the remaining
// guilds would each wait a full GuildSweepSeconds, so a 200-guild shard would take
// hours to publish its rosters after a reconnect instead of seconds. The sweep is
// idempotent, so an extra pass that finds nothing changed costs a few field reads.
_draining = deferred;
if (deferred)
Timer.DelayCall(TimeSpan.FromSeconds(2.0), GuildSweep);
} }
catch (Exception ex) catch (Exception ex)
{ {
@@ -130,14 +210,15 @@ namespace Server.Custom.Bridge
} }
} }
// The volatile fields that define a meaningful change: name, abbreviation, leader, member /// <summary>
// count, the member set (order-independent serial sum), and alliance. /// The guild's live member serials. Held per guild between sweeps so a membership change
private static string Signature(Guild g) /// yields both the fact that it changed and *who* left (Protocol 4).
/// </summary>
private static HashSet<int> MemberSerials(Guild g)
{ {
long memberSum = 0; var set = new HashSet<int>();
int count = 0;
var members = g.Members; var members = g.Members;
if (members != null) if (members != null)
{ {
for (int i = 0; i < members.Count; i++) for (int i = 0; i < members.Count; i++)
@@ -145,8 +226,28 @@ namespace Server.Custom.Bridge
var m = members[i]; var m = members[i];
if (m == null) if (m == null)
continue; continue;
set.Add(m.Serial.Value);
}
}
return set;
}
// The volatile fields that define a meaningful change to the *board row*: name, abbreviation,
// leader, member count and alliance. Membership is no longer folded in here as a serial sum —
// the sweep compares the real member set instead, which cannot collide the way a sum can when
// one member joins and another leaves between two passes.
private static string Signature(Guild g)
{
int count = 0;
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
if (members[i] != null)
count++; count++;
unchecked { memberSum += (uint)m.Serial.Value; }
} }
} }
@@ -157,7 +258,6 @@ namespace Server.Custom.Bridge
g.Abbreviation ?? "", "|", g.Abbreviation ?? "", "|",
leaderSerial.ToString(), "|", leaderSerial.ToString(), "|",
count.ToString(), "|", count.ToString(), "|",
memberSum.ToString(), "|",
g.Alliance == null ? "" : (g.AllianceName ?? "")); g.Alliance == null ? "" : (g.AllianceName ?? ""));
} }
@@ -191,6 +291,55 @@ namespace Server.Custom.Bridge
return sb.End(); return sb.End();
} }
/// <summary>
/// Emits the guild's full member list as one or more `guild.roster` frames (Protocol 4).
///
/// A roster is the only fat frame this plugin produces — roughly 69 bytes per member — and
/// the sidecar reads a line with no length bound, so the member count per line is capped
/// (Bridge.GuildRosterMembersPerLine). A guild over the cap is split, and each frame
/// carries `seq` plus `more` so a consumer can tell a complete roster from a partial one:
/// `seq` 0 begins a roster and replaces whatever was held, and `more` false ends it. A
/// guild inside the cap — every realistic one — emits exactly one frame with `seq` 0 and
/// `more` false, which is the same shape as if chunking did not exist.
/// </summary>
private static void EmitRoster(Guild g)
{
var members = g.Members;
var total = members == null ? 0 : members.Count;
var perLine = BridgeConfig.GuildRosterMembersPerLine;
var seq = 0;
var start = 0;
// do/while, not while: a guild with no members must still emit one empty roster frame,
// or a consumer could never learn that a roster it holds has emptied.
do
{
var more = start + perLine < total;
var sb = BridgeJson.Begin("guild.roster")
.Num("id", g.Id)
.Str("name", g.Name)
.Str("abbr", g.Abbreviation)
.Num("total", total)
.Num("seq", seq)
.Bool("more", more);
// `withGuildRank` — the roster is the one place a member's rank in THIS guild is
// meaningful, and the only frame that carries it. Leadership is rank 4
// (RankDefinition.Ranks), and a guild can have several members at it, which is why
// the board's single `leader` field was never enough to answer "who leads this".
sb.Actors("members", members, start, perLine, withGuildRank: true);
BridgeLink.Emit(sb.End());
_rosters++;
start += perLine;
seq++;
}
while (start < total);
}
// ---- real-time join ---- // ---- real-time join ----
private static void OnJoinGuild(JoinGuildEventArgs e) private static void OnJoinGuild(JoinGuildEventArgs e)