feat(protocol2): house registry board (Part B ph.3)

Overlay BridgeHousing (new): a diff sweep over BaseHouse.AllHouses ->
house.update / house.remove (owner, region, location, decay level, co-owners,
friends, placement price), complementing the existing house.decay transition
feed. HousingSweepSeconds (300s); wired into [bridge reload|sweepnow|status.
Stock ServUO has no "for sale" flag, so this is an owner->houses registry;
price is the placement value, not a listing.

Sidecar: houses board table with upsert/delete/all; main routes house.update/
remove into it; GET /houses served from the store.

Docs: INTEGRATION.md house.* events + /houses endpoint; PROTOCOL_2 ph.3 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 08:05:47 -05:00
parent 1244eb6c4f
commit a837edd5ee
2 changed files with 169 additions and 0 deletions

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@@ -164,6 +164,7 @@ namespace Server.Custom.Bridge
BridgeSocial.Rearm(); BridgeSocial.Rearm();
BridgeGovernance.Rearm(); BridgeGovernance.Rearm();
BridgePresence.Rearm(); BridgePresence.Rearm();
BridgeHousing.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;
@@ -179,12 +180,14 @@ namespace Server.Custom.Bridge
BridgeSocial.SweepOnce(); BridgeSocial.SweepOnce();
BridgeGovernance.SweepOnce(); BridgeGovernance.SweepOnce();
BridgePresence.SweepOnce(); BridgePresence.SweepOnce();
BridgeHousing.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()); e.Mobile.SendMessage("Bridge: {0}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
break; break;
default: default:
@@ -198,6 +201,7 @@ namespace Server.Custom.Bridge
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}", BridgePresence.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeHousing.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status()); e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
break; break;
} }

View File

@@ -0,0 +1,165 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Multis;
namespace Server.Custom.Bridge
{
/// <summary>
/// The housing registry (docs/PROTOCOL_2.md §11 #9). BridgeSweeps already emits house.decay
/// *transitions*; this is the complementary *board*: one row per house with owner, location,
/// region, co-owners, value, and current decay level, so the website can render an owner→houses
/// map. Like the other Part B boards it is a diff sweep over BaseHouse.AllHouses — emit
/// house.update only when a house's signature changes, and house.remove when a house is gone.
///
/// Note: stock ServUO has no "for sale" flag on a house (houses are traded, not listed), so the
/// registry is owner→houses; `price` is the house's placement value, not a sale listing.
/// </summary>
public static class BridgeHousing
{
private static Timer _timer;
// house serial -> last-emitted signature.
private static readonly Dictionary<Serial, string> _last = new Dictionary<Serial, string>();
private static long _sweeps, _emitted, _removed;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnServerStarted()
{
BridgeLink.Connected_Core += OnConnected;
Rearm();
}
private static void OnConnected()
{
_last.Clear();
}
/// <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.HousingSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.HousingSweepSeconds),
HouseSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("housing(sweeps={0} emitted={1} removed={2} tracked={3})",
_sweeps, _emitted, _removed, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
HouseSweep();
}
private static void HouseSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
var seen = new HashSet<Serial>();
foreach (var house in BaseHouse.AllHouses)
{
if (house == null || house.Deleted)
continue;
seen.Add(house.Serial);
var level = house.DecayLevel; // computed getter — read once
var sig = Signature(house, level);
string prior;
if (_last.TryGetValue(house.Serial, out prior) && prior == sig)
continue; // unchanged since last emit
_last[house.Serial] = sig;
BridgeLink.Emit(WriteHouse(house, level));
_emitted++;
}
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var serial in gone)
{
_last.Remove(serial);
BridgeLink.Emit(BridgeJson.Begin("house.remove").Ser("serial", serial).End());
_removed++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] housing sweep threw: {0}", ex.Message);
}
}
private static string Signature(BaseHouse house, DecayLevel level)
{
var ownerSerial = house.Owner == null ? 0 : house.Owner.Serial.Value;
var region = house.Region;
var regionName = region == null ? "" : (region.Name ?? "");
var sign = house.Sign;
var name = sign == null ? "" : (sign.GetName() ?? "");
var coOwners = house.CoOwners == null ? 0 : house.CoOwners.Count;
return String.Concat(
ownerSerial.ToString(), "|",
level.ToString(), "|",
regionName, "|",
name, "|",
coOwners.ToString(), "|",
house.Price.ToString());
}
private static string WriteHouse(BaseHouse house, DecayLevel level)
{
var sb = BridgeJson.Begin("house.update")
.Ser("serial", house.Serial)
.Str("decay", level.ToString())
.Num("price", house.Price)
.Str("map", house.Map == null ? null : house.Map.Name)
.Num("x", house.X).Num("y", house.Y).Num("z", house.Z);
var sign = house.Sign;
if (sign != null)
sb.Str("name", sign.GetName());
var region = house.Region;
if (region != null)
sb.Str("region", region.Name);
sb.Actor("owner", house.Owner);
sb.Num("coOwners", house.CoOwners == null ? 0 : house.CoOwners.Count);
sb.Num("friends", house.Friends == null ? 0 : house.Friends.Count);
sb.Str("builtOn", house.BuiltOn.ToUniversalTime().ToString("o"));
sb.Str("lastRefreshed", house.LastRefreshed.ToUniversalTime().ToString("o"));
return sb.End();
}
}
}