feat(protocol2): guild and town-governor world-state streams (Part B ph.1)
Adds the first Part B streams from docs/PROTOCOL_2.md: guild rosters and
town governors ("mayors"), both outbound diff-board sweeps mirroring the
existing champ board.
Overlay:
- BridgeSocial (new): guild sweep+diff over BaseGuild.List -> guild.update /
guild.remove (full-state upsert; disband detected via Disbanded), plus a
real-time guild.join from EventSink.JoinGuild. (EventSink.CreateGuild is only
the load-time factory, so creation is derived sidecar-side from a first-seen
id, as champs do.)
- BridgeGovernance (new): city sweep over CityLoyaltySystem.Cities -> city.update
(governor / governor-elect / election phase), gated on CityLoyaltySystem.Enabled.
- BridgeJson.Actor: shared serial/name/acct/webId/player writer used by both.
- BridgeConfig: GuildSweepSeconds (60s), CitySweepSeconds (300s).
- BridgeBoot: both wired into [bridge reload|sweepnow|status.
Sidecar:
- store: guilds + governors board tables with upsert/delete/all.
- main: route guild.update/remove and city.update into the boards.
- web: GET /guilds, GET /governors served from the store (snapshot-companion
rule, so a fresh page or a restarted sidecar hydrates without the shard).
Docs: INTEGRATION.md event catalog (guild.*, city.update) + board endpoints;
PROTOCOL_2.md Part B phase 1 marked built.
Verified: sidecar cargo check clean; overlay compiles in the full ServUO
Scripts tree (0 errors, 0 warnings). Live end-to-end run still pending.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
218
overlay/Scripts/Custom/Bridge/BridgeSocial.cs
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218
overlay/Scripts/Custom/Bridge/BridgeSocial.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Guilds;
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namespace Server.Custom.Bridge
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{
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/// <summary>
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/// The guild stream (docs/PROTOCOL_2.md §10.1). Guilds have almost no useful EventSink:
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/// EventSink.CreateGuild is only the load-time deserialization factory (Server/World.cs), and
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/// leave/disband/leader/alliance changes raise nothing. Only EventSink.JoinGuild is real. So,
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/// exactly like <see cref="BridgeChamps"/>, the roster is polled: enumerate BaseGuild.List each
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/// tick, fold each guild to a small signature, and emit `guild.update` only when it changes.
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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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///
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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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/// guild, would look like every guild being created at once.
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/// </summary>
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public static class BridgeSocial
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{
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private static Timer _timer;
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// guild id -> last-emitted signature. An id absent here has never been emitted (or the cache
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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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public static void Initialize()
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{
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if (!BridgeConfig.Enabled)
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return;
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EventSink.JoinGuild += OnJoinGuild;
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EventSink.ServerStarted += OnServerStarted;
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}
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private static void OnServerStarted()
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{
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BridgeLink.Connected_Core += OnConnected;
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Rearm();
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}
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private static void OnConnected()
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{
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_last.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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public static void Rearm()
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{
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Stop();
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_timer = Timer.DelayCall(
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TimeSpan.FromSeconds(BridgeConfig.GuildSweepSeconds),
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TimeSpan.FromSeconds(BridgeConfig.GuildSweepSeconds),
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GuildSweep);
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}
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public static void Stop()
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{
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if (_timer != null) { _timer.Stop(); _timer = null; }
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}
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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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}
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/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
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public static void SweepOnce()
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{
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GuildSweep();
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}
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private static void GuildSweep()
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{
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try
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{
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_sweeps++;
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if (!BridgeLink.Connected)
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return; // nothing is listening; do not fill the queue with perishable snapshots
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var seen = new HashSet<int>();
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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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// Skip disbanded guilds (leader gone): they linger in the list until cleaned up,
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// and treating them as absent lets the "gone" pass below emit guild.remove.
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if (g == null || g.Disbanded)
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continue;
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seen.Add(g.Id);
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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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continue; // unchanged since last emit
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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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// 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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BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
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_removed++;
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] guild sweep threw: {0}", ex.Message);
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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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{
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long memberSum = 0;
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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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var m = members[i];
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if (m == null)
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continue;
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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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var leaderSerial = g.Leader == null ? 0 : g.Leader.Serial.Value;
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return String.Concat(
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g.Name ?? "", "|",
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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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private static string WriteGuild(Guild g)
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{
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int online = 0, 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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var m = members[i];
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if (m == null)
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continue;
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count++;
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if (m.NetState != null)
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online++;
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}
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}
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var sb = BridgeJson.Begin("guild.update")
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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("members", count)
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.Num("online", online)
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.Str("alliance", g.Alliance == null ? null : g.AllianceName);
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sb.Actor("leader", g.Leader);
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return sb.End();
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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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{
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try
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{
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if (e == null || e.Mobile == null)
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return;
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var g = e.Guild as Guild;
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var sb = BridgeJson.Begin("guild.join");
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if (g != null)
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sb.Num("id", g.Id).Str("name", g.Name).Str("abbr", g.Abbreviation);
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sb.Actor("who", e.Mobile);
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BridgeLink.Emit(sb.End());
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_joins++;
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}
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catch (Exception ex)
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{
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Console.WriteLine("[Bridge] guild join handler threw: {0}", ex.Message);
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}
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}
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}
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}
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