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:
2026-07-17 07:54:11 -05:00
parent 5816c29c67
commit dd39d524c6
6 changed files with 463 additions and 0 deletions

View File

@@ -29,6 +29,16 @@ ChampSweepSeconds=10
# support queue; the full open queue is also available on demand via pages.snapshot.
PageSweepSeconds=5
# Guild roster poll (docs/PROTOCOL_2.md Part B). Guilds expose only EventSink.JoinGuild, so
# create/disband/leave/leader/alliance changes are found by diffing BaseGuild.List on this
# interval (emit guild.update / guild.remove). Guild membership moves slowly; 60s is ample.
GuildSweepSeconds=60
# 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.
# Idle (emits nothing) unless the City Loyalty system is enabled (CityLoyalty.Enabled).
CitySweepSeconds=300
# Shown to a player when they run [link. The website page where they enter the code.
LinkUrl=https://yoursite/link

View File

@@ -161,6 +161,8 @@ namespace Server.Custom.Bridge
BridgeSweeps.Rearm();
BridgePages.Rearm();
BridgeChamps.Rearm();
BridgeSocial.Rearm();
BridgeGovernance.Rearm();
e.Mobile.SendMessage("Bridge: {0}", BridgeConfig.Describe());
e.Mobile.SendMessage("Bridge: sweeps re-armed; endpoint changes take effect on reconnect.");
break;
@@ -173,9 +175,13 @@ namespace Server.Custom.Bridge
case "sweepnow":
BridgeSweeps.SweepOnce();
BridgeChamps.SweepOnce();
BridgeSocial.SweepOnce();
BridgeGovernance.SweepOnce();
e.Mobile.SendMessage("Bridge: ran one sweep of each stream.");
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
break;
default:
@@ -186,6 +192,8 @@ namespace Server.Custom.Bridge
BridgeLink.Received, BridgeLink.Connects, BridgeLink.WriteErrors);
e.Mobile.SendMessage("Bridge: {0}", BridgeSweeps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeChamps.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeSocial.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgeGovernance.Status());
e.Mobile.SendMessage("Bridge: {0}", BridgePages.Status());
break;
}

View File

@@ -31,6 +31,8 @@ namespace Server.Custom.Bridge
public static int EconomySweepSeconds { get; private set; }
public static int PageSweepSeconds { get; private set; }
public static int ChampSweepSeconds { get; private set; }
public static int GuildSweepSeconds { get; private set; }
public static int CitySweepSeconds { get; private set; }
public static string LinkUrl { get; private set; }
@@ -79,6 +81,16 @@ namespace Server.Custom.Bridge
if (ChampSweepSeconds < 1)
ChampSweepSeconds = 1;
// Social/political sweeps (docs/PROTOCOL_2.md Part B). Both change slowly, so the
// defaults are unhurried; the pass is a handful of field reads over a small set.
GuildSweepSeconds = Config.Get("Bridge.GuildSweepSeconds", 60);
if (GuildSweepSeconds < 1)
GuildSweepSeconds = 1;
CitySweepSeconds = Config.Get("Bridge.CitySweepSeconds", 300);
if (CitySweepSeconds < 1)
CitySweepSeconds = 1;
LinkUrl = Config.Get("Bridge.LinkUrl", "https://yoursite/link");
TownCrierMaxLines = Config.Get("Bridge.TownCrierMaxLines", 6);

View File

@@ -0,0 +1,175 @@
using System;
using System.Collections.Generic;
using Server.Engines.CityLoyalty;
namespace Server.Custom.Bridge
{
/// <summary>
/// The town-governor stream (docs/PROTOCOL_2.md §10.2). In modern ServUO the "mayor of a
/// town" is the Governor in the City Loyalty System (King Blackthorn's governance): each of
/// the governed cities has a Governor, a GovernorElect, and an Election. None of these raises
/// an EventSink, so — like <see cref="BridgeChamps"/> and <see cref="BridgeSocial"/> — the set
/// is polled and each city emits `city.update` only when its signature changes. Governors turn
/// over on the order of weeks, so a slow sweep (default 5 min) is ample.
///
/// The wire model is uniform with the rest of Part B: a full-state `city.update` upsert, with
/// "the governor changed" derived sidecar-side by comparing to the stored board — rather than a
/// discrete from→to event, which a sidecar reconnect (cache cleared, full re-emit) would
/// otherwise fire spuriously for every city.
///
/// Gated on CityLoyaltySystem.Enabled: a shard running its own town system emits nothing here.
/// </summary>
public static class BridgeGovernance
{
private static Timer _timer;
// City enum value -> last-emitted signature.
private static readonly Dictionary<int, string> _last = new Dictionary<int, string>();
private static long _sweeps, _emitted;
private static bool _warnedDisabled;
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.CitySweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.CitySweepSeconds),
CitySweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("cities(enabled={0} sweeps={1} emitted={2} tracked={3})",
CityLoyaltySystem.Enabled, _sweeps, _emitted, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
CitySweep();
}
private static void CitySweep()
{
try
{
_sweeps++;
if (!CityLoyaltySystem.Enabled || CityLoyaltySystem.Cities == null)
{
if (!_warnedDisabled)
{
Console.WriteLine("[Bridge] city loyalty disabled; governor stream idle.");
_warnedDisabled = true;
}
return;
}
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
foreach (var city in CityLoyaltySystem.Cities)
{
if (city == null)
continue;
var sig = Signature(city);
int key = (int)city.City;
string prior;
if (_last.TryGetValue(key, out prior) && prior == sig)
continue; // unchanged since last emit
_last[key] = sig;
BridgeLink.Emit(WriteCity(city));
_emitted++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] city sweep threw: {0}", ex.Message);
}
}
// The volatile fields: governor, governor-elect, and the election phase / candidate count.
private static string Signature(CityLoyaltySystem city)
{
var gov = city.Governor == null ? 0 : city.Governor.Serial.Value;
var elect = city.GovernorElect == null ? 0 : city.GovernorElect.Serial.Value;
var e = city.Election;
var phase = ElectionPhase(e);
var candidates = (e == null || e.Candidates == null) ? 0 : e.Candidates.Count;
return String.Concat(
gov.ToString(), "|", elect.ToString(), "|", phase, "|", candidates.ToString());
}
private static string WriteCity(CityLoyaltySystem city)
{
var e = city.Election;
var phase = ElectionPhase(e);
var candidates = (e == null || e.Candidates == null) ? 0 : e.Candidates.Count;
var sb = BridgeJson.Begin("city.update")
.Str("city", city.City.ToString())
.Str("electionPhase", phase)
.Num("candidates", candidates);
sb.Actor("governor", city.Governor);
sb.Actor("governorElect", city.GovernorElect);
if (e != null && e.Ongoing)
sb.Str("autoPickAt", e.AutoPickGovernor.ToUniversalTime().ToString("o"));
return sb.End();
}
/// <summary>Folds the election state into one of: none / nominate / vote / pending.</summary>
private static string ElectionPhase(CityElection e)
{
if (e == null)
return "none";
if (e.CanNominate())
return "nominate";
if (e.CanVote())
return "vote";
if (e.Ongoing)
return "pending";
return "none";
}
}
}

View File

@@ -76,6 +76,46 @@ namespace Server.Custom.Bridge
return sb;
}
/// <summary>
/// Writes a nested actor object: serial, name, account (when there is one), the linked
/// webId (when the account is linked), and the player flag. A `null` mobile writes null.
/// The richer counterpart to BridgeEvents' internal writer, used by the Part B streams so a
/// guild leader / joiner / governor can be attributed to a site user without a lookup.
/// </summary>
public static StringBuilder Actor(this StringBuilder sb, string name, Mobile m)
{
sb.Append(",\"").Append(name).Append("\":");
if (m == null)
{
sb.Append("null");
return sb;
}
sb.Append("{\"serial\":\"0x").Append(m.Serial.Value.ToString("X")).Append('"');
sb.Append(",\"name\":");
Escape(sb, m.Name ?? "");
var acct = m.Account as Accounting.Account;
if (acct != null)
{
sb.Append(",\"acct\":");
Escape(sb, acct.Username);
var webId = BridgeAccountLink.WebIdFor(acct);
if (webId != null)
{
sb.Append(",\"webId\":");
Escape(sb, webId);
}
}
sb.Append(",\"player\":").Append(m.Player ? "true" : "false");
sb.Append('}');
return sb;
}
/// <summary>Closes the object. The trailing newline is the frame delimiter.</summary>
public static string End(this StringBuilder sb)
{

View File

@@ -0,0 +1,218 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Guilds;
namespace Server.Custom.Bridge
{
/// <summary>
/// The guild stream (docs/PROTOCOL_2.md §10.1). Guilds have almost no useful EventSink:
/// EventSink.CreateGuild is only the load-time deserialization factory (Server/World.cs), and
/// leave/disband/leader/alliance changes raise nothing. Only EventSink.JoinGuild is real. So,
/// exactly like <see cref="BridgeChamps"/>, the roster is polled: enumerate BaseGuild.List each
/// tick, fold each guild to a small signature, and emit `guild.update` only when it changes.
/// 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-
/// so joined" feed does not wait for the next sweep. A membership change also moves the board
/// 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
/// refinement (§10.1).
///
/// "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
/// guild, would look like every guild being created at once.
/// </summary>
public static class BridgeSocial
{
private static Timer _timer;
// guild id -> last-emitted signature. An id absent here has never been emitted (or the cache
// 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 long _sweeps, _emitted, _removed, _joins;
public static void Initialize()
{
if (!BridgeConfig.Enabled)
return;
EventSink.JoinGuild += OnJoinGuild;
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.GuildSweepSeconds),
TimeSpan.FromSeconds(BridgeConfig.GuildSweepSeconds),
GuildSweep);
}
public static void Stop()
{
if (_timer != null) { _timer.Stop(); _timer = null; }
}
public static string Status()
{
return String.Format("guilds(sweeps={0} emitted={1} removed={2} joins={3} tracked={4})",
_sweeps, _emitted, _removed, _joins, _last.Count);
}
/// <summary>Runs one sweep now. Wired into `[bridge sweepnow`.</summary>
public static void SweepOnce()
{
GuildSweep();
}
private static void GuildSweep()
{
try
{
_sweeps++;
if (!BridgeLink.Connected)
return; // nothing is listening; do not fill the queue with perishable snapshots
var seen = new HashSet<int>();
foreach (var bg in BaseGuild.List.Values)
{
var g = bg as Guild;
// Skip disbanded guilds (leader gone): they linger in the list until cleaned up,
// and treating them as absent lets the "gone" pass below emit guild.remove.
if (g == null || g.Disbanded)
continue;
seen.Add(g.Id);
var sig = Signature(g);
string prior;
if (_last.TryGetValue(g.Id, out prior) && prior == sig)
continue; // unchanged since last emit
_last[g.Id] = sig;
BridgeLink.Emit(WriteGuild(g));
_emitted++;
}
// Anything tracked last sweep but not seen now has disbanded or been removed.
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var id in gone)
{
_last.Remove(id);
BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
_removed++;
}
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] guild sweep threw: {0}", ex.Message);
}
}
// The volatile fields that define a meaningful change: name, abbreviation, leader, member
// count, the member set (order-independent serial sum), and alliance.
private static string Signature(Guild g)
{
long memberSum = 0;
int count = 0;
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
var m = members[i];
if (m == null)
continue;
count++;
unchecked { memberSum += (uint)m.Serial.Value; }
}
}
var leaderSerial = g.Leader == null ? 0 : g.Leader.Serial.Value;
return String.Concat(
g.Name ?? "", "|",
g.Abbreviation ?? "", "|",
leaderSerial.ToString(), "|",
count.ToString(), "|",
memberSum.ToString(), "|",
g.Alliance == null ? "" : (g.AllianceName ?? ""));
}
private static string WriteGuild(Guild g)
{
int online = 0, count = 0;
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
var m = members[i];
if (m == null)
continue;
count++;
if (m.NetState != null)
online++;
}
}
var sb = BridgeJson.Begin("guild.update")
.Num("id", g.Id)
.Str("name", g.Name)
.Str("abbr", g.Abbreviation)
.Num("members", count)
.Num("online", online)
.Str("alliance", g.Alliance == null ? null : g.AllianceName);
sb.Actor("leader", g.Leader);
return sb.End();
}
// ---- real-time join ----
private static void OnJoinGuild(JoinGuildEventArgs e)
{
try
{
if (e == null || e.Mobile == null)
return;
var g = e.Guild as Guild;
var sb = BridgeJson.Begin("guild.join");
if (g != null)
sb.Num("id", g.Id).Str("name", g.Name).Str("abbr", g.Abbreviation);
sb.Actor("who", e.Mobile);
BridgeLink.Emit(sb.End());
_joins++;
}
catch (Exception ex)
{
Console.WriteLine("[Bridge] guild join handler threw: {0}", ex.Message);
}
}
}
}