Commit Graph

4 Commits

Author SHA1 Message Date
8c6db9f0d5 feat(bridge): carry guild rank on roster members
Protocol 4 is still on `edge` and unreleased, so this amends it in place rather
than bumping: `PROTOCOL_VERSION` and `overlay.toml` both stay at 4. A bump is
only owed once a protocol has reached `main`.

Phase 1 shipped the roster member as the standard actor object, which carries no
guild rank. The consequence surfaced in Teams phase 2: the website could only
learn leadership from the board's single `leader` field, so `getTeamLeaders()`
could return exactly one member — while a UO guild routinely has several at rank
4, and TEAMS.md §2.5 treats multiple leaders as the normal case.

Roster members now carry `rank` (0-4, 4 being Leader per RankDefinition.Ranks)
plus `rankCliloc`, or `rankName` when a custom rank definition uses a literal
string instead of a cliloc. Only the raw rank goes on the wire: ServUO names the
five standard ranks with cliloc ids and ships no text for them, so this shard
cannot produce "Warlord" without a client-file table it does not have. The
website module has one, and resolving a game term is its job in any case.

`withGuildRank` is a parameter on `Actors()` rather than a change to the shared
actor writer. Rank is a property of a mobile's membership of THIS guild, not of
the mobile, and every other actor this bridge writes is a bystander, a killer or
a governor, where guild rank is meaningless. `WriteActor` is split into a
fields-only writer so both forms share one definition of an actor.

## The trap this found

**`PlayerMobile.GuildRank` returns `RankDefinition.Leader` for anyone at
GameMaster or above, whatever their actual rank.** It is a gameplay convenience
so staff can operate a guild stone, and it is emphatically not a claim about who
leads the guild -- but it is what the only public accessor returns, and the true
value sits in a private field. Emitting it verbatim would have published every
staff member in a guild as a guild leader on a public website.

Staff are therefore written with no rank fields at all. A staff account that
genuinely leads its guild shows as an unranked member, which is a visible gap
rather than a false claim -- the right way round, given the name on that roster
reaches a public page.

## Verification

This repo has no CI build, so compiling is not evidence. Run against the local
ServUO tree with a throwaway probe that synthesised a guild from real
PlayerMobiles across the rank ladder, with one account promoted to GameMaster.
The emitted frame:

  tester    rank 4  cliloc 1062959   (Leader)
  Seed000A  rank 4  cliloc 1062959   (Leader)  <- two at once, the point of this
  Seed000B  rank 3  cliloc 1062960   (Warlord)
  Seed000C  rank 2  cliloc 1062961   (Emissary)
  Seed001A  rank 1  cliloc 1062962   (Member)
  Seed001B  no rank fields                     <- GameMaster, stored rank 0,
                                                  getter reported rank 4

The probe printed stored vs reported rank per member, so the getter's substitution
is recorded rather than inferred: `Seed001B storedRank=0 reportedRank=4
access=GameMaster`. The line parsed as valid JSON.

`dotnet build Scripts.csproj` clean, 0 warnings. Probe deleted, tree rebuilt, and
`deploy.ps1 -Verify` reports 0 changes against the overlay. The shard was killed
without a world save, so the synthetic guild did not persist (Guilds.bin still 0
bytes).

**The sidecar needs no change.** It treats roster members as opaque values and
never reads a field inside one -- `accumulate_roster` moves them and
`upsert_guild_roster` stores them, both by value. That is the forwarder design
paying off.

Refs docs/link/v4.md §2.3

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-17 17:34:51 -05:00
cc4f58317e feat(bridge)!: guild rosters and per-member leaves, on protocol 4
Protocol 2 could say how many members a guild had, not who they were, and there
is no EventSink for leaving a guild — so PROTOCOL_2.md §10.1 deferred the whole
membership half. This closes it.

The sweep now holds each guild's member serial **set** instead of folding it into
the signature as a sum. That buys two things. A set comparison cannot collide,
where a sum could: one member joining and another leaving between two passes
offset each other and the guild looked unchanged. And a set can be *differenced*,
which is what makes a per-member `guild.leave` possible without a core tap —
departures are simply the prior set minus the current one.

A changed set also re-emits `guild.roster`, the full member list. That is what
lets the departure events stay advisory: a consumer building a "so-and-so left"
feed wants them, but a consumer holding a membership table only needs the roster,
so nothing downstream has to replay deltas to stay correct. On a guild's first
sweep there is no prior set, so nothing is reported as leaving — an unknown
roster becoming known is not 155 people leaving at once.

A roster is the only fat frame this plugin emits — measured at roughly 69 bytes
per member against a real 155-member guild — and the sidecar reads a line with no
length bound. So members per frame are capped (default 500, about 35 KB), and a
guild over the cap is split into frames carrying `seq`, `more` and `total`. Every
realistic guild emits exactly one frame with `seq` 0 and `more` false, which is
the same shape as if chunking did not exist. Verified against the real sidecar
with the cap forced down to 50, which produced 50/50/50/5 across four frames.

The reconnect baseline is spread rather than fired in one pass. `OnConnected`
clears the diff caches, so every guild looks changed at once, and building
hundreds of fat frames in a single Core-thread tick is exactly the stall this
bridge exists to avoid. At most GuildRosterGuildsPerTick guilds emit a roster per
sweep; a guild over budget keeps its old member set, so it still reads as changed
next pass. The sweep re-arms itself after 2s while a baseline is draining, so
catch-up takes seconds rather than one full sweep interval per batch.

BridgeJson gained the array writer it never had — there was no way to express a
list of objects at all. Every field helper emits a leading `,"name":`, so Actor
is split into a bare-object writer that both the single and array forms use.

overlay.toml protocol -> 4, in this commit rather than a later one: CI folds it
into the release manifest and the installer refuses to pair an overlay and a
sidecar that disagree, so a bump landing separately from the emitters would
silently fail to compose into a bundle.

Verified on a live ServUO shard against the real Rust sidecar (not a stub): 155
members seeded from real PlayerMobiles, four roster frames reassembled to 153
entries on the board after two members were removed, two guild.leave frames with
the correct serials, and the departed serials absent from the re-emitted roster.

Refs: docs/website/TEAMS.md Part 12 Phase 1

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-17 12:52:07 -05:00
0fd6b91f22 docs: move docs to RunicGateway/docs, repoint all references
Extracted docs/ (ADMIN_CONTROLS, INTEGRATION, PLAN, PROTOCOL_2, RESEARCH,
SHARD_PREREQS) into the central RunicGateway/docs repo under link/, with
full commit history preserved via git filter-repo.

The source cites these design docs by section throughout, so every in-repo
reference (C# + Rust comments, Bridge.cfg, and the READMEs) is repointed at
the new docs-repo URL. README references are rendered as markdown links; a
Documentation pointer section is added to the top-level README.

Docs repo: https://gitea.whitlocktech.com/RunicGateway/docs
2026-07-18 00:08:34 -05:00
dd39d524c6 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>
2026-07-17 07:54:11 -05:00