using System;
using System.Collections.Generic;
using System.Linq;
using Server.Guilds;
namespace Server.Custom.Bridge
{
///
/// The guild stream (https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/link/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 , 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.
///
/// Protocol 4 adds the membership half that §10.1 deferred. The sweep holds each guild's
/// 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
/// 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.
///
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 _last = new Dictionary();
// 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> _members =
new Dictionary>();
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()
{
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();
_members.Clear();
}
/// Stops and recreates the timer from current config. Called by `[bridge reload`.
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} rosters={4} leaves={5} tracked={6} draining={7})",
_sweeps, _emitted, _removed, _joins, _rosters, _leaves, _last.Count, _draining);
}
/// Runs one sweep now. Wired into `[bridge sweepnow`.
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();
// 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)
{
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 current = MemberSerials(g);
HashSet priorMembers;
var known = _members.TryGetValue(g.Id, out priorMembers);
var membersChanged = !known || !priorMembers.SetEquals(current);
var sig = Signature(g);
string prior;
var sigChanged = !_last.TryGetValue(g.Id, out prior) || prior != sig;
if (!sigChanged && !membersChanged)
continue; // unchanged since last emit
if (sigChanged)
{
_last[g.Id] = sig;
BridgeLink.Emit(WriteGuild(g));
_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.
var gone = _last.Keys.Where(k => !seen.Contains(k)).ToList();
foreach (var id in gone)
{
_last.Remove(id);
_members.Remove(id);
BridgeLink.Emit(BridgeJson.Begin("guild.remove").Num("id", id).End());
_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)
{
Console.WriteLine("[Bridge] guild sweep threw: {0}", ex.Message);
}
}
///
/// The guild's live member serials. Held per guild between sweeps so a membership change
/// yields both the fact that it changed and *who* left (Protocol 4).
///
private static HashSet MemberSerials(Guild g)
{
var set = new HashSet();
var members = g.Members;
if (members != null)
{
for (int i = 0; i < members.Count; i++)
{
var m = members[i];
if (m == null)
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++;
}
}
var leaderSerial = g.Leader == null ? 0 : g.Leader.Serial.Value;
return String.Concat(
g.Name ?? "", "|",
g.Abbreviation ?? "", "|",
leaderSerial.ToString(), "|",
count.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();
}
///
/// 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.
///
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);
sb.Actors("members", members, start, perLine);
BridgeLink.Emit(sb.End());
_rosters++;
start += perLine;
seq++;
}
while (start < total);
}
// ---- 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);
}
}
}
}