The chat server is the guild authority (docs/Guilds.md). GuildManager keeps guilds in the database (IGuilds) and tells
clients through their worlds, with every outside dependency behind hooks so the rules are tested without a server:
- Create: name rules (3-30 of letters, digits, space ' - ., no space at either end or twice), the chat filter's deny
list refuses a name (BAD_NAME), names not on the allow list make the guild but wait for moderation (other players see
no guild name until then), a taken name (case ignored) is EXISTS, someone in a guild can't make one.
- Invite / answer: leaders and officers invite; the client's answers for not online, already in a guild, invite pending
and could not invite; one invite per player, answerable for 10 minutes and gone when the player logs off; a full guild
(guild_max_members) takes nobody. The new member is a recruit; the inviter hears the answer and gets the list again,
the other members get GUILD_ADD_PLAYER.
- Leave, and DLU's kick, rank and disband (the client has no controls for them): the leader kicks anyone, officers kick
veterans and recruits; a leader who leaves hands the guild to the highest-ranked, longest-serving member, and the last
one out ends it. Rank changes send everyone the list again (the client's GuildSetPlayerRank does nothing).
- GUILD_DATA for GUILD_GET_ALL, login/logout/world-change updates to guildmates, a guild that lost its leader (character
deleted) gets one again, and GuildChanged catches online players up with what the dashboard did.
- Every change is a guild_events row. Each character's world gets GUILD_GET_STATUS with the guild and the name others
may see.
Not connected to the chat server's packets yet.
Check: GuildManagerTests (18 tests) run every rule against an in-memory IGuilds. Nothing to check in game yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>