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Wire Protocol

This page specifies the byte-level contract a third-party client must implement to talk to a Tryll server without using the shipped C++, Python, or Unreal client libraries. If you are using one of those libraries, you do not need any of this — skip to the how-to guides.

The authoritative source of truth for every structure named below is the FlatBuffers schema file tryll/schema/messages.fbs. The current protocol version is 29 (sent in ConnectionReady.protocol_version). This reference describes the transport around that schema. ConnectionReady also carries mode (deployment mode string).

Transport

  • TCP only. No TLS; the server is expected to run on localhost or inside a trusted network.
  • Bi-directional. Both client-to-server requests and server-to-client responses use the same framing over the same socket.
  • One connection = one session. Closing the socket destroys every agent owned by the session.

Framing

Every frame is a length-prefixed FlatBuffers payload:

+-------------------+----------------------------------+
|  length (4 bytes) |  FlatBuffers root table (N bytes)|
|  little-endian    |                                  |
|  uint32           |                                  |
+-------------------+----------------------------------+
  • length is the byte count of the FlatBuffers payload that follows, little-endian.
  • The payload's root type is Message (see messages.fbs); Message.body is a union whose variant tag selects the message kind.
  • Maximum frame size: 1 MiB (1 048 576 bytes). The cap is a fixed constant, not negotiated. When the server reads a length of 0 or above the cap, it closes the connection without sending an ErrorResponse. The server answers with 5003 FrameTooLarge (see error codes) only when a response it built would not fit in one frame. Unity and Unreal detect an oversized outbound frame before writing it, fail that one request (5003, or 3021 for ImportDialog), and keep the connection.

No compression, no chunking below the FlatBuffers level, no keep-alive heartbeats. The client is expected to read frames in a loop and dispatch them by the body union tag.

Message types

All messages are defined in messages.fbs under the MessageBody union. The full catalog (table names as they appear in the schema):

Name Kind Direction Returns Summary
ConnectionReady Notification Server → Client — Sent immediately after a connection is accepted (connection-level hello).
CreateSessionRequest Request Client → Server CreateSessionResponse Create the logical session for this connection (mandatory, one-shot).
CreateSessionResponse Response Server → Client — Response to CreateSessionRequest.
CreateAgentRequest Request Client → Server CreateAgentResponse Create an agent from a workflow graph and bind its variables.
CreateAgentResponse Response Server → Client — Returns the server-allocated agent_id for CreateAgentRequest.
SendMessageRequest Request Client → Server TurnComplete (progress AnswerText) Start a turn: the user text for one agent.
DestroyAgentRequest Request Client → Server Ack Destroy an agent.
AnswerText Streaming Server → Client — Streaming answer chunk.
TurnComplete Streaming Server → Client — Terminal message for a SendMessageRequest.
ErrorResponse Response Server → Client — Protocol or application error.
Ack Response Server → Client — Confirms a request that has no dedicated response table (DestroyAgent, ChangeAgentParam, UnloadModel, Destroy*Storage, VoiceInput control ops, …).
ListModelsRequest Request Client → Server ListModelsResponse Request a list of all models in the server's model catalog.
ListModelsResponse Response Server → Client — Response to ListModelsRequest.
DownloadModelRequest Request Client → Server DownloadComplete (progress DownloadProgress) Initiate a download for the named catalog model (its entry names the engine).
DownloadProgress Streaming Server → Client — Streaming progress for an active download.
DownloadComplete Response Server → Client — Terminal message for a DownloadModelRequest.
CreateStringStorageRequest Request Client → Server CreateStringStorageResponse Pin a StringStorage into the session storage manager, scoped to this session.
CreateStringStorageResponse Response Server → Client — Response to CreateStringStorageRequest.
DestroyStringStorageRequest Request Client → Server Ack Unpin (or unregister) a StringStorage.
NodeEvent Notification Server → Client — Unsolicited generic event fired by a workflow node when its notify_client flag is set.
LoadModelRequest Request Client → Server LoadModelResponse Explicitly load and pin a catalog model into memory on the engine its entry names.
LoadModelResponse Response Server → Client — Confirms a LoadModelRequest, and reports what actually happened.
UnloadModelRequest Request Client → Server Ack Unpin a previously pinned model.
CreateEmbeddedStringStorageRequest Request Client → Server CreateEmbeddedStringStorageResponse Pin an EmbeddedStringStorage into the session storage manager, scoped to this session.
CreateEmbeddedStringStorageResponse Response Server → Client — Response to CreateEmbeddedStringStorageRequest.
DestroyEmbeddedStringStorageRequest Request Client → Server Ack Unpin (Path A) or unregister (Path B) an EmbeddedStringStorage.
ChangeAgentParamRequest Request Client → Server Ack Mutate all typed parameters on a named node within an existing agent's workflow.
CreateVoiceInputRequest Request Client → Server CreateVoiceInputResponse Create a persistent VoiceInput handle on the server.
CreateVoiceInputResponse Response Server → Client — Response; carries the voice_input_id used by subsequent frames.
BeginUtteranceRequest Request Client → Server Ack Open a new utterance on the handle.
AudioBuffer Fire-and-forget Client → Server — Streaming audio frame (no request_id; correlated by voice_input_id).
EndUtteranceRequest Request Client → Server Ack Commit the current utterance (push-to-talk release).
CancelUtteranceRequest Request Client → Server Ack Cancel in-flight partial; no transcript.
WireTranscriptUpdate Notification Server → Client — Server-pushed transcript update for one voice input.
DestroyVoiceInputRequest Request Client → Server Ack Release the persistent handle.
TtsAudioFormatFrame Streaming Server → Client — Sent once per agent turn, by the first speaking node, before the turn's first TtsAudioFrame.
TtsAudioFrame Streaming Server → Client — One chunk of synthesized PCM for the current turn.
DeleteModelRequest Request Client → Server Ack Delete a downloaded model's files from disk and drop its downloads.json entry.
DebugCommandRequest Request Client → Server DebugCommandResponse Dev-only. Generic developer/diagnostic command channel.
DebugCommandResponse Response Server → Client — Dev-only reply from a debug command that does not fault the server.
CancelRequest Request Client → Server Ack Cooperatively cancel the agent's in-flight turn.
ResumeAgentRequest Request Client → Server Ack Resume a turn that is currently paused (see PauseNode, ToolCallDisposition Pause / PauseAndAcknowledge / AwaitResult).
UpdateAgentVariablesRequest Request Client → Server Ack Batched mutation of an existing agent's declared variables.
GetAgentVariablesRequest Request Client → Server GetAgentVariablesResponse Debug/verification read of an agent's current variable values.
GetAgentVariablesResponse Response Server → Client — Response to GetAgentVariablesRequest.
PrefillAgentKvCacheRequest Request Client → Server PrefillAgentKvCacheResponse Synchronise every eligible language-model node to the reusable cacheable prefix.
PrefillAgentKvCacheResponse Response Server → Client — Aggregate result of PrefillAgentKvCacheRequest.
EvictAgentKvCacheRequest Request Client → Server EvictAgentKvCacheResponse Release every eligible language-model node's raw backend context while preserving the agent, graph, dialogue, and projection state.
EvictAgentKvCacheResponse Response Server → Client — Aggregate result of EvictAgentKvCacheRequest.
GetAgentKvCacheStatusRequest Request Client → Server GetAgentKvCacheStatusResponse Read-only aggregate KV-cache residency / prefix status for an agent.
GetAgentKvCacheStatusResponse Response Server → Client — Aggregate result of GetAgentKvCacheStatusRequest.
AppendInteractionsRequest Request Client → Server AppendInteractionsResponse Append scripted user/assistant interactions without running the graph.
AppendInteractionsResponse Response Server → Client — How many scripted interactions were appended.
RemoveInteractionsFromEndRequest Request Client → Server RemoveInteractionsFromEndResponse Remove whole interactions from the end of the dialog.
RemoveInteractionsFromEndResponse Response Server → Client — How many interactions were removed from the end of the dialog.
SetInferenceThrottle Fire-and-forget Client → Server — The game reports how hard the server should yield the GPU.
SetSessionLocaleRequest Request Client → Server Ack Change the session language after CreateSession, without tearing the session down.
ExportDialogRequest Request Client → Server ExportDialogResponse Export one agent dialog as a persisted snapshot.
ExportDialogResponse Response Server → Client — Persisted dialog snapshot for an ExportDialogRequest.
ImportDialogRequest Request Client → Server ImportDialogResponse Restore one agent dialog from a persisted snapshot.
ImportDialogResponse Response Server → Client — How many interactions were restored, plus any compatibility warnings.
GetMemoryConsumptionRequest Request Client → Server GetMemoryConsumptionResponse Pull a server-wide memory snapshot.
GetMemoryConsumptionResponse Response Server → Client — The server-wide memory snapshot for GetMemoryConsumptionRequest.
EnsureMutableKbRequest Request Client → Server EnsureMutableKbResponse Create or reuse a named mutable knowledge base for a schema.
EnsureMutableKbResponse Response Server → Client — The store name, schema, and whether EnsureMutableKb created it.
EnumerateMutableKbsRequest Request Client → Server EnumerateMutableKbsResponse List the session mutable knowledge bases.
EnumerateMutableKbsResponse Response Server → Client — One MutableKbInfo row per store in the session.
MutableKbWriteRequest Request Client → Server MutableKbWriteResponse Upsert records into a mutable knowledge base.
MutableKbWriteResponse Response Server → Client — Per-record result of a MutableKbWriteRequest.
MutableKbDeleteRequest Request Client → Server MutableKbDeleteResponse Delete records from a mutable knowledge base by id.
MutableKbDeleteResponse Response Server → Client — How many records a MutableKbDeleteRequest removed.
MutableKbClearRequest Request Client → Server MutableKbClearResponse Delete every record in a mutable knowledge base.
MutableKbClearResponse Response Server → Client — How many records a MutableKbClearRequest removed.
MutableKbQueryRequest Request Client → Server MutableKbQueryResponse Nearest-neighbour query against a mutable knowledge base.
MutableKbQueryResponse Response Server → Client — Hits for a MutableKbQueryRequest, best first.
MutableKbGetRequest Request Client → Server MutableKbGetResponse Fetch one record from a mutable knowledge base by id.
MutableKbGetResponse Response Server → Client — The record for a MutableKbGetRequest, or found=false.
MutableKbListRequest Request Client → Server MutableKbListResponse Page through the records of a mutable knowledge base.
MutableKbListResponse Response Server → Client — One page of records from a MutableKbListRequest.
MutableKbStatsRequest Request Client → Server MutableKbStatsResponse Read size and materialization stats for a mutable knowledge base.
MutableKbStatsResponse Response Server → Client — Live, tombstoned, and byte counts for a mutable knowledge base.
ExportMutableKbRequest Request Client → Server ExportMutableKbResponse Export one mutable knowledge base as a persisted snapshot.
ExportMutableKbResponse Response Server → Client — The persisted snapshot for an ExportMutableKbRequest.
ImportMutableKbRequest Request Client → Server ImportMutableKbResponse Import a persisted mutable knowledge base into the session.
ImportMutableKbResponse Response Server → Client — The imported store name and any compatibility warnings.
SaveGameMemoryRequest Request Client → Server SaveGameMemoryResponse Write every mutable knowledge base to a game-memory file.
SaveGameMemoryResponse Response Server → Client — When the game-memory file was written, and how many stores it holds.
LoadGameMemoryRequest Request Client → Server LoadGameMemoryResponse Replace the session mutable knowledge bases from a game-memory file.
LoadGameMemoryResponse Response Server → Client — How many stores LoadGameMemory restored, plus compatibility warnings.
SaveDialogRequest Request Client → Server SaveDialogResponse Write one agent dialog snapshot to a file the game owns.
SaveDialogResponse Response Server → Client — When the dialog file was written.
LoadDialogRequest Request Client → Server LoadDialogResponse Restore one agent dialog from a file the game owns.
LoadDialogResponse Response Server → Client — How many interactions LoadDialog restored, plus compatibility warnings.
TtsVisemeFrame Streaming Server → Client — Viseme timings for one synthesized sentence, sent after that sentence audio.
SetAgentVoiceRequest Request Client → Server Ack Replace an agent's voice (protocol v27).
SetAgentDeliveryModeRequest Request Client → Server Ack Switch an agent's active delivery mode (protocol v27).

Model requests are not tied to a per-session engine. Each catalog entry names its own engine: ListModelsRequest returns every non-hidden catalog model with that engine as data, and DownloadModelRequest and LoadModelRequest use the engine the catalog entry names. See Session lifecycle.

Development-only messages

DebugCommandRequest / DebugCommandResponse form a diagnostic channel that is excluded from production server builds and disabled by default otherwise. It is intended for Tryll's own testing (e.g. crashing the server on purpose to validate crash capture) and is not part of the stable integration surface — production servers reject it.

Session lifecycle

A connection follows this sequence:

sequenceDiagram
    participant C as Client
    participant S as Server
    C->>S: TCP connect
    S-->>C: ConnectionReady
    C->>S: CreateSessionRequest
    S-->>C: CreateSessionResponse
    C->>S: CreateAgentRequest
    note over S: fails fast if a referenced model is absent
    S-->>C: CreateAgentResponse
    loop per turn
        C->>S: SendMessageRequest
        S-->>C: AnswerText delta
        S-->>C: empty AnswerText terminator
        S-->>C: TurnComplete
    end
    C->>S: DestroyAgentRequest
    S-->>C: Ack
    C->>S: TCP close

The server emits ConnectionReady before any request has been sent; a client that issues CreateSessionRequest without first reading ConnectionReady races against the schema-version check carried in that frame.

CreateSessionRequest carries a model_config describing what the session needs from the model layer:

  • engines — an advisory hint naming the (role, engine) pairs the session expects to touch, e.g. language = llama-cpp, tts = sherpa-onnx. The catalog already records which engine runs each model, so this gates nothing: it may be empty, incomplete, or wrong, and loading a model it never named works normally. Its one effect is to let the server initialise those engines' backends when the session is created rather than on first use, which matters when that cost is large. A model whose engine is absent from the server build is refused at load with EngineNotAvailable (6008), naming the model, its role and the engine. Only an out-of-range enum value is rejected outright, with InvalidEngineSet (2005).
  • placement_hints — optional per-model MemoryPlacement (auto / ram / vram). Sparse: list only the models you have an opinion about. These are hints, not guarantees — see Choose where models run.

VAD is catalog/download-only — LoadModelRequest for a VAD model returns ModelResolutionFailed. A VAD model needs no declaration of its own: it loads as a dependency of an STT model and rides that declaration.

Before protocol v13 this table carried four engine fields (inference_engine, stt_engine, tts_engine, embedding_engine), three defaulting to Mock. ListModels also filtered by them, which meant a session that left them at their defaults saw no STT, TTS or embedding models at all. ListModels now reports every catalog model with its own engine as data.

The storage root is process-wide and fixed at server startup (--storage-root / storage_root / mode default). Protocol v24 removed CreateSessionRequest.storage_data_folder. Relative paths in node string_storage and embedded_string_storage params resolve against that root. See Server Configuration and Ship Storage Folders for Builds.

It also carries locale: string — the session language as a BCP-47 tag ("de", "pt-BR"). One setting the whole voice + text stack derives from: the default lang of every agent's voice profile, the language hint handed to multilingual STT models, the loc/<language>/ folder beside a linked file that storage paths prefer when a translation exists, and the locale / language / language_code Mustache keys. Empty leaves every one of those at its pre-locale behaviour; a malformed tag is rejected with InvalidLocale (2004). SetSessionLocaleRequest (57) changes it later without tearing the session down — same grammar, same rejection, and an empty tag clears it. See Ship an Agent in Another Language.

CreateVoiceInputRequest now carries hotwords_storage_path: string — a relative path (resolved against the process storage root) to a plain .txt file listing hotwords, one per line, and hotwords_score: float (the bonus added to each matched hotword phrase during beam search, weighting phrases against one another; default 1.5). The score is ignored when hotwords_storage_path is empty, and a value that is not a finite, non-negative number is rejected with InvalidHotwordsScore (4107). These are exposed as HotwordsStoragePath and HotwordsScore UPROPERTYs on the Unreal voice component.

Important properties:

  1. Request IDs are optional. Every request may carry a client-assigned request_id; the server echoes it back on the matching response and on any ErrorResponse that replaces that response. Use it to correlate when multiple requests are in flight.
  2. Only one turn per agent at a time. Sending a second SendMessageRequest before TurnComplete arrives yields error 3004 AgentBusy.
  3. Multiple agents per session. A session may own many agents; turns on different agents run in parallel.
  4. Unsolicited frames. The server may emit NodeEvent or other unsolicited frames at any time. Clients must tolerate frames arriving between an in-flight request and its response.
  5. CreateAgent does not auto-download. Models referenced by the graph must already be on disk; the server fails fast with GraphCompilationFailed if one is missing, rather than downloading it and streaming DownloadProgress under the request. Use DownloadModelRequest (or the editor Model Manager) to acquire models beforehand.

Agent KV-cache lifecycle

CreateAgentRequest.kv_cache_initialization controls how eligible language-model contexts are materialised:

Value Meaning
AllocateOnly (0) Allocate contexts without explicit prefill (default).
Prefill (1) Allocate and prefill every eligible context before CreateAgentResponse.
DeferAllocation (2) Create context shells only; materialise on prefill or send.

PrefillAgentKvCacheRequest, EvictAgentKvCacheRequest, and GetAgentKvCacheStatusRequest are independent unary operations. Their dedicated responses — not TurnComplete — contain the final aggregate state: applicable, residency (Evicted / Resident), prefix_status (NotCurrent / Current), eligible_node_count, and optional debug_info. Prefill additionally reports contexts_created, tokens_decoded, and tokens_reused; eviction reports contexts_evicted.

The server restores evicted eligible contexts before every SendMessageRequest and before creating the interaction. There is no restore request, no reject-send mode, and no AgentKvCacheEvicted error. Cache operations are idle-only; conflicts with a running or paused turn, or another cache operation, return AgentBusy.

Per-node lifecycle detail is diagnostic-only: it can appear in debug_info when CreateAgentRequest.enable_diagnostics is true. It never contains prompt or token content.

Dialog history mutation

Protocol v7 adds two idle-only request/response pairs for appending or tail-removing scripted dialog without running the workflow graph. They return dedicated responses with counts — no AnswerText or TurnComplete.

AppendInteractions

AppendInteractionsRequest {agent_id, request_id?, interactions: [DialogInteraction]}

Each DialogInteraction is {user_message: string, assistant_message: string}:

Side Empty string Effect
user_message yes User slot omitted for that interaction
assistant_message yes Assistant slot omitted for that interaction
both yes Pair skipped (does not count toward appended_count)

Non-empty sides become SlotComponents on a new Interaction: the user side uses the reserved user_message slot (SlotKind::User); the assistant side uses assistant_message with history_role = Assistant and producer client_injected. An empty interactions array, or a batch whose pairs are all both-empty, succeeds with appended_count = 0.

AppendInteractionsResponse {request_id?, agent_id, appended_count} reports how many interactions were actually appended.

RemoveInteractionsFromEnd

RemoveInteractionsFromEndRequest {agent_id, request_id?, count: uint32} removes whole interactions from the tail of the dialog. count = 0 is a no-op (removed_count = 0). count >= dialog size clears all interactions (saturating). RemoveInteractionsFromEndResponse {request_id?, agent_id, removed_count} reports how many were removed.

Admission, KV, and projection

Both operations require a strictly idle agent: rejected with 3004 AgentBusy while a turn is running, while a turn is paused, or while a KV-cache lifecycle operation is in flight. This is stricter than ChangeAgentParam, which is allowed while paused.

Either mutation invalidates the agent's reusable KV prefix (_kvCachePrefixCurrent = false). Removal additionally resets the token-budget projection window on every language-model context. The next SendMessage pays re-sync / re-prefill cost for the edited suffix.

Stateless agents (maintain_dialogue_history = false) may append scripted history as a one-shot seed before a single SendMessage; the dialogue is cleared after that turn completes, as with any other turn.

vs StopAndDiscard. Cancel with StopAndDiscard removes the last in-flight interaction after a cooperative cancel mid-turn. Dialog mutation edits completed or injected history on an idle agent; tail removal is explicit and count-based.

The Unity (TryllAgent.AppendInteractions / RemoveInteractionsFromEnd), Unreal (FTryllAgent::AppendInteractions / RemoveInteractionsFromEnd), C++ (AgentProxy::AppendInteractions / RemoveInteractionsFromEnd), and Python (AgentProxy.append_interactions / remove_interactions_from_end) clients expose these directly. See Seed and edit dialog history.

ExportDialog / ImportDialog

Protocol v14 adds idle-only export/import of a full-fidelity dialog snapshot. Tryll does not write files — the game owns the outer save container.

ExportDialogRequest {request_id, agent_id}

ExportDialogResponse {request_id, agent_id, snapshot} where snapshot is a PersistedDialogSnapshot (also a standalone root, file identifier TDLG). format_version is independent of the wire protocol.

ImportDialogRequest {request_id, agent_id, snapshot, compatibility}

compatibility: Strict (default) or AllowGraphMismatch.

ImportDialogResponse {request_id, agent_id, interaction_count, warnings}

Import replaces the dialog. Failures are atomic. Encoded snapshots that would overflow the 1 MiB frame fail with DialogSnapshotTooLarge (3021). Unity and Unreal also reject that case locally so the connection stays up. See Export and import dialog.

Streaming answers

For every turn, the server emits one or more AnswerText frames followed by exactly one TurnComplete:

Field Meaning
agent_id Echoes the target agent.
node_name Name of the workflow node that produced this chunk (multi-sender attribution — a graph can route through more than one text-producing node in a single turn, e.g. two CannedResponse nodes voicing two NPCs). Clients that only care about the text may ignore this field.
text The text chunk.
is_delta true when text holds only the new text, to append to what the node already sent. A send = Streamed node sends every chunk with is_delta = true, and its final chunk is an empty terminator (is_delta = true, is_final = true, text = ""). A send = Whole node sends one chunk with is_delta = false, is_final = true, and the full text.
is_final true on the last chunk from a given node. Each text-producing node emits its own final chunk for its node_name; a turn with a single producing node still has exactly one is_final = true chunk overall, but a turn that routes through multiple producing nodes (or a node whose send = None, which never emits) will have one is_final = true per node that emitted. A turn that produces no text at all (e.g. routed to a canned response with empty output) still emits one final chunk with empty text.

TurnComplete carries:

Field Meaning
agent_id Echoes the target agent.
status TurnStatus::Success (0), Error (1), Cancelled (2), or PauseTimedOut (3) — a pause outlived its timeout with no timeout exit to take (see Pausing and resuming a turn).
debug_info JSON string with per-node execution data; populated only when the agent was created with enable_diagnostics = true. Empty string otherwise.
tokens_generated Total tokens sampled across all generation nodes in this turn (prompt tokens excluded).

Cancelling a turn

Send CancelRequest {agent_id, mode} to stop the agent's in-flight turn. The server replies with Ack and the active turn ends with TurnComplete (status = Cancelled). Generation stops cooperatively — the current step finishes, then text generation stops at the next token and speech (TTS) stops after the current audio chunk. Cancelling an idle agent is a no-op.

mode (CancelMode):

Value Meaning
StopAndKeep Stop, but keep the partial reply in history. This is what a chat "Stop" button uses.
StopAndDiscard Stop and discard the whole interaction (the user turn and partial reply), as if it never happened. Useful when the agent is a time-boxed decision maker and no decision was reached.

The Unity (TryllAgent.Cancel / TryllAgentComponent.Cancel), Unreal (UTryllAgentComponent::Cancel / FTryllAgent::Cancel), C++ (AgentProxy::Cancel), and Python (AgentProxy.cancel) clients expose this directly. The built-in editor chat windows replace Send with Stop while a turn streams.

Pausing and resuming a turn

Two node-level mechanisms suspend a turn between nodes, mid-stream:

  • a Pause node — a no-op checkpoint; the executor always pauses after it,
  • ToolCall with a pausing disposition (Pause, PauseAndAcknowledge, AwaitResult) — pauses only when a tool call was detected (the tool_called exit).

While paused, the turn is still open (SendMessage still gets AgentBusy), but ChangeAgentParam — normally rejected while a turn is running — is allowed. This is the point of pausing: react to a tool call (or any checkpoint) by mutating node params before the graph continues.

A pause can time out:

  • Pause node — pause_timeout_ms 0 (the default) waits forever. With a timeout, expiry takes timeout_exit if one is set; an empty timeout_exit ends the turn with TurnStatus.PauseTimedOut.
  • ToolCall — pause_timeout_ms 0 inherits the server's workflow.tool_call_pause_timeout_ms (see Server Configuration), which is 0 (wait forever) by default and in the released server. A source checkout's data/server-config.json sets 2000 so contributors notice a missing resume. ToolCall has no timeout exit: expiry ends the turn with TurnStatus.PauseTimedOut.

A pause with no deadline lasts until the client sends ResumeAgentRequest or CancelRequest.

The server announces a pause with a NodeEvent (event_type = "paused") whose kv_pairs are exit_route, cause (tool_call or pause_node), and timeout_ms (the pause deadline in milliseconds; 0 means no deadline). It uses the same fire-and-forget, unsolicited channel as tool_call and intent_classified (see Tool Call). Protocol v8 added ResumeAgentRequest.tool_results; protocol v9 consolidates ToolCall notify / pause / history into disposition. Resumes use ResumeAgentRequest {agent_id, resume_node, tool_results[]}:

resume_node Effect
Empty Continue via the paused node's wired exit route (the exit_route from the paused event).
Non-empty Jump directly to that node by name, skipping the wired exit. ErrorResponse(UnknownNode, 3005) if it doesn't exist in the graph.

Each optional ToolResult is {call_id, result}; call_id must match the stable id from the tool_call event. A non-empty batch must contain exactly one result for every pending AwaitResult call. The server validates the whole batch and attaches all results before waking the turn. Unknown, duplicate, missing, non-tool-pause, or oversized batches return ErrorResponse(InvalidToolResults, 3016) and leave the turn paused for retry. An empty batch preserves plain continue behavior.

ResumeAgentRequest while the agent is idle, or actively running (not paused), returns ErrorResponse(AgentNotPaused, 3012).

Clients expose plain continue/jump via Resume / resume, and tool-result batches via ResumeWithToolResult(s) (Unity / Unreal / C++) or resume(..., tool_results=) (Python). Correlation ids arrive on ToolCallNotificationWithId / OnToolCallWithId / SetOnToolCallWithId / set_on_tool_call_with_id (legacy name-only callbacks still fire). Unity and Unreal also offer RegisterTool sugar that auto-resumes a complete paused batch when every call has a registered handler. Auto-resume attaches tool_results only for await_result; acknowledgement / route-only dispositions resume payload-free. A payload-free Resume while AwaitResult calls are still pending is rejected with 3016 InvalidToolResults. Typed paused callbacks: SetOnPaused / set_on_paused / Unity Paused / Unreal OnPaused. See How to pause and resume a turn and Define and handle tool calls.

Agent Variables

CreateAgentRequest carries a trailing variables: [AgentVariable] field — the full, type-locked declaration of the agent's Variables store, each entry a {name: string, value: VariableValue} pair. VariableValue is a union over VarInt (int64), VarFloat (float64), VarString, VarBool, and VarStringSet ([string]).

UpdateAgentVariablesRequest {agent_id, request_id?, updates: [VariableUpdate]} applies a batch of mutations atomically — every update is validated before any is applied, so a rejected batch never partially mutates the store. Each VariableUpdate is {name: string, op: VariableOp, value: VariableValue?}:

op Requires value? Effect
Assign yes Replace the variable's current value.
AddToSet yes, VarString Insert a string into a set<string> variable (no-op if already present).
RemoveFromSet yes, VarString Remove a string from a set<string> variable (no-op if already absent).
Reset no (must be absent) Restore the CreateAgent-time initial value.

The server replies Ack on success, or ErrorResponse on the first invalid update in the batch (3013 UnknownVariable, 3014 VariableTypeMismatch, 3015 InvalidVariableValue for an unknown op, a missing or over-limit value, or a set that would exceed 4096 elements, or 3004 AgentBusy — admission mirrors ChangeAgentParam: allowed while idle or paused, rejected while a turn is actively running).

GetAgentVariablesRequest {agent_id, request_id?} returns GetAgentVariablesResponse {request_id?, variables: [AgentVariable]} — a full snapshot of the agent's current values. This response carries no agent_id; correlate multiple in-flight Get calls via request_id.

Declared variables are consumed server-side in two places: Mustache templates via {{var.<name>}} (see Use Mustache templates) and the Retrieve/ClassifyIntent filter grammar's {"var": "<name>"} operand (see Retrieve filter grammar) — both re-read the current value on every use, so a mutation takes effect on the very next turn with no recompile.

Agent voice

Since protocol v27 an agent's voice is one VoiceProfile (schema tryll/schema/voice.fbs), not a set of fields on each speaking node. See Voice Profile for every field and rule.

  • CreateAgentRequest.voice: VoiceProfile. Required when any node in the graph speaks (SpeakParams, GenerateAndSpeakParams); without it creation fails with 3025 AgentVoiceRequired. A profile that does not fit its model fails with 3023 InvalidVoiceProfile. When no node speaks, the voice is stored and no TTS model is loaded.
  • SetAgentVoiceRequest {request_id, agent_id, voice} → Ack. Replaces the voice. Admitted only while the agent is idle: a running or paused turn gets 3004 AgentBusy. The new profile is validated and its clips prepared before the swap; on failure the old voice stays. The active delivery mode is kept if the new profile defines a mode of the same name, otherwise the new profile's default_delivery_mode applies and Ack.warning says so. Every other ack leaves warning empty.
  • SetAgentDeliveryModeRequest {request_id, agent_id, mode, intensity = 1.0} → Ack. Switches the active delivery mode. Admitted at any time, including mid-turn, and applies from the next sentence handed to the TTS model. mode is a mode name from the profile or neutral (empty also means neutral); an unknown name gets 3024 UnknownDeliveryMode and the current mode stays. intensity is clamped to 0..1.
  • Either request on an agent created without a voice gets 3025.
  • One audio stream per turn. TtsAudioFormatFrame is sent once per agent turn, by the first speaking node that produces audio; later speaking nodes reuse it. TtsVisemeFrame sample offsets count from it across every speaking node of the turn. TtsAudioFrame.node_name still names the node that produced each chunk.
  • TtsCapabilitiesInfo (in ListModelsResponse) gains expressiveness: bool and num_speakers: int (0 = not advertised), so an editor can show only the profile fields a model accepts.
  • ChangeAgentParamRequest can no longer reach any voice field. Speaking nodes keep only min_sentence_chars and first_chunk_max_chars as mutable TTS settings.

Voice input and transcripts

When a VoiceInput utterance is active the server streams WireTranscriptUpdate frames to the client. Each frame carries a kind field that classifies the event:

kind Value Meaning
SpeechStart 0 VAD rising edge; text is empty.
Partial 1 Revisable in-progress hypothesis. Overwrite any previous partial.
SegmentFinal 2 Engine-committed chunk; utterance still open. Empty SegmentFinals during online silence are "not speaking" heartbeats that keep the turn armed. Any other final closes the turn (hands-free): a non-empty phrase, or an empty offline/noise segment.
UtteranceFinal 3 Last frame for this utterance cycle; the handle always goes idle here. text holds the complete concatenated transcript. The client starts any turn from that text.

BeginUtteranceRequest fields:

Field Type Default Meaning
auto_finish_on_silence bool true Let server endpointing close each segment (hands-free). Ignored for PTT when the client calls EndUtterance.
max_utterance_ms uint32 60000 Hard timeout per utterance segment.

Clients should update their display on Partial updates and commit on UtteranceFinal.

Error responses

When the server cannot satisfy a request, it emits an ErrorResponse instead of the expected response frame:

Field Meaning
request_id Echoes the request_id of the failed request, if any.
code Numeric error code.
message Human-readable description; safe for display.

A turn that fails while it runs is reported twice: first an ErrorResponse with 4001 InferenceFailed carrying the human-readable message (for example, an exceeded step limit arrives as "Max steps per turn (…) exceeded"), then TurnComplete with status = Error. The ErrorResponse is sent whether or not diagnostics are on, so do not discard ErrorResponse frames that arrive during a turn. Session-level and protocol-level errors also come through ErrorResponse.

Refer to error codes for the full catalog and per-range recovery guidance.

String storage

CreateStringStorageRequest creates a named string storage scoped to the current session. It carries four content fields:

Field Type Required Description
name string yes Unique session-scoped name.
kind StringStorageKind uint8 enum no 0 = List (default), 1 = Map, 2 = Multimap.
strings [string] one of strings/file_path Inline values. For Map/Multimap, parallel with keys.
keys [string] only for Map/Multimap inline Inline keys. Must have the same length as strings.
file_path string one of strings/file_path Server-side file. .txt for List; .json array of {id, text} for Map/Multimap.

Backward compatibility: old clients that omit kind receive List (0) as the default. Old clients that omit keys receive null (none), consistent with List creation. New fields are safely ignored by old server versions (FlatBuffers forwards-compatible table extension).

Validation rules:

  • kind = List: keys must be absent or empty. strings or file_path required.
  • kind = Map: strings+keys of equal non-zero length required (inline), or file_path. Duplicate keys are rejected (7003).
  • kind = Multimap: same as Map but duplicate keys are accepted.

The server responds with CreateStringStorageResponse on success, or ErrorResponse on failure (see error codes 7xxx).

Inference throttle and agent workload

Added in protocol v11. The server and your game are separate processes sharing one GPU, and the server cannot see your frame budget. These two messages are how you tell it.

SetInferenceThrottle — the manual knob

table SetInferenceThrottle {
  throttle: float = 0;   // 0 = full speed, 1 = maximum yielding
}

0 means "run flat out" and is the default: a session that never sends this message is never throttled, so an existing integration behaves exactly as before. 1 means "yield as much as you can". Values in between scale linearly; out-of-range and non-finite values are ignored or clamped server-side and never produce an error.

Two properties make this message unusual:

  • No request_id, and no response. It is the only client→server message besides AudioBuffer with no reply of any kind — not even an Ack. Send it as often as you like from your load loop; there is nothing to correlate and nothing to await. A frame sent before CreateSession is silently dropped rather than answered with an error.
  • Session-scoped, but effective server-wide. The server takes the maximum across all sessions that have reported, so the most-stressed client wins. A session's contribution is dropped when it disconnects.

The throttle does not change what is generated — the same prompt produces the same text — only how fast. The server spends the budget where it is cheapest: speech and background work slow first, visible streaming text is protected last.

# Drive from your frame loop, or on load transitions.
client.set_inference_throttle(0.0)   # full speed
client.set_inference_throttle(1.0)   # hand the GPU back
client.SetInferenceThrottle(0.0f);   // full speed
client.SetInferenceThrottle(1.0f);   // hand the GPU back

CreateAgentRequest.workload — declaring background agents

enum AgentWorkload : uint8 { Interactive = 0, Background = 1 }

Slot 7 of CreateAgentRequest, defaulting to Interactive. Set it to Background for agents nobody is waiting on — world simulation, off-screen logic, evaluators, batch scoring. Background work is throttled hardest and yields to interactive work, which is what you want for it.

Everything else the server classifies on its own, per turn, from the agent's graph: a Generate node with send = Streamed is treated as visible text (gaps would be seen); GenerateAndSpeak, buffered Generate, ToolCall and ClassifyIntentLLM are treated as buffered (a gap is absorbed downstream before anyone notices). You do not declare any of that — and because send is mutable at runtime via ChangeAgentParam, the classification is re-derived every turn.

from tryll_client import AgentWorkload

agent = client.create_agent(graph, workload=AgentWorkload.Background)
Tryll::AgentCreateOptions opts;
opts.workload = Tryll::AgentWorkload::Background;
auto agent = client.CreateAgent(graph, opts);

Per-class tuning — chunk sizes, contention scaling, and the maximum pause — is server-side configuration, not part of the wire protocol. See Server configuration.

GraphDescription shape (protocol v2)

CreateAgentRequest carries a GraphDescription table with two fields:

Field Type Description
nodes [NodeDescription] Ordered list of nodes. Each NodeDescription holds a name, a params_type union tag, and a typed params table.
start_node string Name of the first node to execute each turn.

Wiring is encoded in the typed params table of each source node, not in a separate list. Every declared exit has a corresponding <exit_name>_exit string field (e.g. default_exit, triggered_exit). An empty string means route to END; any non-empty value must name another node in nodes.

The server validates all exit targets when processing CreateAgentRequest. A non-empty exit field that names a missing node is rejected with error 3003 GraphCompilationFailed; the message names the source node, the exit, and the missing target.

Versioning

The current wire-protocol version is 29. Version 29 appends a lines list to CannedResponseParams and an instructions list to IntentToInstructionParams (each entry a LocalizableText). The old inline_strings slot stays in the schema, but new peers do not write it. A version 28 server would ignore lines / instructions and see an empty inline list, so the versions must match. Version 28 adds adaptation (ModelAdaptation) to GenerateParams, ToolCallParams, ClassifyIntentLLMParams, ClassifyAttributesLLMParams, GenerateAndSpeakParams and SummarizeParams: a list of LoRA adapters (loras, each a storage-relative GGUF path and a scale) applied to the node's model (see Use a LoRA Adapter). A version 27 server would ignore it and run the base model, so the versions must match. Version 27 moves the voice from the TTS nodes to the agent: SpeakParams and GenerateAndSpeakParams lose tts_model_name, speaker_id, speed, tts_lang, tts_voice, tts_voice_description, tts_delivery_instruction and (Generate and Speak) emit_visemes, which shifts the later fields' vtable slots. CreateAgentRequest gains voice (VoiceProfile), SetAgentVoiceRequest (95) and SetAgentDeliveryModeRequest (96) are appended to MessageBody, TtsCapabilitiesInfo gains expressiveness and num_speakers, and the audio format is announced once per agent turn. See Agent voice. Version 26 appends ClassifyAttributesLLMParams to the NodeParams union after SummarizeParams (a v25 server cannot construct that node). Version 25 adds first_chunk_max_chars to GenerateAndSpeakParams and SpeakParams (a v24 server would silently ignore it). Version 24 removes CreateSessionRequest.storage_data_folder (storage root is process-wide at startup) and adds mode on ConnectionReady. Version 23 removes BeginUtteranceRequest.agent_id; the server transcribes only, and the client starts any turn from the UtteranceFinal text. Version 22 adds SummarizeParams to the NodeParams union (after WriteToMemoryParams) and PersistedSummary to the standalone dialog-snapshot component union. Version 21 adds the viseme lip-sync track (TtsVisemeFrame, GenerateAndSpeakParams.emit_visemes; the flag moved to VoiceProfile in version 27). Version 20 adds experimental session-scoped mutable knowledge bases: EnsureMutableKb / enumerate / write / delete / clear / query / get / list / stats, per-store ExportMutableKb / ImportMutableKb, and SaveGameMemory / LoadGameMemory (unions 64–89). LoadGameMemory.embed_timing must be Now or Lazy; Unspecified is rejected (8107). Version 20 also adds dialog file SaveDialog / LoadDialog (90–93) with a caller save_id. Version 19 reordered ClassifyIntentLLMParams fields, a positional FlatBuffers layout break. Version 18 added HotwordBias to model-placement hints and changed the omitted vad_min_silence_ms default from 500 to 1000. Version 17 added GetMemoryConsumptionRequest / GetMemoryConsumptionResponse (union 62/63) and the MemoryTier / MemoryOwnerKind / InferenceConsumerClass enums. The request is session-scoped (SessionNotReady before CreateSession) but the snapshot is server-wide — every session on the process, the same collector as the monitor's GET /api/memory. It never returns AgentBusy. See Inspect Server Memory. Version 16 changed notify_client on the classify nodes from a bool to the NotifyClient enum. Version 15 added the TTS voice controls tts_voice_description / tts_delivery_instruction on GenerateAndSpeak and Speak, ModelStatus.Incomplete, and ModelInfo.dependencies / tts_capabilities. Version 14 added dialog export/import (unions 58–61). Version 13 replaced the four per-role engine fields on CreateSessionRequest with the optional model_config hint and added per-model memory placement. Version 12 added the session locale (CreateSessionRequest.locale, SetSessionLocaleRequest, ModelInfo.languages) and pause deadlines. Version 11 added the manual inference throttle — SetInferenceThrottle (56) — and CreateAgentRequest.workload (see Inference throttle and agent workload). Both are additive, but every client compares versions with !=, so any bump is a hard break at ConnectionReady. Version 10 was required because RetrieveParams gained retrieval_mode and rrf_k in the middle of the shipped FlatBuffers table (before source / filter / exits). Vtable slots are positional — mixed v9/v10 peers would decode those fields into the wrong slots — so the handshake hard-rejects a version mismatch. Version 9 replaced ToolCallParams.notify_client, pause_after_tool_call, and history_policy with a single disposition: ToolCallDisposition enum; tool_call NodeEvents now carry a disposition kv (not history_policy). Version 8 extended ResumeAgentRequest with optional tool_results: [ToolResult {call_id, result}] for paused AwaitResult tool-call batches (see Pausing and resuming a turn). Version 7 added dialog history mutation: AppendInteractionsRequest / AppendInteractionsResponse (52/53) and RemoveInteractionsFromEndRequest / RemoveInteractionsFromEndResponse (54/55). Version 6 added agent KV-cache lifecycle initialization and the dedicated prefill, eviction, and status request/response pairs. Version 5 added Variables messages (UpdateAgentVariablesRequest, GetAgentVariablesRequest, GetAgentVariablesResponse) and the trailing CreateAgentRequest.variables field; the version was bumped so a v5 client fails an incompatible v4 server at the ConnectionReady handshake rather than on the first variable request. Version 4 split the TCP connection from the logical session: ConnectionReady is now a connection-level hello with no session_id, and CreateSession (renamed from ConfigureSession) is mandatory and one-shot — it returns the server-allocated session_id in CreateSessionResponse. Every request before CreateSession is rejected with 2002 SessionNotReady; a second CreateSession with 2003 SessionAlreadyExists. (Version 2 had removed the routes: [ExitRoute] field from GraphDescription in favor of typed-param wiring; version 3 reinterpreted string-storage create/destroy as pin/unpin.)

The server does not check the client's version and never sends 5004. Each client compares ConnectionReady.protocol_version with its own version and, if they differ, fails the connection locally with 5004 ProtocolVersionMismatch. A new client should do the same: surface both version numbers and stop reconnecting.

Writing a new client: checklist

  1. Open a TCP socket to the configured host/port.
  2. Read exactly 4 bytes; interpret as little-endian uint32 → length.
  3. Read exactly length bytes; decode as Message per messages.fbs.
  4. Dispatch on the body union tag.
  5. Read ConnectionReady first (unsolicited) and stop if its protocol_version differs from yours. Then send CreateSessionRequest; block until CreateSessionResponse arrives.
  6. Serialise per-agent SendMessageRequests client-side; do not issue a second turn before TurnComplete.
  7. Treat any frame > 1 MiB as a fatal protocol error.
  8. Tolerate unsolicited frames (e.g. NodeEvent) interleaved with expected responses.