Files
link/tools/scaffolding/BridgeVendorSaleProbe.cs
colby 81d3553492 Phase 7: PlayerVendorSale core event + subscriber
The one non-drop-in piece. Player-vendor purchases raise no EventSink, so the
sale is invisible to subscription. Two git-format core patches add a
PlayerVendorSale event and raise it at the committed sale in
PlayerVendorBuyGump.OnResponse (right after HoldGold +=), where buyer, vendor
owner, item, price, and commission are all in scope. The subscriber
BridgeVendorSale emits vendor.sale.

All three are a coupled unit. The subscriber references PlayerVendorSaleEventArgs,
which does not exist until the EventSink patch is applied, so it lives in patches/
not overlay/ -- shipping it in overlay would break the build on any unpatched
install. patches/README.md documents applying the unit; both patches verified
with git apply --check against stock ServUO 57.4. This is the first phase that
rebuilds the core (ServUO.exe), not just Scripts.dll.

vendor.sale carries buyer and vendor-owner accounts, both present and distinct,
which is the pair that flags gold-laundering when they match -- richer than the
ownerless NPC ValidVendor* events, and on a committed sale rather than a
validation stage.

Verified with a probe firing the event on real seeded-vendor data: vendor.sale
emitted with buyerAcct=seed_001, ownerAcct=seed_000, Longsword, price 69819. The
probe proves the event, args, subscriber, and payload; the literal gump call site
firing on a real purchase needs a live buyer with a NetState and is confirmed by
an in-game buy. Evidence in docs/PLAN.md §17.

This completes every phase on the ServUO side. Phases 0-6 are drop-in (overlay/);
7 is patches/. Cheat signals are folded into existing streams (fastwalk, audit,
vendor.sale), not a separate phase. Remaining work is the Rust sidecar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 15:46:07 -05:00

105 lines
3.8 KiB
C#

using System;
using Server.Accounting;
using Server.Items;
using Server.Mobiles;
namespace Server.Custom
{
/// <summary>
/// Fires PlayerVendorSale with real seeded-vendor data to prove the full chain: the
/// EventSink event added by the Phase 7 patch, its args, the subscriber, and the vendor.sale
/// JSON. It does NOT exercise the gump call site (that needs a live buyer with a NetState) —
/// the hook line is placed at the committed-sale point in PlayerVendorBuyGump.OnResponse and
/// is verified by a real in-game purchase.
///
/// Test scaffolding. Never deployed. Read-only (invokes an event; changes no world state).
/// </summary>
public static class BridgeVendorSaleProbe
{
public static void Initialize()
{
if (Config.Get("Bridge.VendorSaleProbeOnStart", false))
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(4.0), Run);
}
private static void Run()
{
try
{
var vendors = PlayerVendor.PlayerVendors;
if (vendors == null || vendors.Count == 0)
{
Console.WriteLine("[VendorSaleProbe] no player vendors; seed the world first");
return;
}
// A real seeded vendor, its owner, and one of its actual priced items.
PlayerVendor vendor = null;
Item item = null;
int price = 0;
foreach (var v in vendors)
{
if (v == null || v.Deleted || v.Owner == null || v.Backpack == null)
continue;
foreach (var it in v.Backpack.Items)
{
var vi = v.GetVendorItem(it);
if (vi != null)
{
vendor = v; item = it; price = vi.Price;
break;
}
}
if (vendor != null)
break;
}
if (vendor == null)
{
Console.WriteLine("[VendorSaleProbe] no vendor with a priced item found");
return;
}
// A buyer on a DIFFERENT account than the owner, so buyerAcct != ownerAcct.
Mobile buyer = null;
foreach (Account a in Accounting.Accounts.GetAccounts())
{
if (!a.Username.StartsWith("seed_", StringComparison.Ordinal))
continue;
var pm = a[0] as PlayerMobile;
if (pm != null && pm != vendor.Owner &&
!(vendor.Owner != null && vendor.Owner.Account == a))
{
buyer = pm;
break;
}
}
int commission = 0;
if (vendor.IsCommission)
commission = (int)(price * (vendor.CommissionPerc / 100));
Console.WriteLine("[VendorSaleProbe] firing PlayerVendorSale: buyer={0} owner={1} item={2} price={3} commission={4}",
buyer == null ? "?" : buyer.Name,
vendor.Owner == null ? "?" : vendor.Owner.Name,
item.GetType().Name, price, commission);
EventSink.InvokePlayerVendorSale(
new PlayerVendorSaleEventArgs(buyer, vendor, vendor.Owner, item, price, commission));
Console.WriteLine("[VendorSaleProbe] done; watch for vendor.sale");
}
catch (Exception ex)
{
Console.WriteLine("[VendorSaleProbe] FAILED: " + ex);
}
}
}
}