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>
This commit is contained in:
66
patches/playervendor-sale-eventsink.patch
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66
patches/playervendor-sale-eventsink.patch
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@@ -0,0 +1,66 @@
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diff --git a/Server/EventSink.cs b/Server/EventSink.cs
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index d30788f..1da2667 100644
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--- a/Server/EventSink.cs
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+++ b/Server/EventSink.cs
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@@ -171,6 +171,8 @@ namespace Server
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public delegate void ValidVendorSellEventHandler(ValidVendorSellEventArgs e);
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+ public delegate void PlayerVendorSaleEventHandler(PlayerVendorSaleEventArgs e);
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+
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public delegate void CorpseLootEventHandler(CorpseLootEventArgs e);
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public delegate void RepairItemEventHandler(RepairItemEventArgs e);
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@@ -1521,6 +1523,29 @@ namespace Server
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}
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}
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+ // Player-vendor purchases raise no other EventSink. This fires at the committed sale in
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+ // PlayerVendorBuyGump.OnResponse, where buyer, vendor owner, item, price, and commission
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+ // are all in scope -- the data the bridge's cheat-detection feed needs.
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+ public class PlayerVendorSaleEventArgs : EventArgs
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+ {
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+ public Mobile Buyer { get; set; }
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+ public Mobile Vendor { get; set; }
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+ public Mobile Owner { get; set; }
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+ public Item Item { get; set; }
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+ public int Price { get; set; }
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+ public int Commission { get; set; }
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+
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+ public PlayerVendorSaleEventArgs(Mobile buyer, Mobile vendor, Mobile owner, Item item, int price, int commission)
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+ {
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+ Buyer = buyer;
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+ Vendor = vendor;
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+ Owner = owner;
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+ Item = item;
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+ Price = price;
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+ Commission = commission;
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+ }
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+ }
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+
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public class CorpseLootEventArgs : EventArgs
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{
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public Mobile Mobile { get; set; }
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@@ -1771,6 +1796,7 @@ namespace Server
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public static event TameCreatureEventHandler TameCreature;
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public static event ValidVendorPurchaseEventHandler ValidVendorPurchase;
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public static event ValidVendorSellEventHandler ValidVendorSell;
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+ public static event PlayerVendorSaleEventHandler PlayerVendorSale;
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public static event CorpseLootEventHandler CorpseLoot;
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public static event RepairItemEventHandler RepairItem;
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public static event AlterItemEventHandler AlterItem;
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@@ -2416,6 +2442,14 @@ namespace Server
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}
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}
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+ public static void InvokePlayerVendorSale(PlayerVendorSaleEventArgs e)
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+ {
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+ if (PlayerVendorSale != null)
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+ {
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+ PlayerVendorSale(e);
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+ }
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+ }
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+
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public static void InvokeCorpseLoot(CorpseLootEventArgs e)
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{
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if (CorpseLoot != null)
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