Compare commits
11 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 827de04471 | |||
| 28b878c850 | |||
| 1dd490b483 | |||
| a144c12c46 | |||
| b818f6cf37 | |||
| badc1702de | |||
| fc4ebf0f5a | |||
| 8cf995f27f | |||
| 158c0596d8 | |||
| 0d9ac7fda8 | |||
| 8195454201 |
@@ -176,6 +176,39 @@ jobs:
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fi
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fi
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||||||
fi
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fi
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|
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# ── Orphan sweep ────────────────────────────────────────────────
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#
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# The check above is VERSION-SCOPED: it only ever asks about the one
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# version this run computed. That is enough to recover an orphan on
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# the very next run, and useless afterwards — once any releasable
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# commit lands, the next run computes a NEW version, never looks at
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# the old tag again, and the orphan becomes permanent and silent.
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#
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# servuo-plugins v0.1.0 is the proof, and the proof is pointed: the
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# commit that ADDED the recovery above was itself typed
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# `fix(release): ... recover the orphaned v0.1.0 tag`, so it bumped to
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# v0.1.1 — and the run that introduced the recovery stepped straight
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# past the tag it was written to rescue. That tag is still orphaned.
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#
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# So every v* tag is checked, and anything missing a release is
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# WARNED about. Deliberately not recovered: publishing an old version
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# would mean building today's tree and shipping it under a tag whose
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# tree it is not, which is worse than the inconsistency it fixes.
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# A human decides whether to recover or drop it.
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#
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# Never fails the run. A sweep that can break a good release is a
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# sweep someone will delete.
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ORPHANS=""
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for T in $(git tag -l 'v*' --sort=-v:refname); do
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T_HTTP="$(curl -s -o /dev/null -w '%{http_code}' \
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-H "Authorization: token $(printf '%s' "${REGISTRY_TOKEN:-}" | tr -d '\r\n')" \
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"https://${GITEA_HOST}/api/v1/repos/${REPO}/releases/tags/${T}" || echo 000)"
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[ "$T_HTTP" = "404" ] && ORPHANS="${ORPHANS} ${T}"
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done
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if [ -n "${ORPHANS}" ]; then
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echo "::warning::Tags with no release:${ORPHANS} — a run failed after tagging. Publish or delete them; this job will not do either."
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fi
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|
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# Changelog range. A recovery run has nothing after the tag, so
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# Changelog range. A recovery run has nothing after the tag, so
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# summarize what the tag itself contains rather than emitting an empty
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# summarize what the tag itself contains rather than emitting an empty
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# list: the range that produced it, i.e. previous-tag..this-tag.
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# list: the range that produced it, i.e. previous-tag..this-tag.
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@@ -477,18 +510,73 @@ jobs:
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# corrupt the Authorization header.
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# corrupt the Authorization header.
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CI_TOKEN="$(printf '%s' "${REGISTRY_TOKEN}" | tr -d '\r\n')"
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CI_TOKEN="$(printf '%s' "${REGISTRY_TOKEN}" | tr -d '\r\n')"
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|
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REL_ID="$(curl -sSf -X POST "${API}/releases" \
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PAYLOAD="$(jq -n --arg tag "$TAG" --arg body "$BODY" \
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-H "Authorization: token ${CI_TOKEN}" \
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'{tag_name:$tag, name:$tag, body:$body, draft:false, prerelease:false}')"
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-H "Content-Type: application/json" \
|
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-d "$(jq -n --arg tag "$TAG" --arg body "$BODY" \
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# installer#22's release run failed exactly here: it landed one second
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'{tag_name:$tag, name:$tag, body:$body, draft:false, prerelease:false}')" \
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# after the tag push and Gitea answered 500, having not finished
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| jq -r '.id')"
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# processing the pushed tag. Re-running published the same artifacts
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# untouched, so it was a race, not a bad request — but the tag sat
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|
# orphaned until a human noticed.
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|
#
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|
# Two things made that worse than it needed to be.
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|
#
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|
# 1. `curl -sSf` prints NO response body on an error status, so all the
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# log carried was "curl: (22) ... error: 500" and the cause had to be
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# inferred from timestamps. Capture the body and print it.
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# 2. Nothing retried, so a transient 5xx became a permanent orphan.
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#
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# 4xx is deliberately NOT retried: a bad token or a malformed body does
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# not improve by being sent again, and retrying only turns a clear
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# failure into a slow one.
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REL_ID=""
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for attempt in 1 2 3 4 5; do
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HTTP="$(curl -s -o /tmp/rel.json -w '%{http_code}' -X POST "${API}/releases" \
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-H "Authorization: token ${CI_TOKEN}" \
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-H "Content-Type: application/json" \
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-d "${PAYLOAD}" || echo 000)"
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|
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if [ "$HTTP" = "201" ] || [ "$HTTP" = "200" ]; then
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REL_ID="$(jq -r '.id' /tmp/rel.json)"
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break
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fi
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|
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echo "::warning::POST /releases attempt ${attempt} returned HTTP ${HTTP}"
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echo "--- response body ---"
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cat /tmp/rel.json || true
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echo
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echo "---------------------"
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|
|
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case "$HTTP" in
|
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|
4*) echo "::error::HTTP ${HTTP} is a client error - not retrying."; exit 1 ;;
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esac
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|
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if [ "$attempt" = 5 ]; then
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echo "::error::POST /releases still failing after 5 attempts. Tag ${TAG} is pushed but has no release."
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echo "::error::Re-run this workflow - the plan step detects the orphan tag and republishes it."
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exit 1
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|
fi
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sleep $(( attempt * 5 ))
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|
done
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|
|
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if [ -z "$REL_ID" ] || [ "$REL_ID" = "null" ]; then
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echo "::error::Release created but no id came back; refusing to upload assets blind."
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exit 1
|
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fi
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echo "Created release ${TAG} (id=${REL_ID})"
|
echo "Created release ${TAG} (id=${REL_ID})"
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|
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for f in "${TARBALL}" SHA256SUMS; do
|
for f in "${TARBALL}" SHA256SUMS; do
|
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curl -sSf -X POST "${API}/releases/${REL_ID}/assets?name=${f}" \
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# Same treatment. An upload that fails quietly leaves a release whose
|
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# SHA256SUMS does not cover every artifact it advertises, which is
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# worse than no release at all -- that file is the trust anchor.
|
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HTTP="$(curl -s -o /tmp/asset.json -w '%{http_code}' -X POST "${API}/releases/${REL_ID}/assets?name=${f}" \
|
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-H "Authorization: token ${CI_TOKEN}" \
|
-H "Authorization: token ${CI_TOKEN}" \
|
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-F "attachment=@dist/${f}" >/dev/null
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-F "attachment=@dist/${f}" || echo 000)"
|
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if [ "$HTTP" != "201" ] && [ "$HTTP" != "200" ]; then
|
||||||
|
echo "::error::uploading ${f} returned HTTP ${HTTP}"
|
||||||
|
cat /tmp/asset.json || true
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|
exit 1
|
||||||
|
fi
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echo " uploaded ${f}"
|
echo " uploaded ${f}"
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done
|
done
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|
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@@ -23,8 +23,8 @@
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# manual duty: when the protocol changes, bump it here in the same PR that
|
# manual duty: when the protocol changes, bump it here in the same PR that
|
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# changes the emitters, exactly as link bumps PROTOCOL_VERSION.
|
# changes the emitters, exactly as link bumps PROTOCOL_VERSION.
|
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#
|
#
|
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# Current: 4 — see docs/link/v4.md (guild.roster, guild.leave).
|
# Current: 5 — see docs/link/v5.md (house.decay scheduling, vendor.listing fees, account.login.result).
|
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protocol = 4
|
protocol = 5
|
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|
|
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# ── ServUO compatibility ─────────────────────────────────────────────────────
|
# ── ServUO compatibility ─────────────────────────────────────────────────────
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||||||
#
|
#
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@@ -170,9 +170,53 @@ namespace Server.Custom.Bridge
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.Str("acct", e.Username)
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.Str("acct", e.Username)
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.Str("ip", address)
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.Str("ip", address)
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.End());
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.End());
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|
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EmitLoginResult(e, address);
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});
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});
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}
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}
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/// <summary>
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/// Protocol 5. The RESULT of the login above, which the attempt itself cannot carry.
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///
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/// Why a second kind rather than two more fields: PacketHandlers.AccountLogin invokes this
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/// sink and only THEN branches on e.Accepted, and the decision is made by the handlers
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/// themselves -- Server.Misc.AccountHandler is the one that validates the password and
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/// sets Accepted/RejectReason. Inside our own handler the verdict therefore does not exist
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/// yet: Accepted is still its constructor default of `true` for a password that is about
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/// to be rejected. Anything built on the attempt alone fires on every SUCCESSFUL login
|
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/// too, which is the wrong way round for a security notice -- it would tell a player
|
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/// "someone tried to get into your account" every time they logged in themselves.
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///
|
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|
/// Reading it one Core slice later, via DelayCall(Zero), is what makes the verdict final
|
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|
/// without a core patch and without depending on handler subscription ORDER, which
|
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|
/// ServUO does not define and which a shard's own scripts can change.
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|
///
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||||||
|
/// On holding the args object: it carries the plaintext Password, so it is deliberately
|
||||||
|
/// alive for one extra slice and no longer, and exactly two properties are read off it.
|
||||||
|
/// The password is never read, never logged and never emitted -- the same rule the
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|
/// attempt emitter above states.
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|
/// </summary>
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private static void EmitLoginResult(AccountLoginEventArgs e, string address)
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{
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// The NetState is disposed by AccountLogin_ReplyRej before this runs, which is why the
|
||||||
|
// address is passed in already resolved rather than re-read from e.State.
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|
Timer.DelayCall(TimeSpan.Zero, () =>
|
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|
Guard("account.login.result", () =>
|
||||||
|
{
|
||||||
|
var sb = BridgeJson.Begin("account.login.result")
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|
.Str("acct", e.Username)
|
||||||
|
.Str("ip", address)
|
||||||
|
.Bool("accepted", e.Accepted);
|
||||||
|
|
||||||
|
// ALRReason is only meaningful on a rejection; on an accept it is still the
|
||||||
|
// enum's zero value (Invalid), which would read as a failure reason if emitted.
|
||||||
|
if (!e.Accepted)
|
||||||
|
sb.Str("reason", e.RejectReason.ToString());
|
||||||
|
|
||||||
|
BridgeLink.Emit(sb.End());
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
|
||||||
// ---- economy ----
|
// ---- economy ----
|
||||||
|
|
||||||
private static void OnGoldChange(AccountGoldChangeEventArgs e)
|
private static void OnGoldChange(AccountGoldChangeEventArgs e)
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
|
using Server.Accounting;
|
||||||
using Server.Items;
|
using Server.Items;
|
||||||
using Server.Mobiles;
|
using Server.Mobiles;
|
||||||
using Server.Multis;
|
using Server.Multis;
|
||||||
@@ -455,6 +456,20 @@ namespace Server.Custom.Bridge
|
|||||||
sb.Append(vendor.Map == null ? "" : vendor.Map.Name).Append('|');
|
sb.Append(vendor.Map == null ? "" : vendor.Map.Name).Append('|');
|
||||||
sb.Append(vendor.X).Append(',').Append(vendor.Y).Append('|');
|
sb.Append(vendor.X).Append(',').Append(vendor.Y).Append('|');
|
||||||
|
|
||||||
|
// The FEE STATE, and it belongs here for a reason found on a live rig: a vendor
|
||||||
|
// quietly running out of gold changes none of the fields above, so without this the
|
||||||
|
// sweep sees no change, emits nothing, and `uo.vendor.expiring` -- the warning whose
|
||||||
|
// entire subject is a vendor running out of gold -- can only fire by coincidence,
|
||||||
|
// when somebody happens to reprice an item on a shop that is already broke.
|
||||||
|
//
|
||||||
|
// The DERIVED values, not the raw ones. `periodsRemaining` is an integer division, so
|
||||||
|
// it moves only when the shard's own answer to "is this vendor in danger" moves --
|
||||||
|
// near-zero extra frame volume -- while `HoldGold` changes on every sale and
|
||||||
|
// `NextPayTime` on every tick, which would re-emit a fat listing frame for a shop
|
||||||
|
// whose listings did not change. Protocol-neutral: the fields already ship in
|
||||||
|
// `AppendFees`, and this changes only WHEN a frame is sent.
|
||||||
|
AppendFeeSignature(sb, vendor);
|
||||||
|
|
||||||
var limit = Math.Min(_items.Count, BridgeConfig.MarketMaxListings);
|
var limit = Math.Min(_items.Count, BridgeConfig.MarketMaxListings);
|
||||||
|
|
||||||
sb.Append(_items.Count).Append('|');
|
sb.Append(_items.Count).Append('|');
|
||||||
@@ -506,8 +521,16 @@ namespace Server.Custom.Bridge
|
|||||||
{
|
{
|
||||||
sb.Ser("ownerSerial", owner.Serial);
|
sb.Ser("ownerSerial", owner.Serial);
|
||||||
sb.Str("ownerName", owner.Name);
|
sb.Str("ownerName", owner.Name);
|
||||||
|
|
||||||
|
// Protocol 5. Without this the listing names an owner the website cannot resolve to
|
||||||
|
// a person: ownerName is a character name, and only the account is the link key.
|
||||||
|
var acct = owner.Account as Account;
|
||||||
|
if (acct != null)
|
||||||
|
sb.Str("ownerAcct", acct.Username);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AppendFees(sb, vendor);
|
||||||
|
|
||||||
sb.Append(",\"location\":{\"map\":");
|
sb.Append(",\"location\":{\"map\":");
|
||||||
Text(sb, vendor.Map == null ? null : vendor.Map.Name);
|
Text(sb, vendor.Map == null ? null : vendor.Map.Name);
|
||||||
sb.Append(",\"x\":").Append(vendor.X);
|
sb.Append(",\"x\":").Append(vendor.X);
|
||||||
@@ -587,5 +610,96 @@ namespace Server.Custom.Bridge
|
|||||||
|
|
||||||
return sb.End();
|
return sb.End();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Protocol 5. The vendor's fee state, which is what makes "your vendor is about to be
|
||||||
|
/// dismissed" a thing the website can say BEFORE it happens instead of after.
|
||||||
|
///
|
||||||
|
/// The dismissal rule is PlayerVendor.PayTimer.OnTick: at every tick the charge is
|
||||||
|
/// compared with the funds, and `if (pay > totalGold) Destroy()`. Both halves of that
|
||||||
|
/// comparison differ between ServUO's two vendor systems, so both are resolved here
|
||||||
|
/// rather than left for the sidecar or the website to guess at:
|
||||||
|
///
|
||||||
|
/// | charge | funds | interval
|
||||||
|
/// NewVendorSystem | ChargePerRealWorldDay | HoldGold | 1 real day
|
||||||
|
/// old system | ChargePerDay | BankAccount + HoldGold | 1 UO day
|
||||||
|
///
|
||||||
|
/// Two consequences worth stating, because both are easy to get wrong downstream:
|
||||||
|
///
|
||||||
|
/// * A field called `daysRemaining` would be WRONG on an old-system shard, where a pay
|
||||||
|
/// period is a UO day (Clock.MinutesPerUODay, roughly two real hours) rather than a
|
||||||
|
/// real one. So this emits `periodsRemaining` plus the interval that gives it meaning,
|
||||||
|
/// and resolves the arithmetic into `dismissalAt` -- an instant, which needs no units.
|
||||||
|
/// * A commission vendor (IsCommission) has no PayTimer at all and is never dismissed
|
||||||
|
/// for fees. It reports exempt:true and no schedule, rather than a misleading
|
||||||
|
/// "infinite days".
|
||||||
|
///
|
||||||
|
/// `dismissalAt` assumes no further sales or deposits, exactly as a bank balance
|
||||||
|
/// projection does. Unlike a dynamic-decay house, though, there is no randomness in it:
|
||||||
|
/// given the current funds it is the exact tick the vendor is destroyed on.
|
||||||
|
/// </summary>
|
||||||
|
/// <summary>
|
||||||
|
/// The fee state as the change-detector sees it: exempt, and how many pay ticks the
|
||||||
|
/// vendor survives. Kept beside `AppendFees` so the two cannot drift -- a fee field
|
||||||
|
/// that becomes decision-relevant has to be added in both places, and this comment is
|
||||||
|
/// where the next person is told so.
|
||||||
|
/// </summary>
|
||||||
|
private static void AppendFeeSignature(StringBuilder sb, PlayerVendor vendor)
|
||||||
|
{
|
||||||
|
if (vendor == null || vendor.IsCommission)
|
||||||
|
{
|
||||||
|
sb.Append("exempt|");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int charge = BaseHouse.NewVendorSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay;
|
||||||
|
int funds = BaseHouse.NewVendorSystem ? vendor.HoldGold : vendor.BankAccount + vendor.HoldGold;
|
||||||
|
|
||||||
|
// Mirrors AppendFees: a free vendor never runs out, and reports no periods at all.
|
||||||
|
sb.Append(charge > 0 ? (funds / charge).ToString() : "free").Append('|');
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void AppendFees(StringBuilder sb, PlayerVendor vendor)
|
||||||
|
{
|
||||||
|
sb.Append(",\"fees\":{");
|
||||||
|
|
||||||
|
if (vendor.IsCommission)
|
||||||
|
{
|
||||||
|
sb.Append("\"exempt\":true}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool newSystem = BaseHouse.NewVendorSystem;
|
||||||
|
|
||||||
|
int charge = newSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay;
|
||||||
|
int funds = newSystem ? vendor.HoldGold : vendor.BankAccount + vendor.HoldGold;
|
||||||
|
|
||||||
|
sb.Append("\"exempt\":false");
|
||||||
|
sb.Append(",\"newVendorSystem\":").Append(newSystem ? "true" : "false");
|
||||||
|
sb.Append(",\"chargePerPeriod\":").Append(charge);
|
||||||
|
sb.Append(",\"funds\":").Append(funds);
|
||||||
|
sb.Append(",\"holdGold\":").Append(vendor.HoldGold);
|
||||||
|
sb.Append(",\"bankAccount\":").Append(vendor.BankAccount);
|
||||||
|
|
||||||
|
var interval = newSystem ? TimeSpan.FromDays(1.0) : TimeSpan.FromMinutes(Clock.MinutesPerUODay);
|
||||||
|
sb.Append(",\"payIntervalSec\":").Append((long)interval.TotalSeconds);
|
||||||
|
|
||||||
|
var nextPay = vendor.NextPayTime.ToUniversalTime();
|
||||||
|
sb.Append(",\"nextPayAt\":");
|
||||||
|
Text(sb, nextPay.ToString("o"));
|
||||||
|
|
||||||
|
// A free vendor (no priced stock under the old system can reach charge 0) never runs out.
|
||||||
|
if (charge > 0)
|
||||||
|
{
|
||||||
|
// Ticks it survives before the one that finds pay > totalGold.
|
||||||
|
long periods = funds / charge;
|
||||||
|
sb.Append(",\"periodsRemaining\":").Append(periods);
|
||||||
|
|
||||||
|
sb.Append(",\"dismissalAt\":");
|
||||||
|
Text(sb, nextPay.AddSeconds(periods * interval.TotalSeconds).ToString("o"));
|
||||||
|
}
|
||||||
|
|
||||||
|
sb.Append('}');
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -215,11 +215,14 @@ namespace Server.Custom.Bridge
|
|||||||
if (owner != null)
|
if (owner != null)
|
||||||
{
|
{
|
||||||
sb.Ser("ownerSerial", owner.Serial);
|
sb.Ser("ownerSerial", owner.Serial);
|
||||||
|
sb.Str("ownerName", owner.Name);
|
||||||
var acct = owner.Account as Account;
|
var acct = owner.Account as Account;
|
||||||
if (acct != null)
|
if (acct != null)
|
||||||
sb.Str("ownerAcct", acct.Username);
|
sb.Str("ownerAcct", acct.Username);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AppendDecaySchedule(sb, house, to);
|
||||||
|
|
||||||
// Where a player would physically stand to see it.
|
// Where a player would physically stand to see it.
|
||||||
var ban = house.BanLocation;
|
var ban = house.BanLocation;
|
||||||
sb.Append(",\"ban\":{\"x\":").Append(ban.X)
|
sb.Append(",\"ban\":{\"x\":").Append(ban.X)
|
||||||
@@ -232,6 +235,67 @@ namespace Server.Custom.Bridge
|
|||||||
return sb.End();
|
return sb.End();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Protocol 5. The three scheduling fields, and the reason they are not all always present.
|
||||||
|
///
|
||||||
|
/// ServUO has two decay implementations and they differ in how KNOWABLE the future is:
|
||||||
|
///
|
||||||
|
/// * Dynamic decay (DynamicDecay.Enabled, i.e. Core.ML) draws each stage's duration at
|
||||||
|
/// RANDOM when the stage is entered (BaseHouse.SetDynamicDecay ->
|
||||||
|
/// DynamicDecay.GetRandomDuration). So NextDecayStage is exact for the NEXT transition
|
||||||
|
/// and nothing beyond it is known at all. Collapse becomes exact only once the house is
|
||||||
|
/// already at IDOC, because then the next transition IS the collapse.
|
||||||
|
/// * Static decay (GetOldDecayLevel) is a pure function of LastRefreshed and DecayPeriod,
|
||||||
|
/// so collapse is exact at EVERY stage -- there is no randomness to wait out.
|
||||||
|
///
|
||||||
|
/// Emitting estimatedCollapse from a dynamic-decay house at, say, Fairly would therefore be
|
||||||
|
/// publishing a guess as a fact, which on the website's side becomes a dated promise in a
|
||||||
|
/// player's mail. It is omitted rather than approximated: the website's `required: false`
|
||||||
|
/// declaration already permits its absence, and an absent field is honest where a wrong
|
||||||
|
/// date is not.
|
||||||
|
/// </summary>
|
||||||
|
private static void AppendDecaySchedule(StringBuilder sb, BaseHouse house, DecayLevel to)
|
||||||
|
{
|
||||||
|
// ONE nested object rather than four sibling keys, for the same reason vendor.listing
|
||||||
|
// nests `location`: the website's visibility projection matches literal JSON keys, so a
|
||||||
|
// nested group is one admin rule that can hide the whole schedule, where four flat keys
|
||||||
|
// would be four rules that drift apart.
|
||||||
|
sb.Append(",\"schedule\":{");
|
||||||
|
|
||||||
|
// The stage clock. Only dynamic decay keeps one; static decay leaves it at MinValue.
|
||||||
|
bool dynamic = DynamicDecay.Enabled;
|
||||||
|
var next = house.NextDecayStage;
|
||||||
|
|
||||||
|
sb.Append("\"dynamicDecay\":").Append(dynamic ? "true" : "false");
|
||||||
|
|
||||||
|
if (dynamic && next > DateTime.MinValue)
|
||||||
|
sb.Str("nextStage", next.ToUniversalTime().ToString("o"));
|
||||||
|
|
||||||
|
// Total seconds from a full refresh to collapse. Constant per house type, but it is what
|
||||||
|
// lets a reader turn lastRefreshed into a percentage without knowing ServUO's tables.
|
||||||
|
var period = house.DecayPeriod;
|
||||||
|
if (period > TimeSpan.Zero)
|
||||||
|
sb.Num("decayPeriodSec", (long)period.TotalSeconds);
|
||||||
|
|
||||||
|
DateTime collapse;
|
||||||
|
bool knowable = true;
|
||||||
|
|
||||||
|
if (!dynamic)
|
||||||
|
collapse = house.LastRefreshed.ToUniversalTime() + period;
|
||||||
|
else if (to == DecayLevel.IDOC && next > DateTime.MinValue)
|
||||||
|
collapse = next.ToUniversalTime();
|
||||||
|
else
|
||||||
|
{
|
||||||
|
collapse = DateTime.MinValue;
|
||||||
|
knowable = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (knowable)
|
||||||
|
sb.Str("estimatedCollapse", collapse.ToString("o"));
|
||||||
|
|
||||||
|
sb.Append('}');
|
||||||
|
}
|
||||||
|
|
||||||
// ---- economy supply ----
|
// ---- economy supply ----
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
687
tools/scaffolding/BridgeDemoDress.cs
Normal file
687
tools/scaffolding/BridgeDemoDress.cs
Normal file
@@ -0,0 +1,687 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
using Server.Accounting;
|
||||||
|
using Server.Commands;
|
||||||
|
using Server.Guilds;
|
||||||
|
using Server.Mobiles;
|
||||||
|
using Server.Multis;
|
||||||
|
|
||||||
|
namespace Server.Custom
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Gives a BridgeSeeder world presentable names, so a shard standing behind a public
|
||||||
|
/// screenshot does not read as test data.
|
||||||
|
///
|
||||||
|
/// Test scaffolding. Not part of the bridge. Never deployed — see tools/README.md.
|
||||||
|
///
|
||||||
|
/// WHY THIS EXISTS
|
||||||
|
/// ---------------
|
||||||
|
/// BridgeSeeder builds a world at realistic SCALE, which is what the bridge needed:
|
||||||
|
/// 50 accounts, 150 characters, 30 houses, 30 vendors, 1,200 listings. It never needed
|
||||||
|
/// the world to look like anything, so a vendor is "seed vendor" trading as
|
||||||
|
/// "Seed Shop 810" and a character is "Seed004A". Every one of those names travels the
|
||||||
|
/// whole bridge — plugin, sidecar, website — and lands on the marketplace, the guild
|
||||||
|
/// roster and the housing pages, which are exactly the pages a screenshot wants.
|
||||||
|
///
|
||||||
|
/// This pass renames what is already there rather than seeding anything new. That
|
||||||
|
/// matters: the data keeps its provenance. The prices, the listing counts, the decay
|
||||||
|
/// stages, the fame and the skill sheets are all still whatever BridgeSeeder produced
|
||||||
|
/// and whatever the shard has done to them since — only the strings a human reads are
|
||||||
|
/// replaced. Nothing here invents shard state that the game did not produce.
|
||||||
|
///
|
||||||
|
/// IDEMPOTENT, AND DETERMINISTIC
|
||||||
|
/// -----------------------------
|
||||||
|
/// Names come from fixed tables indexed by the object's own serial, so the same vendor
|
||||||
|
/// draws the same shop name on every run against the same save — screenshots retaken
|
||||||
|
/// later still match. A second run is therefore a no-op, and a world half-dressed by an
|
||||||
|
/// interrupted run finishes cleanly.
|
||||||
|
///
|
||||||
|
/// Shop and house names are also re-dressed when they are names THIS pass produced, so
|
||||||
|
/// a change to the tables or to the hash can be applied to a world that has already been
|
||||||
|
/// through here once. Character names are not: a person's name is an ordinary string
|
||||||
|
/// with no closed set to recognise it by, so once dressed it is left alone.
|
||||||
|
///
|
||||||
|
/// WHAT IT ALSO DOES, AND WHY EACH IS HERE
|
||||||
|
/// ---------------------------------------
|
||||||
|
/// - Walks a few houses into IDOC, in two passes with a wait between them, because the
|
||||||
|
/// website only records a collapse it watched happen. Decay is a live process: by the
|
||||||
|
/// time anybody looks the stages have moved on and "Houses in danger" is empty. Empty
|
||||||
|
/// is a true state and a poor screenshot, so this stages a handful — see PrimeIdoc.
|
||||||
|
/// - Sets a known password on one seeded account. Logging a character in is the only
|
||||||
|
/// way to make the online roster non-empty, and it needs a client, and a client needs
|
||||||
|
/// a password. The seeder gives every account a random GUID nobody kept.
|
||||||
|
/// - BUILDS GUILDS, which is the one thing here that creates rather than renames. The
|
||||||
|
/// seeder never made any, so a shard behind these screenshots has an empty guild
|
||||||
|
/// board and — because the website's Teams are reconciled from that board — no teams
|
||||||
|
/// either. There is nothing to rename: a guild has to exist before it can be called
|
||||||
|
/// something. Members are drawn from characters the seeder already made, so the only
|
||||||
|
/// invention is the association itself.
|
||||||
|
///
|
||||||
|
/// A NOTE ON THE GUILD BOARD, FOUND WHILE BUILDING THIS
|
||||||
|
/// ---------------------------------------------------
|
||||||
|
/// `BridgeSocial.Signature()` folds name, abbreviation, leader serial, member count and
|
||||||
|
/// alliance — not member NAMES — and the roster is only re-emitted when the member SET
|
||||||
|
/// changes. So renaming a guild member never reaches the site: the board keeps the name
|
||||||
|
/// the member had when the roster was last emitted. Dressing a world that was already
|
||||||
|
/// published therefore leaves stale rosters behind, and creating the guilds after the
|
||||||
|
/// rename (as this does) is what avoids it. Raised as a product observation, not fixed
|
||||||
|
/// here — a rename is rare in a real shard, and the fix belongs in the plugin.
|
||||||
|
///
|
||||||
|
/// Flag: `DemoDressOnStart=True` in Config/Bridge.cfg. In game: `[demodress`.
|
||||||
|
/// </summary>
|
||||||
|
public static class BridgeDemoDress
|
||||||
|
{
|
||||||
|
private const string Prefix = "seed_";
|
||||||
|
|
||||||
|
/// <summary>The account whose password is set, so a character can be logged in.</summary>
|
||||||
|
private const string LoginAccount = "seed_000";
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Read from Config/Bridge.cfg (`DemoDressPassword`) so a password never lands in
|
||||||
|
/// source control. Absent means the account is left alone.
|
||||||
|
/// </summary>
|
||||||
|
private static string LoginPassword
|
||||||
|
{
|
||||||
|
get { return Config.Get("Bridge.DemoDressPassword", default(string)); }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>How many condemned houses to put back into the last two decay stages.</summary>
|
||||||
|
private const int IdocHouses = 4;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How long after boot the second IDOC pass runs. See <see cref="PrimeIdoc"/> —
|
||||||
|
/// the delay is the whole point, not a politeness.
|
||||||
|
/// </summary>
|
||||||
|
private static int IdocDelaySeconds
|
||||||
|
{
|
||||||
|
get { return Config.Get("Bridge.DemoDressIdocDelaySeconds", 150); }
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Name tables ────────────────────────────────────────────────────────────────
|
||||||
|
//
|
||||||
|
// Ordinary fantasy given names and English trade-sign nouns. Deliberately dull: the
|
||||||
|
// point is that a reader's eye passes over them, which is what a real roster does.
|
||||||
|
|
||||||
|
private static readonly string[] Given =
|
||||||
|
{
|
||||||
|
"Alaric", "Bess", "Corwin", "Dagna", "Edric", "Fenna", "Garrick", "Halle",
|
||||||
|
"Ivo", "Jessa", "Kellen", "Lira", "Marek", "Nessa", "Orrin", "Perrin",
|
||||||
|
"Quill", "Rowan", "Sera", "Tamsin", "Ulric", "Vera", "Wendel", "Xanthe",
|
||||||
|
"Yorick", "Zara", "Bram", "Caitrin", "Doran", "Elspeth"
|
||||||
|
};
|
||||||
|
|
||||||
|
private static readonly string[] Family =
|
||||||
|
{
|
||||||
|
"Ashdown", "Bellweather", "Crowe", "Dunmore", "Eastgate", "Fairbourne",
|
||||||
|
"Grimsby", "Hollowell", "Ironwood", "Larkspur", "Mosswick", "Thornbury"
|
||||||
|
};
|
||||||
|
|
||||||
|
private static readonly string[] ShopFirst =
|
||||||
|
{
|
||||||
|
"The Copper", "The Silver", "The Gilded", "The Iron", "The Rusted", "The Amber",
|
||||||
|
"The Quiet", "The Crooked", "The Old", "The Wandering", "The Salted", "The Ember"
|
||||||
|
};
|
||||||
|
|
||||||
|
private static readonly string[] ShopSecond =
|
||||||
|
{
|
||||||
|
"Anvil", "Kettle", "Lantern", "Compass", "Bellows", "Flask", "Ledger",
|
||||||
|
"Wagon", "Tankard", "Whetstone", "Sextant", "Coffer"
|
||||||
|
};
|
||||||
|
|
||||||
|
private static readonly string[] HouseNames =
|
||||||
|
{
|
||||||
|
"Ashwood Cottage", "Bramblegate", "Candlewick House", "Dovecote",
|
||||||
|
"Eastmarch", "Fernhollow", "Greywater", "Hearthstone",
|
||||||
|
"Ivyfall", "Kestrel Lodge", "Longmeadow", "Millrace",
|
||||||
|
"Northrest", "Oakenshaw", "Pinefall", "Quarrystone",
|
||||||
|
"Riverwatch", "Stonebrook", "Thistledown", "Umberley",
|
||||||
|
"Vinesend", "Westbarrow", "Yewcross", "Almsgate",
|
||||||
|
"Brightmoor", "Coldspring", "Duskvale", "Elmshade",
|
||||||
|
"Foxhollow", "Gravensward"
|
||||||
|
};
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// One guild to build, and how many of the seeded characters to put in it.
|
||||||
|
///
|
||||||
|
/// Four rather than one, and four of different sizes, because every screen that
|
||||||
|
/// shows guilds shows a LIST: a board with one row proves nothing about sorting,
|
||||||
|
/// member counts or the online column. The sizes are the shape a small shard
|
||||||
|
/// actually has — one large guild, one middling, two small.
|
||||||
|
/// </summary>
|
||||||
|
private struct GuildPlan
|
||||||
|
{
|
||||||
|
public readonly string Name;
|
||||||
|
public readonly string Abbr;
|
||||||
|
public readonly int Size;
|
||||||
|
|
||||||
|
public GuildPlan(string name, string abbr, int size)
|
||||||
|
{
|
||||||
|
Name = name;
|
||||||
|
Abbr = abbr;
|
||||||
|
Size = size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static readonly GuildPlan[] GuildsToBuild =
|
||||||
|
{
|
||||||
|
new GuildPlan("The Ashen Compact", "ASH", 14),
|
||||||
|
new GuildPlan("Hollowell Rangers", "HOL", 9),
|
||||||
|
new GuildPlan("The Quiet Ledger", "QLG", 6),
|
||||||
|
new GuildPlan("Wardens of Northrest", "WRD", 4)
|
||||||
|
};
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The first two guilds are allied, because `/uo/guilds` promises "rosters,
|
||||||
|
/// alliances and who's online" and an alliance column that is empty on every row
|
||||||
|
/// reads as a feature that does not work.
|
||||||
|
/// </summary>
|
||||||
|
private const string AllianceName = "The Northern Compact";
|
||||||
|
|
||||||
|
public static void Initialize()
|
||||||
|
{
|
||||||
|
CommandSystem.Register("demodress", AccessLevel.Administrator, Dress_OnCommand);
|
||||||
|
|
||||||
|
if (Config.Get("Bridge.DemoDressOnStart", false))
|
||||||
|
EventSink.ServerStarted += () => Run(null, save: true);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Usage("demodress")]
|
||||||
|
[Description("Renames BridgeSeeder's synthetic world so it is presentable in screenshots.")]
|
||||||
|
private static void Dress_OnCommand(CommandEventArgs e)
|
||||||
|
{
|
||||||
|
Run(e.Mobile, save: false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Report(Mobile to, string text)
|
||||||
|
{
|
||||||
|
Console.WriteLine("[BridgeDemoDress] " + text);
|
||||||
|
|
||||||
|
if (to != null)
|
||||||
|
to.SendMessage(text);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Run(Mobile to, bool save)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var start = DateTime.UtcNow;
|
||||||
|
|
||||||
|
int chars = DressCharacters();
|
||||||
|
int vendors = DressVendors();
|
||||||
|
int houses = DressHouses();
|
||||||
|
|
||||||
|
// After the rename, never before: the roster the bridge publishes is the one
|
||||||
|
// that exists when the guild's member set first changes, and that is here.
|
||||||
|
int guilds = BuildGuilds(to);
|
||||||
|
|
||||||
|
bool password = SetLoginPassword(to);
|
||||||
|
|
||||||
|
Report(to, String.Format(
|
||||||
|
"Dressed {0} characters, {1} vendors, {2} house signs; " +
|
||||||
|
"built {3} guilds; login password {4}. ({5:F1}s)",
|
||||||
|
chars, vendors, houses, guilds, password ? "set" : "skipped",
|
||||||
|
(DateTime.UtcNow - start).TotalSeconds));
|
||||||
|
|
||||||
|
// IDOC is two steps, and at boot the second one is LATE. See PrimeIdoc.
|
||||||
|
Report(to, "Primed " + PrimeIdoc() + " houses for decay.");
|
||||||
|
|
||||||
|
if (save)
|
||||||
|
Timer.DelayCall(
|
||||||
|
TimeSpan.FromSeconds(IdocDelaySeconds),
|
||||||
|
() => Report(to, "Staged " + StageIdoc() + " houses into IDOC."));
|
||||||
|
else
|
||||||
|
Report(to, "Staged " + StageIdoc() + " houses into IDOC.");
|
||||||
|
|
||||||
|
if (save)
|
||||||
|
{
|
||||||
|
Report(to, "Saving world...");
|
||||||
|
World.Save();
|
||||||
|
Report(to, "Save complete.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Report(to, "FAILED: " + ex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A stable index for a world object, salted so that two names drawn for the SAME
|
||||||
|
/// object land in unrelated places in their tables.
|
||||||
|
///
|
||||||
|
/// Serial is the only identifier that survives a save and is identical on every
|
||||||
|
/// load, which is what makes the naming reproducible. But serials are dense and
|
||||||
|
/// sequential, so a weak mix hands neighbouring objects neighbouring names. The
|
||||||
|
/// first attempt derived the second word from `serial / 5`, which is constant
|
||||||
|
/// across five consecutive serials — twenty-seven vendors came out as four
|
||||||
|
/// Flasks, four Lanterns and three Anvils in a row. Salting and re-mixing per
|
||||||
|
/// draw is what fixes that: each word is an independent hash of the pair.
|
||||||
|
/// </summary>
|
||||||
|
private static int Pick(int serial, int salt, int modulus)
|
||||||
|
{
|
||||||
|
unchecked
|
||||||
|
{
|
||||||
|
uint h = (uint)serial ^ ((uint)salt * 0x9E3779B1u);
|
||||||
|
h ^= h >> 15;
|
||||||
|
h *= 2246822519u;
|
||||||
|
h ^= h >> 13;
|
||||||
|
h *= 3266489917u;
|
||||||
|
h ^= h >> 16;
|
||||||
|
return (int)(h % (uint)modulus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string PersonName(int serial)
|
||||||
|
{
|
||||||
|
return Given[Pick(serial, 1, Given.Length)] + " " + Family[Pick(serial, 2, Family.Length)];
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string ShopSign(int serial)
|
||||||
|
{
|
||||||
|
return ShopFirst[Pick(serial, 3, ShopFirst.Length)] + " " +
|
||||||
|
ShopSecond[Pick(serial, 4, ShopSecond.Length)];
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool LooksSeeded(string name, string marker)
|
||||||
|
{
|
||||||
|
return name != null && name.StartsWith(marker, StringComparison.OrdinalIgnoreCase);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// True when a name is one this pass could have produced.
|
||||||
|
///
|
||||||
|
/// Dressing has to be re-runnable in both directions: a first pass renames what the
|
||||||
|
/// seeder left, and a later pass — after the tables or the hash change — has to be
|
||||||
|
/// able to rename its own earlier output. A name is recognised by MEMBERSHIP of the
|
||||||
|
/// closed tables rather than by a marker on the object, because the object is a
|
||||||
|
/// PlayerVendor whose name is a plain string with nowhere to hide a flag, and a
|
||||||
|
/// name that is not in the tables was set by a person and is left alone.
|
||||||
|
/// </summary>
|
||||||
|
private static bool IsOurs(string name, string[] first, string[] second)
|
||||||
|
{
|
||||||
|
if (String.IsNullOrEmpty(name))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
foreach (var a in first)
|
||||||
|
{
|
||||||
|
if (!name.StartsWith(a + " ", StringComparison.Ordinal))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var rest = name.Substring(a.Length + 1);
|
||||||
|
|
||||||
|
foreach (var b in second)
|
||||||
|
{
|
||||||
|
if (rest == b)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool IsOurHouseName(string name)
|
||||||
|
{
|
||||||
|
foreach (var h in HouseNames)
|
||||||
|
{
|
||||||
|
if (h == name)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int DressCharacters()
|
||||||
|
{
|
||||||
|
int n = 0;
|
||||||
|
|
||||||
|
foreach (Account acct in Accounts.GetAccounts())
|
||||||
|
{
|
||||||
|
if (!acct.Username.StartsWith(Prefix, StringComparison.Ordinal))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
for (int i = 0; i < acct.Length; i++)
|
||||||
|
{
|
||||||
|
var m = acct[i];
|
||||||
|
|
||||||
|
if (m == null || !LooksSeeded(m.Name, "Seed"))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Offset by the slot so an account's three characters are three people
|
||||||
|
// rather than three spellings of one.
|
||||||
|
m.Name = PersonName(m.Serial.Value + i * 101);
|
||||||
|
n++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int DressVendors()
|
||||||
|
{
|
||||||
|
int n = 0;
|
||||||
|
|
||||||
|
if (PlayerVendor.PlayerVendors == null)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// PlayerVendors is a live collection; the rename does not add or remove members,
|
||||||
|
// but copy anyway so an unrelated vendor placement mid-pass cannot invalidate it.
|
||||||
|
var vendors = new List<PlayerVendor>(PlayerVendor.PlayerVendors);
|
||||||
|
|
||||||
|
foreach (var vendor in vendors)
|
||||||
|
{
|
||||||
|
bool touched = false;
|
||||||
|
|
||||||
|
// "Bridge Test Shop" is not the seeder's — it is left over from a hand-run
|
||||||
|
// smoke test — and it reaches the marketplace exactly like the rest.
|
||||||
|
if (LooksSeeded(vendor.ShopName, "Seed Shop") ||
|
||||||
|
LooksSeeded(vendor.ShopName, "Bridge Test") ||
|
||||||
|
IsOurs(vendor.ShopName, ShopFirst, ShopSecond))
|
||||||
|
{
|
||||||
|
var sign = ShopSign(vendor.Serial.Value);
|
||||||
|
|
||||||
|
if (sign != vendor.ShopName)
|
||||||
|
{
|
||||||
|
vendor.ShopName = sign;
|
||||||
|
touched = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (LooksSeeded(vendor.Name, "seed vendor"))
|
||||||
|
{
|
||||||
|
vendor.Name = PersonName(vendor.Serial.Value + 7919);
|
||||||
|
touched = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (touched)
|
||||||
|
n++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int DressHouses()
|
||||||
|
{
|
||||||
|
int n = 0;
|
||||||
|
|
||||||
|
foreach (var house in BaseHouse.AllHouses)
|
||||||
|
{
|
||||||
|
if (house.Sign == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (!LooksSeeded(house.Sign.Name, "Seed House") && !IsOurHouseName(house.Sign.Name))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var name = HouseNames[Pick(house.Serial.Value, 5, HouseNames.Length)];
|
||||||
|
|
||||||
|
if (name == house.Sign.Name)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
house.Sign.Name = name;
|
||||||
|
n++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The houses this run picked to walk into IDOC, held between the two passes so the
|
||||||
|
/// second one moves the same houses the first one primed.
|
||||||
|
/// </summary>
|
||||||
|
private static readonly List<BaseHouse> _idocPicks = new List<BaseHouse>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Picks the houses that will collapse and puts them at a MIDDLE decay stage.
|
||||||
|
///
|
||||||
|
/// Only houses that CAN decay are touched — an active owner's AutoRefresh house is
|
||||||
|
/// left alone, because forcing one into IDOC would be inventing a state the game
|
||||||
|
/// would never produce and the next refresh would undo it anyway.
|
||||||
|
///
|
||||||
|
/// WHY THE STAGING IS TWO PASSES, WITH A WAIT BETWEEN THEM
|
||||||
|
/// ------------------------------------------------------
|
||||||
|
/// The website's "Houses in danger" page reads a column the ingest only writes when
|
||||||
|
/// the plugin reports a house CHANGING decay stage (`house.decay`). The richer
|
||||||
|
/// `house.update` registry frame carries the stage as well, but the ingest
|
||||||
|
/// deliberately leaves that column to the transition feed so the two cannot clobber
|
||||||
|
/// each other. A house that is ALREADY in IDOC when the site connects therefore
|
||||||
|
/// never appears: the plugin's baseline records IDOC as the starting state and no
|
||||||
|
/// transition is ever emitted. The first run of this pass hit exactly that — the
|
||||||
|
/// shard plainly had two collapsing houses and the page said none.
|
||||||
|
///
|
||||||
|
/// So: prime now, collapse later. The sweep takes its baseline at the middle stage
|
||||||
|
/// and then sees a real move to IDOC, which is the event the page is built to show.
|
||||||
|
/// The underlying asymmetry is a product observation, raised rather than patched
|
||||||
|
/// from here.
|
||||||
|
/// </summary>
|
||||||
|
private static int PrimeIdoc()
|
||||||
|
{
|
||||||
|
_idocPicks.Clear();
|
||||||
|
|
||||||
|
foreach (var house in BaseHouse.AllHouses)
|
||||||
|
{
|
||||||
|
if (_idocPicks.Count >= IdocHouses)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if (house == null || house.Deleted || !house.CanDecay)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
_idocPicks.Add(house);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Most of the world cannot decay at all: a house whose owner's account is active
|
||||||
|
// is AutoRefresh, and AutoRefresh reports Ageless forever. The seeder condemned
|
||||||
|
// its houses by backdating the owner's last login, which is the same lever a real
|
||||||
|
// shard pulls when somebody stops playing — so where there are not enough
|
||||||
|
// candidates, condemn a few more the same way rather than forcing a stage that
|
||||||
|
// the next refresh would undo.
|
||||||
|
if (_idocPicks.Count < IdocHouses)
|
||||||
|
{
|
||||||
|
foreach (var house in BaseHouse.AllHouses)
|
||||||
|
{
|
||||||
|
if (_idocPicks.Count >= IdocHouses)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if (house == null || house.Deleted || house.CanDecay || house.Owner == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var acct = house.Owner.Account as Account;
|
||||||
|
|
||||||
|
// Never the account somebody is about to log in with: an inactive account
|
||||||
|
// is exactly what this is making, and logging in would undo it anyway.
|
||||||
|
if (acct == null || acct.Username == LoginAccount)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
acct.LastLogin = DateTime.UtcNow - TimeSpan.FromDays(365);
|
||||||
|
|
||||||
|
if (house.CanDecay)
|
||||||
|
_idocPicks.Add(house);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var house in _idocPicks)
|
||||||
|
{
|
||||||
|
house.SetDynamicDecay(DecayLevel.Fairly);
|
||||||
|
house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
|
||||||
|
}
|
||||||
|
|
||||||
|
return _idocPicks.Count;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Collapses the primed houses. See <see cref="PrimeIdoc"/> for the two-step.</summary>
|
||||||
|
private static int StageIdoc()
|
||||||
|
{
|
||||||
|
int n = 0;
|
||||||
|
|
||||||
|
foreach (var house in _idocPicks)
|
||||||
|
{
|
||||||
|
if (house == null || house.Deleted)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Alternating, so the page shows a stage column doing something rather than
|
||||||
|
// four identical rows.
|
||||||
|
house.SetDynamicDecay(n % 2 == 0 ? DecayLevel.IDOC : DecayLevel.Greatly);
|
||||||
|
house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
|
||||||
|
n++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Builds the guilds in <see cref="GuildsToBuild"/> out of seeded characters that
|
||||||
|
/// are not in a guild already, and allies the first two.
|
||||||
|
///
|
||||||
|
/// Idempotent by NAME: a guild that already exists is left exactly as it is, so a
|
||||||
|
/// second run adds nobody and a guild somebody has since edited in game is not
|
||||||
|
/// stamped back to the table. A character already in a guild is never moved, which
|
||||||
|
/// is what keeps a re-run from shuffling the world between screenshots.
|
||||||
|
///
|
||||||
|
/// Ranks are set rather than left at the default, because the roster the site draws
|
||||||
|
/// shows a rank per member and a page where every row says the same word tells a
|
||||||
|
/// reader nothing about what ranks are for. Real guilds are mostly members with a
|
||||||
|
/// couple of officers, so that is what this makes.
|
||||||
|
/// </summary>
|
||||||
|
private static int BuildGuilds(Mobile to)
|
||||||
|
{
|
||||||
|
var pool = UnguildedSeedCharacters();
|
||||||
|
var cursor = 0;
|
||||||
|
var made = 0;
|
||||||
|
|
||||||
|
var built = new List<Guild>();
|
||||||
|
|
||||||
|
foreach (var plan in GuildsToBuild)
|
||||||
|
{
|
||||||
|
var existing = FindGuild(plan.Name);
|
||||||
|
|
||||||
|
if (existing != null)
|
||||||
|
{
|
||||||
|
built.Add(existing);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cursor >= pool.Count)
|
||||||
|
{
|
||||||
|
Report(to, "Ran out of unguilded characters — " + plan.Name + " not built.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
var leader = pool[cursor++];
|
||||||
|
var guild = new Guild(leader, plan.Name, plan.Abbr);
|
||||||
|
|
||||||
|
for (int i = 1; i < plan.Size && cursor < pool.Count; i++)
|
||||||
|
{
|
||||||
|
var member = pool[cursor++];
|
||||||
|
guild.AddMember(member);
|
||||||
|
|
||||||
|
var pm = member as PlayerMobile;
|
||||||
|
|
||||||
|
if (pm == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Two officers per guild, then members. RankDefinition.Ranks is
|
||||||
|
// { Ronin, Member, Emissary, Warlord, Leader } — Ronin is the default a
|
||||||
|
// fresh member gets, and a board of Ronins looks like nobody has ever
|
||||||
|
// touched the guild.
|
||||||
|
pm.GuildRank =
|
||||||
|
i == 1 ? RankDefinition.Ranks[3] :
|
||||||
|
i == 2 ? RankDefinition.Ranks[2] :
|
||||||
|
RankDefinition.Member;
|
||||||
|
}
|
||||||
|
|
||||||
|
built.Add(guild);
|
||||||
|
made++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (built.Count >= 2 && built[0].Alliance == null && built[1].Alliance == null)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var alliance = new AllianceInfo(built[0], AllianceName, built[1]);
|
||||||
|
alliance.TurnToMember(built[1]);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Report(to, "Alliance not formed: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return made;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Every seeded character with no guild, in a stable order: account name, then
|
||||||
|
/// character slot. Stable ordering is what makes the same person lead the same
|
||||||
|
/// guild on every run against the same save.
|
||||||
|
/// </summary>
|
||||||
|
private static List<Mobile> UnguildedSeedCharacters()
|
||||||
|
{
|
||||||
|
var accounts = new List<Account>();
|
||||||
|
|
||||||
|
foreach (Account acct in Accounts.GetAccounts())
|
||||||
|
{
|
||||||
|
if (acct.Username.StartsWith(Prefix, StringComparison.Ordinal))
|
||||||
|
accounts.Add(acct);
|
||||||
|
}
|
||||||
|
|
||||||
|
accounts.Sort((a, b) => String.CompareOrdinal(a.Username, b.Username));
|
||||||
|
|
||||||
|
var chars = new List<Mobile>();
|
||||||
|
|
||||||
|
foreach (var acct in accounts)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < acct.Length; i++)
|
||||||
|
{
|
||||||
|
var m = acct[i];
|
||||||
|
|
||||||
|
if (m == null || m.Deleted || m.Guild != null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
chars.Add(m);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return chars;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Guild FindGuild(string name)
|
||||||
|
{
|
||||||
|
foreach (var bg in BaseGuild.List.Values)
|
||||||
|
{
|
||||||
|
var g = bg as Guild;
|
||||||
|
|
||||||
|
if (g != null && !g.Disbanded && g.Name == name)
|
||||||
|
return g;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets a known password on one seeded account so a character can be logged in with
|
||||||
|
/// a real client. The seeder assigns a random GUID, which nobody kept.
|
||||||
|
/// </summary>
|
||||||
|
private static bool SetLoginPassword(Mobile to)
|
||||||
|
{
|
||||||
|
var password = LoginPassword;
|
||||||
|
|
||||||
|
if (String.IsNullOrEmpty(password))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
var acct = Accounts.GetAccount(LoginAccount) as Account;
|
||||||
|
|
||||||
|
if (acct == null)
|
||||||
|
{
|
||||||
|
Report(to, "No account " + LoginAccount + " — password not set.");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
acct.SetPassword(password);
|
||||||
|
|
||||||
|
// The seeder backdates some accounts past InactiveDuration to condemn their
|
||||||
|
// houses. This one has to be able to log in, so bring it back to the present.
|
||||||
|
acct.LastLogin = DateTime.UtcNow;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
275
tools/scaffolding/BridgeProtocol5Probe.cs
Normal file
275
tools/scaffolding/BridgeProtocol5Probe.cs
Normal file
@@ -0,0 +1,275 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
using Server.Accounting;
|
||||||
|
using Server.Commands;
|
||||||
|
using Server.Mobiles;
|
||||||
|
using Server.Multis;
|
||||||
|
using Server.Network;
|
||||||
|
|
||||||
|
namespace Server.Custom
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Exercises all three Protocol 5 enrichments on a live shard, without a game client.
|
||||||
|
///
|
||||||
|
/// Each of the three needs something a unit test cannot produce, and each needs it for a
|
||||||
|
/// different reason:
|
||||||
|
///
|
||||||
|
/// * house.decay's `schedule` is only interesting ACROSS a transition, and the interesting
|
||||||
|
/// pair is Greatly -> IDOC: the first must carry no estimatedCollapse (under dynamic
|
||||||
|
/// decay the remaining stages have not been drawn yet) and the second must carry one.
|
||||||
|
/// A fixture can assert the mapping; only a real BaseHouse walking a real
|
||||||
|
/// SetDynamicDecay proves the emitter reads ServUO the way the comment claims.
|
||||||
|
/// * vendor.listing's `fees` are computed from PlayerVendor state that differs between
|
||||||
|
/// ServUO's two vendor systems. This reports what the shard actually holds so the
|
||||||
|
/// emitted frame can be checked against it rather than against an assumption.
|
||||||
|
/// * account.login.result is the one that could not be built at all before v5, because
|
||||||
|
/// EventSink.AccountLogin fires BEFORE the verdict exists. Invoking the real sink with a
|
||||||
|
/// real password (right and wrong) runs the shard's own AccountHandler, which is what
|
||||||
|
/// sets Accepted/RejectReason -- so this proves the deferred read sees the FINAL verdict
|
||||||
|
/// and not the constructor's default of true.
|
||||||
|
///
|
||||||
|
/// Test scaffolding. Never deployed; `deploy.ps1` copies only `overlay/`.
|
||||||
|
/// In game / at the console: `[p5probe`.
|
||||||
|
/// </summary>
|
||||||
|
public static class BridgeProtocol5Probe
|
||||||
|
{
|
||||||
|
public static void Initialize()
|
||||||
|
{
|
||||||
|
CommandSystem.Register("p5probe", AccessLevel.Administrator, Probe_OnCommand);
|
||||||
|
|
||||||
|
if (Config.Get("Bridge.Protocol5ProbeOnStart", false))
|
||||||
|
EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(8.0), () => Run(null));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Usage("p5probe")]
|
||||||
|
[Description("Drives the three Protocol 5 enrichments so their frames can be observed.")]
|
||||||
|
private static void Probe_OnCommand(CommandEventArgs e)
|
||||||
|
{
|
||||||
|
Run(e.Mobile);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Report(Mobile to, string line)
|
||||||
|
{
|
||||||
|
Console.WriteLine("[P5Probe] " + line);
|
||||||
|
|
||||||
|
if (to != null)
|
||||||
|
to.SendMessage(line);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Run(Mobile to)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
ReportVendorFees(to);
|
||||||
|
DriveLogins(to);
|
||||||
|
WalkHouseToIdoc(to);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Report(to, "threw: " + ex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- (a) house.decay schedule ----
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Walks one house Greatly, then (after a pause long enough for a decay sweep to run)
|
||||||
|
/// IDOC. Two frames, and the PAIR is the assertion: no estimatedCollapse on the first,
|
||||||
|
/// one on the second.
|
||||||
|
/// </summary>
|
||||||
|
private static void WalkHouseToIdoc(Mobile to)
|
||||||
|
{
|
||||||
|
BaseHouse target = null;
|
||||||
|
var byType = new Dictionary<string, int>();
|
||||||
|
|
||||||
|
foreach (var h in BaseHouse.AllHouses)
|
||||||
|
{
|
||||||
|
if (h == null || h.Deleted || h.Owner == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var type = h.DecayType.ToString();
|
||||||
|
byType[type] = (byType.ContainsKey(type) ? byType[type] : 0) + 1;
|
||||||
|
|
||||||
|
// CanDecay is the filter that matters, and getting it wrong is silent. A house
|
||||||
|
// whose DecayType is AutoRefresh or Ageless -- and the owner's NEWEST house is
|
||||||
|
// always AutoRefresh -- has a DecayLevel getter that calls ResetDynamicDecay() and
|
||||||
|
// reports Ageless, so a forced SetDynamicDecay is wiped on the very next read. The
|
||||||
|
// sweep then sees no change and emits nothing at all, which looks exactly like a
|
||||||
|
// broken emitter.
|
||||||
|
if (!h.CanDecay)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// The current level does NOT disqualify a house. On this rig every decaying house
|
||||||
|
// is already at IDOC (a seeded world has only a couple of Condemned houses and they
|
||||||
|
// have long since bottomed out), so the walk starts by putting one BACK to Fairly.
|
||||||
|
// BridgeDemoDress.PrimeIdoc does the same thing for the same reason.
|
||||||
|
target = h;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var kv in byType)
|
||||||
|
Report(to, "houses by DecayType: " + kv.Key + "=" + kv.Value);
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
{
|
||||||
|
Report(to, "no walkable house found (none with CanDecay below IDOC)");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Report(to, string.Format(
|
||||||
|
"walking house 0x{0:X} owner={1} decayType={2} from {3}; dynamicDecay={4}",
|
||||||
|
target.Serial.Value,
|
||||||
|
target.Owner == null ? "?" : target.Owner.Name,
|
||||||
|
target.DecayType,
|
||||||
|
target.DecayLevel,
|
||||||
|
DynamicDecay.Enabled));
|
||||||
|
|
||||||
|
// Each step needs its own sweep to land, or the sweep sees one net change and emits a
|
||||||
|
// single frame -- which would collapse the whole point, since the assertion is the
|
||||||
|
// DIFFERENCE between the Greatly frame and the IDOC one.
|
||||||
|
var step = TimeSpan.FromSeconds(Math.Max(4, BridgeConfigSeconds()) * 2 + 4);
|
||||||
|
|
||||||
|
Step(to, target, DecayLevel.Fairly, TimeSpan.Zero, "reset (no estimatedCollapse expected)");
|
||||||
|
Step(to, target, DecayLevel.Greatly, step, "expect schedule WITHOUT estimatedCollapse");
|
||||||
|
Step(to, target, DecayLevel.IDOC, TimeSpan.FromTicks(step.Ticks * 2), "expect schedule WITH estimatedCollapse");
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Step(Mobile to, BaseHouse house, DecayLevel level, TimeSpan after, string note)
|
||||||
|
{
|
||||||
|
Action go = () =>
|
||||||
|
{
|
||||||
|
if (house.Deleted)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Report(to, string.Format("house 0x{0:X} -> {1} ({2})", house.Serial.Value, level, note));
|
||||||
|
house.SetDynamicDecay(level);
|
||||||
|
};
|
||||||
|
|
||||||
|
if (after <= TimeSpan.Zero)
|
||||||
|
go();
|
||||||
|
else
|
||||||
|
Timer.DelayCall(after, () => go());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>The decay sweep interval, read the same way the bridge reads it.</summary>
|
||||||
|
private static int BridgeConfigSeconds()
|
||||||
|
{
|
||||||
|
return Config.Get("Bridge.DecaySweepSeconds", 60);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- (b) vendor.listing fees ----
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Prints the fee state of the first few player vendors straight off the PlayerVendor
|
||||||
|
/// objects, so the emitted `fees` block can be compared against the shard's own numbers
|
||||||
|
/// rather than against what the emitter believes them to be.
|
||||||
|
/// </summary>
|
||||||
|
private static void ReportVendorFees(Mobile to)
|
||||||
|
{
|
||||||
|
bool newSystem = BaseHouse.NewVendorSystem;
|
||||||
|
int shown = 0;
|
||||||
|
|
||||||
|
Report(to, "NewVendorSystem=" + newSystem);
|
||||||
|
|
||||||
|
foreach (var m in World.Mobiles.Values)
|
||||||
|
{
|
||||||
|
var v = m as PlayerVendor;
|
||||||
|
|
||||||
|
if (v == null || v.Deleted)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
int charge = newSystem ? v.ChargePerRealWorldDay : v.ChargePerDay;
|
||||||
|
int funds = newSystem ? v.HoldGold : v.BankAccount + v.HoldGold;
|
||||||
|
var acct = v.Owner == null ? null : v.Owner.Account as Account;
|
||||||
|
|
||||||
|
Report(to, string.Format(
|
||||||
|
"vendor 0x{0:X} owner={1} acct={2} commission={3} charge={4} funds={5} periods={6} nextPay={7:o}",
|
||||||
|
v.Serial.Value,
|
||||||
|
v.Owner == null ? "?" : v.Owner.Name,
|
||||||
|
acct == null ? "<none>" : acct.Username,
|
||||||
|
v.IsCommission,
|
||||||
|
charge,
|
||||||
|
funds,
|
||||||
|
charge > 0 ? (funds / charge).ToString() : "n/a",
|
||||||
|
v.NextPayTime.ToUniversalTime()));
|
||||||
|
|
||||||
|
if (++shown >= 3)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shown == 0)
|
||||||
|
Report(to, "no player vendors in the world");
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- (c) account.login.result ----
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Fires the real EventSink.AccountLogin twice against a real account: once with a
|
||||||
|
/// deliberately wrong password and once with the right one.
|
||||||
|
///
|
||||||
|
/// The shard's own AccountHandler is what decides, and it decides AFTER our handler has
|
||||||
|
/// returned. So a correct implementation emits `accepted:false reason:BadPass` for the
|
||||||
|
/// first and `accepted:true` for the second. An implementation that read the verdict
|
||||||
|
/// inside the handler would emit `accepted:true` for BOTH -- which is precisely the bug
|
||||||
|
/// this kind exists to make impossible, and precisely what this probe would show.
|
||||||
|
///
|
||||||
|
/// The password is read from config, never compiled in. `Bridge.Protocol5ProbeAccount`
|
||||||
|
/// and `Bridge.Protocol5ProbePassword`; with no password configured only the failing
|
||||||
|
/// half runs, which is still the half that matters.
|
||||||
|
/// </summary>
|
||||||
|
private static void DriveLogins(Mobile to)
|
||||||
|
{
|
||||||
|
var username = Config.Get("Bridge.Protocol5ProbeAccount", (string)null);
|
||||||
|
|
||||||
|
if (String.IsNullOrEmpty(username))
|
||||||
|
{
|
||||||
|
Report(to, "no Bridge.Protocol5ProbeAccount configured; skipping the login probe");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var password = Config.Get("Bridge.Protocol5ProbePassword", (string)null);
|
||||||
|
|
||||||
|
// Accounts store a hash, so the rig cannot READ a password to log in with -- it has to
|
||||||
|
// set one. Same posture as BridgeDemoDress, which does this for the same reason: the
|
||||||
|
// value comes from config and is never compiled in or logged.
|
||||||
|
if (!String.IsNullOrEmpty(password))
|
||||||
|
{
|
||||||
|
var acct = Accounts.GetAccount(username) as Account;
|
||||||
|
|
||||||
|
if (acct == null)
|
||||||
|
{
|
||||||
|
Report(to, "account '" + username + "' does not exist; skipping the login probe");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
acct.SetPassword(password);
|
||||||
|
Report(to, "set a known password on '" + username + "' for the accepted half");
|
||||||
|
}
|
||||||
|
|
||||||
|
Report(to, "login probe: '" + username + "' with a WRONG password (expect accepted:false)");
|
||||||
|
Fire(username, "definitely-not-the-password-" + Guid.NewGuid().ToString("N"));
|
||||||
|
|
||||||
|
if (String.IsNullOrEmpty(password))
|
||||||
|
{
|
||||||
|
Report(to, "no Bridge.Protocol5ProbePassword configured; skipping the accepted half");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spaced out so the two results are unambiguous in the sidecar's history.
|
||||||
|
Timer.DelayCall(TimeSpan.FromSeconds(3.0), () =>
|
||||||
|
{
|
||||||
|
Report(to, "login probe: '" + username + "' with the RIGHT password (expect accepted:true)");
|
||||||
|
Fire(username, password);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Fire(string username, string password)
|
||||||
|
{
|
||||||
|
// A null NetState is deliberate and is itself part of the test: the real emitter reads
|
||||||
|
// the address defensively because AccountLogin_ReplyRej disposes the state before the
|
||||||
|
// deferred read runs, so it must already survive not having one.
|
||||||
|
EventSink.InvokeAccountLogin(new AccountLoginEventArgs(null, username, password));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
486
tools/scaffolding/BridgeRigDriver.cs
Normal file
486
tools/scaffolding/BridgeRigDriver.cs
Normal file
@@ -0,0 +1,486 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Globalization;
|
||||||
|
using System.IO;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
using Server.Accounting;
|
||||||
|
using Server.Commands;
|
||||||
|
using Server.Engines.CityLoyalty;
|
||||||
|
using Server.Mobiles;
|
||||||
|
using Server.Multis;
|
||||||
|
|
||||||
|
namespace Server.Custom
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Drives the shard from OUTSIDE the game, one verb per line in a file the driver polls.
|
||||||
|
///
|
||||||
|
/// Every other probe here runs a fixed script at boot or from `[command`, and both are the
|
||||||
|
/// wrong shape for an acceptance walk: a walk asserts what happened BETWEEN two steps
|
||||||
|
/// ("one mail, then nothing for a day"), so the steps have to be separated by the observer
|
||||||
|
/// rather than by a hard-coded delay -- and ServUO's console reads a fixed verb set
|
||||||
|
/// (`Scripts/Misc/ConsoleCommands.cs`), so `[p5probe` cannot be typed at a headless shard
|
||||||
|
/// at all. A file is the one channel a headless shard already has.
|
||||||
|
///
|
||||||
|
/// Write one or more lines to `Config/rigcmd.txt`; the driver runs them on the Core thread
|
||||||
|
/// within a second, prints `[RigDriver]` lines, and TRUNCATES the file so the next write is
|
||||||
|
/// the next command. Output is console-only: nothing here emits, and everything observed
|
||||||
|
/// travels the real bridge.
|
||||||
|
///
|
||||||
|
/// Verbs:
|
||||||
|
/// decaylist houses that CAN decay, with owner account and stage
|
||||||
|
/// decay <serial|any> <stage> force a decay stage (LikeNew|Slightly|Somewhat|
|
||||||
|
/// Fairly|Greatly|IDOC|Collapsed)
|
||||||
|
/// vendorlist player vendors, with owner account and next pay time
|
||||||
|
/// vendorfunds <serial> <gold> set a vendor's held gold (drives periodsRemaining)
|
||||||
|
/// citylist cities, governors and election phases
|
||||||
|
/// governor <city> <mobile|none> seat a governor (a mobile serial, or a player's name)
|
||||||
|
/// election <city> force a new election into its nomination window
|
||||||
|
/// activate <account> clear an account's inactivity, so its houses stop
|
||||||
|
/// being Condemned and CAN be refreshed
|
||||||
|
/// password <account> <pw> set a game account's password (for a login probe)
|
||||||
|
/// save a world save
|
||||||
|
/// shutdown a CLEAN shutdown, so the bridge emits server.shutdown
|
||||||
|
///
|
||||||
|
/// Test scaffolding. Never deployed; `deploy.ps1` copies only `overlay/`.
|
||||||
|
/// </summary>
|
||||||
|
public static class BridgeRigDriver
|
||||||
|
{
|
||||||
|
private static string _path;
|
||||||
|
private static DateTime _lastWrite = DateTime.MinValue;
|
||||||
|
|
||||||
|
public static void Initialize()
|
||||||
|
{
|
||||||
|
if (!Config.Get("Bridge.RigDriverEnabled", false))
|
||||||
|
return;
|
||||||
|
|
||||||
|
_path = Path.Combine(Core.BaseDirectory, "Config", "rigcmd.txt");
|
||||||
|
|
||||||
|
CommandSystem.Register("rigdriver", AccessLevel.Administrator, e => Poll());
|
||||||
|
|
||||||
|
Console.WriteLine("[RigDriver] watching {0}", _path);
|
||||||
|
Timer.DelayCall(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(1.0), Poll);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- the poll ----
|
||||||
|
|
||||||
|
private static void Poll()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (!File.Exists(_path))
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Written-and-not-finished is a real case: the observer writes with a shell
|
||||||
|
// redirect while this timer fires. An empty file is nothing to do, and the
|
||||||
|
// timestamp guard keeps a slow write from being run twice.
|
||||||
|
var stamp = File.GetLastWriteTimeUtc(_path);
|
||||||
|
if (stamp <= _lastWrite)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var lines = File.ReadAllLines(_path);
|
||||||
|
if (lines.Length == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_lastWrite = stamp;
|
||||||
|
File.WriteAllText(_path, String.Empty);
|
||||||
|
|
||||||
|
foreach (var line in lines)
|
||||||
|
{
|
||||||
|
var trimmed = (line ?? String.Empty).Trim();
|
||||||
|
if (trimmed.Length == 0 || trimmed.StartsWith("#"))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
Run(trimmed);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Say("\"" + trimmed + "\" threw: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Say("done");
|
||||||
|
}
|
||||||
|
catch (IOException)
|
||||||
|
{
|
||||||
|
// The writer still holds it. Next tick.
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Say("poll threw: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Say(string line)
|
||||||
|
{
|
||||||
|
Console.WriteLine("[RigDriver] " + line);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Run(string line)
|
||||||
|
{
|
||||||
|
var parts = line.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
|
||||||
|
var verb = parts[0].ToLowerInvariant();
|
||||||
|
|
||||||
|
switch (verb)
|
||||||
|
{
|
||||||
|
case "decaylist": DecayList(); break;
|
||||||
|
case "decay": Decay(Arg(parts, 1), Arg(parts, 2)); break;
|
||||||
|
case "vendorlist": VendorList(); break;
|
||||||
|
case "vendorfunds": VendorFunds(Arg(parts, 1), Arg(parts, 2)); break;
|
||||||
|
case "citylist": CityList(); break;
|
||||||
|
case "governor": Governor(Arg(parts, 1), Arg(parts, 2)); break;
|
||||||
|
case "election": Election(Arg(parts, 1)); break;
|
||||||
|
case "activate": Activate(Arg(parts, 1)); break;
|
||||||
|
case "password": Password(Arg(parts, 1), Arg(parts, 2)); break;
|
||||||
|
case "save": Say("saving"); Misc.AutoSave.Save(); break;
|
||||||
|
// A clean shutdown, which is the only kind that EMITS. `Stop-Process` drops the
|
||||||
|
// socket and the shard says nothing, so a killed shard is indistinguishable from
|
||||||
|
// a wedged one -- and `uo.server.down` never fires. Core.Kill runs
|
||||||
|
// EventSink.Shutdown, which is what BridgeBoot listens on.
|
||||||
|
case "shutdown": Say("shutting down"); Timer.DelayCall(TimeSpan.Zero, () => Core.Kill(false)); break;
|
||||||
|
default: Say("unknown verb \"" + verb + "\""); break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string Arg(string[] parts, int i)
|
||||||
|
{
|
||||||
|
return i < parts.Length ? parts[i] : null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- houses ----
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// `CanDecay` is the filter, and getting it wrong is silent: an AutoRefresh house --
|
||||||
|
/// and the owner's newest house is always AutoRefresh -- has a DecayLevel getter that
|
||||||
|
/// calls ResetDynamicDecay(), so a forced stage is wiped before the sweep reads it and
|
||||||
|
/// NOTHING is emitted. That looks exactly like a broken emitter.
|
||||||
|
/// </summary>
|
||||||
|
private static IEnumerable<BaseHouse> Decayable()
|
||||||
|
{
|
||||||
|
return BaseHouse.AllHouses
|
||||||
|
.Where(h => h != null && !h.Deleted && h.Owner != null && h.CanDecay);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void DecayList()
|
||||||
|
{
|
||||||
|
foreach (var h in Decayable())
|
||||||
|
{
|
||||||
|
var acct = h.Owner.Account == null ? "-" : h.Owner.Account.Username;
|
||||||
|
Say(String.Format(
|
||||||
|
"house 0x{0:X} owner={1} acct={2} name=\"{3}\" region={4} type={5} level={6}",
|
||||||
|
h.Serial.Value, h.Owner.Name, acct, HouseName(h), RegionName(h),
|
||||||
|
h.DecayType, h.DecayLevel));
|
||||||
|
}
|
||||||
|
|
||||||
|
Say("decayable=" + Decayable().Count());
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string HouseName(BaseHouse h)
|
||||||
|
{
|
||||||
|
return h.Sign != null && h.Sign.Name != null ? h.Sign.Name : String.Empty;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string RegionName(BaseHouse h)
|
||||||
|
{
|
||||||
|
var r = Region.Find(h.Location, h.Map);
|
||||||
|
return r == null ? "-" : r.Name ?? "-";
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Decay(string which, string stage)
|
||||||
|
{
|
||||||
|
DecayLevel level;
|
||||||
|
if (!TryParseStage(stage, out level))
|
||||||
|
{
|
||||||
|
Say("unknown stage \"" + stage + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
BaseHouse house = null;
|
||||||
|
|
||||||
|
if (String.IsNullOrEmpty(which) || which == "any")
|
||||||
|
house = Decayable().FirstOrDefault();
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var serial = ParseSerial(which);
|
||||||
|
house = Decayable().FirstOrDefault(h => h.Serial.Value == serial);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (house == null)
|
||||||
|
{
|
||||||
|
Say("no decayable house matched \"" + which + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var from = house.DecayLevel;
|
||||||
|
|
||||||
|
// A refresh is what a player does at the sign, and it is NOT SetDynamicDecay: the
|
||||||
|
// level is derived from LastRefreshed, so a "LikeNew" that only rewrote the dynamic
|
||||||
|
// stage would be undone by the next read.
|
||||||
|
if (level == DecayLevel.LikeNew)
|
||||||
|
house.RefreshDecay();
|
||||||
|
else
|
||||||
|
house.SetDynamicDecay(level);
|
||||||
|
|
||||||
|
Say(String.Format(
|
||||||
|
"house 0x{0:X} {1} -> {2} (now {3})",
|
||||||
|
house.Serial.Value, from, level, house.DecayLevel));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool TryParseStage(string s, out DecayLevel level)
|
||||||
|
{
|
||||||
|
level = DecayLevel.Ageless;
|
||||||
|
if (String.IsNullOrEmpty(s))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
foreach (DecayLevel candidate in Enum.GetValues(typeof(DecayLevel)))
|
||||||
|
{
|
||||||
|
if (String.Equals(candidate.ToString(), s, StringComparison.OrdinalIgnoreCase))
|
||||||
|
{
|
||||||
|
level = candidate;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int ParseSerial(string s)
|
||||||
|
{
|
||||||
|
var text = s.StartsWith("0x", StringComparison.OrdinalIgnoreCase) ? s.Substring(2) : s;
|
||||||
|
int parsed;
|
||||||
|
|
||||||
|
if (Int32.TryParse(text, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out parsed))
|
||||||
|
return parsed;
|
||||||
|
|
||||||
|
return Int32.TryParse(s, out parsed) ? parsed : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- vendors ----
|
||||||
|
|
||||||
|
private static IEnumerable<PlayerVendor> Vendors()
|
||||||
|
{
|
||||||
|
return World.Mobiles.Values.OfType<PlayerVendor>().Where(v => !v.Deleted);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void VendorList()
|
||||||
|
{
|
||||||
|
Say("NewVendorSystem=" + BaseHouse.NewVendorSystem);
|
||||||
|
|
||||||
|
foreach (var v in Vendors())
|
||||||
|
{
|
||||||
|
var owner = v.Owner;
|
||||||
|
var acct = owner == null || owner.Account == null ? "-" : owner.Account.Username;
|
||||||
|
Say(String.Format(
|
||||||
|
"vendor 0x{0:X} shop=\"{1}\" owner={2} acct={3} hold={4} charge={5} nextPay={6}",
|
||||||
|
v.Serial.Value, v.ShopName, owner == null ? "-" : owner.Name, acct,
|
||||||
|
v.HoldGold, v.ChargePerDay, v.NextPayTime.ToUniversalTime().ToString("o")));
|
||||||
|
}
|
||||||
|
|
||||||
|
Say("vendors=" + Vendors().Count());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Set a vendor's held gold, which is the only knob that walks it toward dismissal
|
||||||
|
/// without waiting a pay period -- `NextPayTime` has a private setter, and a period is
|
||||||
|
/// a real day on the new vendor system and a UO day (~2 real hours) on the old one.
|
||||||
|
/// The emitter computes `periodsRemaining` as funds / chargePerPeriod, so this moves
|
||||||
|
/// exactly the field the threshold tracker watches.
|
||||||
|
/// </summary>
|
||||||
|
private static void VendorFunds(string which, string gold)
|
||||||
|
{
|
||||||
|
var serial = ParseSerial(which ?? String.Empty);
|
||||||
|
var vendor = Vendors().FirstOrDefault(v => v.Serial.Value == serial);
|
||||||
|
|
||||||
|
if (vendor == null)
|
||||||
|
{
|
||||||
|
Say("no vendor matched \"" + which + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int funds;
|
||||||
|
if (!Int32.TryParse(gold, out funds))
|
||||||
|
{
|
||||||
|
Say("bad gold \"" + gold + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Both, because the old vendor system spends BankAccount + HoldGold and the new one
|
||||||
|
// spends HoldGold alone -- setting one would leave the other paying the charge.
|
||||||
|
vendor.HoldGold = funds;
|
||||||
|
vendor.BankAccount = 0;
|
||||||
|
|
||||||
|
var charge = BaseHouse.NewVendorSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay;
|
||||||
|
Say(String.Format(
|
||||||
|
"vendor 0x{0:X} hold={1} bank=0 charge={2} periodsRemaining={3}",
|
||||||
|
vendor.Serial.Value, vendor.HoldGold, charge, charge > 0 ? funds / charge : -1));
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- accounts ----
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Mark an account as having just logged in.
|
||||||
|
///
|
||||||
|
/// This is the ONLY way to walk a decaying house back out of danger on a seeded
|
||||||
|
/// world, and the reason is ServUO's, not the rig's: every house that CAN decay here
|
||||||
|
/// is `DecayType.Condemned` (the seeder backdates accounts past
|
||||||
|
/// `Account.InactiveDuration` precisely to make them decay), and
|
||||||
|
/// `BaseHouse.RefreshDecay()` returns false immediately for a Condemned house. A
|
||||||
|
/// condemned house is not refreshable by anyone; it is rescued by its OWNER LOGGING
|
||||||
|
/// IN, which is what this reproduces.
|
||||||
|
///
|
||||||
|
/// What the shard then reports depends on how many houses the owner has:
|
||||||
|
/// `AutoRefresh` (their newest) stops decaying and reads **Ageless**, while an older
|
||||||
|
/// `ManualRefresh` one is back on the clock and reads **LikeNew**. Both are "out of
|
||||||
|
/// danger", and a mapper that reads only one of them misses most rescues.
|
||||||
|
/// </summary>
|
||||||
|
private static void Activate(string username)
|
||||||
|
{
|
||||||
|
var acct = Accounts.GetAccount(username) as Account;
|
||||||
|
|
||||||
|
if (acct == null)
|
||||||
|
{
|
||||||
|
Say("no account \"" + username + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
acct.LastLogin = DateTime.UtcNow;
|
||||||
|
Say(String.Format("account {0} lastLogin=now inactive={1}", acct.Username, acct.Inactive));
|
||||||
|
|
||||||
|
foreach (var h in BaseHouse.AllHouses)
|
||||||
|
{
|
||||||
|
if (h == null || h.Deleted || h.Owner == null || h.Owner.Account != acct)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Say(String.Format(
|
||||||
|
" house 0x{0:X} type={1} level={2}", h.Serial.Value, h.DecayType, h.DecayLevel));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Set a game account's password, so a login can be driven over a real socket.
|
||||||
|
///
|
||||||
|
/// The socket is not optional for the ACCEPTED half: ServUO's own AccountHandler calls
|
||||||
|
/// `acct.HasAccess(e.State)` before it ever checks the password, and a null NetState
|
||||||
|
/// fails that -- so an in-process probe reports "access denied" for a correct password
|
||||||
|
/// and can never produce `accepted:true`.
|
||||||
|
/// </summary>
|
||||||
|
private static void Password(string username, string pw)
|
||||||
|
{
|
||||||
|
var acct = Accounts.GetAccount(username) as Account;
|
||||||
|
|
||||||
|
if (acct == null)
|
||||||
|
{
|
||||||
|
Say("no account \"" + username + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (String.IsNullOrEmpty(pw))
|
||||||
|
{
|
||||||
|
Say("refusing to set an empty password");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
acct.SetPassword(pw);
|
||||||
|
Say("account " + acct.Username + " password set");
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- cities ----
|
||||||
|
|
||||||
|
private static void CityList()
|
||||||
|
{
|
||||||
|
Say("CityLoyaltySystem.Enabled=" + CityLoyaltySystem.Enabled);
|
||||||
|
|
||||||
|
foreach (var city in CityLoyaltySystem.Cities)
|
||||||
|
{
|
||||||
|
if (city == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var e = city.Election;
|
||||||
|
Say(String.Format(
|
||||||
|
"city={0} governor={1} elect={2} election={3} candidates={4} autoPick={5}",
|
||||||
|
city.City,
|
||||||
|
city.Governor == null ? "-" : city.Governor.Name + "/0x" + city.Governor.Serial.Value.ToString("X"),
|
||||||
|
city.GovernorElect == null ? "-" : city.GovernorElect.Name,
|
||||||
|
e == null ? "-" : (e.CanNominate() ? "nominate" : e.CanVote() ? "vote" : e.Ongoing ? "pending" : "none"),
|
||||||
|
e == null || e.Candidates == null ? 0 : e.Candidates.Count,
|
||||||
|
e == null ? "-" : e.AutoPickGovernor.ToUniversalTime().ToString("o")));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static CityLoyaltySystem FindCity(string name)
|
||||||
|
{
|
||||||
|
return CityLoyaltySystem.Cities.FirstOrDefault(
|
||||||
|
c => c != null && String.Equals(c.City.ToString(), name, StringComparison.OrdinalIgnoreCase));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Governor(string cityName, string who)
|
||||||
|
{
|
||||||
|
var city = FindCity(cityName);
|
||||||
|
if (city == null)
|
||||||
|
{
|
||||||
|
Say("no city \"" + cityName + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (String.Equals(who, "none", StringComparison.OrdinalIgnoreCase))
|
||||||
|
{
|
||||||
|
city.Governor = null;
|
||||||
|
Say("city=" + city.City + " governor cleared");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mob = FindMobile(who);
|
||||||
|
if (mob == null)
|
||||||
|
{
|
||||||
|
Say("no player matched \"" + who + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
city.Governor = mob;
|
||||||
|
var acct = mob.Account == null ? "-" : mob.Account.Username;
|
||||||
|
Say(String.Format(
|
||||||
|
"city={0} governor={1} 0x{2:X} acct={3}",
|
||||||
|
city.City, mob.Name, mob.Serial.Value, acct));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Mobile FindMobile(string who)
|
||||||
|
{
|
||||||
|
var serial = ParseSerial(who);
|
||||||
|
|
||||||
|
if (serial != 0)
|
||||||
|
{
|
||||||
|
var bySerial = World.FindMobile(serial);
|
||||||
|
if (bySerial != null)
|
||||||
|
return bySerial;
|
||||||
|
}
|
||||||
|
|
||||||
|
return World.Mobiles.Values.OfType<PlayerMobile>()
|
||||||
|
.FirstOrDefault(m => !m.Deleted && String.Equals(m.Name, who, StringComparison.OrdinalIgnoreCase));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void Election(string cityName)
|
||||||
|
{
|
||||||
|
var city = FindCity(cityName);
|
||||||
|
if (city == null)
|
||||||
|
{
|
||||||
|
Say("no city \"" + cityName + "\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (city.Election == null)
|
||||||
|
{
|
||||||
|
Say("city=" + city.City + " has no election object");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
city.Election.StartNewElection();
|
||||||
|
Say(String.Format(
|
||||||
|
"city={0} election restarted; autoPick={1} nominate={2}",
|
||||||
|
city.City,
|
||||||
|
city.Election.AutoPickGovernor.ToUniversalTime().ToString("o"),
|
||||||
|
city.Election.CanNominate()));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -13,6 +13,9 @@ These two scripts produced the measured budget in [PLAN.md](https://gitea.whitlo
|
|||||||
| `BridgeLinkProbe.cs` | `Scripts/Custom/BridgeLinkProbe.cs` | Triggers `[link` for seed_001 without a client, then saves so the `WebsiteUserId` tag reaches `accounts.xml`. Flag: `LinkProbeOnStart`. Pair with a sidecar that reads the code and sends `link.confirm`. |
|
| `BridgeLinkProbe.cs` | `Scripts/Custom/BridgeLinkProbe.cs` | Triggers `[link` for seed_001 without a client, then saves so the `WebsiteUserId` tag reaches `accounts.xml`. Flag: `LinkProbeOnStart`. Pair with a sidecar that reads the code and sends `link.confirm`. |
|
||||||
| `BridgeCrierProbe.cs` | `Scripts/Custom/BridgeCrierProbe.cs` | Logs the global town-crier entry list every 3s so `towncrier.add` / `remove` can be seen landing in game state. Flag: `CrierProbeOnStart`. |
|
| `BridgeCrierProbe.cs` | `Scripts/Custom/BridgeCrierProbe.cs` | Logs the global town-crier entry list every 3s so `towncrier.add` / `remove` can be seen landing in game state. Flag: `CrierProbeOnStart`. |
|
||||||
| `BridgeVendorSaleProbe.cs` | `Scripts/Custom/BridgeVendorSaleProbe.cs` | Fires `PlayerVendorSale` (Phase 7) with real seeded-vendor data so `vendor.sale` can be verified without a live buy. Requires the Phase 7 patches applied. Flag: `VendorSaleProbeOnStart`. |
|
| `BridgeVendorSaleProbe.cs` | `Scripts/Custom/BridgeVendorSaleProbe.cs` | Fires `PlayerVendorSale` (Phase 7) with real seeded-vendor data so `vendor.sale` can be verified without a live buy. Requires the Phase 7 patches applied. Flag: `VendorSaleProbeOnStart`. |
|
||||||
|
| `BridgeDemoDress.cs` | `Scripts/Custom/BridgeDemoDress.cs` | Renames a seeded world so it is presentable in a screenshot: shop signs, vendor and character names, house signs. Also stages a few condemned houses back into IDOC, and sets a known password on `seed_000` so a character can be logged in. Flags: `DemoDressOnStart`, `DemoDressPassword`. In game: `[demodress`. |
|
||||||
|
| `BridgeRigDriver.cs` | `Scripts/Custom/BridgeRigDriver.cs` | Drives the shard from OUTSIDE the game, one verb per line in `Config/rigcmd.txt`, which the driver polls and truncates. Written for the engagement Phase 11b acceptance walk, where each step's assertion is what happened BETWEEN two steps, so the steps have to be separated by the observer rather than by a hard-coded delay -- and ServUO's console takes a fixed verb set (`Scripts/Misc/ConsoleCommands.cs`), so `[p5probe` cannot be typed at a headless shard at all. Verbs: `decaylist`, `decay`, `vendorlist`, `vendorfunds`, `citylist`, `governor`, `election`, `activate`, `password`, `save`, `shutdown`. Flag: `RigDriverEnabled`. **Sets passwords and mutates the world.** |
|
||||||
|
| `BridgeProtocol5Probe.cs` | `Scripts/Custom/BridgeProtocol5Probe.cs` | Drives all three Protocol 5 enrichments so their frames can be observed: walks one house Fairly -> Greatly -> IDOC (the PAIR is the assertion -- `estimatedCollapse` must appear only on the IDOC frame), reports each player vendor's fee state straight off the `PlayerVendor` so the emitted `fees` block can be checked against the shard's own numbers, and fires `EventSink.AccountLogin`. Flags: `Protocol5ProbeOnStart`, `Protocol5ProbeAccount`, `Protocol5ProbePassword`. In game: `[p5probe`. **Sets a password on the named account.** |
|
||||||
|
|
||||||
## Deploy overwrites Bridge.cfg
|
## Deploy overwrites Bridge.cfg
|
||||||
|
|
||||||
@@ -34,6 +37,41 @@ Because `Config.Get` returns `false` for a missing key, a server whose `Bridge.c
|
|||||||
|
|
||||||
In-game, `[seedworld` and `[unseedworld` (Administrator) do the same work on a live shard.
|
In-game, `[seedworld` and `[unseedworld` (Administrator) do the same work on a live shard.
|
||||||
|
|
||||||
|
## Dressing a seeded world for screenshots
|
||||||
|
|
||||||
|
`BridgeSeeder` builds a world at realistic **scale**, which is all the bridge ever needed. It does not
|
||||||
|
build one that looks like anything: a vendor is `seed vendor` trading as `Seed Shop 810`, a character
|
||||||
|
is `Seed004A`, a house sign says `Seed House 12`. Those strings travel the whole bridge and land on
|
||||||
|
the marketplace, the guild roster and the housing pages of the website — fine for a protocol test,
|
||||||
|
wrong for a screenshot.
|
||||||
|
|
||||||
|
`BridgeDemoDress.cs` renames them in place. It seeds nothing: prices, listing counts, decay stages,
|
||||||
|
fame and skills stay exactly as the seeder left them and as the shard has moved them since, so the
|
||||||
|
data keeps its provenance and only the strings a human reads change. Names are drawn from fixed
|
||||||
|
tables by a hash of each object's serial, so a re-run reproduces the same world, and shop and house
|
||||||
|
names are re-dressed when they are names the pass itself produced — so a change to the tables can be
|
||||||
|
applied to a world that has already been through here.
|
||||||
|
|
||||||
|
```ini
|
||||||
|
DemoDressOnStart=True
|
||||||
|
DemoDressPassword=<a password you choose>
|
||||||
|
```
|
||||||
|
|
||||||
|
Boot once, then set `DemoDressOnStart=False`. The password is written to `seed_000` so a real client
|
||||||
|
can log a character in — the only way to make the website's online roster non-empty — and it is read
|
||||||
|
from the config rather than compiled in, so it never lands in source control.
|
||||||
|
|
||||||
|
**It dresses seeded objects only, which means your own characters keep their names.** That is the
|
||||||
|
right behaviour for a test shard and a thing to remember before pointing a camera at one: a dev
|
||||||
|
world usually also holds the accounts, characters, guilds and houses of whoever built it, and those
|
||||||
|
are real identifiers on a page that may end up public.
|
||||||
|
|
||||||
|
**The sidecar's board is cached, so the website lags a rename.** A shop name reaches the site on the
|
||||||
|
next market sweep, and a sweep advances `MarketSweepBatch` vendors per tick — 27 vendors at the
|
||||||
|
defaults is two ticks. Allow a couple of minutes before concluding that a rename failed. This cost a
|
||||||
|
debugging detour once: the shard had the new names all along and the sidecar was still serving the
|
||||||
|
previous ones.
|
||||||
|
|
||||||
## Back up `Saves/` first
|
## Back up `Saves/` first
|
||||||
|
|
||||||
`[seedworld` and `SeedOnStart` **write to the live world**. Copy `Saves/` somewhere outside the repo before running either. `Backups/Automatic` is rotated by `AutoSave.cs` and `Backups/Temp` is deleted outright, so neither is a safe destination.
|
`[seedworld` and `SeedOnStart` **write to the live world**. Copy `Saves/` somewhere outside the repo before running either. `Backups/Automatic` is rotated by `AutoSave.cs` and `Backups/Temp` is deleted outright, so neither is a safe destination.
|
||||||
@@ -70,3 +108,65 @@ Probe, best-of-20 on the Core thread:
|
|||||||
```
|
```
|
||||||
|
|
||||||
Seeded characters carry 8 items with ~6 mods each and ~12 trained skills. A real endgame character has more of both, so profile cost and payload are a **floor** — budget 2–4× for a fully-kitted character.
|
Seeded characters carry 8 items with ~6 mods each and ~12 trained skills. A real endgame character has more of both, so profile cost and payload are a **floor** — budget 2–4× for a fully-kitted character.
|
||||||
|
|
||||||
|
## The login half needs a socket, not the sink
|
||||||
|
|
||||||
|
`BridgeProtocol5Probe` fires `EventSink.InvokeAccountLogin` directly, which proves the REJECTED
|
||||||
|
half of `account.login.result` and nothing more. ServUO's own `AccountHandler` calls
|
||||||
|
`acct.HasAccess(e.State)` *before* it ever checks the password, and a null `NetState` fails that --
|
||||||
|
so an in-process probe logs `Access denied` for a correct password too, and never produces an
|
||||||
|
`accepted:true`.
|
||||||
|
|
||||||
|
To prove the accepted half, speak the wire. A real socket also gives the frame a real `ip`, which
|
||||||
|
is one of the fields being tested:
|
||||||
|
|
||||||
|
```python
|
||||||
|
# 4-byte seed, then 0x80 = [0x80][30b username][30b password][1b]
|
||||||
|
s = socket.create_connection(('127.0.0.1', 2593))
|
||||||
|
s.sendall(b'\x7f\x00\x00\x01')
|
||||||
|
s.sendall(b'\x80' + pad(user) + pad(password) + b'\x5d')
|
||||||
|
```
|
||||||
|
|
||||||
|
The shard logs `Invalid password for '<acct>'` or `Valid credentials for '<acct>'`, and the sidecar's
|
||||||
|
`/history?kind=account.login.result` should show `accepted:false reason:BadPass` and `accepted:true`
|
||||||
|
respectively. **Both saying `accepted:true` is the bug the kind exists to prevent** -- it means the
|
||||||
|
verdict was read inside the handler, before it existed.
|
||||||
|
|
||||||
|
## Walking a house into IDOC needs a house that can decay
|
||||||
|
|
||||||
|
Only a `Condemned` or `ManualRefresh` house decays. An `AutoRefresh` one -- and the owner's NEWEST
|
||||||
|
house is always `AutoRefresh` -- has a `DecayLevel` getter that calls `ResetDynamicDecay()` and
|
||||||
|
reports `Ageless`, so a forced `SetDynamicDecay` is wiped on the very next read, the sweep sees no
|
||||||
|
change, and **nothing is emitted at all**. That looks exactly like a broken emitter. Filter on
|
||||||
|
`house.CanDecay`, and expect a seeded world to have only one or two houses that qualify -- both
|
||||||
|
probably already at IDOC, so the walk has to put one back down first.
|
||||||
|
|
||||||
|
## A decaying house cannot be refreshed — only its owner coming back rescues it
|
||||||
|
|
||||||
|
`BaseHouse.RefreshDecay()` returns `false` immediately when `DecayType == Condemned`, and on a
|
||||||
|
seeded world **every house that can decay is Condemned** — the seeder backdates 18 accounts past
|
||||||
|
`Account.InactiveDuration` precisely to make them decay. So `SetDynamicDecay(DecayLevel.LikeNew)`
|
||||||
|
is wiped by the next read and `RefreshDecay()` does nothing: the sweep sees no change and emits
|
||||||
|
nothing, which looks exactly like a broken emitter for the second time on the same page.
|
||||||
|
|
||||||
|
The rescue is the OWNER LOGGING IN (`BridgeRigDriver`'s `activate <account>` reproduces it by
|
||||||
|
setting `LastLogin`). What the shard then reports depends on how many houses that owner has:
|
||||||
|
|
||||||
|
| the house | `DecayType` after the login | `DecayLevel` reads |
|
||||||
|
|---|---|---|
|
||||||
|
| their newest | `AutoRefresh` | **`Ageless`** — off the decay clock entirely |
|
||||||
|
| any older one | `ManualRefresh` | **`LikeNew`** — back on the clock, at the top |
|
||||||
|
|
||||||
|
Both are "out of danger", and the newest-house case is the common one. A consumer that watches only
|
||||||
|
for `LikeNew` misses most rescues — which is what the engagement mapper did until this walk.
|
||||||
|
|
||||||
|
## The console takes a fixed verb set, so `[commands` cannot be typed at a headless shard
|
||||||
|
|
||||||
|
`Scripts/Misc/ConsoleCommands.cs` handles `save`, `shutdown`, `restart`, `online`, `kick` and a
|
||||||
|
handful more; it does **not** dispatch arbitrary `[commands`. Every other probe here therefore runs
|
||||||
|
either at boot or from an in-game client, and neither works for a walk driven from a script. That is
|
||||||
|
what `BridgeRigDriver` and its `rigcmd.txt` are for.
|
||||||
|
|
||||||
|
Also: only a CLEAN shutdown emits. `Stop-Process` drops the socket and the shard says nothing, so a
|
||||||
|
killed shard is indistinguishable from a wedged one and `server.shutdown` never reaches the sidecar —
|
||||||
|
use the driver's `shutdown` verb (`Core.Kill`) when the shutdown itself is what is being tested.
|
||||||
|
|||||||
Reference in New Issue
Block a user