feat(bridge): protocol 5 — cutover 2a of 7 (edge → main)
#20
@@ -23,8 +23,8 @@
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# 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.
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#
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# Current: 4 — see docs/link/v4.md (guild.roster, guild.leave).
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protocol = 4
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# Current: 5 — see docs/link/v5.md (house.decay scheduling, vendor.listing fees, account.login.result).
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protocol = 5
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# ── 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("ip", address)
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.End());
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EmitLoginResult(e, address);
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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
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/// alive for one extra slice and no longer, and exactly two properties are read off it.
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/// 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
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// 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", () =>
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{
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var sb = BridgeJson.Begin("account.login.result")
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.Str("acct", e.Username)
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.Str("ip", address)
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.Bool("accepted", e.Accepted);
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// ALRReason is only meaningful on a rejection; on an accept it is still the
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// enum's zero value (Invalid), which would read as a failure reason if emitted.
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if (!e.Accepted)
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sb.Str("reason", e.RejectReason.ToString());
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BridgeLink.Emit(sb.End());
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}));
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}
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// ---- economy ----
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private static void OnGoldChange(AccountGoldChangeEventArgs e)
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Accounting;
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using Server.Items;
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using Server.Mobiles;
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using Server.Multis;
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@@ -506,8 +507,16 @@ namespace Server.Custom.Bridge
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{
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sb.Ser("ownerSerial", owner.Serial);
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sb.Str("ownerName", owner.Name);
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// Protocol 5. Without this the listing names an owner the website cannot resolve to
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// a person: ownerName is a character name, and only the account is the link key.
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var acct = owner.Account as Account;
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if (acct != null)
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sb.Str("ownerAcct", acct.Username);
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}
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AppendFees(sb, vendor);
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sb.Append(",\"location\":{\"map\":");
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Text(sb, vendor.Map == null ? null : vendor.Map.Name);
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sb.Append(",\"x\":").Append(vendor.X);
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@@ -587,5 +596,75 @@ namespace Server.Custom.Bridge
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return sb.End();
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}
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/// <summary>
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/// Protocol 5. The vendor's fee state, which is what makes "your vendor is about to be
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/// dismissed" a thing the website can say BEFORE it happens instead of after.
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///
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/// The dismissal rule is PlayerVendor.PayTimer.OnTick: at every tick the charge is
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/// compared with the funds, and `if (pay > totalGold) Destroy()`. Both halves of that
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/// comparison differ between ServUO's two vendor systems, so both are resolved here
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/// rather than left for the sidecar or the website to guess at:
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///
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/// | charge | funds | interval
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/// NewVendorSystem | ChargePerRealWorldDay | HoldGold | 1 real day
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/// old system | ChargePerDay | BankAccount + HoldGold | 1 UO day
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///
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/// Two consequences worth stating, because both are easy to get wrong downstream:
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///
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/// * A field called `daysRemaining` would be WRONG on an old-system shard, where a pay
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/// period is a UO day (Clock.MinutesPerUODay, roughly two real hours) rather than a
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/// real one. So this emits `periodsRemaining` plus the interval that gives it meaning,
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/// and resolves the arithmetic into `dismissalAt` -- an instant, which needs no units.
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/// * A commission vendor (IsCommission) has no PayTimer at all and is never dismissed
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/// for fees. It reports exempt:true and no schedule, rather than a misleading
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/// "infinite days".
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///
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/// `dismissalAt` assumes no further sales or deposits, exactly as a bank balance
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/// projection does. Unlike a dynamic-decay house, though, there is no randomness in it:
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/// given the current funds it is the exact tick the vendor is destroyed on.
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/// </summary>
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private static void AppendFees(StringBuilder sb, PlayerVendor vendor)
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{
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sb.Append(",\"fees\":{");
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if (vendor.IsCommission)
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{
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sb.Append("\"exempt\":true}");
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return;
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}
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bool newSystem = BaseHouse.NewVendorSystem;
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int charge = newSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay;
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int funds = newSystem ? vendor.HoldGold : vendor.BankAccount + vendor.HoldGold;
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sb.Append("\"exempt\":false");
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sb.Append(",\"newVendorSystem\":").Append(newSystem ? "true" : "false");
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sb.Append(",\"chargePerPeriod\":").Append(charge);
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sb.Append(",\"funds\":").Append(funds);
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sb.Append(",\"holdGold\":").Append(vendor.HoldGold);
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sb.Append(",\"bankAccount\":").Append(vendor.BankAccount);
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var interval = newSystem ? TimeSpan.FromDays(1.0) : TimeSpan.FromMinutes(Clock.MinutesPerUODay);
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sb.Append(",\"payIntervalSec\":").Append((long)interval.TotalSeconds);
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var nextPay = vendor.NextPayTime.ToUniversalTime();
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sb.Append(",\"nextPayAt\":");
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Text(sb, nextPay.ToString("o"));
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// A free vendor (no priced stock under the old system can reach charge 0) never runs out.
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if (charge > 0)
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{
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// Ticks it survives before the one that finds pay > totalGold.
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long periods = funds / charge;
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sb.Append(",\"periodsRemaining\":").Append(periods);
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sb.Append(",\"dismissalAt\":");
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Text(sb, nextPay.AddSeconds(periods * interval.TotalSeconds).ToString("o"));
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}
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sb.Append('}');
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}
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}
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}
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@@ -215,11 +215,14 @@ namespace Server.Custom.Bridge
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if (owner != null)
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{
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sb.Ser("ownerSerial", owner.Serial);
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sb.Str("ownerName", owner.Name);
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var acct = owner.Account as Account;
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if (acct != null)
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sb.Str("ownerAcct", acct.Username);
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}
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AppendDecaySchedule(sb, house, to);
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// Where a player would physically stand to see it.
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var ban = house.BanLocation;
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sb.Append(",\"ban\":{\"x\":").Append(ban.X)
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@@ -232,6 +235,67 @@ namespace Server.Custom.Bridge
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return sb.End();
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}
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/// <summary>
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/// Protocol 5. The three scheduling fields, and the reason they are not all always present.
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///
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/// ServUO has two decay implementations and they differ in how KNOWABLE the future is:
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///
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/// * Dynamic decay (DynamicDecay.Enabled, i.e. Core.ML) draws each stage's duration at
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/// RANDOM when the stage is entered (BaseHouse.SetDynamicDecay ->
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/// DynamicDecay.GetRandomDuration). So NextDecayStage is exact for the NEXT transition
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/// and nothing beyond it is known at all. Collapse becomes exact only once the house is
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/// already at IDOC, because then the next transition IS the collapse.
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/// * Static decay (GetOldDecayLevel) is a pure function of LastRefreshed and DecayPeriod,
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/// so collapse is exact at EVERY stage -- there is no randomness to wait out.
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///
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/// Emitting estimatedCollapse from a dynamic-decay house at, say, Fairly would therefore be
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/// publishing a guess as a fact, which on the website's side becomes a dated promise in a
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/// player's mail. It is omitted rather than approximated: the website's `required: false`
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/// declaration already permits its absence, and an absent field is honest where a wrong
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/// date is not.
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/// </summary>
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private static void AppendDecaySchedule(StringBuilder sb, BaseHouse house, DecayLevel to)
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{
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// ONE nested object rather than four sibling keys, for the same reason vendor.listing
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// nests `location`: the website's visibility projection matches literal JSON keys, so a
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// nested group is one admin rule that can hide the whole schedule, where four flat keys
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// would be four rules that drift apart.
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sb.Append(",\"schedule\":{");
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// The stage clock. Only dynamic decay keeps one; static decay leaves it at MinValue.
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bool dynamic = DynamicDecay.Enabled;
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var next = house.NextDecayStage;
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sb.Append("\"dynamicDecay\":").Append(dynamic ? "true" : "false");
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if (dynamic && next > DateTime.MinValue)
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sb.Str("nextStage", next.ToUniversalTime().ToString("o"));
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// Total seconds from a full refresh to collapse. Constant per house type, but it is what
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// lets a reader turn lastRefreshed into a percentage without knowing ServUO's tables.
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var period = house.DecayPeriod;
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if (period > TimeSpan.Zero)
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sb.Num("decayPeriodSec", (long)period.TotalSeconds);
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DateTime collapse;
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bool knowable = true;
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if (!dynamic)
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collapse = house.LastRefreshed.ToUniversalTime() + period;
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else if (to == DecayLevel.IDOC && next > DateTime.MinValue)
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collapse = next.ToUniversalTime();
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else
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{
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collapse = DateTime.MinValue;
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knowable = false;
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}
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if (knowable)
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sb.Str("estimatedCollapse", collapse.ToString("o"));
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sb.Append('}');
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}
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// ---- economy supply ----
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/// <summary>
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275
tools/scaffolding/BridgeProtocol5Probe.cs
Normal file
275
tools/scaffolding/BridgeProtocol5Probe.cs
Normal file
@@ -0,0 +1,275 @@
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using System;
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using System.Collections.Generic;
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using Server.Accounting;
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using Server.Commands;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Network;
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namespace Server.Custom
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{
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/// <summary>
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/// Exercises all three Protocol 5 enrichments on a live shard, without a game client.
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///
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/// Each of the three needs something a unit test cannot produce, and each needs it for a
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/// different reason:
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///
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/// * house.decay's `schedule` is only interesting ACROSS a transition, and the interesting
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/// pair is Greatly -> IDOC: the first must carry no estimatedCollapse (under dynamic
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/// decay the remaining stages have not been drawn yet) and the second must carry one.
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/// A fixture can assert the mapping; only a real BaseHouse walking a real
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/// SetDynamicDecay proves the emitter reads ServUO the way the comment claims.
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/// * vendor.listing's `fees` are computed from PlayerVendor state that differs between
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/// ServUO's two vendor systems. This reports what the shard actually holds so the
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/// emitted frame can be checked against it rather than against an assumption.
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/// * account.login.result is the one that could not be built at all before v5, because
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/// EventSink.AccountLogin fires BEFORE the verdict exists. Invoking the real sink with a
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/// real password (right and wrong) runs the shard's own AccountHandler, which is what
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/// sets Accepted/RejectReason -- so this proves the deferred read sees the FINAL verdict
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/// and not the constructor's default of true.
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///
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/// Test scaffolding. Never deployed; `deploy.ps1` copies only `overlay/`.
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/// In game / at the console: `[p5probe`.
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/// </summary>
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public static class BridgeProtocol5Probe
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{
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public static void Initialize()
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{
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CommandSystem.Register("p5probe", AccessLevel.Administrator, Probe_OnCommand);
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if (Config.Get("Bridge.Protocol5ProbeOnStart", false))
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EventSink.ServerStarted += () => Timer.DelayCall(TimeSpan.FromSeconds(8.0), () => Run(null));
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}
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[Usage("p5probe")]
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[Description("Drives the three Protocol 5 enrichments so their frames can be observed.")]
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private static void Probe_OnCommand(CommandEventArgs e)
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{
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Run(e.Mobile);
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}
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private static void Report(Mobile to, string line)
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{
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Console.WriteLine("[P5Probe] " + line);
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if (to != null)
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to.SendMessage(line);
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}
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private static void Run(Mobile to)
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{
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try
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{
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ReportVendorFees(to);
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DriveLogins(to);
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WalkHouseToIdoc(to);
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}
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catch (Exception ex)
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{
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Report(to, "threw: " + ex);
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}
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}
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// ---- (a) house.decay schedule ----
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/// <summary>
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/// Walks one house Greatly, then (after a pause long enough for a decay sweep to run)
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/// IDOC. Two frames, and the PAIR is the assertion: no estimatedCollapse on the first,
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/// one on the second.
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/// </summary>
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private static void WalkHouseToIdoc(Mobile to)
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{
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BaseHouse target = null;
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var byType = new Dictionary<string, int>();
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||||
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foreach (var h in BaseHouse.AllHouses)
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{
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if (h == null || h.Deleted || h.Owner == null)
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continue;
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var type = h.DecayType.ToString();
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byType[type] = (byType.ContainsKey(type) ? byType[type] : 0) + 1;
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// CanDecay is the filter that matters, and getting it wrong is silent. A house
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// whose DecayType is AutoRefresh or Ageless -- and the owner's NEWEST house is
|
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// always AutoRefresh -- has a DecayLevel getter that calls ResetDynamicDecay() and
|
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// reports Ageless, so a forced SetDynamicDecay is wiped on the very next read. The
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// sweep then sees no change and emits nothing at all, which looks exactly like a
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// broken emitter.
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if (!h.CanDecay)
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continue;
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// The current level does NOT disqualify a house. On this rig every decaying house
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// is already at IDOC (a seeded world has only a couple of Condemned houses and they
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// have long since bottomed out), so the walk starts by putting one BACK to Fairly.
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// BridgeDemoDress.PrimeIdoc does the same thing for the same reason.
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target = h;
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break;
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||||
}
|
||||
|
||||
foreach (var kv in byType)
|
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Report(to, "houses by DecayType: " + kv.Key + "=" + kv.Value);
|
||||
|
||||
if (target == null)
|
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{
|
||||
Report(to, "no walkable house found (none with CanDecay below IDOC)");
|
||||
return;
|
||||
}
|
||||
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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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,7 @@ These two scripts produced the measured budget in [PLAN.md](https://gitea.whitlo
|
||||
| `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`. |
|
||||
| `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`. |
|
||||
| `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
|
||||
|
||||
@@ -106,3 +107,35 @@ 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.
|
||||
|
||||
## 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.
|
||||
|
||||
Reference in New Issue
Block a user