Five verbs an author sees -- creatures, an enhanced "boss", an oracle NPC, a temporary gate, decoration -- and ONE command family underneath them, because every one of them ends in the same sentence: an object exists, and this run owns it. `world.spawn` / `world.despawn` / `world.owned` carry a `what` discriminator, and the per-verb differences are fields rather than kinds. The ownership registry is PERSISTED, and that is forced rather than chosen. A spawned creature is in the world save, so it survives the restart that proves a town-crier line gone -- which already rules out reconcile-by-boot-stamp. But the record of which run owns which serial has nowhere else to live: in memory it is lost in the restart the creatures survive, and only in the website's ledger it is not held here at all, so `world.despawn` would delete whatever serial it was handed and "never touches a creature it did not create" would have no mechanism behind it. So the Bridge gains its second persisted file beside `Participation.bin` -- written by the same world save as the objects it describes, so the two cannot get out of step. The oracle is ours rather than `XmlSpawner2.XmlDialog`'s, and that engine is the reason for both halves of the decision. Its `SpeechEntry` is the evidence the shape is right -- `Text` plus comma-separated `Keywords`, a keyword-less entry as the greeting, a proximity range, a conversation lock. It is also why not to build on it: `SpeechEntry` carries an `Action` string, XmlSpawner's command-scripting language, which would leave an arbitrary-command field one step from an event author. `Mobile.OnMovement` (delivered to every mobile in range -- the `HandlesOnMovement` filter applies only to Items) and `Mobile.HandlesOnSpeech`/`OnSpeech` are native virtuals and are all it needs. Every `Bridge.EventsMax*` REFUSES rather than clamps, on `LeaseMaxDurationSec`'s argument from 11b: the shard's bound exists for the case where the website is wrong. `Bridge.EventsEnabled` gates all of it -- spawning is the same consent 11b introduced that switch for, not a third one. Decoration carries an `itemId`, because `Static` accounts for 5031 of the tree's decoration placements under 1992 different graphics: for that class the graphic IS the identity. Never applied to a `BaseAddon`, whose own ItemID is not what a player sees. Containers are refused outright -- teardown would delete whatever a player had left inside. `tools/scaffolding` gains `worldgone <serial>`, which deletes an object behind the registry's back. It is the one outcome the rig cannot reach by asking the bridge -- every bridge verb that removes an object also drops its row -- and it is what a player's sword does every time they kill an event creature. Verified on a real ServUO 57.4 world (206k items, 42k mobiles) against the release sidecar: all five verbs place; every ceiling refuses; a container and an unknown type refuse; one run cannot despawn another's object; the registry and its objects both survive a save and a clean restart (`pruned: 0`); a creature deleted behind the registry's back comes back `gone` rather than `removed`; and a five-second gate is collected by the shard's own deadline with `world.expired` on the wire. Refs: docs/link/v7.md, docs/website/EVENTS_PLAN.md Phase 12a Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
603 lines
24 KiB
C#
603 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using Server.Accounting;
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using Server.Commands;
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using Server.Engines.CityLoyalty;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Custom
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{
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/// <summary>
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/// Drives the shard from OUTSIDE the game, one verb per line in a file the driver polls.
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///
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/// Every other probe here runs a fixed script at boot or from `[command`, and both are the
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/// wrong shape for an acceptance walk: a walk asserts what happened BETWEEN two steps
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/// ("one mail, then nothing for a day"), so the steps have to be separated by the observer
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/// rather than by a hard-coded delay -- and ServUO's console reads a fixed verb set
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/// (`Scripts/Misc/ConsoleCommands.cs`), so `[p5probe` cannot be typed at a headless shard
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/// at all. A file is the one channel a headless shard already has.
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///
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/// Write one or more lines to `Config/rigcmd.txt`; the driver runs them on the Core thread
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/// within a second, prints `[RigDriver]` lines, and TRUNCATES the file so the next write is
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/// the next command. Output is console-only: nothing here emits, and everything observed
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/// travels the real bridge.
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///
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/// Verbs:
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/// decaylist houses that CAN decay, with owner account and stage
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/// decay <serial|any> <stage> force a decay stage (LikeNew|Slightly|Somewhat|
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/// Fairly|Greatly|IDOC|Collapsed)
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/// vendorlist player vendors, with owner account and next pay time
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/// vendorfunds <serial> <gold> set a vendor's held gold (drives periodsRemaining)
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/// citylist cities, governors and election phases
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/// governor <city> <mobile|none> seat a governor (a mobile serial, or a player's name)
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/// election <city> force a new election into its nomination window
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/// activate <account> clear an account's inactivity, so its houses stop
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/// being Condemned and CAN be refreshed
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/// password <account> <pw> set a game account's password (for a login probe)
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/// worldgone <serial> delete an object BEHIND the ownership registry's
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/// back, playing the player who killed it
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/// save a world save
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/// shutdown a CLEAN shutdown, so the bridge emits server.shutdown
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///
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/// Test scaffolding. Never deployed; `deploy.ps1` copies only `overlay/`.
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/// </summary>
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public static class BridgeRigDriver
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{
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private static string _path;
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private static DateTime _lastWrite = DateTime.MinValue;
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public static void Initialize()
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{
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if (!Config.Get("Bridge.RigDriverEnabled", false))
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return;
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_path = Path.Combine(Core.BaseDirectory, "Config", "rigcmd.txt");
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CommandSystem.Register("rigdriver", AccessLevel.Administrator, e => Poll());
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Console.WriteLine("[RigDriver] watching {0}", _path);
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(1.0), Poll);
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}
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// ---- the poll ----
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private static void Poll()
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{
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try
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{
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if (!File.Exists(_path))
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return;
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// Written-and-not-finished is a real case: the observer writes with a shell
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// redirect while this timer fires. An empty file is nothing to do, and the
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// timestamp guard keeps a slow write from being run twice.
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var stamp = File.GetLastWriteTimeUtc(_path);
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if (stamp <= _lastWrite)
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return;
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var lines = File.ReadAllLines(_path);
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if (lines.Length == 0)
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return;
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_lastWrite = stamp;
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File.WriteAllText(_path, String.Empty);
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foreach (var line in lines)
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{
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var trimmed = (line ?? String.Empty).Trim();
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if (trimmed.Length == 0 || trimmed.StartsWith("#"))
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continue;
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try
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{
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Run(trimmed);
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}
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catch (Exception ex)
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{
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Say("\"" + trimmed + "\" threw: " + ex.Message);
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}
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}
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Say("done");
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}
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catch (IOException)
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{
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// The writer still holds it. Next tick.
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}
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catch (Exception ex)
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{
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Say("poll threw: " + ex.Message);
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}
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}
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private static void Say(string line)
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{
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Console.WriteLine("[RigDriver] " + line);
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}
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private static void Run(string line)
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{
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var parts = line.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
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var verb = parts[0].ToLowerInvariant();
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switch (verb)
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{
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case "decaylist": DecayList(); break;
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case "decay": Decay(Arg(parts, 1), Arg(parts, 2)); break;
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case "vendorlist": VendorList(); break;
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case "vendorfunds": VendorFunds(Arg(parts, 1), Arg(parts, 2)); break;
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case "citylist": CityList(); break;
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case "governor": Governor(Arg(parts, 1), Arg(parts, 2)); break;
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case "election": Election(Arg(parts, 1)); break;
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case "activate": Activate(Arg(parts, 1)); break;
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case "password": Password(Arg(parts, 1), Arg(parts, 2)); break;
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// Phase 11b. Plays the interfering GM a config lease's compare-and-set exists to
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// catch, and reads a key back the way the game reads it. Both halves are here
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// rather than only in `[leaseprobe` because a headless rig has no client to type
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// a command at, and ServUO's own console takes a fixed verb set.
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case "configset": ConfigSet(Arg(parts, 1), Arg(parts, 2)); break;
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case "configread": ConfigRead(Arg(parts, 1)); break;
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// Kill credit inside a participation area. Lives in BridgeParticipationProbe
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// because it moves mobiles and spawns a creature; reachable from here because a
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// headless rig has no client to type `[partprobe` at. The two files ship together.
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case "partprobe":
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BridgeParticipationProbe.Run(null, Arg(parts, 1), Int(Arg(parts, 2)), Int(Arg(parts, 3)));
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break;
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// Phase 12a. `world.despawn` answering `gone` rather than `removed` is the
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// path a player takes every time they kill an event creature, and it is the one
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// outcome the rig cannot reach by asking the bridge: every bridge verb that
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// removes an object also drops its registry row, so the two never disagree.
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// This deletes the object and leaves the row, which is exactly what a sword does.
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case "worldgone": WorldGone(Arg(parts, 1)); break;
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case "save": Say("saving"); Misc.AutoSave.Save(); break;
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// A clean shutdown, which is the only kind that EMITS. `Stop-Process` drops the
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// socket and the shard says nothing, so a killed shard is indistinguishable from
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// a wedged one -- and `uo.server.down` never fires. Core.Kill runs
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// EventSink.Shutdown, which is what BridgeBoot listens on.
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case "shutdown": Say("shutting down"); Timer.DelayCall(TimeSpan.Zero, () => Core.Kill(false)); break;
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default: Say("unknown verb \"" + verb + "\""); break;
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}
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}
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/// <summary>
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/// Deletes an object by serial, without telling anything.
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///
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/// Accepts the `0x…` form the bridge writes serials in, so a serial can be pasted
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/// straight out of a `world.owned` reply.
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/// </summary>
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private static void WorldGone(string raw)
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{
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if (String.IsNullOrEmpty(raw))
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{
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Say("worldgone <serial>");
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return;
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}
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var text = raw.Trim();
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uint parsed;
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var ok = text.StartsWith("0x", StringComparison.OrdinalIgnoreCase)
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? UInt32.TryParse(text.Substring(2), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out parsed)
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: UInt32.TryParse(text, NumberStyles.Integer, CultureInfo.InvariantCulture, out parsed);
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if (!ok)
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{
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Say("worldgone: \"" + raw + "\" is not a serial");
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return;
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}
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var entity = World.FindEntity((Serial)unchecked((int)parsed));
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if (entity == null || entity.Deleted)
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{
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Say("worldgone: nothing at " + text);
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return;
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}
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entity.Delete();
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Say("worldgone: deleted " + text + " and told nobody");
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}
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private static string Arg(string[] parts, int i)
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{
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return i < parts.Length ? parts[i] : null;
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}
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private static int Int(string raw)
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{
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int n;
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return Int32.TryParse(raw, NumberStyles.Integer, CultureInfo.InvariantCulture, out n) ? n : 0;
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}
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/// <summary>
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/// Writes a live config key, so a lease's `drifted` verdict can be produced at all.
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///
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/// **`Config.Set` has exactly ONE caller in the whole of ServUO 57.4**
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/// (`Server/ScriptCompiler.cs`, for `Compiler.Dynamic`). No in-game command, gump or
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/// console verb writes a config key, so on a stock shard a GM cannot drift a
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/// configuration lease even deliberately -- and the one safety property a lease has
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/// that nothing else does would go untested. Written through the same typed setter a
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/// float lease uses, so what it produces is indistinguishable to the compare-and-set
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/// from a real interfering write.
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///
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/// Deliberately no `Config.Save()`, matching BridgeLeases: nothing about a rig should
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/// leave a modified .cfg behind for the next boot to inherit.
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/// </summary>
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private static void ConfigSet(string key, string raw)
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{
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if (key == null || raw == null)
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{
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Say("configset <key> <value>");
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return;
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}
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double n;
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if (Double.TryParse(raw, NumberStyles.Float, CultureInfo.InvariantCulture, out n))
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Config.Set(key, n);
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else
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Config.Set(key, raw);
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Say("configset " + key + " = " + raw + " (in memory only)");
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}
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/// <summary>
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/// Reads a key back through `Config.Get`, at a moment long after every type
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/// initialiser has run.
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///
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/// This is the check that tells a key which TOOK from one that only appeared to: a
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/// lease on one of ServUO's ~150 cached call sites applies cleanly and does nothing,
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/// which is the worst failure this feature has.
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/// </summary>
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private static void ConfigRead(string key)
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{
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if (key == null)
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{
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Say("configread <key>");
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return;
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}
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Say("configread " + key + " = " + Config.Get(key, Double.NaN).ToString("R", CultureInfo.InvariantCulture)
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+ " (double), \"" + Config.Get(key, "<unset>") + "\" (string)");
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}
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// ---- houses ----
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/// <summary>
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/// `CanDecay` is the filter, and getting it wrong is silent: an AutoRefresh house --
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/// and the owner's newest house is always AutoRefresh -- has a DecayLevel getter that
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/// calls ResetDynamicDecay(), so a forced stage is wiped before the sweep reads it and
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/// NOTHING is emitted. That looks exactly like a broken emitter.
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/// </summary>
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private static IEnumerable<BaseHouse> Decayable()
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{
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return BaseHouse.AllHouses
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.Where(h => h != null && !h.Deleted && h.Owner != null && h.CanDecay);
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}
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private static void DecayList()
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{
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foreach (var h in Decayable())
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{
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var acct = h.Owner.Account == null ? "-" : h.Owner.Account.Username;
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Say(String.Format(
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"house 0x{0:X} owner={1} acct={2} name=\"{3}\" region={4} type={5} level={6}",
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h.Serial.Value, h.Owner.Name, acct, HouseName(h), RegionName(h),
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h.DecayType, h.DecayLevel));
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}
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Say("decayable=" + Decayable().Count());
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}
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private static string HouseName(BaseHouse h)
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{
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return h.Sign != null && h.Sign.Name != null ? h.Sign.Name : String.Empty;
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}
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private static string RegionName(BaseHouse h)
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{
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var r = Region.Find(h.Location, h.Map);
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return r == null ? "-" : r.Name ?? "-";
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}
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private static void Decay(string which, string stage)
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{
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DecayLevel level;
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if (!TryParseStage(stage, out level))
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{
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Say("unknown stage \"" + stage + "\"");
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return;
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}
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BaseHouse house = null;
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if (String.IsNullOrEmpty(which) || which == "any")
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house = Decayable().FirstOrDefault();
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else
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{
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var serial = ParseSerial(which);
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house = Decayable().FirstOrDefault(h => h.Serial.Value == serial);
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}
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if (house == null)
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{
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Say("no decayable house matched \"" + which + "\"");
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return;
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}
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var from = house.DecayLevel;
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// A refresh is what a player does at the sign, and it is NOT SetDynamicDecay: the
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// level is derived from LastRefreshed, so a "LikeNew" that only rewrote the dynamic
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// stage would be undone by the next read.
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if (level == DecayLevel.LikeNew)
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house.RefreshDecay();
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else
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house.SetDynamicDecay(level);
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Say(String.Format(
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"house 0x{0:X} {1} -> {2} (now {3})",
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house.Serial.Value, from, level, house.DecayLevel));
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}
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private static bool TryParseStage(string s, out DecayLevel level)
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{
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level = DecayLevel.Ageless;
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if (String.IsNullOrEmpty(s))
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return false;
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foreach (DecayLevel candidate in Enum.GetValues(typeof(DecayLevel)))
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{
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if (String.Equals(candidate.ToString(), s, StringComparison.OrdinalIgnoreCase))
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{
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level = candidate;
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return true;
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}
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}
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return false;
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}
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private static int ParseSerial(string s)
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{
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var text = s.StartsWith("0x", StringComparison.OrdinalIgnoreCase) ? s.Substring(2) : s;
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int parsed;
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if (Int32.TryParse(text, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out parsed))
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return parsed;
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return Int32.TryParse(s, out parsed) ? parsed : 0;
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}
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// ---- vendors ----
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private static IEnumerable<PlayerVendor> Vendors()
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{
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return World.Mobiles.Values.OfType<PlayerVendor>().Where(v => !v.Deleted);
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}
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private static void VendorList()
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{
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Say("NewVendorSystem=" + BaseHouse.NewVendorSystem);
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foreach (var v in Vendors())
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{
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var owner = v.Owner;
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var acct = owner == null || owner.Account == null ? "-" : owner.Account.Username;
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Say(String.Format(
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"vendor 0x{0:X} shop=\"{1}\" owner={2} acct={3} hold={4} charge={5} nextPay={6}",
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v.Serial.Value, v.ShopName, owner == null ? "-" : owner.Name, acct,
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v.HoldGold, v.ChargePerDay, v.NextPayTime.ToUniversalTime().ToString("o")));
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}
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Say("vendors=" + Vendors().Count());
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}
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/// <summary>
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/// Set a vendor's held gold, which is the only knob that walks it toward dismissal
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/// without waiting a pay period -- `NextPayTime` has a private setter, and a period is
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/// a real day on the new vendor system and a UO day (~2 real hours) on the old one.
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/// The emitter computes `periodsRemaining` as funds / chargePerPeriod, so this moves
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/// exactly the field the threshold tracker watches.
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/// </summary>
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private static void VendorFunds(string which, string gold)
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{
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var serial = ParseSerial(which ?? String.Empty);
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var vendor = Vendors().FirstOrDefault(v => v.Serial.Value == serial);
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if (vendor == null)
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{
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Say("no vendor matched \"" + which + "\"");
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return;
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}
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int funds;
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if (!Int32.TryParse(gold, out funds))
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{
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Say("bad gold \"" + gold + "\"");
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return;
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}
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// Both, because the old vendor system spends BankAccount + HoldGold and the new one
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// spends HoldGold alone -- setting one would leave the other paying the charge.
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vendor.HoldGold = funds;
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vendor.BankAccount = 0;
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var charge = BaseHouse.NewVendorSystem ? vendor.ChargePerRealWorldDay : vendor.ChargePerDay;
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Say(String.Format(
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"vendor 0x{0:X} hold={1} bank=0 charge={2} periodsRemaining={3}",
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vendor.Serial.Value, vendor.HoldGold, charge, charge > 0 ? funds / charge : -1));
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}
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// ---- accounts ----
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/// <summary>
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/// Mark an account as having just logged in.
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///
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/// This is the ONLY way to walk a decaying house back out of danger on a seeded
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/// world, and the reason is ServUO's, not the rig's: every house that CAN decay here
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/// is `DecayType.Condemned` (the seeder backdates accounts past
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/// `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()));
|
|
}
|
|
}
|
|
}
|