adventure: work the five review findings the last pass left open

The extract pre-check is gone. It read a snapshot up to two minutes behind and
still got the last word, so somebody who set out over Matrix during a lagging
roster push was told they weren't on an expedition for a run gogobee would
happily have ended. Same call abandon and leave already made: let it through and
let rejected_not_running be the answer.

The siege_join check stays, because whether a boss is camped outside town is
town-wide and runs on a day-or-longer clock, but it now reads one column through
SiegeIsCamped instead of loading every defender row and the whole history to
look at one flag.

The war-room history insert is OR REPLACE. boss_id is the primary key and it was
never settled whether gogobee means the siege instance or the boss type by it, so
a duplicate pair used to fail the transaction carrying the live boss and the
muster too and freeze the war room on the last good snapshot. A dropped history
row is the smaller failure; the open question is noted in the schema.

offersToUndo's guard didn't cover the case its comment claimed. A gogobee too old
to push seats sends a valid blob with no party key, which decodes to the same
empty slice as a solo run, and a party member got shown the button that throws
away everyone's day. That needs a new field, so whoDetail gains party_known and
the flag gates the empty-list branch alone; the branch that reads the viewer's
own seat is self-evidencing and keeps working against any sender. gogobee's half
is written up in adventure_party_known_flag.md.

And an empty offer list no longer claims "you're already out there", which Pete
can't actually know from a game box too old to push offers at all.
This commit is contained in:
prosolis
2026-07-24 22:45:26 -07:00
parent c40ac1e673
commit aac6c3e127
9 changed files with 232 additions and 232 deletions
+24 -14
View File
@@ -111,10 +111,11 @@ func (s *Server) handleAdvOrder(w http.ResponseWriter, r *http.Request) {
return
}
// Per-verb pre-checks, all courtesy only. Both read Pete's snapshot copy, which
// is up to two minutes behind the game box, so neither is authoritative and
// neither is allowed to be the last word — a run that ended in that window comes
// back from gogobee as rejected_not_running, which is the honest answer.
// The roster lookup is for the character name the order carries; the one
// surviving pre-check below is courtesy only. Anything read here is Pete's
// snapshot copy, up to two minutes behind the game box, so it is never
// authoritative and is only allowed the last word where being two minutes late
// cannot make it wrong.
characterName := ""
entry, haveEntry, err := storage.RosterEntryByToken(token)
if err != nil {
@@ -125,20 +126,25 @@ func (s *Server) handleAdvOrder(w http.ResponseWriter, r *http.Request) {
if haveEntry {
characterName = entry.Name
}
switch req.Action {
case storage.AdvActionExtract:
if haveEntry && entry.Status != "expedition" {
writeAdvOrderError(w, http.StatusConflict, "you're not on an expedition")
return
}
case storage.AdvActionSiegeJoin:
snap, known, err := storage.LoadSiege()
// No pre-check on extract, deliberately, and it is the same call abandon and
// leave make in resolveAdvOrderParams: the mark's status is up to two minutes
// stale here and a Matrix departure can outrun the roster push, so "reads idle"
// would refuse a run gogobee would happily have ended. The cost accepted is
// that a genuine mistake comes back as rejected_not_running rather than as an
// instant refusal, which is the honest answer anyway.
if req.Action == storage.AdvActionSiegeJoin {
// This one stays, because it is not a personal status: whether a boss is
// camped outside town is a town-wide fact on a day-or-longer clock, so a
// two-minute-old copy is almost never wrong about it. Note the known/active
// split — no snapshot at all must queue the order (a fresh deploy must not
// have a dead button); only a snapshot that positively says active=0 refuses.
active, known, err := storage.SiegeIsCamped()
if err != nil {
slog.Error("orders: siege lookup", "err", err)
writeAdvOrderError(w, http.StatusInternalServerError, "internal error")
return
}
if known && !snap.Active {
if known && !active {
writeAdvOrderError(w, http.StatusConflict, "no Siege is camped outside town")
return
}
@@ -207,7 +213,11 @@ func resolveAdvOrderParams(owner, token string, req advOrderReq) (*storage.AdvOr
return nil, "pick somewhere to go first"
}
if len(detail.Zones) == 0 {
return nil, "you're already out there"
// An empty offer list usually means they are already out there, but Pete
// cannot tell that from a game box too old to push offers at all, so say
// only what was actually seen. Unreachable from the page either way — with
// no offers the picker doesn't render — so this is a hand-crafted request.
return nil, "nowhere is on offer for you right now"
}
for _, z := range detail.Zones {
if z.ID != req.Zone {