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Adv 2.0 D&D Phase R7: post-completion audit hardening
High-priority fixes from the multi-agent audit of Adventure 2.0: - Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a placeholder instead of panicking. - Briefing/recap idempotency: deliverBriefing/deliverRecap now claim the rollover via a conditional UPDATE. Double-fires from clock skew or restart become no-ops; supply burn and day++ no longer reapply. - Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all 11 background tickers now select on stopCh in addition to ticker.C. - Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation so sub-hour gaps decay correctly. - 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and abandons stale runs whose LastActionAt is over 24h old. - Respec / auto-migrate orphan cleanup: !respec and the auto-migrated draft wipe now abandon active zone runs and expeditions before deleting the dnd_character row. - Phase R combat-link: applyBossDefeatThreat now wired from resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds +5/+8 from non-boss/elite kills (§8.1). - Starvation → forced extraction: briefing-time check forces extract with §10.2 coin tax when supplies hit zero. - GMNat20/Nat1 narration wired into resolveCombatRoom and resolveBossRoom (nat-20 takes precedence over nat-1). - Treasure-undo race: LoadAndDelete on both timer-fire and `undo` paths so only one side wins. - Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6 of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike) documented inline as needing ally/reaction mechanics the engine doesn't model. - Threat-70 warning: tracked in RegionState["siege_warning_fired"] so a drop-and-recross doesn't re-fire the beat. - region_state JSON decode error now logged via slog.Warn instead of silently discarded. Failing TestProdDB_DnDLayer fixed via option (a): track migrated characters and only run round-trip / idempotency assertions on those, skipping pre-existing prod-DB rows accumulated from live bot use. New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon, briefing double-fire idempotency, threat-70 warning idempotency, multi-region extract→resume state preservation, and starvation forced-extraction. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -41,61 +41,66 @@ func (p *AdventurePlugin) eventTicker() {
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ticker := time.NewTicker(1 * time.Minute)
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defer ticker.Stop()
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for range ticker.C {
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now := time.Now().UTC()
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dateKey := now.Format("2006-01-02")
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currentMinute := now.Hour()*60 + now.Minute()
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for {
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select {
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case <-p.stopCh:
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return
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case <-ticker.C:
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now := time.Now().UTC()
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dateKey := now.Format("2006-01-02")
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currentMinute := now.Hour()*60 + now.Minute()
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// Expire stale pending events every tick
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expireAdvPendingEvents()
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// Expire stale pending events every tick
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expireAdvPendingEvents()
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advEventScheduleMu.Lock()
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if advEventScheduleDay != dateKey {
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advEventSchedule = make(map[string]int)
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advEventRolled = make(map[string]bool)
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advEventScheduleDay = dateKey
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}
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advEventScheduleMu.Lock()
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if advEventScheduleDay != dateKey {
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advEventSchedule = make(map[string]int)
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advEventRolled = make(map[string]bool)
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advEventScheduleDay = dateKey
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}
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// Schedule deferred rolls for any newly-acted players
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chars, err := loadAllAdvCharacters()
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if err != nil {
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slog.Error("adventure: events: failed to load chars", "err", err)
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// Schedule deferred rolls for any newly-acted players
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chars, err := loadAllAdvCharacters()
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if err != nil {
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slog.Error("adventure: events: failed to load chars", "err", err)
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advEventScheduleMu.Unlock()
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continue
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}
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for _, c := range chars {
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uid := string(c.UserID)
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if !c.Alive || advEventRolled[uid] {
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continue
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}
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if _, scheduled := advEventSchedule[uid]; scheduled {
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continue
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}
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if !c.HasActedToday() {
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continue
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}
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// Assign a one-shot roll 60–180 minutes from now, capped to 23:50 UTC.
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rollMinute := currentMinute + 60 + rand.IntN(121)
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if rollMinute > 23*60+50 {
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rollMinute = 23*60 + 50
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}
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advEventSchedule[uid] = rollMinute
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slog.Info("adventure: event roll scheduled", "user", uid, "minute", rollMinute)
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}
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// Find players whose roll-minute has arrived
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var toRoll []id.UserID
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for uid, minute := range advEventSchedule {
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if minute <= currentMinute && !advEventRolled[uid] {
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toRoll = append(toRoll, id.UserID(uid))
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advEventRolled[uid] = true
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}
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}
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advEventScheduleMu.Unlock()
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continue
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}
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for _, c := range chars {
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uid := string(c.UserID)
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if !c.Alive || advEventRolled[uid] {
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continue
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}
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if _, scheduled := advEventSchedule[uid]; scheduled {
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continue
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}
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if !c.HasActedToday() {
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continue
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}
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// Assign a one-shot roll 60–180 minutes from now, capped to 23:50 UTC.
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rollMinute := currentMinute + 60 + rand.IntN(121)
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if rollMinute > 23*60+50 {
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rollMinute = 23*60 + 50
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}
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advEventSchedule[uid] = rollMinute
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slog.Info("adventure: event roll scheduled", "user", uid, "minute", rollMinute)
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}
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// Find players whose roll-minute has arrived
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var toRoll []id.UserID
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for uid, minute := range advEventSchedule {
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if minute <= currentMinute && !advEventRolled[uid] {
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toRoll = append(toRoll, id.UserID(uid))
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advEventRolled[uid] = true
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for _, uid := range toRoll {
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p.tryTriggerEvent(uid)
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}
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}
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advEventScheduleMu.Unlock()
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for _, uid := range toRoll {
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p.tryTriggerEvent(uid)
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}
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}
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}
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