Fix NPC audit findings: race conditions, debit checks, sniper mechanics

Concurrency:
- npcTrackMessage now acquires advUserLock to prevent lost updates
  on message count and double encounter triggers from rapid messages
- Lock released before spawning encounter goroutine (avoids deadlock)
- Only one NPC encounter fires per message

Security:
- Debit() return value checked for both Misty and Arina payments
- Buff only applied on successful debit; failed debit falls through
  to decline/debuff path
- NPC encounter won't overwrite existing pending interactions (shop,
  treasure discard, etc.)

Arena sniper rework:
- Sniper checked independently before combat roll, not after
- If sniper fires, combat roll is skipped entirely (not a death save)
- Sniper kill renders as standalone narrative with no combat log
- Sniper flavor text rewritten: reads as random arena chaos with no
  hint of Arina's involvement

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-04-08 23:01:39 -07:00
parent 2ef7a29f02
commit 90865d1c51
3 changed files with 74 additions and 49 deletions

View File

@@ -41,8 +41,14 @@ const (
// It increments their daily message count and fires NPC encounter rolls
// when thresholds are hit.
func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
// Acquire user lock to prevent lost updates on message count and
// double encounter triggers from rapid messages.
userMu := p.advUserLock(userID)
userMu.Lock()
char, err := loadAdvCharacter(userID)
if err != nil || !char.Alive {
userMu.Unlock()
return
}
@@ -58,39 +64,36 @@ func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
char.NPCMsgCount++
var fireNPC string
// Check Misty threshold
if char.MistyRollTarget > 0 && char.NPCMsgCount == char.MistyRollTarget {
if p.npcShouldEncounter(char, "misty") {
// Zero the target so we don't re-trigger
char.MistyRollTarget = 0
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save char after misty trigger", "user", userID, "err", err)
}
safeGo("npc-misty-encounter", func() {
p.npcFireEncounter(userID, "misty")
})
return
fireNPC = "misty"
}
}
// Check Arina threshold
if char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
// Check Arina threshold (only if Misty didn't fire — one encounter per message)
if fireNPC == "" && char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
if p.npcShouldEncounter(char, "arina") {
char.ArinaRollTarget = 0
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save char after arina trigger", "user", userID, "err", err)
}
safeGo("npc-arina-encounter", func() {
p.npcFireEncounter(userID, "arina")
})
return
fireNPC = "arina"
}
}
// Save updated count
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save msg count", "user", userID, "err", err)
}
// Release lock BEFORE firing encounter (npcFireEncounter re-acquires it)
userMu.Unlock()
if fireNPC != "" {
safeGo("npc-"+fireNPC+"-encounter", func() {
p.npcFireEncounter(userID, fireNPC)
})
}
}
// npcShouldEncounter checks cooldown and rolls the 7.5% chance.
@@ -145,6 +148,11 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
return
}
// Don't overwrite an existing pending interaction (shop, treasure, etc.)
if _, occupied := p.pending.Load(string(userID)); occupied {
return
}
// Set pending interaction
p.pending.Store(string(userID), &advPendingInteraction{
Type: "npc_encounter",
@@ -206,7 +214,13 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
return p.SendDM(ctx.Sender, "You reach for your gold but there isn't enough. She sees this. She doesn't say anything.\n\n_"+mistyDeclineLine+"_")
}
p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation")
if !p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation") {
char.MistyDebuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save misty debuff", "user", ctx.Sender, "err", err)
}
return p.SendDM(ctx.Sender, "You reach for your gold but there isn't enough. She sees this. She doesn't say anything.\n\n_"+mistyDeclineLine+"_")
}
char.MistyBuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save misty buff", "user", ctx.Sender, "err", err)
@@ -232,7 +246,10 @@ func (p *AdventurePlugin) resolveArina(ctx MessageContext, char *AdventureCharac
return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
}
p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment")
if !p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment") {
reply := arinaDeclineLines[rand.IntN(len(arinaDeclineLines))]
return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
}
char.ArinaBuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save arina buff", "user", ctx.Sender, "err", err)