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N3/P6d: a party where every member can see the dungeon
Every ownership lookup in the adventure module keys on a user id, and a party member owns neither the expedition row nor the zone run. So each player-facing read quietly told them they were not playing. Rewire them. Reads a member should see resolve through activeExpeditionFor / activeZoneRunFor. Leader-only actions answer with copy that names the leader instead of denying the expedition. Three busy-guards had to start refusing a member outright: !zone enter, !expedition start and !sell all keyed on the sender's own row, so a seated member could open a private dungeon, outfit a rival expedition, or run a shop from the boss room. Four things the rewire itself exposed: !resources looks like a read but seed-persists harvest nodes, and saveHarvestNodes rewrites the entire region_state blob — kills, event gates, temporal stack — last-write-wins. Reaching it as a member would revert the leader's walk from a stale snapshot. Persist only for the owner; seedRoomNodes is pure, so a member re-derives the same nodes. !zone taunt moves the party's shared mood, which is intended and safe: applyMoodEvent lands an atomic delta. Its neighbour applyMoodDecayIfStale writes an absolute gm_mood from the caller's snapshot, and every command takes the *sender's* lock — a member running it against the leader's run holds the wrong mutex. The owner check now lives on that function. A seat outlives status='active'. releaseParty deliberately skips the seven-day 'extracting' limbo, so the roster persists while activeExpeditionFor goes blind — long enough for a member to open a run that wins every lookup once the leader !resumes. seatedExpeditionFor spans both statuses; it is what the busy-guards ask. !expedition run was still member-blind. It is the same walk as !zone advance, reached by its other name. isPartyMember replaces `run != nil && !isLeader`: activeZoneRunFor reports isLeader=false for a player with no run anywhere, so the bare test sends a solo player to go ask their leader. Golden byte-identical; solo T1 expedition clears end-to-end.
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@@ -492,7 +492,7 @@ func zoneTierFromID(zoneID ZoneID) int {
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// handleResourcesCmd lists active nodes in the current room.
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func (p *AdventurePlugin) handleResourcesCmd(ctx MessageContext) error {
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exp, err := getActiveExpedition(ctx.Sender)
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exp, isLeader, err := activeExpeditionFor(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load expedition state.")
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}
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@@ -512,7 +512,15 @@ func (p *AdventurePlugin) handleResourcesCmd(ctx MessageContext) error {
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}
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nodeID := harvestNodeIDFor(run)
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nodes := loadHarvestNodes(exp, nodeID)
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_ = saveHarvestNodes(exp, nodeID, nodes) // persist seed if first touch
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// Seed-persist only for the owner. saveHarvestNodes rewrites the whole
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// region_state blob (persistRegionState is a last-write-wins UPDATE), and a
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// member holds neither the expedition row nor the leader's lock — their
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// `!resources` would clobber whatever the leader's walk wrote since the
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// snapshot this command read. loadHarvestNodes re-derives the same nodes
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// from the seed, so a member simply reads without persisting.
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if isLeader {
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_ = saveHarvestNodes(exp, nodeID, nodes) // persist seed if first touch
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}
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zone, _ := getZone(exp.ZoneID)
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regionLabel := exp.CurrentRegion
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