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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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@@ -561,8 +561,17 @@ func dmMoodCombatTilt(mood int) DMMoodCombatTilt {
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// applyMoodDecayIfStale persists a passive-decay correction when the
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// run has been idle long enough to drift. Cheap no-op on fresh runs.
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func applyMoodDecayIfStale(r *DungeonRun) error {
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if r == nil {
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//
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// N3/P6d: owner-only, and the `owner` argument is not a convenience — the
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// UPDATE below writes gm_mood as an *absolute* value derived from the snapshot
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// the caller read, while adjustGMMood writes an atomic `gm_mood + delta`. Every
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// command in the module takes the *sender's* advUserLock, so a party member
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// running this against the leader's run holds the wrong mutex and would drop
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// whatever the leader's concurrent walk banked between the read and this write.
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// Decay is time-based maintenance: skipping it on a member's read loses nothing,
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// because the owner's next command applies exactly the same correction.
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func applyMoodDecayIfStale(r *DungeonRun, owner bool) error {
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if r == nil || !owner {
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return nil
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}
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newMood := passiveDecayMood(r.DMMood, r.LastActionAt, time.Now().UTC())
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