boredom: the idle clock has to be seeded, or the deploy empties the town

last_player_action_at is NULL for every existing row on the deploy that
adds it, and loadBoredomCandidates COALESCEs the NULL onto created_at.
created_at is account age, not an idle clock: for anyone who has been
playing for a month it is a month old. So the first tick after restart
would read the entire server as idle-since-creation and march all of
them into a dungeon thirty minutes later, coins debited, including the
player who typed a command a minute before the deploy.

Seed the column once from last_active_at instead — the best "did
something recently" proxy that exists at deploy time, recent for the
regulars and stale for the lapsed. It stays unusable as the clock itself
(the autopilot bumps it), which is why this is a one-time seed and not a
fallback in the query. Re-running on every boot is a no-op, and it skips
rows that already have last_boredom_at set, so a restart mid-boredom
can't hand a bored character a fresh idle clock off its own autopilot
writes and un-bore it permanently.

Two smaller ones in the same clock:

- a pending prompt counted as an action regardless of ExpiresAt, and
  nothing sweeps p.pending. One offered-and-ignored treasure prompt and
  every idle remark that player ever made would read as tending their
  adventurer, forever.
- the command test ran 50 IsCommand passes over the body on every
  message the bot sees, in every room. One tokenise-and-look-up does the
  same job.
This commit is contained in:
prosolis
2026-07-12 19:08:22 -07:00
parent 7c379b298c
commit e377e0c85c
4 changed files with 145 additions and 4 deletions

View File

@@ -100,14 +100,33 @@ var advActionCommands = map[string]bool{
// something to their adventurer — an Adventure command, or a reply to a prompt
// we're holding open for them (shop, blacksmith, pet, treasure). Both count:
// answering "2" to a shop menu is as much an action as typing `!shop`.
//
// This runs on every message the bot sees, in every room, so the command test
// is a single tokenise-and-look-up rather than 50 passes of IsCommand over the
// body. It matches util.IsCommand's rule exactly: trimmed, lowercased, the
// command is the whole body or is followed by a space.
//
// The pending-prompt check honours ExpiresAt. Nothing sweeps p.pending, so an
// abandoned prompt (offered, never answered) sits there forever — without the
// expiry test, every idle remark that player ever makes in any room would read
// as tending their adventurer, and the clock would never run down.
func (p *AdventurePlugin) isPlayerAdventureAction(ctx MessageContext) bool {
for name := range advActionCommands {
if p.IsCommand(ctx.Body, name) {
body := strings.ToLower(strings.TrimSpace(ctx.Body))
if strings.HasPrefix(body, p.Prefix) {
word := strings.TrimPrefix(body, p.Prefix)
if i := strings.IndexByte(word, ' '); i >= 0 {
word = word[:i]
}
if advActionCommands[word] {
return true
}
}
if _, pending := p.pending.Load(string(ctx.Sender)); pending {
return true
if v, ok := p.pending.Load(string(ctx.Sender)); ok {
pi, isPrompt := v.(*advPendingInteraction)
// A zero ExpiresAt is a prompt with no deadline, not an expired one.
if isPrompt && (pi.ExpiresAt.IsZero() || time.Now().Before(pi.ExpiresAt)) {
return true
}
}
return false
}