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440
Commits
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1de2004f26 |
N4/E1: T4 Estate vault — 10-slot protected item storage
The Tier-4 "Established" home now unlocks a vault: `!adventure vault [store|take] <item>` moves items in and out of a 10-slot pool that shelters them from `!sell all`, crafting, and combat consumption. It is also E2 gifting's prerequisite plumbing. Implemented as a single `in_vault` flag on adventure_inventory rather than a parallel table: a stowed item keeps its identity (id, temper, everything) and loadAdvInventory filters it out, so a vaulted item drops out of every play surface with one flag change and comes back untouched. DEFAULT 0 = "in play", correct for every pre-existing row, so no bootstrap backfill. Golden byte-identical; go test ./... green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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d01d3e277a |
N4/E1: T3 housing payoffs + a home-rest "well-rested" buff
Turn the dead top housing tiers into something worth buying. All three
land without a schema bump, and TestCombatCharacterization stays
byte-identical (the balance corpus never sets the new fields).
T3 trophy room: treasure cap 3->4 at HouseTier>=3 (maxTreasuresForTier).
Enforced at the save gate only -- HouseTier is never written downward,
so a held 4th treasure below tier 3 is unreachable and a load-time cap in
computeAdvBonuses would just add a query for an impossible state. The
all-irreplaceable manual discard prompt now lists the 4th slot too.
T3 workshop: +5% craft success at HouseTier>=3, lifting the cap 0.95->0.98
so a maxed forager still gains. craftingSuccessRate takes a workshopBonus,
threaded through autoCraftConsumables and renderRecipesKnown.
Well-rested buff (replaces the plan's T4 "inn-quality rest", a verified
no-op -- home rest already equals inn rest). Home-only (the inn and a
tier-1 shack grant nothing), starts at T2 and grows through T4, expires at
the next long rest:
- Temp HP cushion (8/12/16% of MaxHP). TempHP was a dormant field; wired
into applyDnDHPScaling as MaxHP headroom -- additive and golden-safe.
- Bonus spell slots (+1/+2/+3 at the caster's highest slot level), the
real reward, lifting casters who trail on spell-pool richness.
applyLongRestSpellSlots resets the pool to base then folds in the
bonus; expiry is stateless (next rest's reset drops it).
Magnitudes are tunable defaults; revisit against the post-parties
re-baseline.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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d1c067452e |
Review fixes: align party enemy-HP scaling in the !fight entry path
The P8 diff scaled the enemy's max HP ×1.15 for parties at persist and per-turn rebuild, but the !fight command's own template stayed unscaled: the entry banner reported the pre-scale HP, and the opening-round settle resolved the enemy against the wrong MaxHP ceiling (regen clamp, bloodied threshold). Mirror the scalar for the banner and align the in-memory template before the settle. Solo scales by 1.0, so it is untouched. Also extract enemyActionPlan() so both combat engines share the one load-bearing action-count computation instead of duplicating it. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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0d18cea59a |
N3/P8: scale the enemy's action economy to the party
A party of N used to face one enemy swing a round against a single seat, so
each member absorbed ~1/N² of the solo incoming and cleared 100% of every T5
cell. The enemy now takes enemyActionsThisRound() attack-actions, each
re-targeted at a fresh standing seat, in both combat engines:
- auto-resolve (simulatePartyRound): enemyRoundSwings loops the actions,
re-rolling each target's pet procs.
- turn engine (stepEnemyTurn): enemyAttackAction resolves one full SRD
multiattack per action; step() no longer blanket-stamps the enemy turn to
one seat, since a party's enemy now hits several.
The action count is a fractional expectation realised as a per-round coin-flip
(2.4 for a duo, 2N-1 for N>=3), because the integer lever is too coarse at small
N -- against a duo, 2 actions is a ~91% faceroll and 3 a ~45% grinder, with
nothing between. A light party-only enemy HP scalar (x1.15) trims the martial
ceiling that action count alone leaves at 100%.
Solo is exempt on both levers (1 action, no RNG draw; x1.0 HP), so
TestCombatCharacterization is byte-identical and the d8prereq corpus still
compares. Sim band (party of 3, T5, HP scaled): fighter 70->90%, cleric-led
27->72% -- monotonic by party size, no composition worse than soloing.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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88c5fcdf2f |
Review follow-ups: harden the extraction guard, fix Misty/concentration ordering
Applying /code-review high findings on the review-follow-up stack: - expeditionCmdStart: the resumable-extraction guard swallowed a partySize error and fell open, starting a new expedition on top of a still-seated party — the exact orphaning it exists to prevent. Now checks extractionLapsed first (no DB call on the reap path) and treats a roster-read error as "assume occupied → refuse". - Lapsed reap on !expedition start silently unseated members. Extracted a shared reapLapsedExtraction helper (reap + notify the roster) and routed both the hourly sweeper and the start-path reap through it. - stepRoundEnd: moved Misty's crowd/heal seat-loop after the concentration tick so a caster whose lingering aura would kill the enemy that round wins before the end-of-round crowd swing, honoring the concentration block's "a lethal pulse settles the fight" intent. - Promoted the misty_heal event-log scan to a shared hasAction helper. - Renamed the new sweep test off the dnd_ prefix. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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d5fecf45d8 |
Review follow-up: a test seam for outbound messages
SendDM/SendMessage went straight through Base to the live client with no fake, so every handler whose only observable output is a DM stopped below the test boundary — which is how the party close-out bug (fix #1) and the member soft-lock (fix #2) survived a thorough suite: nothing could see what was, or wasn't, sent. Add a MessageSink interface and a Base.Sink field. When non-nil it captures every outbound message — both the DM route (SendDM/SendDMID) and the room route (SendMessage/SendMessageID, which is what the arena announcement uses) — and the client is never touched. Nil in production, so behaviour is unchanged; one seam, no call-site churn, since all 765 send sites are downstream of these four methods. Tests (message_sink_test.go): a captureSink double + installSink helper; TestMessageSink_CapturesDMAndRoom proving both routes divert with the right target/text and that the *ID variants report an id back; and TestExpeditionCmdLeave_DMsBothEnds, which drives the real fix-#2 handler end to end and asserts both DMs land — a path that was a silent no-op in a unit test before. beginCombatTurn's terminal path and the arena rollover are now reachable the same way. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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6be7744e81 |
Review follow-up K: a fourth event anchor for the grind loop
The three A6 presence anchors (expedition Night digest, !sell, arena cashout) miss a whole playstyle: a player who only mines/forages/fishes (now automatic, done by walking) and clears single-day dungeons, but never sells, never enters the arena, and never runs a multi-day expedition to a Night camp, would roll for zero mid-day events. Anchor a fourth roll on a foreground single-day zone clear — the climax DM that player is reading, and one they cannot spam (a clear costs a full walk). advanceResult.zoneCleared is set only in the full-clear branch (a mid-zone region clear continues the run and would fire per region), and the roll lives in zoneCmdAdvance, the foreground path only: autopilot goes through runAutopilotWalk and party members are refused earlier by isPartyMember. The per-day slot guard still caps everyone at one event/day, so the three prior anchors are unmoved. advEventChanceZoneClear = 0.08 puts a zone-clear-only player at ~1 event/week, matching the fully-engaged player; it is the tuning knob. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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1f1fbf0251 |
Review follow-ups L + I: drop dead openParty, unify the menu-index parser
L: openParty had no production callers (invite path uses joinParty -> seatLeader, which seats the leader the same way but reads the owner off the expedition row). Removed it; the tests now seat the leader through a seatLeaderFixture that wraps seatLeader in a transaction. I: promoted parseTemperIndex to parseMenuIndex and routed resolveMagicEquipReply and handleMasterworkEquipReply through it, replacing two hand-inlined copies of the same digit parser. Behaviour-preserving (the parsed flag was redundant with the idx<0 guard); the retry-on-bad-parse disagreement is left as-is since this is a pure dedup. Full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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d7a5333048 |
Review follow-up D: unify solo/party close-out effects
Both the solo (finishCombatSession) and party (finishPartyWin/Loss) close-outs carried hand-copied lists of the same terminal effects. Item A drifted exactly there. Hoist the effects into three shared helpers so the lists can't diverge: - applyOwnerWinEffects: kill record + room threat + boss-defeat threat, once through the owner; returns bossOnExpedition. - grantSeatWinXP: near-death calc + XP grant, per seat. - endRunOnLoss: mood event (death only) + run/expedition teardown, shared by the Lost and Fled paths. Player-facing text stays divergent (it legitimately differs) and the roster-size death-on-win rule (item E) is untouched. Pure extract-and-call; full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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91eeee0826 |
Review follow-up N: Misty's round-end procs fire in turn-based combat
DerivePlayerStats builds MistyHealProc / CrowdRevengeProc onto every turn-based combatant, but stepRoundEnd had no counterpart to endOfRoundForSeat, so neither was ever read. The buff (Misty's heal) was silently lost. The debuff (her crowd's revenge) was an exploit: a player who declined Misty escaped it entirely by fighting with !attack instead of letting the room auto-resolve -- no discovery required, just press the button. Hoisted both procs out of endOfRoundForSeat into shared helpers (mistyCrowdRevenge, mistyHeal) and a seatEndOfRound hook that runs the pair in the auto-resolve order. endOfRoundForSeat now calls the helpers; stepRoundEnd calls seatEndOfRound per seat, after the poison tick so a heal can answer the round's damage. A one-sided debuff-only hook would have been a second parallel sibling of the kind deferred item D warns about, so the heal ships with it -- a player-favourable discovery mechanic, consistent with the lift-trailers stance. Both helpers short-circuit before st.randFloat() when their proc is unarmed, so a character with no Misty history draws no dice: the sim corpus and combat_characterization.golden do not move. seatCombatResult now reads MistyHealed back off the misty_heal event (as combat_pet_save always has), so combat_misty_clutch is reachable turn-based. combat_sniper_kill stays unreachable -- Arina's proc is a pre-combat one-shot with no round-end seam. renderAllySeatEvent renders crowd_revenge as unattributed damage: an ally sees the hit but not Misty's name, keeping the grudge the owner's own discovery. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa |
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c34e740008 |
Review follow-up M: Grim Harvest fires in turn-based combat
The doc's item M claimed all three mage subclass spell hooks were dead on the
turn path because applyMageSubclassSpellHooks had one caller. It has three.
resolveTurnSpell has called it since
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a59a544fff |
Review follow-up C: enforce the extraction resume window
The seven-day window was a promise the code never kept. releaseParty fires
only on a terminal status, and dnd_expedition.go justified skipping it for
'extracting' by asserting the roster gets cleared when the window lapses and
the row flips to 'failed'. Nothing did that: the only extracting -> failed
transition lived inside handleResumeCmd, a lazy expiry that runs only when the
leader personally types !resume.
A leader who quit, forgot, or simply started a different expedition therefore
left the row 'extracting' forever. releaseParty never ran, every member stayed
seated, and assertNotAdventuring kept refusing them a run of their own.
Three holes:
- No sweeper. sweepLapsedExtractions reaps every row past completed_at + 7d
through completeExpedition, which releases the roster, and DMs the
audience. Hourly ticker plus a one-shot at Start() -- a lapse that happened
while the bot was down is blocking those members now. The audience is read
before the close-out, since completeExpedition disbands the roster
expeditionAudience reads. handleResumeCmd's lazy expiry stays, now sharing
the extractionLapsed predicate.
- The leader could orphan their own party. !expedition start checked only
getActiveExpedition, and !resume resolves the newest 'extracting' row, so
starting fresh on top of one left it unreachable with its roster still
held. It now refuses when that row has a roster; a solo extraction strands
nobody, so walking away from one stays normal.
- The leader had no way out but to pay. !expedition abandon could not see the
extracted row it owns, so closing it meant buying a !resume first. Both it
and abandonExpedition now span 'extracting' via ownedLiveExpedition, which
sorts active rows first so expeditionCmdStart's run-spawn rollback still
tears down the row it just created. This fixes dnd_setup.go for free: a
leader who rerolled their character used to strand their whole party.
Note the review item this came from (C) was mis-stated: it claimed members and
leaders disagree during 'extracting' because expeditionForMember filters
status = 'active'. getActiveExpedition filters 'active' too, so they already
agree -- and honestly, since nobody is standing in the dungeon. Widening
expeditionForMember would have made the member the only player who can see a
paused expedition. Not done.
Abandoning now DMs the members, and says the true thing when the party is in
town rather than the dungeon (supplies already spent, loot already banked).
New: dnd_expedition_extract_sweep_test.go, 6 cases.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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d76c63be0c |
Review follow-ups A + B: armed abilities survive the fight, supply pool serialized
A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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1f211564d9 |
Review fixes: party close-out, member soft-lock, supply race, elite loot, season crown
Five bugs found reviewing n1-restoration end to end. beginCombatTurn settles any phase the engine owes before reading whose turn it is. That settle can end the fight — and the old code then answered "you're not in a fight" and returned. The terminal status was already persisted, so nothing ever paid the party out: no XP, no loot, no death recorded, no run teardown. The reaper cannot recover it either, because listExpiredCombatSessions filters on status='active'. Close the fight out there, the way the !fight start path and the reaper already do. A party member was permanently soft-locked when their leader extracted and never resumed. seatedExpeditionFor (the guard) spans 'extracting'; expeditionForMember (what !expedition leave resolved through) saw only 'active'. So the member was refused any new adventure by the guard and told "No active expedition" by the command the guard points them at, with nothing sweeping stale rows and only the leader able to clear one. Resolve the exit through the same lookup as the gate. updateSupplies overwrites supplies_json wholesale, and expeditionCmdAccept folded a member's packs onto a snapshot read before the coin debit, unlocked. Handlers run one goroutine per event, so two invitees accepting genuinely interleave and one member's packs vanish. advUserLock cannot help — it is keyed by sender, so racing members take different mutexes. Add advExpeditionLock and re-read the pool under it. Closes accept-vs-accept; the six other updateSupplies callers still race and are written up separately. runHarvestInterrupt picked an elite enemy and elite narration off a local `elite` flag, then passed a hardcoded false as isElite to closeOutZoneWin. dropZoneLoot gates masterwork on isBoss||isElite, so beating an elite interrupt skipped the masterwork roll and took standard treasure weight — while the same elite fought via !zone paid out correctly. arenaSeasonRollover marked its job complete even when recordArenaSeasonTitle failed, and JobCompleted short-circuits every later run for that quarter, so a transient SQLite BUSY lost the crown forever. Defer completion on failure; the insert is ON CONFLICT DO NOTHING against PRIMARY KEY (season, kind) and a past season's data is frozen, so the retry is safe. Also: drop dead partySurvivors, collapse the zoneCombatRoster alias into fightRoster, route partyCasualtyLine through joinNames, fold four copies of the expedition column projection into expeditionSelectCols, stop replyDM sending a blank DM, and correct two doc comments describing a path that no longer exists. Deliberately not fixed, with reasons, in gogobee_code_review_followups.md — most notably that both turn-based close-outs skip grantCombatAchievements and persistDnDPostCombatSubclass, which the auto-resolve paths run. |
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3369d7d8fe |
gofmt: bring internal/ and cmd/ back to gofmt -l clean
Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is semantics-preserving, and build/vet/test are green either side. Split out from the code-review fixes that follow so those stay reviewable instead of hiding inside a wall of realignment. |
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08d3053368 |
N3/P6e: a party that fights every room
Only elite and boss doorways seated a roster. Everything else -- exploration
rooms, patrol encounters, harvest interrupts -- resolved through SimulateCombat
against ctx.Sender, and P6d made the walk commands leader-only. So on a 38-room
T5 expedition a party of three fought together twice and the leader soloed the
other ~35, then died alone while two untouched members stood at full HP.
The plan said the N-body core was already there and only the callers passed one
player. It wasn't: SimulateCombat built a one-seat roster internally. But the
resolution primitives already read st.c -- the cursor's Combatant -- because the
turn engine has called them that way since P3. Only the round loop needed
widening.
combat_engine_party.go carries it: simulateParty, simulatePartyRound,
roundInitiative, enemyTargetSeat. Every roster short-circuit collapses for one
seat, copying P3's solo exemptions, so the RNG draw order is unchanged and
SimulateCombat is now simulateParty([]Combatant{p}, ...).Seats[0].
TestCombatCharacterization is byte-identical; TestSimulateCombat_IsTheOneSeatPartyCase
pins the delegation event-for-event across 40 seeds.
zone_combat_party.go carries the callers' half: runZoneCombatRoster fans out the
character-scoped close-out (HP, XP, achievements, subclass, heal items burned,
Misty's repair) per seat, while loot, threat, kill records and death stay with
whoever knows the room. runZoneCombat remains the explicit solo entry point --
the arena calls it, and an arena bout must never drag in a party.
Death is read per seat off HP, never off the fight's terminal status: a timed-out
party can still have lost somebody, and a solo player at 0 HP has already ended
the fight, so PlayerEndHP <= 0 is exactly the old !TimedOut rule.
Preserved deliberately: a solo player can win at 0 HP (a retaliate aura kills the
swinger on the killing blow, and resolvePlayerAttack returns before enemyDown is
consumed) and is not marked dead. A party marks its downed seats dead on a win,
which is what finishPartyWin always did.
Solo T5 re-sweep is unregressed (fighter 47-73%, cleric 20-33%). Party of 3 now
clears 100% of every T5 cell, which is P8's problem: the enemy takes one turn per
round and swings at one seat, so a party of N deals xN damage and each member
takes ~1/N^2 of the solo incoming. An HP scalar cannot close that -- it restores
the fight's duration, not the enemy's action economy.
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32e3148755 |
N3/P7: a party that only fights together twice
Adds -party N / -party-classes to expedition-sim. Followers are seated
through the real !expedition invite / !expedition accept pair, so the
harness measures the tier gate, the busy guard and the supply pooling
rather than a roster hand-built to succeed. A follower who is refused
halts the run: a party reading taken from a walk that was secretly solo
is worse than no reading.
It immediately found what it was built to find. Only elite and boss
doorways seat the roster; exploration rooms, patrols and harvest
interrupts all resolve through SimulateCombat against ctx.Sender, and
P6d made the walk commands leader-only. So on a 38-room T5 expedition
the party fights 2-3 rooms together and the leader solos the rest -
then dies alone, tearing down the run rows only they own.
Measured at L15/16 over dragons_lair + abyss_portal, party of 3, n=15
per cell: zero TPKs and zero member deaths across 240 seats. Every
failure is the leader falling while two untouched members stand at full
HP. Fighter clears 100% (solo: 47-67%), cleric 33-53% (solo: 13-47%).
The band is unreadable until inline combat seats the party, so the C1
contingency - +35% monster HP per member - stays on the shelf; it would
punish the trash the leader already fights alone.
Hence the outcome vocabulary grows a third word. "tpk" used to mean any
run-ending event, which is how a leader dying beside a healthy party
stayed invisible through P5 and P6. Now: tpk (roster dead),
leader_down, fled (run over, leader alive) - read off the death flag,
not off HP, which the close-out leaves anywhere. A one-seat roster
makes leader-dead and all-dead the same predicate, so solo keeps its
labels for a real death.
Two bugs found in review before this landed:
- An unknown class was not an error anywhere: -class fightr built a
1-HP character and reported an ordinary outcome for it. Guarded in
BuildCharacter, not the flag parser, since the leader had the bug
long before parties did.
- The roster short-rest healed the dead - handleDnDShortRest does not
gate on the death flag, so a member killed in a won boss fight got
rested back above 0 and stopped counting as a casualty.
Golden byte-identical; go test ./... green.
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a063e0ccd0 |
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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b333d05443 |
N3/P6c: a fight the whole party sits down for
`!fight` seats the expedition's roster instead of the one player who typed it. Seat 0 is the leader, always: the session row is theirs, the lock is theirs, and `!flee`, the fork, and `!extract` stay their call. A monster that wins initiative now swings before anyone speaks. The session layer used to park every new fight on a player_turn, which is true of the hardcoded solo order and a lie about a party's -- the enemy would forfeit round 1 and nobody would notice. `startPartyCombatSession` rolls the order and sets the phase from it; `handleFightCmd` settles the round before it announces, so the opening block narrates the hit rather than quietly showing its damage. Members were invisible to two commands that had no business ignoring them: `!cast` queued a spell for "next combat" while its caster was standing in one, and `!rest` healed a seated member to full mid boss fight. Both now resolve through the party. Nobody leaves without an answer. A downed member's `!fight` opens the party's fight and tells them why they are not in it. The leader's `!extract` reaches everyone it drags out of the dungeon, and everyone rolls for what moved into their house while they were gone. Supplies burn at 50% x N x 4/5 -- a party eats more than one and less than N. The ratio is exact: 0.8 as a float truncates a party of three to 119%, a permanent tax nobody would have found. Solo is untouched, byte for byte. One seat means one build, one INSERT, no participant rows, the same RNG draws in the same order -- the combat characterization golden does not move, and neither does the balance corpus. |
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1928f75c19 |
N3/P6b: a party you can actually ask someone to join
!expedition invite / accept / decline / party / leave. The invitee buys their own loadout and it pools -- a party is a shared burden, not a free ride. The plan said invites close "before the first walk". That is not a window, it is a race: autoRunMinExpeditionAge leaves a fresh expedition alone for thirty minutes and then the autopilot starts walking it, and the leader's own !expedition run can beat it there. Thirty minutes is not enough to ask a friend who is asleep. So two changes to what the plan specified: - The window is all of Day 1, not the first step. Supplies burn at the night rollover, so a companion who arrives three rooms in pays and receives exactly what one who arrived at the gate does. - An unanswered invite pins the autopilot: loadExpeditionsForAutoRun skips any expedition somebody has been asked to join. The leader must not be dragged into a boss room while their friend reads the DM. Bounded by expeditionInviteTTL (2h) in the query itself, so a forgotten invite costs an afternoon, not the expedition. New table expedition_invite. Absent == nobody was asked, which is true of every expedition predating N3 -- nothing to backfill, same reading that let expedition_party and roster_size ship without one. Details worth keeping: - Outstanding invites count against expeditionPartyMax. Otherwise a leader asks four people and three accept. - Pooling raises Current *and* Max. supplyDepletion reads the ratio, so folding in only Current would read as the party suddenly starving. - A member's supplies stay in the pool when they !leave. They were spent on the expedition, not lent to it; clawing them back would let someone starve the party on their way out. - assertNotAdventuring guards expeditions and rosters but not bare zone runs, so accept checks getActiveZoneRun itself -- startExpedition does. - A party is not a taxi: zoneOpenToLevel gates the invitee on the same tier rule !expedition start applies to the leader. - releaseParty now clears invites too, or someone could accept onto a corpse. - expeditionCmdStatus and the bare `!expedition` switched to activeExpeditionFor, and a member typing `!expedition go 2` is told the leader picks the path instead of falling through to `start` and being told "2" is an unknown zone. Combat still seats one player -- handleFightCmd is P6c. go test ./... green, golden byte-identical. |
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0f144fa335 |
N3/P6a: let a member find the run they're standing in
Every ownership lookup in the adventure module keys on a user id, and a party member owns no row: not the expedition, not the zone run. P4 gave them activeExpeditionFor; this gives them activeZoneRunFor, and gives the DM seams the audience they never had. - activeZoneRunFor(user) -> (run, isLeader, err). An owner's lookup is exactly getActiveZoneRun, side effects and all -- in particular the §4.3 idle reap, which force-extracts the wrapping expedition. A member must never re-enter it, or glancing at the map would end the leader's run. Pinned. - expeditionAudience / fanOutExpeditionDM. Briefing, recap and digest all DM'd id.UserID(e.UserID) alone. They now loop the roster, which partyMemberIDs collapses to exactly the owner when there is none -- so a solo expedition sends the same bytes to the same user it always has. The briefing's body is expedition-scoped but its pet prefix is not: each member has their own pet and their own sheet, so the roll rides a per-reader decorator (the shape P5 settled on for combat narration). The digest's A6 event anchor rolls per member for the same reason. - releaseParty on every terminal transition. A seated member is barred from adventuring elsewhere, so a roster outliving its expedition strands the party. Deliberately NOT on 'extracting': that is a 7-day resumable limbo and !resume must bring everyone back. The roster clears when the window lapses to 'failed', which routes through completeExpedition like the rest. Rosters are still empty in production -- nothing seats a member yet -- so every loop here has exactly one element and the whole change is a no-op until P6b. Golden byte-identical, go test ./... green. |
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e8d06195ac |
N3/P5: a fight that knows whose turn it is
A solo fight is a conversation: the player types, the engine answers, and
nothing happens in between. A party fight is a queue, and three things follow.
Turn ownership. Only the seat on the clock may act, so beginCombatTurn resolves
the sender's seat and refuses the rest before anyone spends a slot or burns an
item. A fight lock, because three members typing !attack at once took three
different user locks and the check would have passed for all three: it takes the
fight's lock (keyed on seat 0) then the member's own, always in that order, and
a solo fight -- whose owner is the sender, and sync.Mutex is not reentrant --
takes exactly the one lock it always took. And a turn deadline, because one
member who wanders off must not freeze the other two for the hour it takes the
session reaper to wake up.
The deadline is three minutes, not the plan's sixty seconds. The sweep rides the
existing one-minute ticker, so any deadline really fires in [d, d+1m); and
expeditions here run for days, so the asymmetry favours patience over robbing
someone of their boss turn while they read the room on their phone. A lapse
latches that seat onto the auto-picker for the rest of the fight, so an absent
member costs the party one wait rather than one per round. Typing anything hands
the wheel back. Solo is never swept.
Three seat-0 leaks fixed on the way past, all of which would have surfaced as
the leader quietly doing everyone's business:
- mid-fight buffs folded into the session's embedded ActorStatuses, so a
member casting Shield on themselves would have armoured the leader;
- pickAutoCombatAction read sess.PlayerHP and Statuses.ConcentrationDmg, so
playing an away member's turn would have healed the wrong person and
re-armed the wrong aura;
- runCombatRound rested on any player_turn, and a downed seat still holds one
-- the round would have come to rest on a corpse and waited for a dead
member to type !attack. settleCombatSession drains it. beginCombatTurn
settles before reading the clock, which also fixes a latent solo bug: a
fight interrupted mid enemy_turn resumed parked there and silently ate the
player's next !attack.
The narration turned out to be written in the second person -- "You score 9
damage", "A hit gets through your guard" -- so swapping a name per seat would
have told three people they each landed the same blow. A round is rendered once
per reader instead: your own events go through the untouched flavor pool, your
allies' through a terse third-person summary. CombatEvent carries the seat to
make that possible, stamped once per phase step rather than at the twenty-odd
append sites in the primitives, which emit against the cursor and know nothing
of seats.
Closing out fans along the seam the data model already cut. Threat, the
zone-kill record, the boss-defeat drop and the run teardown all resolve through
getActiveExpedition or getActiveZoneRun, and a member owns neither row -- so
they fire once, for the owner. Fanning them out would have tripled the threat a
single kill costs. HP, XP, loot and death are the character's, and every seat
gets their own. A member can be dead in a fight the party won, so death is read
per seat off HP, not off the session's status.
The reaper stays attack-only. Finishing an abandoned fight should not quietly
burn the player's spell slots and potions; the deadline latch does use the
picker, because that member is mid-fight with a party waiting on them.
startPartyCombatSession has no production caller yet -- handleFightCmd still
opens a solo session. P6 seats the party.
TestCombatCharacterization is byte-identical: solo balance did not move.
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d7d0230223 |
N3/P4: give every seat a row of its own
The turn engine seats a party since P3, but only seat 0 survived a suspend: seats 1+ reopened from their Mods on every step, rearming their once-per-fight one-shots -- a party Halfling rerolled a nat 1 every round. Split CombatStatuses into the fight-scoped half (the enemy's stance, the round cursor) and the per-character half, ActorStatuses. The embed is anonymous and untagged, so statuses_json stays the same flat object it always was and every in-flight prod row decodes unchanged. Seat 0 keeps living on combat_session. Seats 1+ get combat_participant rows. That asymmetry is the point: a solo fight -- which is every fight that has ever run, and the whole balance corpus -- writes exactly the bytes it wrote before, and no participant rows at all. roster_size guards the read, so the solo loader never issues the second query. Parties commit their seats in the same transaction as the session row; solo keeps its single unwrapped UPDATE. expedition_party is the co-op roster. No party_id on dnd_expedition: expedition_id already identifies the party, and a second key would be a second answer to "who is in this party". Absent means solo, in both new tables, so neither needs a bootstrap backfill. The combat characterization golden is byte-identical. Also seeds and re-powers the two statistical subclass tests. They drew from the package-global RNG, so their verdict depended on how much randomness every test declared before them happened to consume -- which is why they flaked on a clean tree. Sweeping 40 seeds: Precision Attack had a mean margin of +127 wins against a +50 threshold but a worst case of -42, and Assassinate averaged +12.8 with two seeds outright negative. Both effects are real; the trial counts were too low to see them. Seeded, and raised to 24000/6000 trials, where all 40 seeds clear. |
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ec614e84f1 |
N3/P3: initiative, and a turn engine that seats a party
The turn engine ran a fixed player -> enemy -> round_end phase machine over one player and one monster. It now runs a round as a sequence of seats. turnOrder derives that sequence per round. A solo roster short-circuits to the historical [player, enemy] and rolls nothing -- the duel has never had initiative, and handing the monster a coin flip on who swings first would be a live balance change. A party rolls it with the auto-resolve engine's own formula (speed + d10 + InitiativeBias). Every seat in a round shares a (round, phase) pair, so the acting seat is mixed into the RNG *seed* rather than the stream. Seat 0 and the enemy sentinel mix to nothing, which is what keeps a solo fight drawing exactly the pre-roster stream across a suspend/resume. The round cursor persists as Statuses.TurnIdx, omitempty so no solo row carries it. A fight that was in flight when the field landed decodes it as 0; turnIdxForPhase reconciles that against Phase, which is the older and load-bearing field. Without it, a suspended enemy_turn would resume, step, and land back on enemy_turn forever. The enemy now picks a target uniformly among the standing roster (solo draws nothing), a downed seat forfeits its turn silently, and the fight is lost only when anyAlive() goes false -- not when the acting seat drops. That last one fixes a latent solo bug on the way past: resolvePlayerSwings returns false when a retaliate aura kills the swinger between extra attacks, and the old code walked that corpse into the enemy's turn. commit() reads seat 0 explicitly instead of the cursor, which the enemy turn parks on its target and round_end walks across the roster. TestCombatCharacterization is byte-identical: solo balance did not move. |
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41f98b721a |
N3/P2: give the combat engine an N-player roster
Splits combatState into a fight-scoped half and a per-character half. Everything that belongs to one PC -- HP, ward/spore/reflect charges, heal charges, poison ticks, the death save, Lucky/Rage, the first-attack one-shots, the arcane ward, concentration, and the debuffs an enemy stacks onto a specific character -- moves to a new `actor`. What belongs to the fight stays: the enemy pool, the enemy's stance (evade/block/advantage/retaliate/regen/survive), the round counter, the event log, and the RNG stream. combatState embeds *actor, so the promoted fields keep their names and all ~230 existing reads (st.playerHP, st.wardCharges, ...) compile untouched. The embedded pointer is a cursor: seat(i) points it at a roster member. Solo seats one actor and never moves the cursor, so the draw order off the single RNG stream is unchanged. That is the whole point. TestCombatCharacterization -- 57 scenarios x 5 seeds, 7468 pinned golden lines -- is byte-identical before and after. Solo combat provably did not move, so the d8prereq balance corpus survives the parties work and only party bands need new baselines in P7. Hold-person is fight-scoped (holding the enemy holds it for everyone) while stat_drain/debuff/max_hp_drain are per-character, which is why they landed on opposite sides of the split. No multi-actor *semantics* here: nothing yet decides who the enemy swings at or how initiative interleaves N players. That is P3. This commit only lands the data model, and the roster tests cover what the solo golden structurally cannot see -- cursor isolation, shared-state visibility across seats, and the pointer embed (a value embed would silently copy on seat() and fail the round-trip assertion). |
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fc0dff710e |
N3/P1: widen the combat characterization golden
The roster refactor (N3 parties) has to prove it doesn't move solo
combat, or the d8prereq balance corpus dies with it. The existing
golden pinned 22 scenarios; it missed everything the refactor is most
likely to disturb:
- ExtraAttacks (the lever J1 moved) and the rest of the 2026-05-16
class-identity mods: sneak attack, hunter's mark, divine strike,
thorn lash, crit threshold, first-attack bonus, assassinate,
berserker rage, spirit weapon, arcane ward, heal charges
- the race passives (lucky reroll, orc rage, poison/fire resist)
- all 13 Phase 13 bestiary slice 3+4 effects, none of which had a
pin: evade, block, advantage, retaliate, regenerate, survive_at_1,
stat_drain, debuff, max_hp_drain, spell_resist, reveal_action,
fear_immune, ally_buff
- phase-scoped ability gating and the environment hazard path
22 -> 57 scenarios, 2047 -> 7468 golden lines. The pre-existing golden
is a byte-exact prefix of the new one, so no existing pin moved.
Enemies are sized per scenario (tanky/hardHit) so per-hit and
per-swing riders accumulate instead of dying in the opening round, and
abilities proc at 1.0 so the pin captures the effect, not the roll.
Verified every new scenario emits its distinctive event.
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ae5762fc91 |
R2: !revisit <N> -- walk back one edge, for +1 threat
Retires forward-only navigation. `!revisit <N>` (alias `!zone revisit`) walks one graph edge back to a room in VisitedNodes, chosen by the number the player reads off !map's Path strip. Edges are directed, but a corridor you walked down is a corridor you can walk back up, so adjacency checks both directions. !map now prints the legal targets. Cost is +1 threat, not the discount the plan specced. There was nothing to discount: movement charges neither threat nor supplies, and a cleared room fires no combat, so backtracking was free. +1 mirrors harvest noise -- less than a fight (+5) or an elite (+8). Standalone runs have no threat clock and pay nothing. A siege guard refuses the move at threat >= 99: siege is one-way sticky, and a player must not be able to strand their own expedition on a move they made to go pick up a herb. The plan claimed terminal CombatSession rows already prevent re-triggering a cleared room. They gate only Elite and Boss, at the doorway. An Exploration room re-entered resolveCombatRoom unconditionally and a Trap room re-armed -- so revisit would have been an infinite farm: step back, advance, repeat. resolveRoom now early-returns on an already-cleared room. No-op forward-only, since advance clears a room only after resolving it. Autopilot is ticker-driven with no on/off switch, so it would have walked the player straight back out of the room they revisited. grantAutorunGrace stamps last_autorun_at to buy one cooldown window. That is a stopgap; R5 still owes the real policy. Fork re-pick stays deferred to R3: revisit refuses while a fork is pending, because advance and `!zone go` resolve node_choices without checking which node the player is standing on. |
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31e3d69d8d |
R1: split "where am I" from "how far have I walked"
Backtracking (revisit R2) breaks the assumption every zone-run caller quietly relied on: that CurrentRoom == len(VisitedNodes)-1. Position and progress have been the same number only because navigation was forward-only. Split them. CurrentRoom is now the first-entry index of CurrentNode in VisitedNodes -- the room number the player was shown on the way in, and the salt that enemy/trap/harvest/encounter keys hash. A revisited room therefore resolves to the same room. RoomsTraversed is a new monotonic step counter, persisted, backfilled from visited_nodes for in-flight rows. The audit found only two progress-shaped reads. narrationCadence moves to RoomsTraversed so a backtracking player draws fresh flavor rather than replaying the entry-room lines. The other was a latent bug: zoneCmdGo labelled the room it moved into as CurrentRoom+1, which is only correct at the frontier; advanceZoneRunNode now returns the true path index. VisitedNodes becomes an ordered set and RoomsCleared becomes idempotent -- both no-ops while navigation is forward-only, both load-bearing after R2. No player-visible behavior change. Nothing to route off RoomsTraversed for threat/SU: verified at HEAD that movement charges neither. Threat comes from combat, supplies burn per day. The revisit plan's cost model claimed otherwise and has been corrected -- R2's "discount" is really a net-new cost decision. |
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adcc62112b |
N2/B1+B4+C4: tempering, the expedition achievement wing, arena seasons
B1 — tempering. `!adventure temper` pushes an owned magic item one rung up the rarity ladder at the blacksmith, capped at Legendary. Rarity lives on the registry definition, so an upgraded instance records its progress as a `temper` step count on its own row (adventure_inventory, magic_item_equipped) and effective rarity is derived on read. The stored base rarity is never written back, so an item cannot double-bump across a load/save round-trip. Effects flow through the existing rarity scalars — no new combat math, and the Legendary cap means this accelerates reaching the current ceiling rather than raising it. Costs mirror the crafting ladder (10k/25k/60k/150k, Foraging 15/20/25/30). Only the Legendary rung consumes a T5 material; gating the lower rungs on one would make tempering unreachable until a player already clears T5. Two plan anchors were wrong: thyraks_core and portal_fragment are not loot-note strings needing promotion — they are UniqueAlways slate entries that already materialize as inventory rows on every T5 clear. B4 — expedition achievement wing: first-clear and all-zones-cleared per tier (10), a quiet-clear for keeping peak threat under 50, and temper_legendary. The quiet-clear requires max_threat_seen to be *present*, not merely low: recordMaxThreat samples only on day rollover and never stores a zero, so an absent key means no threat history, not low threat. The plan's no-death-T4 achievement is not shipped — no per-expedition death counter exists — and pet-saved-my-life already ships as combat_pet_save. C4 — arena seasons. Standings are derived from arena_history.created_at per calendar quarter rather than wiping arena_stats: same visible reset, but lifetime totals survive for `!arena stats` and no destructive job can fire twice. Crowns archive to arena_season_titles rather than player_meta.title, which already carries the Survivalist milestone. Rollover rides the existing midnight ticker and self-dedups on the season key, so a bot that was down on the boundary catches up on its next wake. |
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0c603cfece |
appservice: recover undecryptable events with an m.room_key_request
An inbound event whose megolm session hadn't arrived yet was logged and dropped. The keys are usually merely in flight — a to-device m.room_key racing the room event — so the message was lost to a few hundred milliseconds. On NoSessionFound, wait 3s for the session to land; if it doesn't, send an m.room_key_request and wait 22s more, then decrypt and re-dispatch. A 55s budget bounds the whole recovery so a permanently-unreadable event can't pin a goroutine. Runs detached from the transaction context, which is cancelled the moment we ACK — long before keys could arrive. This duplicates cryptohelper.HandleEncrypted's own 3s/22s ladder on purpose: that path is gated on a /sync token in the context, which appservice transactions never carry, so wiring ch.ASEventProcessor would still drop these. Note this does not touch the separate stale-megolm case, where a quiet room stays unreadable until the sender's session rotates — no key request helps there, and it self-heals. |
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1adcd05dc7 |
cross-signing: persist the bot's identity instead of reminting it every start
Both session paths called GenerateAndUploadCrossSigningKeys unconditionally on every start. That published a fresh cross-signing identity each time the bot restarted, so every user's client saw the bot's verification break and had to re-verify it. The freshly-minted recovery key was only ever logged, never kept, so the identity couldn't be recovered either. bootstrapCrossSigning now mints once, persists the recovery key to DATA_DIR/cross_signing.json (0600), and on later starts reuses the stored identity untouched. Two escape hatches, both normally unset: CROSS_SIGNING_REGENERATE=1 forces exactly one remint (every user must then re-verify), and CROSS_SIGNING_RECOVERY_KEY imports an identity created before the bot persisted its own key. Shared by the appservice and masdevice paths, which had drifted into two copies of the same block. |
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ba7b20dfe5 |
url previews: stop dropping thumbnails on body cap and HEAD-403 CDNs
Two independent causes, both silent: LimitedBody returned an error once the cap was hit, so scrapeOG failed the whole goquery parse on any page over 2 MiB — even though og: tags live in <head>, near the top. Hitting the cap is a truncation, not a failure: return io.EOF and let the parser decide whether it found what it needed. Sized against the pages actually posted here (n=14): og:title landed within the first 7 KiB on twelve, worst case ~600 KiB. validateImageURL HEAD-probed the image and bailed on non-200. Some publisher CDNs (dims.apnews.com among them) answer HEAD with 403 while serving the same URL over GET, so their thumbnails were always dropped. Probe with HEAD first, fall back to a ranged GET asking for the first KiB. A 206 declares the full size in Content-Range's "/119070" suffix rather than Content-Length, so the tracking-pixel filter reads size from there. |
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b5493a0e79 |
N1/A4+A6: wire the stubbed milestone rewards, re-anchor mid-day events
A4 — the three "deferred to hookup" milestone grants now pay out:
Long Game (T5 clear) guaranteed Legendary via pickMagicItemForRarity
-> dropMagicItemLoot, rendered in a new
milestoneAward.Extra block.
Survivalist (clean T3+) writes AdventureCharacter.Title and announces to
the games room. No schema bump — player_meta.title
already exists and saveAdvCharacter persists it.
Two Weeks (day 15) restocks 3 days of rations (clamped to Supplies.Max)
and grants 3 zone-tier consumables.
Two Weeks was specced as +5 max HP "via the expedition row". Dropped: combat
MaxHP comes from stats.HPBonus, built in combat_stats.go from gear/arena/
housing with no expedition in scope. Threading one through would leak an
expedition-only buff into the sim's balance corpus. A supply cache
self-expires with the run and needs no combat math.
A6 — mid-day events rolled 0.5%/player/day from a deferred ticker slot: one
sighting per ~200 days. The roll and its roll-minute scheduler are gone.
Events now fire where the player is demonstrably present and reading a DM:
the end-of-day digest (8%), a sale at Thom's (5%), and an arena cashout (5%),
capped at one event per player per UTC day. A player who hits all three lands
at ~1.19/week. tryTriggerEvent returns bool so a bail (dead / mid-fight /
event already active) hands the day's slot back rather than burning it.
The frequency test drives its own seeded PCG over the chance constants and
the daily cap, so it measures the policy and can't flake on global RNG order.
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c9df282fde |
N1/A5: ticket sales fund the community pot
`!lottery pot` has always claimed "pot is funded by ... ticket sales", and the draw debits prizes from that pot -- but handleLotteryBuy only debited the player, so ticket euros were burned and the lottery ran as a pure drain on rake income from elsewhere. Credit the pot after lotteryInsertTickets succeeds, so the refund path can't strand money in it. Watch pot-drain-vs-rake per project_lottery_economics: if weekly pot growth jumps, tune the prize tiers rather than the ticket price. |
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e8f4863ae0 |
N1/A1-A3: rewire the drop systems Phase R orphaned
Treasure, masterwork, and consumable drops each had zero call sites: they only ever fired from the legacy daily activity loop, which adventure.go now intercepts with a deprecation DM. Hook all three to the zone-combat seam. A1 - treasure: rollAdvTreasureDropDetailed takes a weight, applied to the base rate. Boss x4, elite x2, standard x1, plus one x1 roll on zone clear. Near-miss DMs now fire only for weighted moments; at x1 on autopilot they'd land on ~3% of every kill. A2 - masterwork: the catalog is keyed to mining/fishing/foraging, so the dungeon lookup returned nil and the hook would have been a silent no-op. masterworkDefForZone rolls across all three slot lines at the zone's tier. Flavor now follows loc.Activity rather than the item's catalog line, with a new dungeon pool - a crypt boss must not narrate a pickaxe striking ore. A3 - consumables + ingredients: the audit found more than the four named ingredients were stranded. generateAdvLoot is reachable only from resolveDungeonAction, which has no callers, so all four legacy loot tables were dead and every one of the 12 recipes was uncraftable. rollZoneIngredient draws from those tables directly at the zone's tier, reviving them wholesale rather than re-keying 24 ingredients into the per-zone slates. |
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a4f162d2ee | appservice: heartbeat presence every 20s to beat Synapse's 30s offline timeout (was flapping at 60s) | ||
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0f82a088f9 | appservice: start presence heartbeat before plugin init so bot shows online from boot | ||
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d3f42009f7 | appservice: heartbeat presence online so bot shows green while running | ||
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6387380d0a |
Add appservice auth mode behind AUTH_MODE; land device grant
Two things, entangled in the working tree because
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20d1f92f97 |
Replace appservice auth with MAS OAuth 2.0 device grant
The appservice approach was wrong for a /sync bot: Synapse forbids appservice-namespace users from /sync (sync.py raises NotImplementedError, 'we no longer support AS users using /sync'), so the bot received no events. Authenticate instead via the MAS OAuth 2.0 device grant (RFC 8628): - internal/bot/masauth.go: discover MAS endpoints from well-known+OIDC, dynamic client registration, device-code flow (prints approval URL once), persist rotating refresh token in data/mas_auth.json, refresh access token. - internal/bot/client.go: obtain token via device grant, keep bot a NORMAL user (so /sync works), background refresher updates the live client, E2EE via cryptohelper on a fresh device. - main.go: drop AS_TOKEN; remove registration.yaml.example; docs updated. First run needs a one-time browser approval as the bot user; thereafter the bot refreshes silently. |
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48330be3d5 |
Migrate Matrix auth to appservice (MAS-durable)
Replace password login + password-UIA cross-signing with appservice as_token auth and MSC4190 device creation, so the bot survives the Matrix Authentication Service (MAS) migration that removes m.login.password and UIA. - internal/bot/client.go: NewClient uses AS_TOKEN, SetAppServiceUserID, whoami validation, cryptohelper MSC4190 device create; drop device.json (crypto store persists device id); cross-signing best-effort/soft-fail. - main.go: Config.Password -> ASToken (reads AS_TOKEN). - internal/util/auth.go: deleted (password login dead in a MAS world). - Bump mautrix-go v0.28.0 -> v0.28.1. - registration.yaml.example + README/.env.example: appservice setup docs. |
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c07d228be6 | Merge email-nag into main | ||
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f93fddd1d6 |
Add email-nag plugin: collect+verify missing Authentik emails over Matrix DM
One-shot MAS-migration helper. DMs a fixed target set of users with no email on file in Authentik, collects an address, verifies inbox ownership with an emailed 6-digit code (via Resend), and only writes it back to Authentik after confirmation — so a mistyped/hostile address never becomes a live recovery address. FSM state persists in email_nag_prompts so restarts never re-nag anyone done or mid-flow. - Per-user rolling-1h cap on verification emails (EMAIL_NAG_MAX_SENDS_PER_HOUR) to prevent send-spam abuse. - Misconfig disables only this plugin instead of aborting bot startup. |
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7c19788b52 |
Merge long-expeditions-d1 into main
Brings the J3 / long-expedition track up to main, including link-thumbnail og:image previews + WOTD default-off. |
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8122973b74 |
Link thumbnails: post og:image previews + WOTD default-off
URL link previews now post the page's og:image as an inline m.image thumbnail above the title/description reply. All outbound fetches in the preview path (page scrape, image HEAD probe, image download) route through a new SSRF/DoS-hardened safehttp client so a posted link can't steer fetches at loopback/RFC1918/cloud-metadata IPs or OOM the parser. Also flips the daily WOTD auto-post to opt-in (ENABLE_WOTD_POST=true) instead of opt-out. |
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cbfca525f5 |
Lift caster trailers: concentration re-tick + Josie caster-aid bootstraps
Diagnosed a cleric "death loop" (L14 dying at T2/T3 bosses while over-levelled): the boss isn't overtuned — caster sustained DPS is under-delivered, compounded by a fragile healer build. Engine fix — concentration AOE re-tick: - Concentration damage spells (spirit_guardians, heat_metal, spike_growth, call_lightning, flaming_sphere) now tick the enemy every round at round_end instead of resolving as a one-shot, via a new CombatStatuses.ConcentrationDmg armed on cast and round-tripped through the turn engine. Closes the long-tracked turn-engine concentration gap; the burst still lands the casting round, then the aura lingers. - Sim picker skips re-casting an already-active aura (models competent play and prevents a burst+aura double-dip). Re-baseline (n=30 sweep + n=100 confirm): bard +47pp T3 (heat_metal), druid +3-7, cleric/mage flat, fighter unchanged — no regressions. Player-data bootstraps (idempotent, run once on Init): - bootstrapCasterSpellBackfill: ensureSpellsForCharacter only seeds an empty book, so defaults added after a character's roll never reach it. Backfill missing defaults into known+prepared for existing casters (gives the affected cleric inflict_wounds + a working healing_word, since her healing_word_spell is a dead alias). - bootstrapGrantStarterPet: one-off L10 pet for an endgame player who never got the morning arrival roll; adds per-round proc damage + deflect. - TestScenario_JosieCasterAid verifies both against a copy of the live DB, incl. idempotency. Also fix a pre-existing wall-clock flake in TestFireBriefings_EventAnchoredActivePlayerDelivers (start_date defaulted to real now, filtering the row out when the suite runs after 06:00 UTC). |
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f4a39b46e9 |
Fix expedition soft-lock: extract on run idle-timeout + auto-pick stale forks
getActiveZoneRun's 24h stale-run reaper abandoned the run but left the wrapping expedition status='active' pointing at a dead run. The autopilot then read run==nil and bailed while briefing/recap tickers kept firing, so the player soft-locked at the last fork with no way to route on. The reaper now force-extracts the wrapping active expedition (run-loss seam) when it reaps that expedition's current run. Root cause was a background fork: the autopilot can't pick for the player, so the run idled all the way to the reaper. Add an 8h forkAutoPickTimeout — a background fork left unanswered that long now auto-picks the first unlocked route (same path as !zone go) and keeps walking; all-locked forks are left for the player. Foreground !expedition run still always prompts. Tests: idle-timeout extracts the expedition; stale fork takes the available route; all-locked fork stays intact. |
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6a47be34bc |
Honor IGNORED_BOTS env var: global sender ignore at dispatch
IGNORED_BOTS was set in .env but never read by any code; only the URL-preview plugin filtered, and via a different unset var (URL_PREVIEW_IGNORE_USERS). Parse IGNORED_BOTS in NewRegistry and short-circuit DispatchMessage/DispatchReaction so ignored senders (e.g. @pete:parodia.dev) are dropped before any plugin runs. |
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667f87f9d0 |
Fix SQL errors for D&D-only players: seed player_meta on setup confirm
!setup confirm wrote only dnd_character, never the canonical player_meta seed row. A player who built a character via !setup and played purely in the D&D/expedition system (which writes inventory directly, bypassing ensureCharacter) ended up with no player_meta — so every legacy-layer command's loadAdvCharacter returned 'sql: no rows in result set'. dndSetupConfirm now routes through ensureCharacter (which seeds player_meta + tier-0 equipment on first contact) instead of a bare loadAdvCharacter. Also fix !wotd force: it was deleting from a non-existent job_completed/job_key table (silent no-op that left forced re-posts blocked by the stale dedup row). Now clears the real daily_prefetch rows and checks the error. |
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1b8d13e0dd |
J3 D11: T5 difficulty lift (leaders-define-band) + empty-EnemyID combat guard
Boss-only tuning at the L15/L16 mid-range (D8-f #2 had tested T5 at the L12 floor where everything walls). The two T5 zones needed opposite treatment: - dragons_lair (infernax): impossible wall, leaders 0-2% -> HP 546->405, AC 22->20, frightful-presence stun 0.80->0.40, multiattack 49->42. - abyss_portal (belaxath): leader faceroll 88-92% -> HP 262->300, AC 19->20, multiattack 40->41. Final n=50: leaders 61% at L15 (both zones), 72-79% at L16 -- same leaders-define-band shape as T4; casters ~0% (J3 caster-track gap, not monster-tunable). Bosses are the sole binding lever (every run decided at the boss; standard/elite pools already survivable). Also harden handleFightCmd: a malformed bestiary entry with an empty ID was silently persisting an enemy-less combat session that spun to autoDriveCombat's 200-round cap. Now treated as a bestiary miss (fail loud). Writeup: sim_results/t5_findings.md (gitignored). |