The game-side half of setting out, going back in, and hiring the sitter from
the web. Each is the existing command minus its framing: performExpeditionStart,
performResume and performBabysitPurchase now hold the guards and the money, and
!expedition start, !resume and !adventure babysit are what is left over. So a
departure booked from a phone is the same departure - same eligibility chain,
same supply freebies, same opening log line - rather than a second one that
drifts.
Refusals travel as advRefusal, which wraps a sentinel AND carries the finished
sentence. That is what lets the commands keep the exact copy they always sent
while the web gets a machine-readable verdict.
All three spend coins on a retrying wire, so the debit is keyed to the order
guid and a re-offer cannot charge twice. The subtle half is what a re-offer
should ANSWER: a settled debit plus an already-started expedition means the
order worked and lost its ack, not that the player is busy, so it reports
applied instead of refusing the thing it did. Nothing refunds-then-retries -
after a refund the keyed debit will not charge again, so a retry would hand over
the goods for free, and every failure past the debit is therefore permanent.
Also fixes a deadlock that predates all of this: !expedition extract and
!expedition resume are aliases for two commands that take the per-user lock
themselves, and the alias dispatcher already held it. Since it is a plain
sync.Mutex the handler blocked forever and, because the deferred unlock never
ran, every later adventure command from that player wedged too. It does not
fail loudly on regression - it hangs - so the new test asserts with a timeout.
Claude-Session: https://claude.ai/code/session_012bxpQQJDjC1mTtLN3VVtBQ