fix: anchored times shift only while still running at save start (#2730)
Follow-up to #2729. ## Problem At load, `ReadAnchoredTime` shifted **every** anchored value forward by the downtime, including values that were already in the past when the save started. That caused two problems. **An expired deadline came back.** A deadline that passed 5 minutes before a 30-minute outage loaded 25 minutes in the future. For example: - `Sheep.NextWoolTime`: a sheep that was ready to shear stopped being ready. - `PlayerVendor.NextPayTime`: an overdue payment was pushed back. - `BaseCreature.SummonEnd`, the spell fields' `End`, `TransientItem.Expiration`, and the ChampionSpawn times could move the same way. **Records were rewritten for nothing.** The first save after every restart rewrote: - stamps of things that had already happened: VirtueContext's `LastHonorUse`, `LastSacrificeGain`, the four `Last*Loss` stamps, and `Corpse.TimeOfDeath` - every deadline that had expired long ago. ## Change - **`IGenericReader.AnchoredTimeOrigin`** is the loaded save's start time. - `GenericEntityPersistence` and `GenericPersistence` set it from `World.LoadedSaveStartTime`. - `BufferReader`, `UnmanagedDataReader` and `BinaryFileReader` expose it. - **`ReadAnchoredTime` returns any value at or before the origin exactly as saved.** - A deadline still running at save start is shifted as before and keeps its remaining time. - Readers without an origin keep the old behaviour. - **This covers every anchored field, including generated ones.** Generated `[AnchoredDateTime]` fields call `reader.ReadAnchoredTime()`, so the one change covers all 26 generated fields as well as the manual reads. `[DeserializeTimer]` only restores timers that were running at save time, so it is unaffected. - **The `[AnchoredDateTime]` section of `dev-docs/serialization.md` and the `WriteAnchoredTime` doc comment describe the new rule.** ## Behaviour change Downtime now counts toward windows measured from a past stamp: | Window | Length | |---|---| | Honor use | 5 minutes | | Sacrifice gain | 1 day | | Virtue atrophy | 7 days | | Instanced corpse looting | 3 minutes | A 30-minute outage makes a 7-day atrophy fire about 0.3% sooner. No format change. ## Tests New tests in `AnchoredTimeTests`: - A deadline running at save start keeps its remaining time. - A deadline that passed before save start stays passed. - A past stamp is not shifted. - A value exactly at save start is not shifted. `Server.Tests`: 845 passed. `UOContent.Tests`: 1140 passed.
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@ -103,7 +103,8 @@ public abstract class GenericPersistence : Persistence, IGenericSerializable
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// These payloads carry no anchor of their own; they inherit the save-wide
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// shift stamped while the entity indexes were read (indexes always load
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// before persistence payloads — see Persistence.Load).
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AnchoredTimeShift = World.LoadTimeShift
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AnchoredTimeShift = World.LoadTimeShift,
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AnchoredTimeOrigin = World.LoadedSaveStartTime
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};
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Deserialize(dataReader);
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