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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@ -261,14 +261,17 @@ Best for fields that are usually small values (counts, IDs, indexes).
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### [AnchoredDateTime]
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**Target**: `DateTime` field
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**Effect**: Stores the absolute UTC instant; at load it is shifted forward by the downtime
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between the save and the load (using the save-start anchor in the save's index file), so
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server downtime does not consume the remaining time. `DateTime.MinValue`/`MaxValue`
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**Effect**: Stores the absolute UTC instant. At load, a value still in the future when the save
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started is shifted forward by the downtime between the save and the load (using the save-start
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anchor in the save's index file), so server downtime does not consume the remaining time. A
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value at or before the save start is loaded as saved: an expired deadline stays expired, and a
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"last happened at" stamp lets downtime count toward its window. `DateTime.MinValue`/`MaxValue`
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sentinels pass through unshifted.
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Prefer this for deadlines and "elapsed while running" values. Unlike `[DeltaDateTime]`, the
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stored bytes do not change on every save when the value is unchanged, keeping idle saves
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byte-stable.
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Use this for deadlines. A field that only records when something happened (a last-use stamp)
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never shifts, so it may equally be a plain `DateTime`. Unlike `[DeltaDateTime]`, the stored
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bytes do not change on every save when the value is unchanged, and only deadlines still running
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at save time change across a restart.
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```csharp
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[AnchoredDateTime]
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