fix: stop items from insta-decaying when decay eligibility is restored without a move (#2583)
## Summary A GM flipping `Movable` back on for a long-frozen item made it vanish within one scheduler tick. The setter registered the item with a deadline computed from its stale `LastMoved`, so `ProcessActiveQueue` deleted it almost immediately. The pre-#2311 save-time sweep had the same semantics, just hidden behind the save cadence. The same failure existed for `Visible` and `Spawner` transitions. `LastMoved` is deliberately left meaning actual movement — it feeds vendor inventory expiry and house moving-crate checks — so the fix does not rewrite it for state changes. ## Changes - **`DecayResetTime`** (CompactInfo-backed): the decay countdown runs from the later of `LastMoved` and this stamp. `RestartDecay()` stamps it only when the item can decay and the stamp extends the current deadline, so hot paths with a fresh `LastMoved` allocate nothing. - **`Movable`/`Visible`/`Spawner` setters** call `RestartDecay()` instead of registering a stale deadline. - **Region-refusal retry** in `DecayScheduler` uses `RestartDecay()` instead of rewriting `LastMoved`. - **Persistence**: the stamp survives save/load as a `WriteDeltaTime` delta under `SaveFlag.DecayReset` (to become `WriteAnchoredTime` once the save-time anchor is ported) (Item serialization v10), so a restart mid-window no longer deletes the item. - **`LastMoved` setter** drops a superseded stamp so the `CompactInfo` can collapse instead of being held (~40 bytes) forever. - **Raw `Map` setter** now counts as a move for parentless items: it stamps `LastMoved` and updates decay registration, closing the gap where an item moved out of `Map.Internal` via the setter never decayed. - **`LiftItemDupe`**: the remainder of a partially lifted *ground* stack was placed via raw `Location`/`Map` assignments and never enrolled for decay (lingering-trash leak since #2311) — now enrolled via the Map setter. Parented remainders get their map from `AddItem` (parent first, then map), so container splits never transit the scheduler.
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4 changed files with 397 additions and 10 deletions
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@ -208,6 +208,272 @@ public class DecayRegistrationTests
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item.Delete();
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}
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// Unfreezing an item with a stale LastMoved must grant a fresh decay window,
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// not delete it on the next tick.
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[Fact]
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public void StaleImmovableItemMadeMovable_GetsAFreshDecayWindow()
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{
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var start = Core._now;
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try
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{
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(107, 100, 0), Map.Felucca);
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item.Movable = false;
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Assert.False(DecayScheduler.IsRegistered(item), "A frozen item must not be tracked for decay.");
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Core._now = start + TimeSpan.FromDays(30);
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var flipped = Core._now;
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item.Movable = true;
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Assert.True(DecayScheduler.IsRegistered(item), "An unfrozen item must be tracked for decay.");
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AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "An unfrozen item must get a full decay window, not vanish immediately.");
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AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
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Assert.True(item.Deleted, "An unfrozen item must still decay once the fresh window elapses.");
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}
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finally
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{
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Core._now = start;
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}
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}
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// Same transition through the Visible setter: unhiding a long-hidden item.
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[Fact]
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public void StaleHiddenItemMadeVisible_GetsAFreshDecayWindow()
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{
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var start = Core._now;
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try
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{
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(109, 100, 0), Map.Felucca);
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item.Visible = false;
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Assert.False(DecayScheduler.IsRegistered(item), "A hidden item must not be tracked for decay.");
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Core._now = start + TimeSpan.FromDays(30);
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var flipped = Core._now;
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item.Visible = true;
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Assert.True(DecayScheduler.IsRegistered(item), "An unhidden item must be tracked for decay.");
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AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "An unhidden item must get a full decay window, not vanish immediately.");
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AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
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Assert.True(item.Deleted, "An unhidden item must still decay once the fresh window elapses.");
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}
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finally
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{
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Core._now = start;
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}
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}
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// A refusal restarts the countdown without rewriting LastMoved.
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[Fact]
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public void RefusedDecay_DoesNotRewriteLastMoved()
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{
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var start = Core._now;
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try
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{
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var item = new RefusesDecayItem();
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item.MoveToWorld(new Point3D(110, 100, 0), Map.Felucca);
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var lastMoved = item.LastMoved;
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AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "A refused decay must not delete the item.");
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Assert.True(DecayScheduler.IsRegistered(item), "A refused decay must leave the item tracked.");
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Assert.Equal(lastMoved, item.LastMoved);
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item.Delete();
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}
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finally
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{
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Core._now = start;
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}
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}
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// The fresh window must survive a save/load cycle, or a restart mid-window deletes the item.
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[Fact]
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public void FreshDecayWindow_SurvivesSerialization()
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{
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var start = Core._now;
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try
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{
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(111, 100, 0), Map.Felucca);
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item.Movable = false;
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Core._now = start + TimeSpan.FromDays(30);
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item.Movable = true;
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var expected = item.ScheduledDecayTime;
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var writer = new BufferWriter(new byte[512], true);
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item.Serialize(writer);
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var copy = new Item(item.Serial);
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copy.Deserialize(new BufferReader(writer.Buffer));
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// The stamp is stored as a delta, so it ages only by the real time between
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// write and read - milliseconds here, the downtime in production.
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Assert.True(
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(copy.ScheduledDecayTime - expected).Duration() <= TimeSpan.FromSeconds(5),
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"The restarted decay window must survive a save/load cycle."
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);
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item.Delete();
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copy.Delete();
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}
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finally
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{
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Core._now = start;
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}
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}
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// A real move supersedes the reset stamp; it must be dropped so the CompactInfo can collapse.
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[Fact]
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public void MovingAnItem_ClearsASupersededDecayResetStamp()
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{
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var start = Core._now;
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try
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{
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(112, 100, 0), Map.Felucca);
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item.Movable = false;
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Core._now = start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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Core._now += TimeSpan.FromMinutes(1);
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item.MoveToWorld(new Point3D(113, 100, 0), Map.Felucca);
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Assert.Equal(default, item.DecayResetTime);
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Assert.Equal(item.LastMoved + item.DecayTime, item.ScheduledDecayTime);
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Assert.True(DecayScheduler.IsRegistered(item));
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item.Delete();
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}
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finally
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{
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Core._now = start;
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}
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}
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// Losing decay eligibility makes the stamp meaningless; it must be dropped so the
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// CompactInfo is not held for as long as the item stays ineligible.
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[Fact]
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public void ItemBecomingIneligible_DropsTheDecayResetStamp()
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{
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var start = Core._now;
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try
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{
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(115, 100, 0), Map.Felucca);
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item.Movable = false;
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Core._now = start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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item.Movable = false;
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Assert.Equal(default, item.DecayResetTime);
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item.Delete();
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}
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finally
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{
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Core._now = start;
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}
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}
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// Moving a stamped item into a container programmatically (no drop, no SetLastMoved)
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// must also drop the stamp.
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[Fact]
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public void StampedItemAddedToContainer_DropsTheDecayResetStamp()
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{
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var start = Core._now;
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try
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{
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var pack = new Container(0xE75);
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pack.MoveToWorld(new Point3D(116, 100, 0), Map.Felucca);
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var item = new Item(0x1234);
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item.MoveToWorld(new Point3D(117, 100, 0), Map.Felucca);
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item.Movable = false;
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Core._now = start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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pack.AddItem(item);
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Assert.Equal(default, item.DecayResetTime);
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pack.Delete();
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}
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finally
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{
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Core._now = start;
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}
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}
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// A raw Map assignment (e.g. a GM changing Map through props) is a move: it must
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// enroll an untracked item for decay.
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[Fact]
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public void ItemMovedToRealMapViaMapSetter_IsRegisteredForDecay()
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{
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var item = new Item(0x1234);
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Assert.False(DecayScheduler.IsRegistered(item));
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item.Map = Map.Felucca;
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Assert.True(item.CanDecay());
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Assert.True(DecayScheduler.IsRegistered(item), "Item placed on a map via the Map setter must be tracked.");
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item.Delete();
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}
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// LiftItemDupe places the remainder of a partially lifted ground stack via raw
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// Location/Map assignments, with no MoveToWorld fallback: it must still be tracked.
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[Fact]
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public void PartialLiftOfGroundStack_LeavesRemainderRegisteredForDecay()
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{
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var stack = new Item(0x1234) { Stackable = true, Amount = 10 };
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stack.MoveToWorld(new Point3D(114, 100, 0), Map.Felucca);
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var remainder = Mobile.LiftItemDupe(stack, 3);
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Assert.NotNull(remainder);
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Assert.Equal(7, remainder.Amount);
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Assert.Null(remainder.Parent);
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Assert.Equal(Map.Felucca, remainder.Map);
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Assert.True(
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DecayScheduler.IsRegistered(remainder),
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"The remainder of a partially lifted ground stack must be tracked for decay."
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);
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stack.Delete();
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remainder.Delete();
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}
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// Dropping into a container must untrack; taking it back out to the ground must re-track.
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[Fact]
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public void ItemMovedIntoContainerThenBackToGround_IsRegisteredForDecay()
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