fix: LastMoved and stat-gain stamps stay absolute across restarts (#2729)
ReadAnchoredTime shifted Item.LastMoved, Item.DecayResetTime and Mobile.LastStr/Int/DexGain forward by the downtime at load. The bytes were stable from save to save, but the first save after every restart rewrote one timestamp in nearly every item record and most mobile records, which defeats any per-record backup or delta save. - LastMoved and DecayResetTime are read as saved. The downtime credit is applied after load by Item.CreditDowntimeToDecay, which moves DecayResetTime only for items whose decay countdown was still running when the save started. Every other item keeps its bytes, and decay timing is unchanged. - World.LoadedSaveStartTime exposes the loaded save's anchor so the credit can tell which countdowns were running. - Stat-gain stamps are read raw. The cooldown is minutes long, so downtime counting toward it costs nothing. No format change: these fields were already absolute ticks. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 157 additions and 12 deletions
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@ -82,4 +82,112 @@ public class AnchoredItemSerializationTests
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restored?.Delete();
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}
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}
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/// <summary>
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/// LastMoved is the real time of the move, so a load after downtime must not shift it.
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/// Shifting it rewrote every item record on the first save after every restart.
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/// </summary>
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[Fact]
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public void LastMoved_IsNotShiftedByTheLoadAnchor()
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{
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var item = new Item(0x1F13);
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var moved = Core.Now - TimeSpan.FromDays(30);
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item.LastMoved = moved;
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var restored = new Item((Serial)0x7ffff124u);
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restored.Deserialize(new BufferReader(SerializeItem(item)) { AnchoredTimeShift = TimeSpan.FromHours(2) });
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Assert.Equal(moved, restored.LastMoved);
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Assert.Equal(default(DateTime), restored.DecayResetTime);
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item.Delete();
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restored.Delete();
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}
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/// <summary>
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/// Downtime still does not count toward decay: a countdown running when the save started
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/// resumes with the time it had left, carried by DecayResetTime.
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/// </summary>
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[Fact]
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public void Downtime_IsCreditedToARunningDecayCountdown()
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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(0x1F13);
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item.LastMoved = start - TimeSpan.FromMinutes(10);
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var deadline = item.ScheduledDecayTime;
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var downtime = TimeSpan.FromHours(2);
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Core._now = start + downtime;
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item.CreditDowntimeToDecay(start, downtime);
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Assert.Equal(start - TimeSpan.FromMinutes(10), item.LastMoved);
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Assert.Equal(deadline + downtime, item.ScheduledDecayTime);
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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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/// <summary>
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/// The common case: an item whose countdown had already run out gets no credit, so a restart
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/// leaves its record byte-identical.
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/// </summary>
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[Fact]
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public void ItemAlreadyDueAtSave_GetsNoCredit_AndKeepsItsBytes()
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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(0x1F13);
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item.LastMoved = start - TimeSpan.FromDays(3);
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var before = SerializeItem(item);
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var downtime = TimeSpan.FromMinutes(30);
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Core._now = start + downtime;
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item.CreditDowntimeToDecay(start, downtime);
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Assert.Equal(default(DateTime), item.DecayResetTime);
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Assert.Equal(before, SerializeItem(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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/// <summary>
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/// Stat-gain stamps are absolute and not shifted at load either; downtime counts toward a
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/// cooldown that is only minutes long.
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/// </summary>
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[Fact]
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public void StatGainStamps_AreNotShiftedByTheLoadAnchor()
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{
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var mobile = new Mobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.LastStrGain = Core.Now - TimeSpan.FromMinutes(3);
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mobile.LastIntGain = Core.Now - TimeSpan.FromMinutes(2);
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mobile.LastDexGain = Core.Now - TimeSpan.FromMinutes(1);
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var writer = new BufferWriter(new byte[4096], true);
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mobile.Serialize(writer);
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var restored = new Mobile(World.NewMobile);
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restored.Deserialize(new BufferReader(writer.Buffer[..(int)writer.Position]) { AnchoredTimeShift = TimeSpan.FromHours(2) });
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Assert.Equal(mobile.LastStrGain, restored.LastStrGain);
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Assert.Equal(mobile.LastIntGain, restored.LastIntGain);
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Assert.Equal(mobile.LastDexGain, restored.LastDexGain);
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mobile.Delete();
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restored.Delete();
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}
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}
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