## Why Delta world saves (only changed entities re-serialized during the freeze) need two things from content: `Serialize` must be pure, and an unchanged entity must produce identical bytes on every save. An audit of the tree found the places that break this today. This PR fixes them and adds a diagnostic that measures byte stability in a running world over real time. No wire format changes, no version bumps. ## What - **Guild**: `Serialize` ran the daily guildmaster recalculation (dictionary-order tie breaks, random picks, mutates another entity), war expiry, and the alliance leadership check on every save. That work now runs from `GuildMaintenanceTimer` (the former `WarTimer`, now started for both guild systems; the war and alliance checks are no-ops without the new guild system). - **BaseHouse**: the `DecayLevel` getter wrote `LastRefreshed` and advanced the dynamic decay stage on every read, so any undecayable house changed its persisted bytes whenever a sign, gump, or `[Props` looked at it. It is now a pure read; `UpdateDecay()` on the decay tick advances the stage and refreshes a house that leaves the undecayable state. - **Locked-down container contents decay through `DecayScheduler`** instead of a sweep inside `BaseHouse.Serialize`. `Item.CanDecay` now accepts a parent container whose new `Container.ContentsDecay` is true (locked down and not secure) when the content item is not itself locked down or secured; the `IsLockedDown`/`IsSecure` setters re-evaluate a container and its direct contents; `OnDecay` resolves the region from the world location. `BaseBoard`, `Aquarium` and `FishBowl` override `ContentsDecay` to false, matching the exclusions of the old sweep. Items already inside such containers are picked up at load, where every item re-evaluates its registration. The per-save O(all locked-down items) walk is gone; the work is now event driven. - **BraceletOfBinding**: the `Bound` getter nulled its backing field for a deleted target; it now returns null for a missing or deleted target without writing. - **`[SaveStability [delaySeconds=60] [sampleStride=1]`** (Administrator): hashes the serialized bytes of every entity in every registered entity persistence (`Persistence.EntityPersistences`, new), waits the delay in real time, hashes again, and reports per type how many records changed. Both passes are chunked under a 20 ms per-tick budget. Serializing twice inside one tick cannot see drift derived from `Core.Now`, which is frozen within a tick; the real-time wait is the point. On an idle shard the only legitimate churn is NPC movement and regeneration, so a static type with a high changed fraction is a serialization bug. `[SaveStability cancel` stops a run. Engine additions: `Container.ContentsDecay` / `UpdateContentsDecayRegistration()`, the `CanDecay`/`OnDecay` change above, and diagnostic-facing `IGenericEntityPersistence.Name`, `EntityCount`, `EnumerateEntities()`, and `Persistence.EntityPersistences`. ## Behaviour notes - Fealty recalculation now happens on the minute timer for both guild systems instead of at save time. - A house that becomes decayable is refreshed on its next decay tick rather than at the exact moment of transition (at most one minute later). - Contents of locked-down containers now decay on their own schedule (same `LastMoved + DecayTime` rule) instead of at the next world save after becoming due. ## Testing - New tests: `GuildSerializePurityTests`, `HouseDecayPurityTests`, `SaveStabilityTests` (stable entities hash identically after the clock advances; a clock-stamped record is reported by type only after the clock advances; the snapshot covers Items, Mobiles and Guilds). - `LockedDownContainerDecayTests` (Server.Tests): registration on drop, lock/secure/release transitions, excluded containers, nested containers, and decay on schedule through the scheduler. - Full suites: Server.Tests 855 passed, UOContent.Tests 765 passed.
123 lines
3.4 KiB
C#
123 lines
3.4 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Collections;
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using Server.ContextMenus;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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namespace Server.Items;
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[SerializationGenerator(2, false)]
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public abstract partial class BaseBoard : Container, ISecurable
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{
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public override bool ContentsDecay => false; // pieces are part of the board
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[SerializedIgnoreDupe]
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private SecureLevel _level;
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public BaseBoard(int itemID) : base(itemID)
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{
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CreatePieces();
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}
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public override double DefaultWeight => 5.0;
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public override bool DisplaysContent => false; // Do not display (x items, y stones)
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromDays(1.0);
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public abstract void CreatePieces();
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public void Reset()
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{
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for (var i = Items.Count - 1; i >= 0; --i)
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{
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if (i < Items.Count)
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{
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Items[i].Delete();
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}
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}
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CreatePieces();
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}
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public void CreatePiece(BasePiece piece, int x, int y)
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{
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AddItem(piece);
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piece.Location = new Point3D(x, y, 0);
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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if (version == 1)
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{
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Level = (SecureLevel)reader.ReadInt();
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}
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}
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public override bool OnDragDrop(Mobile from, Item dropped) =>
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dropped is BasePiece piece && piece.Board == this && base.OnDragDrop(from, dropped);
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public override bool OnDragDropInto(Mobile from, Item dropped, Point3D point)
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{
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if (dropped is BasePiece piece && piece.Board == this && base.OnDragDropInto(from, dropped, point))
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{
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if (RootParent == from)
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{
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from.SendSound(0x127, GetWorldLocation());
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}
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else
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{
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var buffer = stackalloc byte[OutgoingEffectPackets.SoundPacketLength].InitializePacket();
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foreach (var state in GetClientsInRange(2))
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{
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OutgoingEffectPackets.CreateSoundEffect(buffer, 0x127, GetWorldLocation());
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state.Send(buffer);
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}
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}
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return true;
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}
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return false;
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}
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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if (ValidateDefault(from, this))
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{
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list.Add(new DefaultEntry(from.AccessLevel >= AccessLevel.GameMaster ? -1 : 1));
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}
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SetSecureLevelEntry.AddTo(from, this, ref list);
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}
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public static bool ValidateDefault(Mobile from, BaseBoard board) =>
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!board.Deleted && (from.AccessLevel >= AccessLevel.GameMaster || from.Alive &&
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(board.IsChildOf(from.Backpack) || board.RootParent is not Mobile &&
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board.Map == from.Map && from.InRange(board.GetWorldLocation(), 1) &&
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BaseHouse.FindHouseAt(board)?.IsOwner(from) == true));
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public class DefaultEntry : ContextMenuEntry
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{
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public DefaultEntry(int range) : base(6162, range)
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{
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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if (target is BaseBoard board && ValidateDefault(from, board))
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{
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board.Reset();
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}
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}
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}
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}
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