ModernUO/Projects/UOContent/Engines/Factions/Core/Town.cs
Kamron Batman 1e97ed50f6
fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543)
## Summary

Hardens the **Advanced Search** engine (`Projects/UOContent/Engines/Advanced Search/`) — the GM entity finder that fans searches across background worker threads. A code review surfaced 14 defects (A–N), including a shard-crasher reachable from a single admin typo and a path that silently disables autosave for the rest of the shard's uptime. Each behavioral fix ships with a test.

Full `UOContent.Tests` suite: **530/530 green** (21 new AdvancedSearch tests).

## Fixes

### Crash / data-loss
- **A — Shard crash on a malformed Property Test.** `AdvancedSearchThreadWorker.Execute` had no `try/catch` and the worker `Thread` is foreground, so a parse throw (`Hits>abc`, `Layer=onehanded` — `Enum.Parse` was case-sensitive, `Hits>1@` — empty sub-expression indexing) terminated the process. Now: `ParseValue`/`CompareValues` use `TryParse`/`Enum.TryParse(ignoreCase)` and return no-match instead of throwing; the per-entity filter is wrapped in `try/catch` (logs + skips); empty expressions are guarded.
- **C — Overlapping searches corrupt state + brick autosave.** `_threadWorkers`/`_threadId` were `static` but `DoSearch` is an instance method; a second search (double-click / two admins) stomped shared worker state and could leave a drain waiting forever on the shared `AutoResetEvent`, so `AutoSave.SavesEnabled` was never restored. Now: an `Interlocked` re-entrancy guard rejects concurrent searches.
- **G — Autosave restore not guaranteed.** The restore lived only in the success callback. Now it's in a `finally` (plus an outer `catch` covering the synchronous setup and a `catch` on the drain body), so autosave + the guard are always released.

### Wrong results
- **D — `@`/`|` operator precedence.** `a@b|c` evaluated as `a && (b || c)` instead of `(a && b) || c`. OR now binds looser than AND (`AdvancedSearchUtilities.EvaluateBoolean`, unit-tested).
- **E — Descending sort, partial last page rendered blank** (the index decreased in descending mode and the `break` early-out killed the loop). Now a bounded `VisibleCount`-driven loop renders the last page in both directions.
- **F — Deleted entities** were not skipped (ghost rows). Now `DoEntitySearch` skips `entity.Deleted`.
- **N — Reference-type comparisons** threw (`Comparer<T>.Default.Compare` on non-`IComparable`) and compared references to a string. Now equality is by value and ordering is guarded to `IComparable` (no throw).

### Worker perf / hardening
- **H** busy-spin → `Thread.Yield()` in the drain; **I** `GetProperties()` cached per `Type`; **J** `HandleValidInternal` moved behind the cheap map/range/region filters; **K** worker threads are `IsBackground` + `Exit()` tolerates an already-terminated worker; **L** `_filter == null` guard; **M** consistent `Volatile` access on `_pause`/`_exit`.

### Documented
- **B** — the residual worker/event-loop read race is documented on `AdvancedSearchThreadWorker`: workers read live entity state concurrently with the loop, so value-type reads may be stale-but-safe and getter exceptions are swallowed; fully eliminating it would require snapshotting entity fields on the main thread (deferred).

## Notes
- New test-only seams (`TryBeginSearch`/`EndSearch`/`IsSearchInProgress`/`VisibleCount`/`TryParseValue`/`EvaluateBoolean`) are `internal` via the existing `InternalsVisibleTo("UOContent.Tests")`.
- Dead `public ParseValue<T>` removed.
- `ConcurrentDictionary` for the reflection cache is intentional — these workers are genuinely parallel.
2026-07-21 07:51:06 -07:00

547 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Targeting;
namespace Server.Factions;
[CustomEnum(["Britain", "Magincia", "Minoc", "Moonglow", "Skara Brae", "Trinsic", "Vesper", "Yew"])]
public abstract class Town : IComparable<Town>, ISpanParsable<Town>
{
public const int SilverCaptureBonus = 10000;
public static readonly TimeSpan TaxChangePeriod = TimeSpan.FromHours(12.0);
public static readonly TimeSpan IncomePeriod = TimeSpan.FromDays(1.0);
private Timer _incomeTimer;
private TownState m_State;
public Town()
{
m_State = new TownState(this);
ConstructVendorLists();
ConstructGuardLists();
StartIncomeTimer();
}
public TownDefinition Definition { get; set; }
public TownState State
{
get => m_State;
set
{
m_State = value;
ConstructGuardLists();
}
}
public int Silver
{
get => m_State.Silver;
set => m_State.Silver = value;
}
public Faction Owner
{
get => m_State.Owner;
set => Capture(value);
}
public Mobile Sheriff
{
get => m_State.Sheriff;
set => m_State.Sheriff = value;
}
public Mobile Finance
{
get => m_State.Finance;
set => m_State.Finance = value;
}
public int Tax
{
get => m_State.Tax;
set => m_State.Tax = value;
}
public DateTime LastTaxChange
{
get => m_State.LastTaxChange;
set => m_State.LastTaxChange = value;
}
public bool TaxChangeReady => m_State.LastTaxChange + TaxChangePeriod < Core.Now;
public int FinanceUpkeep
{
get
{
var vendorLists = VendorLists;
var upkeep = 0;
for (var i = 0; i < vendorLists.Count; ++i)
{
upkeep += vendorLists[i].Vendors.Count * vendorLists[i].Definition.Upkeep;
}
return upkeep;
}
}
public int SheriffUpkeep
{
get
{
var guardLists = GuardLists;
var upkeep = 0;
for (var i = 0; i < guardLists.Count; ++i)
{
upkeep += guardLists[i].Guards.Count * guardLists[i].Definition.Upkeep;
}
return upkeep;
}
}
public int DailyIncome => 10000 * (100 + m_State.Tax) / 100;
public int NetCashFlow => DailyIncome - FinanceUpkeep - SheriffUpkeep;
public TownMonolith Monolith
{
get
{
var monoliths = BaseMonolith.Monoliths;
foreach (var monolith in monoliths)
{
if (monolith is TownMonolith townMonolith && townMonolith.Town == this)
{
return townMonolith;
}
}
return null;
}
}
public DateTime LastIncome
{
get => m_State.LastIncome;
set => m_State.LastIncome = value;
}
public List<VendorList> VendorLists { get; set; }
public List<GuardList> GuardLists { get; set; }
public static List<Town> Towns => Reflector.Towns;
public int CompareTo(Town other) => Definition.Sort - (other?.Definition.Sort ?? 0);
public static Town FromRegion(Region reg)
{
if (reg.Map != Faction.Facet)
{
return null;
}
var towns = Towns;
for (var i = 0; i < towns.Count; ++i)
{
var town = towns[i];
if (reg.IsPartOf(town.Definition.Region))
{
return town;
}
}
return null;
}
public void BeginOrderFiring(Mobile from)
{
var isFinance = IsFinance(from);
var isSheriff = IsSheriff(from);
string type = null;
// NOTE: Messages not OSI-accurate, intentional
if (isFinance && isSheriff) // GM only
{
type = "vendor or guard";
}
else if (isFinance)
{
type = "vendor";
}
else if (isSheriff)
{
type = "guard";
}
from.SendMessage($"Target the {type} you wish to dismiss.");
from.BeginTarget(12, false, TargetFlags.None, EndOrderFiring);
}
public void EndOrderFiring(Mobile from, object obj)
{
var isFinance = IsFinance(from);
var isSheriff = IsSheriff(from);
if (obj is BaseFactionVendor vendor && vendor.Town == this && isFinance)
{
vendor.Delete();
}
else if (obj is BaseFactionGuard guard && guard.Town == this && isSheriff)
{
guard.Delete();
}
else if (isFinance && isSheriff) // GM only
{
from.SendMessage("That is not a vendor or guard!");
}
else if (isFinance)
{
from.SendMessage("That is not a vendor!");
}
else if (isSheriff)
{
from.SendMessage("That is not a guard!");
}
}
public void StartIncomeTimer()
{
_incomeTimer ??= Timer.DelayCall(TimeSpan.FromMinutes(1.0), TimeSpan.FromMinutes(1.0), CheckIncome);
}
public void Delete()
{
_incomeTimer?.Stop();
}
public void CheckIncome()
{
if (LastIncome + IncomePeriod > Core.Now || Owner == null)
{
return;
}
ProcessIncome();
}
public void ProcessIncome()
{
LastIncome = Core.Now;
var flow = NetCashFlow;
if (Silver + flow < 0)
{
var toDelete = BuildFinanceList();
while (Silver + flow < 0 && toDelete.Count > 0)
{
var mob = toDelete.RandomElement();
mob.Delete();
toDelete.Remove(mob);
flow = NetCashFlow;
}
}
Silver += flow;
}
public List<Mobile> BuildFinanceList()
{
var list = new List<Mobile>();
for (var i = 0; i < VendorLists.Count; ++i)
{
list.AddRange(VendorLists[i].Vendors);
}
for (var i = 0; i < GuardLists.Count; ++i)
{
list.AddRange(GuardLists[i].Guards);
}
return list;
}
public void ConstructGuardLists()
{
var defs = Owner?.Definition.Guards ?? [];
GuardLists = [];
for (var i = 0; i < defs.Length; ++i)
{
GuardLists.Add(new GuardList(defs[i]));
}
}
public GuardList FindGuardList(Type type)
{
var guardLists = GuardLists;
for (var i = 0; i < guardLists.Count; ++i)
{
var guardList = guardLists[i];
if (guardList.Definition.Type == type)
{
return guardList;
}
}
return null;
}
public void ConstructVendorLists()
{
var defs = VendorDefinition.Definitions;
VendorLists = [];
for (var i = 0; i < defs.Length; ++i)
{
VendorLists.Add(new VendorList(defs[i]));
}
}
public VendorList FindVendorList(Type type)
{
var vendorLists = VendorLists;
for (var i = 0; i < vendorLists.Count; ++i)
{
var vendorList = vendorLists[i];
if (vendorList.Definition.Type == type)
{
return vendorList;
}
}
return null;
}
public bool RegisterGuard(BaseFactionGuard guard)
{
if (guard == null)
{
return false;
}
var guardList = FindGuardList(guard.GetType());
if (guardList == null)
{
return false;
}
guardList.Guards.Add(guard);
return true;
}
public bool UnregisterGuard(BaseFactionGuard guard) =>
guard != null && FindGuardList(guard.GetType())?.Guards.Remove(guard) == true;
public bool RegisterVendor(BaseFactionVendor vendor)
{
if (vendor == null)
{
return false;
}
var vendorList = FindVendorList(vendor.GetType());
if (vendorList == null)
{
return false;
}
vendorList.Vendors.Add(vendor);
return true;
}
public bool UnregisterVendor(BaseFactionVendor vendor) =>
vendor != null && (FindVendorList(vendor.GetType())?.Vendors.Remove(vendor) ?? false);
public static void Configure()
{
CommandSystem.Register("GrantTownSilver", AccessLevel.Administrator, GrantTownSilver_OnCommand);
}
public static void Initialize()
{
// Looks useless, but is used to set the PlayerState for these roles
// TODO: When this moves to a deserialization pattern, put it in AfterDeserialization
for (var i = 0; i < Towns.Count; ++i)
{
var town = Towns[i];
town.Sheriff = town.Sheriff;
town.Finance = town.Finance;
}
}
public bool IsSheriff(Mobile mob) =>
mob?.Deleted == false &&
(mob.AccessLevel >= AccessLevel.GameMaster || mob == Sheriff);
public bool IsFinance(Mobile mob) =>
mob?.Deleted == false &&
(mob.AccessLevel >= AccessLevel.GameMaster || mob == Finance);
public void Capture(Faction f)
{
if (m_State.Owner == f)
{
return;
}
if (m_State.Owner == null) // going from unowned to owned
{
LastIncome = Core.Now;
f.Silver += SilverCaptureBonus;
}
else if (f == null) // going from owned to unowned
{
LastIncome = DateTime.MinValue;
}
else // otherwise changing hands, income timer doesn't change
{
f.Silver += SilverCaptureBonus;
}
m_State.Owner = f;
Sheriff = null;
Finance = null;
var monolith = Monolith;
if (monolith != null)
{
monolith.Faction = f;
}
var vendorLists = VendorLists;
for (var i = 0; i < vendorLists.Count; ++i)
{
var vendorList = vendorLists[i];
var vendors = vendorList.Vendors;
for (var j = vendors.Count - 1; j >= 0; --j)
{
vendors[j].Delete();
}
}
var guardLists = GuardLists;
for (var i = 0; i < guardLists.Count; ++i)
{
var guardList = guardLists[i];
var guards = guardList.Guards;
for (var j = guards.Count - 1; j >= 0; --j)
{
guards[j].Delete();
}
}
ConstructGuardLists();
}
public override string ToString() => Definition.FriendlyName;
public static void WriteReference(IGenericWriter writer, Town town)
{
var idx = Towns.IndexOf(town);
writer.WriteEncodedInt(idx + 1);
}
public static Town ReadReference(IGenericReader reader)
{
var idx = reader.ReadEncodedInt() - 1;
if (idx >= 0 && idx < Towns.Count)
{
return Towns[idx];
}
return null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Town Parse(string s) => Parse(s, null);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Town Parse(string s, IFormatProvider provider) => Parse(s.AsSpan(), provider);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool TryParse(string s, IFormatProvider provider, out Town result) =>
TryParse(s.AsSpan(), provider, out result);
public static Town Parse(ReadOnlySpan<char> s, IFormatProvider provider)
{
if (TryParse(s, provider, out var result))
{
return result;
}
throw new FormatException($"The input string '{s}' was not in a correct format.");
}
public static bool TryParse(ReadOnlySpan<char> s, IFormatProvider provider, out Town result)
{
var towns = Towns;
for (var i = 0; i < towns.Count; ++i)
{
var town = towns[i];
if (s.InsensitiveEquals(town.Definition.FriendlyName))
{
result = town;
return true;
}
}
result = null;
return false;
}
[Usage("GrantTownSilver <amount>")]
[Description("Grants silver to the town of the current region.")]
public static void GrantTownSilver_OnCommand(CommandEventArgs e)
{
var town = FromRegion(e.Mobile.Region);
if (town == null)
{
e.Mobile.SendMessage("You are not in a faction town.");
}
else if (e.Length == 0)
{
e.Mobile.SendMessage("Format: GrantTownSilver <amount>");
}
else
{
town.Silver += e.GetInt32(0);
e.Mobile.SendMessage(
$"You have granted {e.GetInt32(0):N0} silver to the town. It now has {town.Silver:N0} silver."
);
}
}
}