ModernUO/Projects/UOContent/Engines/Bulk Orders/LargeBOD.cs
Kamron Batman b191498569
feat: Adds Feature Flag System (#2328)
## Feature Flag System

A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements
without server restarts.

### Overview

Two types of controls:

1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.)
2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type

All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators.

### Predefined Flags
```
┌─────────────────┬──────────┬─────────────────────────────────────┐
│      Flag       │ Category │             Description             │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_trading  │ Economy  │ Allow secure trades between players │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_purchase │ Economy  │ Allow purchasing from NPC vendors   │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ vendor_sell     │ Economy  │ Allow selling to NPC vendors        │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ player_vendors  │ Economy  │ Allow player vendor interactions    │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bank_access     │ Economy  │ Allow bank box access               │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ house_placement │ Housing  │ Allow new house placements          │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ boat_placement  │ Housing  │ Allow new boat placements           │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ bulk_orders     │ Crafting │ Allow bulk order deeds              │
├─────────────────┼──────────┼─────────────────────────────────────┤
│ pvp_combat      │ Combat   │ Allow player vs player combat       │
└─────────────────┴──────────┴─────────────────────────────────────┘
```

### Commands

#### Feature Flags
```
┌────────────────────────────────────────────────────┬───────────────────────┐
│                      Command                       │      Description      │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> on|off|toggle|info              │ Manage a feature flag │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FF <key> on|off                                   │ Shorthand alias       │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> create <category> <desc>        │ Create a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureFlag <key> delete                          │ Delete a custom flag  │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │
├────────────────────────────────────────────────────┼───────────────────────┤
│ [FeatureAdmin                                      │ Open the admin gump   │
└────────────────────────────────────────────────────┴───────────────────────┘
```

#### Gump Blocks
```
┌────────────────────────────────┬──────────────────────────────────────────────────────┐
│            Command             │                     Description                      │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [BlockGump <typeName> [reason] │ Block a gump type from displaying                    │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [UnblockGump <typeName>        │ Remove a gump block                                  │
├────────────────────────────────┼──────────────────────────────────────────────────────┤
│ [ListGumps [self]              │ List open gumps on a player (for finding type names) │
└────────────────────────────────┴──────────────────────────────────────────────────────┘
```

#### Item Blocks
```
┌────────────────────────────────────────────────┬───────────────────────────────┐
│                    Command                     │          Description          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemUse <typeName|target> [reason]       │ Block item use                │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemEquip <typeName|target> [reason]     │ Block item equipping          │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [BlockItemContainer <typeName|target> [reason] │ Block container access        │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemUse <typeName>                     │ Remove use block              │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemEquip <typeName>                   │ Remove equip block            │
├────────────────────────────────────────────────┼───────────────────────────────┤
│ [UnblockItemContainer <typeName>               │ Remove container access block │
└────────────────────────────────────────────────┴───────────────────────────────┘
```
Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock
commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off.

#### Skill & Spell Blocks
```
┌──────────────────────────────────────┬──────────────────────┐
│               Command                │     Description      │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSkill <SkillName> [reason]     │ Block a skill        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSkill <SkillName>            │ Remove a skill block │
├──────────────────────────────────────┼──────────────────────┤
│ [BlockSpell <SpellTypeName> [reason] │ Block a spell        │
├──────────────────────────────────────┼──────────────────────┤
│ [UnblockSpell <SpellTypeName>        │ Remove a spell block │
└──────────────────────────────────────┴──────────────────────┘
```

### Architecture

- Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and
ContentFeatureFlags (UOContent)
- Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change
- Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json
- Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks,
spell-blocks)
- Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination
- All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags

### Hook Points

Hook: Player trading
Location: Mobile.OpenTrade
Mechanism: ServerFeatureFlags.PlayerTrading
────────────────────────────────────────
Hook: PvP combat
Location: Mobile.CanBeHarmful
Mechanism: ServerFeatureFlags.PvPCombat
────────────────────────────────────────
Hook: Bank access
Location: BankBox.Open()
Mechanism: ServerFeatureFlags.BankAccess
────────────────────────────────────────
Hook: Vendor buy/sell
Location: BaseVendor
Mechanism: ContentFeatureFlags.VendorPurchase/Sell
────────────────────────────────────────
Hook: Player vendors
Location: PlayerVendor
Mechanism: ContentFeatureFlags.PlayerVendors
────────────────────────────────────────
Hook: House placement
Location: HousePlacement.Check()
Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp)
────────────────────────────────────────
Hook: Boat placement
Location: BaseBoatDeed.OnDoubleClick/OnPlacement
Mechanism: ContentFeatureFlags.BoatPlacement
────────────────────────────────────────
Hook: Bulk orders
Location: SmallBOD/LargeBOD
Mechanism: ContentFeatureFlags.BulkOrders
────────────────────────────────────────
Hook: Gump display
Location: GumpSystem.SendGump
Mechanism: FeatureFlagManager.IsGumpBlocked
────────────────────────────────────────
Hook: Item use
Location: PlayerMobile.AllowItemUse
Mechanism: FeatureFlagManager.IsItemUseBlocked
────────────────────────────────────────
Hook: Item equip
Location: PlayerMobile.CheckEquip
Mechanism: FeatureFlagManager.IsItemEquipBlocked
────────────────────────────────────────
Hook: Container access
Location: BaseContainer.DisplayTo
Mechanism: FeatureFlagManager.IsContainerAccessBlocked
────────────────────────────────────────
Hook: Skill use
Location: PlayerMobile.AllowSkillUse
Mechanism: FeatureFlagManager.IsSkillBlocked
────────────────────────────────────────
Hook: Spell casting
Location: Spell.Cast / Spellbook.CastSpellRequest
Mechanism: FeatureFlagManager.IsSpellBlocked
2026-02-07 12:02:57 -08:00

169 lines
5.4 KiB
C#

using ModernUO.Serialization;
using Server.Gumps;
using Server.Mobiles;
using Server.Systems.FeatureFlags;
namespace Server.Engines.BulkOrders
{
[SerializationGenerator(1)]
public abstract partial class LargeBOD : BaseBOD
{
[InvalidateProperties]
[SerializableField(0)]
private LargeBulkEntry[] _entries;
public LargeBOD(
int hue, int amountMax, bool requireExeptional, BulkMaterialType material, LargeBulkEntry[] entries
) : base(hue, amountMax, requireExeptional, material) => _entries = entries;
public LargeBOD()
{
}
[CommandProperty(AccessLevel.GameMaster)]
public override bool Complete
{
get
{
for (var i = 0; i < _entries.Length; ++i)
{
if (_entries[i].Amount < AmountMax)
{
return false;
}
}
return true;
}
}
public override int LabelNumber => 1045151; // a bulk order deed
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1060655); // large bulk order
if (RequireExceptional)
{
list.Add(1045141); // All items must be exceptional.
}
if (Material != BulkMaterialType.None)
{
list.Add(LargeBODGump.GetMaterialNumberFor(Material)); // All items must be made with x material.
}
list.Add(1060656, AmountMax); // amount to make: ~1_val~
for (var i = 0; i < _entries.Length; ++i)
{
var entry = _entries[i];
list.Add(1060658 + i, $"{entry.Details.Number:#}\t{entry.Amount}"); // ~1_val~: ~2_val~
}
}
public override void OnDoubleClickNotAccessible(Mobile from)
{
OnDoubleClick(from);
}
public override void OnDoubleClickSecureTrade(Mobile from)
{
OnDoubleClick(from);
}
public override void OnDoubleClick(Mobile from)
{
if (!(IsChildOf(from.Backpack) || InSecureTrade || RootParent is PlayerVendor))
{
from.SendLocalizedMessage(1045156); // You must have the deed in your backpack to use it.
return;
}
if (!ContentFeatureFlags.BulkOrders && from.AccessLevel < AccessLevel.Administrator)
{
from.SendMessage(0x22, "Bulk orders are temporarily disabled.");
return;
}
from.SendGump(new LargeBODGump(this));
}
public override void EndCombine(Mobile from, Item item)
{
if (item is not SmallBOD small)
{
from.SendLocalizedMessage(1045159); // That is not a bulk order.
return;
}
LargeBulkEntry entry = null;
for (var i = 0; i < _entries.Length; ++i)
{
if (_entries[i].Details.Type == small.Type)
{
entry = _entries[i];
break;
}
}
if (entry == null)
{
from.SendLocalizedMessage(1045160); // That is not a bulk order for this large request.
}
else if (RequireExceptional && !small.RequireExceptional)
{
from.SendLocalizedMessage(1045161); // Both orders must be of exceptional quality.
}
else if (Material >= BulkMaterialType.DullCopper && Material <= BulkMaterialType.Valorite &&
small.Material != Material)
{
from.SendLocalizedMessage(1045162); // Both orders must use the same ore type.
}
else if (Material >= BulkMaterialType.Spined && Material <= BulkMaterialType.Barbed &&
small.Material != Material)
{
from.SendLocalizedMessage(1049351); // Both orders must use the same leather type.
}
else if (AmountMax != small.AmountMax)
{
// The two orders have different requested amounts and cannot be combined.
from.SendLocalizedMessage(1045163);
}
else if (small.AmountCur < small.AmountMax)
{
from.SendLocalizedMessage(1045164); // The order to combine with is not completed.
}
else if (entry.Amount >= AmountMax)
{
// The maximum amount of requested items have already been combined to this deed.
from.SendLocalizedMessage(1045166);
}
else
{
entry.Amount += small.AmountCur;
small.Delete();
from.SendLocalizedMessage(1045165); // The orders have been combined.
from.SendGump(new LargeBODGump(this));
if (!Complete)
{
BeginCombine(from);
}
}
}
private void Deserialize(IGenericReader reader, int version)
{
_entries = new LargeBulkEntry[reader.ReadInt()];
for (var i = 0; i < _entries.Length; i++)
{
_entries[i] = new LargeBulkEntry(reader, this);
}
}
}
}