## Summary Stacked on #2676. Review that first; this PR's diff is against it. Items players sell to NPC vendors go into the vendor's buyback (`ShopBuy`) pack. That pack was purged only when someone opened the buy menu, so a vendor that players sold to but never bought from grew without limit. - A server operator reported 250k+ items piling up from players crafting and selling on a macro. - Every one of those items was saved. - Purging or deleting that vendor then sent one remove packet per item to every nearby client and disconnected them. The behavior is inherited from RunUO. - **`VendorBuybackPack`** replaces the plain backpack on `Layer.ShopBuy`. - It opts in to `SkipsChildSerialization`, so buyback items are never saved. - Its contents are private like any container's, so removing them reaches only the vendor (no client) and openers. Purges and deletes send nothing to bystanders. - **Capacity.** The buyback holds at most `250 − buy-list entries` items, which is what the buy gump can show. The oldest items are evicted first. At capacity 0 the sold item is consumed and the seller is still paid. - **Purge on the restock grid.** - `Restock()` empties the buyback. - A purge-only timer, armed on the first sale, covers vendors nobody buys from. It is due at the next restock boundary after now, so a vendor whose restock hasn't run for hours doesn't purge an item the moment it's sold. - The timer never restocks, so stock doubling and halving is unchanged. - The old per-item one-hour `LastMoved` check is gone. - **Existing saves.** A legacy `ShopBuy` pack is replaced on the first tick after load. Thanks to #2676, deleting a pack of 250k+ items takes well under a second. **Behavior changes for shard operators:** - A buyback item lasts until the next restock boundary (at most `RestockDelay`), not one hour after its sale. - A vendor that changes maps drops its buyback. - A buy window that is open during a purge can show a row whose item is gone. Buying that row does nothing, and reopening shows the current list. ## Test plan - [x] `VendorBuybackPackTests`: evicts oldest first; capacity 0 consumes the item; purge; a stale front entry can't spin eviction - [x] `VendorBuybackTests`: - purge due time stays on the restock grid, including a stale restock and a restock time in the future; - partial stack sale: the split goes to buyback and the seller keeps the remainder; - zero capacity consumes the item and still pays; - restock purges and clears the timer, and the next sale re-arms it; - deleting the vendor cancels the timer; - a legacy 20k-item pack is replaced. - [x] UOContent.Tests and Server.Tests green; schema generator clean - [x] Manual in-game pass: - sell and buy back, including a partial stack; - over-capacity sale; - purge with no buyer; - `[restock`; - vendor facet change; - restart; - legacy save with a large `ShopBuy` pack; - mass selling with bystanders present; - deleting a vendor with a full buyback.
56 lines
1.3 KiB
C#
56 lines
1.3 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items;
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/// <summary>
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/// Holds items players sold to an NPC vendor until the next restock. The contents are never saved
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/// and their removal reaches only the vendor and openers, like any private container.
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/// </summary>
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[SerializationGenerator(0)]
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public partial class VendorBuybackPack : Backpack
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{
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[Constructible]
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public VendorBuybackPack()
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{
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Layer = Layer.ShopBuy;
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Movable = false;
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Visible = false;
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}
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public override bool SkipsChildSerialization => true;
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// DropItem appends, so Items[0] is always the oldest entry.
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public void AddBuyback(Item item, int capacity)
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{
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if (capacity <= 0)
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{
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item.Delete();
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return;
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}
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while (Items.Count >= capacity)
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{
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var oldest = Items[0];
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oldest.Delete();
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// Delete() is a no-op on an already-deleted item, which would spin this loop.
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if (Items.Count > 0 && Items[0] == oldest)
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{
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Items.RemoveAt(0);
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}
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}
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DropItem(item);
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}
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public void Purge()
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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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}
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}
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