feat(CS): on-map siege countdown timer (S6 client protocol C1 B2 17/1E)
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Client already renders the siege-map countdown but never received the packets.
New ICastleSiegeStatusViewPlugIn + RemoteView impl send the raw S6 packets:
C1 B2 17 (battle start/stop flag, arms the countdown) and C1 B2 1E (remaining
hour/minute). CastleSiegeEventPlugIn broadcasts them to players on the battle map
every 10s during Siege and sends stop at Settlement. No client changes. +1 test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Acentech Dev
2026-07-15 13:45:01 +03:00
parent ac6700a356
commit 7cf790c2a8
5 changed files with 167 additions and 0 deletions

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@@ -193,6 +193,22 @@ public class CastleSiegeContext
return scheduleTime <= nowTime && nowTime <= windowEnd; return scheduleTime <= nowTime && nowTime <= windowEnd;
} }
/// <summary>
/// Returns how much time is left in the running siege battle (the on-map countdown value), or
/// <see cref="TimeSpan.Zero"/> when the siege is not currently running.
/// </summary>
/// <param name="nowUtc">The current UTC time.</param>
public TimeSpan GetRemainingSiegeTime(DateTime nowUtc)
{
if (this.Phase != CastleSiegePhase.Siege)
{
return TimeSpan.Zero;
}
var remaining = (this._phaseStartedUtc + this.Configuration.SiegeDuration) - nowUtc;
return remaining > TimeSpan.Zero ? remaining : TimeSpan.Zero;
}
/// <summary> /// <summary>
/// Returns whether the persistable state changed since the last call, resetting the flag. /// Returns whether the persistable state changed since the last call, resetting the flag.
/// Called each tick by the plugin to decide whether to write state to the database. /// Called each tick by the plugin to decide whether to write state to the database.

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@@ -10,6 +10,7 @@ using System.Runtime.InteropServices;
using MUnique.OpenMU.GameLogic.CastleSiege; using MUnique.OpenMU.GameLogic.CastleSiege;
using MUnique.OpenMU.GameLogic.NPC; using MUnique.OpenMU.GameLogic.NPC;
using MUnique.OpenMU.GameLogic.Views; using MUnique.OpenMU.GameLogic.Views;
using MUnique.OpenMU.GameLogic.Views.CastleSiege;
using MUnique.OpenMU.Interfaces; using MUnique.OpenMU.Interfaces;
using MUnique.OpenMU.Pathfinding; using MUnique.OpenMU.Pathfinding;
using MUnique.OpenMU.Persistence; using MUnique.OpenMU.Persistence;
@@ -122,6 +123,10 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
await SpawnCastleDefensesAsync(gameContext, context).ConfigureAwait(false); await SpawnCastleDefensesAsync(gameContext, context).ConfigureAwait(false);
await WarpRegisteredMembersToSiegeAsync(gameContext, context).ConfigureAwait(false); await WarpRegisteredMembersToSiegeAsync(gameContext, context).ConfigureAwait(false);
break; break;
case CastleSiegePhase.Settlement:
// Stop the on-map countdown for everyone still on the battle map.
await BroadcastSiegeStateAsync(gameContext, false, 0, 0).ConfigureAwait(false);
break;
case CastleSiegePhase.Ownership when context.OwnerGuildName is { } owner: case CastleSiegePhase.Ownership when context.OwnerGuildName is { } owner:
await AnnounceAsync(gameContext, $"The Castle Siege has ended. The castle now belongs to the guild '{owner}'!").ConfigureAwait(false); await AnnounceAsync(gameContext, $"The Castle Siege has ended. The castle now belongs to the guild '{owner}'!").ConfigureAwait(false);
break; break;
@@ -293,6 +298,16 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
context.SetSwitchHolder(switchNumber, holder); context.SetSwitchHolder(switchNumber, holder);
} }
// Keep the client's on-map countdown armed and in sync. Resend every 10s so players who just
// loaded the battle map pick it up, without visibly resetting the second-counter too often.
var now = DateTime.UtcNow;
if ((int)(now - context.PhaseStartedUtc).TotalSeconds % 10 == 0)
{
var remaining = context.GetRemainingSiegeTime(now);
var totalMinutes = (int)Math.Ceiling(remaining.TotalMinutes);
await BroadcastSiegeStateAsync(gameContext, true, (byte)(totalMinutes / 60), (byte)(totalMinutes % 60)).ConfigureAwait(false);
}
} }
catch (Exception ex) catch (Exception ex)
{ {
@@ -301,6 +316,25 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
} }
} }
/// <summary>
/// Sends the Castle Siege countdown state to every player currently on the battle map (Valley of Loren).
/// When <paramref name="started"/> is true it also (re)seeds the remaining hour/minute.
/// </summary>
private static ValueTask BroadcastSiegeStateAsync(IGameContext gameContext, bool started, byte hour, byte minute)
=> gameContext.ForEachPlayerAsync(async player =>
{
if (player.CurrentMap?.Definition.Number != ValleyOfLorenMapNumber)
{
return;
}
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetBattleStateAsync(started)).ConfigureAwait(false);
if (started)
{
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetTimerAsync(hour, minute)).ConfigureAwait(false);
}
});
private static async Task WarpRegisteredMembersToSiegeAsync(IGameContext gameContext, CastleSiegeContext context) private static async Task WarpRegisteredMembersToSiegeAsync(IGameContext gameContext, CastleSiegeContext context)
{ {
try try

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@@ -0,0 +1,25 @@
// <copyright file="ICastleSiegeStatusViewPlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.Views.CastleSiege;
/// <summary>
/// Interface of a view which drives the client's on-map Castle Siege countdown (Season 6 protocol
/// C1 B2 17 = battle start/stop flag, C1 B2 1E = remaining hour/minute).
/// </summary>
public interface ICastleSiegeStatusViewPlugIn : IViewPlugIn
{
/// <summary>
/// Sends the siege battle start/stop flag (C1 B2 17). The client only ticks its countdown while this is set.
/// </summary>
/// <param name="started">Whether the siege battle is running.</param>
ValueTask SetBattleStateAsync(bool started);
/// <summary>
/// Sends the remaining siege time as hour/minute (C1 B2 1E) to (re)seed the countdown.
/// </summary>
/// <param name="hour">The remaining hours.</param>
/// <param name="minute">The remaining minutes.</param>
ValueTask SetTimerAsync(byte hour, byte minute);
}

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@@ -0,0 +1,78 @@
// <copyright file="CastleSiegeStatusViewPlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameServer.RemoteView.CastleSiege;
using System.Runtime.InteropServices;
using MUnique.OpenMU.GameLogic.Views.CastleSiege;
using MUnique.OpenMU.Network;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// The default implementation of <see cref="ICastleSiegeStatusViewPlugIn"/> which sends the Season 6
/// Castle Siege countdown packets straight to the game client as raw bytes (no packet-struct exists yet).
/// </summary>
[PlugIn]
[Display(Name = "Castle Siege Status View", Description = "Sends the Castle Siege on-map countdown/state packets (C1 B2 17 / C1 B2 1E).")]
[Guid("CA5710A0-7A1B-4C2D-8E3F-0000000017E0")]
public class CastleSiegeStatusViewPlugIn : ICastleSiegeStatusViewPlugIn
{
private readonly RemotePlayer _player;
/// <summary>
/// Initializes a new instance of the <see cref="CastleSiegeStatusViewPlugIn"/> class.
/// </summary>
/// <param name="player">The player.</param>
public CastleSiegeStatusViewPlugIn(RemotePlayer player) => this._player = player;
/// <inheritdoc />
public async ValueTask SetBattleStateAsync(bool started)
{
var connection = this._player.Connection;
if (connection is null)
{
return;
}
int WritePacket()
{
// C1 09 B2 17 <started> <crownAccessTime:4 bytes = 0>
var span = connection.Output.GetSpan(9)[..9];
span.Clear();
span[0] = 0xC1;
span[1] = 0x09;
span[2] = 0xB2;
span[3] = 0x17;
span[4] = (byte)(started ? 1 : 0);
return span.Length;
}
await connection.SendAsync(WritePacket).ConfigureAwait(false);
}
/// <inheritdoc />
public async ValueTask SetTimerAsync(byte hour, byte minute)
{
var connection = this._player.Connection;
if (connection is null)
{
return;
}
int WritePacket()
{
// C1 06 B2 1E <hour> <minute>
var span = connection.Output.GetSpan(6)[..6];
span[0] = 0xC1;
span[1] = 0x06;
span[2] = 0xB2;
span[3] = 0x1E;
span[4] = hour;
span[5] = minute;
return span.Length;
}
await connection.SendAsync(WritePacket).ConfigureAwait(false);
}
}

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@@ -179,6 +179,20 @@ public class CastleSiegeContextTest
Assert.That(ctx.ConsumeDirty(), Is.True); Assert.That(ctx.ConsumeDirty(), Is.True);
} }
/// <summary>Tests that the remaining siege time counts down during the siege and is zero otherwise.</summary>
[Test]
public async Task RemainingSiegeTimeReflectsSiegePhaseAsync()
{
var ctx = new CastleSiegeContext(Config()); // 10 minute siege duration
Assert.That(ctx.GetRemainingSiegeTime(T0), Is.EqualTo(TimeSpan.Zero), "no siege running -> zero");
await ctx.ForceStartRegistrationAsync(T0);
await ctx.ForcePhaseAsync(CastleSiegePhase.Siege, T0);
Assert.That(ctx.GetRemainingSiegeTime(T0.AddMinutes(3)), Is.EqualTo(TimeSpan.FromMinutes(7)));
Assert.That(ctx.GetRemainingSiegeTime(T0.AddMinutes(15)), Is.EqualTo(TimeSpan.Zero), "past the end -> clamped to zero");
}
private static CastleSiegeConfiguration Config() => new() private static CastleSiegeConfiguration Config() => new()
{ {
RegistrationDuration = TimeSpan.FromMinutes(5), RegistrationDuration = TimeSpan.FromMinutes(5),