feat(CS): persist owner/phase/registrations across restarts via plugin config JSON
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Castle Siege state was in-memory, so the castle owner (and thus the P4 hunting-map
reward) reset on every server restart/redeploy. Now the context marks itself dirty
on any persistable change (phase transition, registration, owner set); the plugin's
periodic tick writes a snapshot into its own PlugInConfiguration CustomConfiguration
(a JSON blob already stored in PostgreSQL - no schema migration) and restores it on
startup. Battle state (defenses/switches/occupier) stays transient. +2 unit tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Acentech Dev
2026-07-15 12:17:34 +03:00
parent f03f6aa7ad
commit 9bdd57703f
4 changed files with 143 additions and 2 deletions

View File

@@ -22,6 +22,7 @@ public class CastleSiegeContext
private DateTime _phaseStartedUtc;
private string? _occupier;
private int _defensesRemaining;
private bool _dirty;
/// <summary>Initializes a new instance of the <see cref="CastleSiegeContext"/> class.</summary>
/// <param name="configuration">The cycle timing configuration.</param>
@@ -40,6 +41,9 @@ public class CastleSiegeContext
/// <summary>Gets the current phase.</summary>
public CastleSiegePhase Phase { get; private set; }
/// <summary>Gets the UTC time the current phase started (used for persistence/restore).</summary>
public DateTime PhaseStartedUtc => this._phaseStartedUtc;
/// <summary>Gets the current owner guild name, or null if unowned.</summary>
public string? OwnerGuildName { get; private set; }
@@ -134,12 +138,50 @@ public class CastleSiegeContext
&& !this._registeredGuilds.Contains(guildName))
{
this._registeredGuilds.Add(guildName);
this._dirty = true;
}
}
/// <summary>Admin: sets (or clears) the current owner guild name.</summary>
/// <param name="guildName">The owner guild name, or null to clear.</param>
public void SetOwner(string? guildName) => this.OwnerGuildName = guildName;
public void SetOwner(string? guildName)
{
this.OwnerGuildName = guildName;
this._dirty = true;
}
/// <summary>
/// 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.
/// </summary>
public bool ConsumeDirty()
{
var dirty = this._dirty;
this._dirty = false;
return dirty;
}
/// <summary>
/// Restores persisted state on startup (owner, phase, phase-start, registrations) directly, without
/// firing <see cref="PhaseChanged"/> or marking the state dirty. Battle state stays cleared.
/// </summary>
/// <param name="owner">The persisted owner guild name, or null.</param>
/// <param name="phase">The persisted phase.</param>
/// <param name="phaseStartedUtc">When the persisted phase started (UTC), or null to keep the default.</param>
/// <param name="registeredGuilds">The persisted registered guild names, or null.</param>
public void RestoreState(string? owner, CastleSiegePhase phase, DateTime? phaseStartedUtc, IEnumerable<string>? registeredGuilds)
{
this.OwnerGuildName = owner;
this.Phase = phase;
this._phaseStartedUtc = phaseStartedUtc ?? this._phaseStartedUtc;
this._registeredGuilds.Clear();
if (registeredGuilds is not null)
{
this._registeredGuilds.AddRange(registeredGuilds);
}
this._dirty = false;
}
/// <summary>Sets how many castle defenses (gates + guardian statues) exist this siege (when spawned).</summary>
/// <param name="count">The defense count.</param>
@@ -222,6 +264,7 @@ public class CastleSiegeContext
{
this.Phase = phase;
this._phaseStartedUtc = now;
this._dirty = true;
this.PhaseChanged?.Invoke(phase);
return ValueTask.CompletedTask;
}