docs: CS P1 plan (phase state machine + scheduling + admin, in-memory)
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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docs/superpowers/plans/2026-07-14-cs-p1-phase-statemachine.md
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772
docs/superpowers/plans/2026-07-14-cs-p1-phase-statemachine.md
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# CS P1 — Faz State Machine + Zamanlama + Admin — Uygulama Planı
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Castle Siege'in iskeletini kurmak: bellekte bir faz state machine (Ownership→Registration→Preparation→Siege→Settlement→Ownership), OpenMU'nun saniyelik periyodik-task runner'ıyla zaman-güdümlü ilerleyen, ve tamamen admin (GM chat komutları) kontrolünde. Savaş, harita, kalıcılık ve gerçek sahiplik YOK (sonraki fazlar).
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**Architecture:** Yeni `CastleSiegeContext` faz state machine'ini bellekte tutar; `TickAsync(DateTime now)` ile config sürelerine göre faz ilerletir (test için `now` enjekte edilir). İnce `CastleSiegeEventPlugIn : IPeriodicTaskPlugIn` her saniye context'i tick'ler ve custom config taşır (`ISupportCustomConfiguration` — yeni DB tablosu/migration YOK). GM chat komutları context'i zorlar. Durum per-GameContext static sözlükte (core dosyalara dokunmadan, tamamen additive).
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**Tech Stack:** .NET 10, C#, OpenMU PlugIn sistemi, NUnit.
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## Global Constraints
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- Depo: `d:/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw` (bash'te tırnak içinde).
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- Tüm P1 kodu **additive** (yeni dosyalar) — core dosyalara dokunma; `// ADAMU-CUSTOM` gerekmez (yeni dosya = zaten bizim).
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- Lokal derleme daima `-p:ci=true`.
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- `DateTime.UtcNow` doğrudan state machine mantığında KULLANILMAZ; `TickAsync(DateTime now)` parametresi alır (test edilebilirlik). Plugin `DateTime.UtcNow` geçer.
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- Commit yazarı: `Acentech Dev <acentech_dev@affinitybox.com>`.
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- P1 sahipliği bellekte `OwnerGuildName` (string?) olarak tutar — guild EF referansı YOK (P3/P4).
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---
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### Task 1: Faz enum + config + state machine core + testler
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**Files:**
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- Create: `src/GameLogic/CastleSiege/CastleSiegePhase.cs`
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- Create: `src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs`
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- Create: `src/GameLogic/CastleSiege/CastleSiegeContext.cs`
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- Test: `tests/MUnique.OpenMU.Tests/CastleSiege/CastleSiegeContextTest.cs`
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**Interfaces:**
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- Produces: `CastleSiegePhase` enum; `CastleSiegeConfiguration` (durations + timetable); `CastleSiegeContext` with `Phase`, `OwnerGuildName`, `RegisteredGuilds`, `TickAsync(DateTime now)`, `ForceStartRegistration(DateTime now)`, `ForcePhase(CastleSiegePhase, DateTime now)`, `RegisterGuild(string)`, `SetOwner(string?)`, `Reset(DateTime now)`, `GetStatusText()`.
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- [ ] **Step 1: Faz enum'unu yaz**
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Create `src/GameLogic/CastleSiege/CastleSiegePhase.cs`:
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```csharp
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// <copyright file="CastleSiegePhase.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// The phases of a Castle Siege cycle.
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/// </summary>
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public enum CastleSiegePhase
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{
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/// <summary>Resting phase: castle is (un)owned, waiting for the next registration window.</summary>
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Ownership,
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/// <summary>Guilds can register to attack.</summary>
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Registration,
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/// <summary>Registration closed; defenders prepare before the siege starts.</summary>
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Preparation,
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/// <summary>The siege battle is running.</summary>
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Siege,
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/// <summary>Siege ended; determining the new owner.</summary>
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Settlement,
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}
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```
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- [ ] **Step 2: Config sınıfını yaz**
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Create `src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs`:
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```csharp
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// <copyright file="CastleSiegeConfiguration.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// Configuration for the Castle Siege cycle timings.
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/// Rides on the plugin custom-configuration system (no dedicated database table in P1).
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/// </summary>
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public class CastleSiegeConfiguration
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{
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/// <summary>
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/// Gets or sets the times of day at which a new cycle opens registration.
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/// Empty by default; admins start cycles manually via chat command in P1.
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/// </summary>
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public IList<TimeOnly> RegistrationOpenTimes { get; set; } = new List<TimeOnly>();
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/// <summary>Gets or sets how long the registration phase lasts.</summary>
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public TimeSpan RegistrationDuration { get; set; } = TimeSpan.FromMinutes(5);
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/// <summary>Gets or sets how long the preparation phase lasts.</summary>
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public TimeSpan PreparationDuration { get; set; } = TimeSpan.FromMinutes(2);
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/// <summary>Gets or sets how long the siege phase lasts.</summary>
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public TimeSpan SiegeDuration { get; set; } = TimeSpan.FromMinutes(10);
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/// <summary>
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/// Returns true if <paramref name="now"/> falls within a 5-second window of any configured
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/// registration-open time.
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/// </summary>
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public bool IsRegistrationOpenTime(DateTime now)
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{
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if (this.RegistrationOpenTimes.Count == 0)
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{
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return false;
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}
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var nowTime = TimeOnly.FromDateTime(now);
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var earlier = nowTime.Add(TimeSpan.FromSeconds(-5));
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return this.RegistrationOpenTimes.Any(p => p.IsBetween(earlier, nowTime));
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}
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}
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```
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- [ ] **Step 3: State machine testini yaz (implementasyondan ÖNCE)**
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Create `tests/MUnique.OpenMU.Tests/CastleSiege/CastleSiegeContextTest.cs`:
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```csharp
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// <copyright file="CastleSiegeContextTest.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Tests.CastleSiege;
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using MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// Tests for the Castle Siege phase state machine (time-driven, injected clock).
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/// </summary>
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[TestFixture]
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public class CastleSiegeContextTest
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{
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private static CastleSiegeConfiguration Config() => new()
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{
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RegistrationDuration = TimeSpan.FromMinutes(5),
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PreparationDuration = TimeSpan.FromMinutes(2),
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SiegeDuration = TimeSpan.FromMinutes(10),
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};
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private static readonly DateTime T0 = new(2026, 1, 1, 12, 0, 0, DateTimeKind.Utc);
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[Test]
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public void StartsInOwnership()
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{
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var ctx = new CastleSiegeContext(Config());
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
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}
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[Test]
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public async Task ForceStartMovesToRegistrationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
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}
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[Test]
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public async Task RegistrationAdvancesToPreparationAfterDurationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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await ctx.TickAsync(T0.AddMinutes(4)); // still within registration
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
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await ctx.TickAsync(T0.AddMinutes(5)); // registration duration elapsed
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Preparation));
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}
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[Test]
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public async Task FullCycleReturnsToOwnershipAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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await ctx.TickAsync(T0.AddMinutes(5)); // -> Preparation
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await ctx.TickAsync(T0.AddMinutes(7)); // +2 prep -> Siege
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Siege));
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await ctx.TickAsync(T0.AddMinutes(17)); // +10 siege -> Settlement -> Ownership
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
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}
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[Test]
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public async Task RegisterGuildCollectsNamesDuringRegistrationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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ctx.RegisterGuild("Attackers");
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Assert.That(ctx.RegisteredGuilds, Does.Contain("Attackers"));
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}
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}
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```
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- [ ] **Step 4: Testin başarısız (derlenmez) olduğunu gör**
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Run:
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```bash
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cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
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dotnet test ../tests/MUnique.OpenMU.Tests/MUnique.OpenMU.Tests.csproj -c Release -p:ci=true --filter "CastleSiegeContextTest" --nologo 2>&1 | tail -8
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```
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Expected: derleme hatası (`CastleSiegeContext` yok).
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- [ ] **Step 5: State machine'i yaz**
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Create `src/GameLogic/CastleSiege/CastleSiegeContext.cs`:
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```csharp
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// <copyright file="CastleSiegeContext.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// In-memory Castle Siege phase state machine (P1 skeleton: no battle/persistence).
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/// Time is injected via method parameters so it can be tested deterministically.
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/// </summary>
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public class CastleSiegeContext
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{
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private readonly List<string> _registeredGuilds = new();
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private DateTime _phaseStartedUtc;
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/// <summary>Initializes a new instance of the <see cref="CastleSiegeContext"/> class.</summary>
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/// <param name="configuration">The cycle timing configuration.</param>
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public CastleSiegeContext(CastleSiegeConfiguration configuration)
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{
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this.Configuration = configuration;
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this.Phase = CastleSiegePhase.Ownership;
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}
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/// <summary>Raised after the phase changes. Argument is the new phase.</summary>
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public event Action<CastleSiegePhase>? PhaseChanged;
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/// <summary>Gets the configuration.</summary>
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public CastleSiegeConfiguration Configuration { get; }
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/// <summary>Gets the current phase.</summary>
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public CastleSiegePhase Phase { get; private set; }
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/// <summary>Gets the current owner guild name, or null if unowned.</summary>
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public string? OwnerGuildName { get; private set; }
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/// <summary>Gets the guild names registered for the current cycle.</summary>
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public IReadOnlyList<string> RegisteredGuilds => this._registeredGuilds;
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/// <summary>Advances the state machine based on the current time.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask TickAsync(DateTime now)
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{
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switch (this.Phase)
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{
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case CastleSiegePhase.Ownership:
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if (this.Configuration.IsRegistrationOpenTime(now))
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{
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return this.ForceStartRegistrationAsync(now);
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}
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break;
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case CastleSiegePhase.Registration:
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if (now >= this._phaseStartedUtc + this.Configuration.RegistrationDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Preparation, now);
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}
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break;
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case CastleSiegePhase.Preparation:
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if (now >= this._phaseStartedUtc + this.Configuration.PreparationDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Siege, now);
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}
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break;
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case CastleSiegePhase.Siege:
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if (now >= this._phaseStartedUtc + this.Configuration.SiegeDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Settlement, now);
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}
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break;
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case CastleSiegePhase.Settlement:
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// P1: no battle → no winner determination yet. Settle immediately back to ownership.
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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default:
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break;
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}
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return ValueTask.CompletedTask;
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}
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/// <summary>Admin: forces the cycle into registration now (from any phase).</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ForceStartRegistrationAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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return this.TransitionAsync(CastleSiegePhase.Registration, now);
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}
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/// <summary>Admin: forces a specific phase now.</summary>
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/// <param name="phase">The target phase.</param>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ForcePhaseAsync(CastleSiegePhase phase, DateTime now)
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=> this.TransitionAsync(phase, now);
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/// <summary>Admin: resets to the ownership (resting) phase and clears registrations.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ResetAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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}
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/// <summary>Registers a guild (by name) for the current cycle. No-op outside registration.</summary>
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/// <param name="guildName">The guild name.</param>
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public void RegisterGuild(string guildName)
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{
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if (this.Phase == CastleSiegePhase.Registration
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&& !this._registeredGuilds.Contains(guildName))
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{
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this._registeredGuilds.Add(guildName);
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}
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}
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/// <summary>Admin: sets (or clears) the current owner guild name.</summary>
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/// <param name="guildName">The owner guild name, or null to clear.</param>
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public void SetOwner(string? guildName) => this.OwnerGuildName = guildName;
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/// <summary>Returns a human-readable status summary for admin display.</summary>
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public string GetStatusText()
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=> $"CS phase={this.Phase}, owner={this.OwnerGuildName ?? "(none)"}, "
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+ $"registered={this._registeredGuilds.Count} [{string.Join(", ", this._registeredGuilds)}]";
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private ValueTask TransitionAsync(CastleSiegePhase phase, DateTime now)
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{
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this.Phase = phase;
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this._phaseStartedUtc = now;
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this.PhaseChanged?.Invoke(phase);
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return ValueTask.CompletedTask;
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}
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}
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```
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- [ ] **Step 6: Testin geçtiğini gör**
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Run:
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```bash
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cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
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dotnet test ../tests/MUnique.OpenMU.Tests/MUnique.OpenMU.Tests.csproj -c Release -p:ci=true --filter "CastleSiegeContextTest" --nologo 2>&1 | tail -8
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```
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Expected: `Passed! - Failed: 0, Passed: 5`.
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- [ ] **Step 7: Commit**
|
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```bash
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cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw" && \
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git add src/GameLogic/CastleSiege/ tests/MUnique.OpenMU.Tests/CastleSiege/ && \
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git -c user.name="Acentech Dev" -c user.email="acentech_dev@affinitybox.com" \
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commit -m "feat(CS-P1): Castle Siege phase state machine (in-memory, time-injected) + tests"
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```
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||||
---
|
||||
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||||
### Task 2: Periyodik-task plugin (saniyelik tick + custom config)
|
||||
|
||||
**Files:**
|
||||
- Create: `src/GameLogic/PlugIns/PeriodicTasks/CastleSiegeEventPlugIn.cs`
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||||
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||||
**Interfaces:**
|
||||
- Consumes: `CastleSiegeContext`, `CastleSiegeConfiguration` (Task 1)
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- Produces: `CastleSiegeEventPlugIn` implementing `IPeriodicTaskPlugIn` + `ISupportCustomConfiguration<CastleSiegeConfiguration>` + `ISupportDefaultCustomConfiguration`; exposes `static CastleSiegeContext? TryGetContext(IGameContext)` so chat commands can reach the per-context state machine without a plugin instance.
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||||
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||||
- [ ] **Step 1: Plugin'i yaz**
|
||||
|
||||
Create `src/GameLogic/PlugIns/PeriodicTasks/CastleSiegeEventPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegeEventPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
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||||
|
||||
using System.Collections.Concurrent;
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||||
using System.Runtime.InteropServices;
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||||
using MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>
|
||||
/// Drives the Castle Siege phase state machine: ticks it every second and carries its configuration.
|
||||
/// State is per-<see cref="IGameContext"/> and kept in memory (P1: no persistence).
|
||||
/// </summary>
|
||||
[PlugIn]
|
||||
[Display(Name = nameof(CastleSiegeEventPlugIn), Description = "Castle Siege event (P1 skeleton: phase state machine + scheduling).")]
|
||||
[Guid("6E2C8B41-9A4D-4C2E-9E7B-1F2A3B4C5D60")]
|
||||
public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration<CastleSiegeConfiguration>, ISupportDefaultCustomConfiguration
|
||||
{
|
||||
private static readonly ConcurrentDictionary<IGameContext, CastleSiegeContext> Contexts = new();
|
||||
|
||||
/// <inheritdoc />
|
||||
public CastleSiegeConfiguration? Configuration { get; set; }
|
||||
|
||||
/// <inheritdoc />
|
||||
public object CreateDefaultConfig() => new CastleSiegeConfiguration();
|
||||
|
||||
/// <summary>Gets the Castle Siege context for a game context, if the periodic tick has initialized it.</summary>
|
||||
/// <param name="gameContext">The game context.</param>
|
||||
/// <remarks>Static so GM chat commands can reach the state machine without a plugin instance
|
||||
/// (<c>GetKnownPlugInsOf</c> returns Types, not instances). The tick runs every second, so the
|
||||
/// context exists within ~1s of server start.</remarks>
|
||||
public static CastleSiegeContext? TryGetContext(IGameContext gameContext)
|
||||
=> Contexts.TryGetValue(gameContext, out var context) ? context : null;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask ExecuteTaskAsync(GameContext gameContext)
|
||||
{
|
||||
var context = Contexts.GetOrAdd(gameContext, _ => new CastleSiegeContext(this.Configuration ?? new CastleSiegeConfiguration()));
|
||||
await context.TickAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public void ForceStart()
|
||||
{
|
||||
// Force-start applies to every active game context's siege.
|
||||
foreach (var context in Contexts.Values)
|
||||
{
|
||||
_ = context.ForceStartRegistrationAsync(DateTime.UtcNow);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Derlemeyi doğrula**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
|
||||
dotnet build GameLogic/MUnique.OpenMU.GameLogic.csproj -c Release -p:ci=true --nologo -clp:ErrorsOnly 2>&1 | tail -8
|
||||
```
|
||||
Expected: `Build succeeded` (0 hata). `ISupportCustomConfiguration`/`ISupportDefaultCustomConfiguration` bulunamazsa `using MUnique.OpenMU.PlugIns;` yeterli — imzaları o namespace'te; değilse hatadaki tam namespace'i ekle.
|
||||
|
||||
- [ ] **Step 3: Commit**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw" && \
|
||||
git add src/GameLogic/PlugIns/PeriodicTasks/CastleSiegeEventPlugIn.cs && \
|
||||
git -c user.name="Acentech Dev" -c user.email="acentech_dev@affinitybox.com" \
|
||||
commit -m "feat(CS-P1): periodic Castle Siege plugin (per-context tick + custom config)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 3: Admin GM chat komutları
|
||||
|
||||
**Files:**
|
||||
- Create: `src/GameLogic/PlugIns/ChatCommands/CastleSiegeStatusChatCommandPlugIn.cs`
|
||||
- Create: `src/GameLogic/PlugIns/ChatCommands/CastleSiegeStartChatCommandPlugIn.cs`
|
||||
- Create: `src/GameLogic/PlugIns/ChatCommands/CastleSiegePhaseChatCommandPlugIn.cs`
|
||||
- Create: `src/GameLogic/PlugIns/ChatCommands/CastleSiegeSetOwnerChatCommandPlugIn.cs`
|
||||
- Create: `src/GameLogic/PlugIns/ChatCommands/CastleSiegeResetChatCommandPlugIn.cs`
|
||||
|
||||
**Interfaces:**
|
||||
- Consumes: `CastleSiegeEventPlugIn.GetContext` (Task 2)
|
||||
|
||||
- [ ] **Step 1: İki kanonik deseni not et (tüm komutlarda kullanılacak)**
|
||||
|
||||
**Context erişimi** (static — `GetKnownPlugInsOf<T>()` Type döndürür, instance değil; o yüzden static `TryGetContext` kullanıyoruz):
|
||||
```csharp
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
```
|
||||
|
||||
**Arbitrary-text mesaj** (Player'da düz `ShowMessageAsync(string)` yok; view plugin ile sarılır):
|
||||
```csharp
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(
|
||||
p => p.ShowMessageAsync(text, MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
```
|
||||
|
||||
**Her komut dosyasının using bloğu şunları içermeli:** `MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks` (TryGetContext), `MUnique.OpenMU.GameLogic.Views` (IShowMessagePlugIn), `MUnique.OpenMU.Interfaces` (MessageType, CharacterStatus), `MUnique.OpenMU.PlugIns` (attributes). `System.Linq` artık gerekmez.
|
||||
|
||||
- [ ] **Step 2: `/csstatus` komutu**
|
||||
|
||||
Create `src/GameLogic/PlugIns/ChatCommands/CastleSiegeStatusChatCommandPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegeStatusChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Shows the current Castle Siege status. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0001-4E5F-9A0B-CS0000000001")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Status", Description = "GM command: /csstatus")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeStatusChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csstatus";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
var text = context?.GetStatusText() ?? "Castle Siege plugin not active.";
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(text, MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 3: `/csstart` komutu**
|
||||
|
||||
Create `src/GameLogic/PlugIns/ChatCommands/CastleSiegeStartChatCommandPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegeStartChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Forces the Castle Siege into the registration phase. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0002-4E5F-9A0B-CS0000000002")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Start", Description = "GM command: /csstart")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeStartChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csstart";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ForceStartRegistrationAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege: registration started.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 4: `/csphase <phase>`, `/cssetowner <name>`, `/csreset` komutları**
|
||||
|
||||
Create `src/GameLogic/PlugIns/ChatCommands/CastleSiegePhaseChatCommandPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegePhaseChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Forces a specific Castle Siege phase. GM only. Usage: /csphase Siege.</summary>
|
||||
[Guid("A1B2C3D4-0003-4E5F-9A0B-CS0000000003")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Phase", Description = "GM command: /csphase <Ownership|Registration|Preparation|Siege|Settlement>")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegePhaseChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csphase";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var parts = command.Split(' ', StringSplitOptions.RemoveEmptyEntries);
|
||||
if (parts.Length < 2 || !Enum.TryParse<CastleSiegePhase>(parts[1], true, out var phase))
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Usage: /csphase <Ownership|Registration|Preparation|Siege|Settlement>", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ForcePhaseAsync(phase, DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync($"Castle Siege: phase set to {phase}.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Create `src/GameLogic/PlugIns/ChatCommands/CastleSiegeSetOwnerChatCommandPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegeSetOwnerChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Sets the Castle Siege owner guild by name. GM only. Usage: /cssetowner GuildName (empty clears).</summary>
|
||||
[Guid("A1B2C3D4-0004-4E5F-9A0B-CS0000000004")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Set Owner", Description = "GM command: /cssetowner <guildName>")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeSetOwnerChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/cssetowner";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var parts = command.Split(' ', 2, StringSplitOptions.RemoveEmptyEntries);
|
||||
var owner = parts.Length >= 2 ? parts[1].Trim() : null;
|
||||
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
context.SetOwner(string.IsNullOrWhiteSpace(owner) ? null : owner);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync($"Castle Siege owner set to {owner ?? "(none)"}.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Create `src/GameLogic/PlugIns/ChatCommands/CastleSiegeResetChatCommandPlugIn.cs`:
|
||||
```csharp
|
||||
// <copyright file="CastleSiegeResetChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Resets Castle Siege to the ownership phase and clears registrations. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0005-4E5F-9A0B-CS0000000005")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Reset", Description = "GM command: /csreset")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeResetChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csreset";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ResetAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege reset to ownership phase.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 5: `ShowMessageAsync` ve `GetKnownPlugInsOf` API'lerini doğrula**
|
||||
|
||||
`player.ShowMessageAsync(string)` OpenMU'da mevcut mu kontrol et (yoksa `player.ShowMessageAsync(msg, MessageType.BlueNormal)` veya `ShowLocalizedBlueMessageAsync` kullan). `PlugInManager.GetKnownPlugInsOf<T>()` mevcut mu kontrol et; değilse mevcut plugin-erişim API'sine göre düzelt (StartBloodCastle `GetStrategy` desenine benzer bir strateji kaydı veya `GetPlugInPoint`).
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
|
||||
grep -rnE "public .*ShowMessageAsync\(string|GetKnownPlugInsOf" GameLogic/PlayerExtensions.cs GameLogic/Player.cs PlugIns/*.cs 2>/dev/null | head
|
||||
```
|
||||
|
||||
- [ ] **Step 6: Derle + gerekiyorsa API'leri düzelt**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
|
||||
dotnet build GameLogic/MUnique.OpenMU.GameLogic.csproj -c Release -p:ci=true --nologo -clp:ErrorsOnly 2>&1 | tail -12
|
||||
```
|
||||
Expected: `Build succeeded`. Hata varsa Step 5'teki API isimlerini mevcut koda göre düzelt, tekrar derle.
|
||||
|
||||
- [ ] **Step 7: Commit**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw" && \
|
||||
git add src/GameLogic/PlugIns/ChatCommands/CastleSiege*.cs && \
|
||||
git -c user.name="Acentech Dev" -c user.email="acentech_dev@affinitybox.com" \
|
||||
commit -m "feat(CS-P1): GM chat commands (/csstatus /csstart /csphase /cssetowner /csreset)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 4: Uçtan uca smoke test (çalışan server + admin komutu)
|
||||
|
||||
**Files:** yok (doğrulama)
|
||||
|
||||
- [ ] **Step 1: Tüm test suit'ini koş (regresyon)**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
|
||||
dotnet test ../tests/MUnique.OpenMU.Tests/MUnique.OpenMU.Tests.csproj -c Release -p:ci=true --filter "CastleSiege|GetNpcByNumber" --nologo 2>&1 | tail -8
|
||||
```
|
||||
Expected: CS state-machine testleri + remote-NPC testi geçer.
|
||||
|
||||
- [ ] **Step 2: Image'i yeniden derle ve container'ı güncelle**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw/src" && \
|
||||
docker build -f Startup/Dockerfile -t adamu-openmu:dev . && \
|
||||
cd ../deploy-adamu && docker compose -f docker-compose.local.yml up -d
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Emülatörde GM ile `/csstatus` ve `/csstart` çalıştır (manuel)**
|
||||
|
||||
GM yetkili bir karakterle chat'e `/csstatus` yaz → mavi mesajda `CS phase=Ownership, owner=(none), registered=0` görünmeli. `/csstart` → `registration started`; tekrar `/csstatus` → `phase=Registration`. Bu, state machine + plugin + admin zincirinin canlı server'da çalıştığını kanıtlar.
|
||||
|
||||
- [ ] **Step 4: Gitea'ya push**
|
||||
|
||||
```bash
|
||||
cd "/d/OpenMU/MU Client_Mobile 1.04d - Season 6E3/AdamuSw" && git push origin main
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Sonraki adım
|
||||
|
||||
P1 bitince CS iskeleti canlı: fazlar zamanlamayla/adminle geçiyor, durum sorgulanabiliyor. **P2** = kayıt akışı (Guardsman NPC, guild mark, ücret, min guild şartları) + protokol. Guild EF cross-context referansı ve kalıcılık, sahipliğin gerçek anlam kazandığı P3/P4'te eklenecek (bu plandaki `OwnerGuildName` string yer tutucusu o zaman gerçek guild referansına yükseltilecek).
|
||||
Reference in New Issue
Block a user