feat(CS): run the siege on ONE designated server (CastleSiegeServerId)
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With multiple game servers each has its own map instances, so the siege ran independently on all of them - a guild could win uncontested on an empty server's Valley of Loren. Now the siege (tick/spawn/battle/registration) runs only on the server whose Id == config.CastleSiegeServerId (AdminPanel-editable). Other servers skip the siege and just mirror the shared castle owner from config so the hunting-map gate + castle flag rewards still work everywhere. The Guardsman on non-siege servers tells players which server to switch to.
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@@ -83,6 +83,22 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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public static CastleSiegeContext? TryGetContext(IGameContext gameContext)
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=> Contexts.TryGetValue(gameContext, out var context) ? context : null;
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/// <summary>
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/// Returns whether the given game context is the designated Castle Siege server (the siege and registration
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/// run only there). Non-server contexts (e.g. tests) or an uninitialized context count as the siege server.
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/// </summary>
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/// <param name="gameContext">The game context.</param>
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public static bool IsCastleSiegeServer(IGameContext gameContext)
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{
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if (gameContext is not IGameServerContext serverContext
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|| TryGetContext(gameContext) is not { } context)
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{
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return true;
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}
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return serverContext.Id == context.Configuration.CastleSiegeServerId;
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}
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/// <inheritdoc />
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public object CreateDefaultConfig() => new CastleSiegeConfiguration();
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@@ -110,6 +126,20 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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context.UpdateConfiguration(liveConfig);
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}
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// With multiple game servers each has its own map instances, so the siege must run on ONE designated
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// server (CastleSiegeServerId). Other servers skip the siege entirely — they only mirror the shared
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// castle owner from the config so the hunting-map gate + castle flag rewards still work everywhere.
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if (!IsCastleSiegeServer(gameContext))
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{
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context.SyncOwnerFromConfig();
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if (DateTime.UtcNow.Second % 15 == 0)
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{
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await this.BroadcastCastleFlagAsync(gameContext, context).ConfigureAwait(false);
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}
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return;
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}
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await context.TickAsync(DateTime.UtcNow).ConfigureAwait(false);
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// During the siege, evaluate the Crown Switches (held by standing on them) and the throne capture every tick.
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