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.NET Core / build (push) Has been cancelled
The switches used to be held by simply standing near them, and the crown captured by standing near it - clicking a switch only produced the client's "not implemented yet" message. This drives both from the original interaction instead: - Clicking a Crown Switch starts an operation which completes after CastleSiegeSettings.SwitchPushSeconds (15) and keeps the switch for the guild until its operator leaves the switch's area. One player per switch; anybody else clicking it is told another team is on it (C1 B2 14 state 2). - While one guild holds both switches the crown's shield drops for it, and its guild master captures the throne by CLICKING the crown and holding it for CrownHoldTimeSeconds - seeded to 60 now, to match the countdown the client's registration panel hardcodes. The throne stays contestable until the siege ends. - The shield now depends on the switches alone, as in the original; the gates and statues remain what they always were, the obstacle in the way. The switch info packet (C1 B2 20) is broadcast before any switch-state packet because the client's "switch released" handler reads its switch table without checking that it exists - that table is only allocated when the info packet arrives, so the wrong order crashes the client. Also fixed while in here: - The crown registration panel could never be closed: the cancel was only sent while the master still stood on the crown, which is precisely when the hold does NOT break. The panel is now closed for the player it was opened for. - A contested switch was decided by enumeration order. - Panels opened by the siege are closed when it ends. - TryCaptureThrone was dead code carrying a second, diverged rule set. - /csphase advertised the pre-refactor phase names to the client. - The periodic broadcasts keyed off "UtcNow.Second % n", which silently skips when a tick runs late; they count ticks now. The unit tests never compiled against the refactored model - they are migrated to the state machine and guild ids, and cover the new switch and crown rules. A new test proves update 105 writes the configuration into an existing database. ApplyPendingUpdatesTool applies pending configuration updates without the admin panel; it is [Explicit], so it never runs in a normal test pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Intialization
This sub-project is about initializing the default data so the server is ready to start. Currently, it also creates 10 accounts for testing.
The state of this sub-project is probably pretty messy and very incomplete, so please don't wonder.
The initialization code is called by the a migration of entity framework core. However, it's independent from it, so if we ever want to switch it's reuseable.
It's tested by an integration test in the corresponding Test-project. The test runs the initialization on a real database instance and tries to load the game configuration and one of the created accounts.