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Shop Purchase & Field Instruments Fix - #307

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AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

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@Zintixx

@Zintixx Zintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitai Bot commented Feb 10, 2025

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

Files Change Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.cs Added ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.cs Introduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs In HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.cs Updated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
    participant P as Player
    participant FM as FieldManager
    participant FI as FieldInstrument
    participant IH as InstrumentHandler

    %% When a new instrument is spawned
    FM->>FI: SpawnInstrument()
    FI-->>FM: Instrument created and added to dictionary
    
    %% When a player is added to the field
    P->>FM: OnAddPlayer()
    FM->>P: Send StartScore packet for each instrument with a score

    %% Score handling events via InstrumentHandler
    IH->>FI: HandleStartScore (assign Score)
    IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

             case ShopCurrencyType.GameMeret:
                 if (session.Currency.CanAddGameMeret(-price) != -price) {
                     session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
                     return false;
                 }

-                session.Currency.Meret -= price;
+                session.Currency.GameMeret -= price;
                 break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

-                session.Currency[currencyType] -= cost.Amount;
+                session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+    /// <summary>
+    /// Removes an instrument from the field and broadcasts a stop score packet.
+    /// </summary>
+    /// <param name="objectId">The object ID of the instrument to remove.</param>
+    /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
     public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+        // StockCount of 0 indicates unlimited supply
         if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+    Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",
+        session.Field != null, session.Instrument != null);
     return;
 }
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash
# Description: Verify the Score property usage in the codebase
# Expected: Usage in InstrumentHandler for managing scores

# Search for Score property usage
rg -A 5 "Score\s*=" 

# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucci AngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

Zintixx commented Feb 10, 2025

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:master Feb 10, 2025
@coderabbitai coderabbitai Bot mentioned this pull request Mar 10, 2025
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Active Instruments not broadcasted to newly added field players

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