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94a7a1c245
Refactor Village.php #326
424 lines
16 KiB
PHP
Executable File
424 lines
16 KiB
PHP
Executable File
<?php
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#################################################################################
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## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
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## --------------------------------------------------------------------------- ##
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## Filename : Village.php ##
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## Type : Village System Backend ##
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## --------------------------------------------------------------------------- ##
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## Developed by : Dzoki ##
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## Refactored by : Shadow & Ferywir ##
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## Thanks to : ronix, InCube, Akakori, Elmar & Kirilloid ##
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## --------------------------------------------------------------------------- ##
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## Contact : cata7007@gmail.com ##
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## Project : TravianZ ##
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## URLs: : https://travianz.org ##
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## GitHub : https://github.com/Shadowss/TravianZ ##
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## --------------------------------------------------------------------------- ##
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## License : TravianZ Project ##
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## Copyright : TravianZ (c) 2010-2026. All rights reserved. ##
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## --------------------------------------------------------------------------- ##
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## Refactor D1 : clamp productie in memorie = clamp SQL; 1 UPDATE/hit; ##
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## eliminat wid=wref; flock pe lock-ul de automation ##
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## Refactor W1 : getProdFor() unic (fara cele 4 metode copy-paste); ##
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## scan f1..f38 o singura data; globals trase in constructor ##
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## Refactor W2 : constructor fara side effects; tick() + ActionControl() ##
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## explicite in bootstrap; garduri statice eliminate ##
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#################################################################################
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include_once("Session.php");
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include_once("Building.php");
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include_once("Market.php");
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include_once("GameEngine/Units.php");
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include_once("Technology.php");
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class Village {
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public $type;
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public $coor = [];
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public $awood, $aclay, $airon, $acrop, $pop, $maxstore, $maxcrop, $atotal;
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public $wid, $vname, $capital, $natar, $master;
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public $resarray = [];
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public $unitarray, $techarray, $unitall, $researching, $abarray = [];
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public $enforcetome = [];
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public $enforcetoyou = [];
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public $enforceoasis = [];
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public $currentcel = 0;
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public $currentfestival = 0;
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public $allcrop = 0;
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public $loyalty = 0;
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private $infoarray = [];
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private $production = [];
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private $oasisowned, $ocounter = [];
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private $oasisFactor = 0.25;
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// W1 #6: dependinte trase o singura data din globals, in constructor
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private $db;
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private $sess;
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private $tech;
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private $bids = [];
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// W1 #4: index-ul campurilor f1..f38, construit lazy, o data per incarcare
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private $fieldIndex = null;
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/**
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* W1 #4: configuratia per resursa pentru getProdFor().
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* field = tipul campului de productie (si nr. tabelei $bidN de productie),
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* bonus = gid-urile cladirilor bonus (Sawmill/Brickyard/Foundry/Grain Mill+Bakery),
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* oasis = indexul in $this->ocounter, sessionBonus = flag-ul de bonus 25%.
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*/
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private const PROD_CONFIG = [
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'wood' => ['field' => 1, 'bonus' => [5], 'oasis' => 0, 'sessionBonus' => 'bonus1'],
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'clay' => ['field' => 2, 'bonus' => [6], 'oasis' => 1, 'sessionBonus' => 'bonus2'],
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'iron' => ['field' => 3, 'bonus' => [7], 'oasis' => 2, 'sessionBonus' => 'bonus3'],
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'crop' => ['field' => 4, 'bonus' => [8, 9], 'oasis' => 3, 'sessionBonus' => 'bonus4'],
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];
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/**
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* W2 #7: constructorul DOAR incarca. Fara scrieri in DB, fara redirect,
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* fara tick de productie. "new Village" e sigur de apelat oriunde
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* (instante multiple, admin switch). Gardurile statice loadedWid /
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* cacheCleared au fost eliminate (W2 #10) - nu mai sunt necesare cu
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* side effects explicite.
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*/
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function __construct() {
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global $database, $session, $technology,
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$bid1, $bid2, $bid3, $bid4, $bid5, $bid6, $bid7, $bid8, $bid9, $bid45;
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$this->db = $database;
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$this->sess = $session;
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$this->tech = $technology;
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$this->bids = [
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1 => $bid1, 2 => $bid2, 3 => $bid3, 4 => $bid4,
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5 => $bid5, 6 => $bid6, 7 => $bid7, 8 => $bid8, 9 => $bid9,
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45 => $bid45, // Waterworks (Egipteni) - folosit de getOasisBonusFactor()
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];
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// set village id
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if (isset($_SESSION['wid'])) $this->wid = $_SESSION['wid'];
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else $this->wid = $this->sess->villages[0];
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// preload caches (safe warmup)
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$this->preloadVillagesData();
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// validate existence
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if (!$this->db->checkVilExist($this->wid)) {
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$this->wid = $this->db->getVillageID($this->sess->uid);
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$_SESSION['wid'] = $this->wid;
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}
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$this->LoadTown();
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$this->db->cacheResourceLevels($this->wid);
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}
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/**
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* W2 #8: tick explicit - calculeaza si aplica productia. Apelat din
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* bootstrap-ul de la finalul fisierului (nu din dorf1/dorf2 individual:
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* 28 de pagini includ Village.php si toate au nevoie de resurse la zi).
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*/
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public function tick(): void {
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// W2 #10: clear-ul de cache era gardat de static::$cacheCleared ca sa
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// ruleze o data per request; cu tick explicit (apelat o data, din
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// bootstrap) gardul nu mai e necesar. Un clear repetat la o a doua
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// instanta inseamna doar cache rece, nu un bug de corectitudine.
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$db = get_class($this->db);
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$db::clearVillageCache();
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$this->calculateProduction();
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$this->processProduction();
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}
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/**
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* preload user + world cache
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*/
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private function preloadVillagesData(): void {
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$this->db->getProfileVillages($this->sess->uid, 5);
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$this->db->cacheVillageByWorldIDs($this->sess->uid);
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}
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public function getProd($type) {
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return $this->production[$type];
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}
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public function getAllUnits($vid) {
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return $this->tech->getUnits(
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$this->db->getUnit($vid),
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$this->db->getEnforceVillage($vid, 0)
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);
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}
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/**
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* LOAD VILLAGE DATA (single source of truth)
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* W2: parametrul mort $second_run eliminat (nu era pasat de nicaieri;
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* getResearching primea mereu use_cache = true).
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*/
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private function LoadTown(): void {
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global $logging;
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$this->infoarray = $this->db->getVillage($this->wid);
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if ($this->infoarray['owner'] != $this->sess->uid && !$this->sess->isAdmin) {
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unset($_SESSION['wid']);
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$logging->addIllegal($this->sess->uid, $this->wid, 1);
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$this->wid = $this->sess->villages[0];
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$this->infoarray = $this->db->getVillage($this->wid);
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}
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$this->resarray = $this->db->getResourceLevel($this->wid);
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$this->coor = $this->db->getCoor($this->wid);
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$this->type = $this->db->getVillageType($this->wid);
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$this->oasisowned = $this->db->getOasis($this->wid);
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$this->ocounter = $this->sortOasis();
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$this->oasisFactor = $this->getOasisBonusFactor();
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$this->unitarray = $this->db->getUnit($this->wid);
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$this->enforcetome = $this->db->getEnforceVillage($this->wid, 0);
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$this->enforcetoyou = $this->db->getEnforceVillage($this->wid, 1);
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$this->enforceoasis = $this->db->getOasisEnforce($this->wid, 0);
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$this->unitall = $this->tech->getAllUnits($this->wid);
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$this->techarray = $this->db->getTech($this->wid);
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$this->abarray = $this->db->getABTech($this->wid);
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$this->researching = $this->db->getResearching($this->wid);
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$this->capital = $this->infoarray['capital'];
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$this->natar = $this->infoarray['natar'];
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$this->currentcel = $this->infoarray['celebration'];
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$this->currentfestival = $this->infoarray['festival'];
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// FIX #2 (Day 1): eliminat "$this->wid = $this->infoarray['wref']" - suprascria
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// id-ul satului la mijlocul incarcarii; in flux normal era no-op (wref == wid),
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// dar masca orice rand gresit venit din cache. wid ramane sursa de adevar.
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$this->vname = $this->infoarray['name'];
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$this->awood = $this->infoarray['wood'];
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$this->aclay = $this->infoarray['clay'];
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$this->airon = $this->infoarray['iron'];
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$this->acrop = $this->infoarray['crop'];
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$this->atotal = (int)($this->awood + $this->aclay + $this->airon + $this->acrop);
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$this->pop = $this->infoarray['pop'];
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$this->maxstore = $this->infoarray['maxstore'];
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$this->maxcrop = $this->infoarray['maxcrop'];
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$this->allcrop = $this->getCropProd();
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$this->loyalty = $this->infoarray['loyalty'];
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$this->master = count($this->db->getMasterJobs($this->wid));
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// FIX #1a (Day 1): overflow fix doar in memorie - fara updateResource() aici.
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// Clamp-ul SQL din modifyResource() (IF > maxstore -> maxstore) corecteaza
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// oricum DB-ul in acelasi request, in processProduction(). Scapa un UPDATE.
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if ($this->awood > $this->maxstore) $this->awood = $this->maxstore;
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if ($this->aclay > $this->maxstore) $this->aclay = $this->maxstore;
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if ($this->airon > $this->maxstore) $this->airon = $this->maxstore;
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if ($this->acrop > $this->maxcrop) $this->acrop = $this->maxcrop;
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// NOTA (pre-existent, nemodificat): $this->atotal e calculat mai sus din
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// valorile ne-clamp-uite si inainte de tick-ul de productie.
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}
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/**
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* PRODUCTION CALC
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*/
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private function calculateProduction(): void {
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$upkeep = $this->tech->getUpkeep($this->unitall, 0, $this->wid);
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$this->production['wood'] = $this->getProdFor('wood');
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$this->production['clay'] = $this->getProdFor('clay');
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$this->production['iron'] = $this->getProdFor('iron');
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$this->production['crop'] =
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$this->getProdFor('crop')
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- (!$this->natar ? $this->pop : round($this->pop / 2))
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- $upkeep;
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}
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/**
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* APPLY PRODUCTION (NO MORE LOADTOWN RELOAD)
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*/
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private function processProduction(): void {
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// hardening: nu lasa un lastupdate din viitor (clock skew) sa produca delta negativ
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$timepast = max(0, time() - $this->infoarray['lastupdate']);
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$nwood = min(($this->production['wood'] / 3600) * $timepast, $this->maxstore);
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$nclay = min(($this->production['clay'] / 3600) * $timepast, $this->maxstore);
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$niron = min(($this->production['iron'] / 3600) * $timepast, $this->maxstore);
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$ncrop = min(($this->production['crop'] / 3600) * $timepast, $this->maxcrop);
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// FIX #1b (Day 1): un singur UPDATE - lastupdate e setat in aceeasi interogare
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// cu resursele (param $setLastupdate in modifyResource); updateVillage() eliminat.
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$this->db->modifyResource($this->wid, $nwood, $nclay, $niron, $ncrop, 1, true);
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// lightweight sync ONLY (no DB reload)
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$this->infoarray['lastupdate'] = time();
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// FIX #0 (Day 1): sincronizarea in memorie oglindeste exact clamp-ul SQL
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// din modifyResource: podea la 0 (inainte, crop-ul negativ din starvation
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// putea cobori sub 0 in memorie in timp ce DB-ul ramanea la 0 -> divergenta).
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$this->awood = min(max($this->awood + $nwood, 0), $this->maxstore);
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$this->aclay = min(max($this->aclay + $nclay, 0), $this->maxstore);
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$this->airon = min(max($this->airon + $niron, 0), $this->maxstore);
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$this->acrop = min(max($this->acrop + $ncrop, 0), $this->maxcrop);
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}
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// W1 #4: cele 4 metode raman ca wrappere de o linie - zero schimbari de API,
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// toata logica e in getProdFor().
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private function getWoodProd() { return $this->getProdFor('wood'); }
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private function getClayProd() { return $this->getProdFor('clay'); }
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private function getIronProd() { return $this->getProdFor('iron'); }
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private function getCropProd() { return $this->getProdFor('crop'); }
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/**
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* W1 #4: productia bruta pentru o resursa. Inlocuieste cele 4 metode
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* copy-paste (~120 linii). Ordinea operatiilor e pastrata 1:1 cu originalul:
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* suma campuri -> bonus oaze -> bonus cladire (%) -> bonus cont (x1.25)
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* -> round(x * SPEED).
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*/
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private function getProdFor(string $type): float {
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$cfg = self::PROD_CONFIG[$type];
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$index = $this->getFieldIndex();
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$amount = 0;
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if (!empty($index['levels'][$cfg['field']])) {
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foreach ($index['levels'][$cfg['field']] as $level) {
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$amount += $this->bids[$cfg['field']][$level]['prod'];
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}
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}
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$amount += $amount * $this->oasisFactor * $this->ocounter[$cfg['oasis']];
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// NOTA: garda isset() pe 'attri' exista in original doar la crop; aici e
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// aplicata peste tot (identic numeric pe date valide, fara warning pe date
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// corupte). Nivelul cladirii bonus = valoarea ULTIMULUI camp de acel tip,
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// exact ca in original (in date reale exista cel mult o cladire per tip).
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$bonusPct = 0;
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foreach ($cfg['bonus'] as $buildingType) {
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$level = $index['last'][$buildingType] ?? 0;
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if ($level >= 1 && isset($this->bids[$buildingType][$level]['attri'])) {
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$bonusPct += $this->bids[$buildingType][$level]['attri'];
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}
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}
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if ($bonusPct > 0) {
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$amount += $amount / 100 * $bonusPct;
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}
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if ($this->sess->{$cfg['sessionBonus']} == 1) $amount *= 1.25;
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return round($amount * SPEED);
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}
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/**
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* W1 #4: scaneaza campurile f1..f38 O SINGURA data per incarcare (in loc de
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* 4 treceri) si le bucket-uieste dupa tip.
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* 'levels' => [tip => [nivelele fiecarui camp de acel tip]]
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* 'last' => [tip => nivelul (raw) al ultimului camp de acel tip] -
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* semantica identica cu atribuirile suprascrise din original.
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*/
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private function getFieldIndex(): array {
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if ($this->fieldIndex !== null) {
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return $this->fieldIndex;
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}
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$levels = [];
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$last = [];
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for ($i = 1; $i <= 38; $i++) {
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$t = (int) $this->resarray['f'.$i.'t'];
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$lvl = $this->resarray['f'.$i];
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$levels[$t][] = $lvl;
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$last[$t] = $lvl;
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}
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return $this->fieldIndex = ['levels' => $levels, 'last' => $last];
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}
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/**
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* OASIS
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*/
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/**
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* Bonusul de baza al oazei (25%) crescut de Waterworks (gid 45, Egipteni):
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* attri = +5% relativ per nivel, pana la +100% la nivel 20 (0.25 -> 0.50).
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* NOTA: ramane intentionat in afara getFieldIndex() - scaneaza f19..f40
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* (include f39/f40, peste limita de 38 a index-ului).
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*/
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private function getOasisBonusFactor(): float {
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$wwLevel = 0;
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for ($i = 19; $i <= 40; $i++) {
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if (isset($this->resarray['f'.$i.'t']) && (int)$this->resarray['f'.$i.'t'] == 45) {
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$wwLevel = max($wwLevel, (int)$this->resarray['f'.$i]);
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}
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}
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if ($wwLevel > 0 && isset($this->bids[45][$wwLevel]['attri'])) {
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return 0.25 * (1 + $this->bids[45][$wwLevel]['attri']);
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}
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return 0.25;
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}
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private function sortOasis(): array {
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$wood = $clay = $iron = $crop = 0;
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if (!empty($this->oasisowned)) {
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foreach ($this->oasisowned as $oasis) {
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switch ($oasis['type']) {
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case 1: case 2: $wood++; break;
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case 3: $wood++; $crop++; break;
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case 4: case 5: $clay++; break;
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case 6: $clay++; $crop++; break;
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case 7: case 8: $iron++; break;
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case 9: $iron++; $crop++; break;
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case 10: case 11: $crop++; break;
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case 12: $crop += 2; break;
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}
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}
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}
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return [$wood, $clay, $iron, $crop];
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}
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/**
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* W2 #9: scos din constructor; apelat explicit din bootstrap-ul de mai jos.
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* Isi pastreaza singur garda pe build.php, deci efectul e identic cu a-l
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* pune la inceputul build.php, dar fara sa editam paginile de intrare.
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*/
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public function ActionControl(): void {
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$page = $_SERVER['SCRIPT_NAME'];
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if (!SERVER_WEB_ROOT) {
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$page = basename($_SERVER['SCRIPT_NAME']);
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}
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if ($page == "build.php" && $this->sess->uid != $this->infoarray['owner']) {
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unset($_SESSION['wid']);
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header("Location: dorf1.php");
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exit;
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}
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}
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}
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// W2: bootstrap cu side effects EXPLICITE, in aceeasi ordine ca vechiul
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// constructor (load -> tick productie -> ActionControl). Village.php e
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// include_once-uit, deci blocul ruleaza o singura data per request.
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// "new Village" ramane sigur pentru instante suplimentare (admin switch).
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$village = new Village;
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$village->tick();
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$village->ActionControl();
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$building = new Building;
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// automation
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// FIX #3 (Day 1): file_exists() + file_put_contents() era un TOCTOU clasic - doua
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// request-uri simultane treceau amandoua de check si rulau Automation dublu.
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// fopen('c') + flock(LOCK_EX|LOCK_NB) e atomic; lock-ul se elibereaza singur si
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// daca procesul moare. Se foloseste ACELASI fisier, deci gardul intern din
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// Automation.php (calea cron/directa: file_exists + mtime < 60s) ramane functional;
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// touch() tine mtime proaspat cat rulam noi.
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$__automationLock = @fopen(AUTOMATION_LOCK_FILE_NAME, 'c');
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if ($__automationLock !== false) {
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if (flock($__automationLock, LOCK_EX | LOCK_NB)) {
|
|
define('AUTOMATION_MANUAL_RUN', true);
|
|
@touch(AUTOMATION_LOCK_FILE_NAME);
|
|
include_once("Automation.php");
|
|
// Automation.php sterge singur fisierul la final (comportament pastrat
|
|
// pentru calea cron); pe Linux flock ramane valid pe inode pana la fclose.
|
|
flock($__automationLock, LOCK_UN);
|
|
}
|
|
fclose($__automationLock);
|
|
}
|
|
?>
|