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TravianZ/GameEngine/Village.php
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novgorodschi catalin 6f80be1f4c Add Cron Jobs for Automation
Add Cron Jobs for Automation
2026-07-23 09:43:16 +03:00

441 lines
17 KiB
PHP
Executable File

<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Filename : Village.php ##
## Type : Village System Backend ##
## --------------------------------------------------------------------------- ##
## Developed by : Dzoki ##
## Refactored by : Shadow & Ferywir ##
## Thanks to : ronix, InCube, Akakori, Elmar & Kirilloid ##
## --------------------------------------------------------------------------- ##
## Contact : cata7007@gmail.com ##
## Project : TravianZ ##
## URLs: : https://travianz.org ##
## GitHub : https://github.com/Shadowss/TravianZ ##
## --------------------------------------------------------------------------- ##
## License : TravianZ Project ##
## Copyright : TravianZ (c) 2010-2026. All rights reserved. ##
## --------------------------------------------------------------------------- ##
## Refactor D1 : in-memory production clamp = SQL clamp; 1 UPDATE/hit; ##
## removed wid=wref; flock on the automation lock ##
## Refactor W1 : single getProdFor() (no 4 copy-paste methods); ##
## scan f1..f38 only once; globals pulled in constructor ##
## Refactor W2 : constructor without side effects; explicit tick() + ##
## ActionControl() in bootstrap; static guards removed ##
#################################################################################
include_once("Session.php");
include_once("Building.php");
include_once("Market.php");
include_once("GameEngine/Units.php");
include_once("Technology.php");
class Village {
public $type;
public $coor = [];
public $awood, $aclay, $airon, $acrop, $pop, $maxstore, $maxcrop, $atotal;
public $wid, $vname, $capital, $natar, $master;
public $resarray = [];
public $unitarray, $techarray, $unitall, $researching, $abarray = [];
public $enforcetome = [];
public $enforcetoyou = [];
public $enforceoasis = [];
public $currentcel = 0;
public $currentfestival = 0;
public $allcrop = 0;
public $loyalty = 0;
private $infoarray = [];
private $production = [];
private $oasisowned, $ocounter = [];
private $oasisFactor = 0.25;
// W1 #6: dependencies pulled from globals once, in the constructor
private $db;
private $sess;
private $tech;
private $bids = [];
// W1 #4: index of the f1..f38 fields, built lazily, once per load
private $fieldIndex = null;
/**
* W1 #4: per-resource configuration for getProdFor().
* field = the production field type (and the number of the $bidN production table),
* bonus = the gids of the bonus buildings (Sawmill/Brickyard/Foundry/Grain Mill+Bakery),
* oasis = the index into $this->ocounter, sessionBonus = the 25% bonus flag.
*/
private const PROD_CONFIG = [
'wood' => ['field' => 1, 'bonus' => [5], 'oasis' => 0, 'sessionBonus' => 'bonus1'],
'clay' => ['field' => 2, 'bonus' => [6], 'oasis' => 1, 'sessionBonus' => 'bonus2'],
'iron' => ['field' => 3, 'bonus' => [7], 'oasis' => 2, 'sessionBonus' => 'bonus3'],
'crop' => ['field' => 4, 'bonus' => [8, 9], 'oasis' => 3, 'sessionBonus' => 'bonus4'],
];
/**
* W2 #7: the constructor ONLY loads. No DB writes, no redirect,
* no production tick. "new Village" is safe to call anywhere
* (multiple instances, admin switch). The static loadedWid /
* cacheCleared guards were removed (W2 #10) - they are no longer
* needed now that side effects are explicit.
*/
function __construct() {
global $database, $session, $technology,
$bid1, $bid2, $bid3, $bid4, $bid5, $bid6, $bid7, $bid8, $bid9, $bid45;
$this->db = $database;
$this->sess = $session;
$this->tech = $technology;
$this->bids = [
1 => $bid1, 2 => $bid2, 3 => $bid3, 4 => $bid4,
5 => $bid5, 6 => $bid6, 7 => $bid7, 8 => $bid8, 9 => $bid9,
45 => $bid45, // Waterworks (Egyptians) - used by getOasisBonusFactor()
];
// set village id
if (isset($_SESSION['wid'])) $this->wid = $_SESSION['wid'];
else $this->wid = $this->sess->villages[0];
// preload caches (safe warmup)
$this->preloadVillagesData();
// validate existence
if (!$this->db->checkVilExist($this->wid)) {
$this->wid = $this->db->getVillageID($this->sess->uid);
$_SESSION['wid'] = $this->wid;
}
$this->LoadTown();
$this->db->cacheResourceLevels($this->wid);
}
/**
* W2 #8: explicit tick - computes and applies production. Called from the
* bootstrap at the end of this file (not from dorf1/dorf2 individually:
* 28 pages include Village.php and all of them need up-to-date resources).
*/
public function tick(): void {
// W2 #10: the cache clear used to be guarded by static::$cacheCleared so it
// would run once per request; with an explicit tick (called once, from the
// bootstrap) that guard is no longer needed. A repeated clear on a second
// instance only means a cold cache, not a correctness bug.
$db = get_class($this->db);
$db::clearVillageCache();
$this->calculateProduction();
$this->processProduction();
}
/**
* preload user + world cache
*/
private function preloadVillagesData(): void {
$this->db->getProfileVillages($this->sess->uid, 5);
$this->db->cacheVillageByWorldIDs($this->sess->uid);
}
public function getProd($type) {
return $this->production[$type];
}
public function getAllUnits($vid) {
return $this->tech->getUnits(
$this->db->getUnit($vid),
$this->db->getEnforceVillage($vid, 0)
);
}
/**
* LOAD VILLAGE DATA (single source of truth)
* W2: the dead $second_run parameter was removed (it was not passed from
* anywhere; getResearching always received use_cache = true).
*/
private function LoadTown(): void {
global $logging;
$this->infoarray = $this->db->getVillage($this->wid);
if ($this->infoarray['owner'] != $this->sess->uid && !$this->sess->isAdmin) {
unset($_SESSION['wid']);
$logging->addIllegal($this->sess->uid, $this->wid, 1);
$this->wid = $this->sess->villages[0];
$this->infoarray = $this->db->getVillage($this->wid);
}
$this->resarray = $this->db->getResourceLevel($this->wid);
$this->coor = $this->db->getCoor($this->wid);
$this->type = $this->db->getVillageType($this->wid);
$this->oasisowned = $this->db->getOasis($this->wid);
$this->ocounter = $this->sortOasis();
$this->oasisFactor = $this->getOasisBonusFactor();
$this->unitarray = $this->db->getUnit($this->wid);
$this->enforcetome = $this->db->getEnforceVillage($this->wid, 0);
$this->enforcetoyou = $this->db->getEnforceVillage($this->wid, 1);
$this->enforceoasis = $this->db->getOasisEnforce($this->wid, 0);
$this->unitall = $this->tech->getAllUnits($this->wid);
$this->techarray = $this->db->getTech($this->wid);
$this->abarray = $this->db->getABTech($this->wid);
$this->researching = $this->db->getResearching($this->wid);
$this->capital = $this->infoarray['capital'];
$this->natar = $this->infoarray['natar'];
$this->currentcel = $this->infoarray['celebration'];
$this->currentfestival = $this->infoarray['festival'];
// FIX #2 (Day 1): removed "$this->wid = $this->infoarray['wref']" - it overwrote
// the village id in the middle of the load; in the normal flow it was a no-op
// (wref == wid), but it masked any wrong row coming from the cache. wid stays
// the source of truth.
$this->vname = $this->infoarray['name'];
$this->awood = $this->infoarray['wood'];
$this->aclay = $this->infoarray['clay'];
$this->airon = $this->infoarray['iron'];
$this->acrop = $this->infoarray['crop'];
$this->atotal = (int)($this->awood + $this->aclay + $this->airon + $this->acrop);
$this->pop = $this->infoarray['pop'];
$this->maxstore = $this->infoarray['maxstore'];
$this->maxcrop = $this->infoarray['maxcrop'];
$this->allcrop = $this->getCropProd();
$this->loyalty = $this->infoarray['loyalty'];
$this->master = count($this->db->getMasterJobs($this->wid));
// FIX #1a (Day 1): overflow fix in memory only - no updateResource() here.
// The SQL clamp in modifyResource() (IF > maxstore -> maxstore) corrects the
// DB in the same request anyway, in processProduction(). Saves one UPDATE.
if ($this->awood > $this->maxstore) $this->awood = $this->maxstore;
if ($this->aclay > $this->maxstore) $this->aclay = $this->maxstore;
if ($this->airon > $this->maxstore) $this->airon = $this->maxstore;
if ($this->acrop > $this->maxcrop) $this->acrop = $this->maxcrop;
// NOTE (pre-existing, unchanged): $this->atotal is computed above from the
// un-clamped values and before the production tick.
}
/**
* PRODUCTION CALC
*/
private function calculateProduction(): void {
$upkeep = $this->tech->getUpkeep($this->unitall, 0, $this->wid);
$this->production['wood'] = $this->getProdFor('wood');
$this->production['clay'] = $this->getProdFor('clay');
$this->production['iron'] = $this->getProdFor('iron');
$this->production['crop'] =
$this->getProdFor('crop')
- (!$this->natar ? $this->pop : round($this->pop / 2))
- $upkeep;
}
/**
* APPLY PRODUCTION (NO MORE LOADTOWN RELOAD)
*/
private function processProduction(): void {
// hardening: do not let a lastupdate from the future (clock skew) produce a negative delta
$timepast = max(0, time() - $this->infoarray['lastupdate']);
$nwood = min(($this->production['wood'] / 3600) * $timepast, $this->maxstore);
$nclay = min(($this->production['clay'] / 3600) * $timepast, $this->maxstore);
$niron = min(($this->production['iron'] / 3600) * $timepast, $this->maxstore);
$ncrop = min(($this->production['crop'] / 3600) * $timepast, $this->maxcrop);
// FIX #1b (Day 1): a single UPDATE - lastupdate is set in the same query as the
// resources (the $setLastupdate param in modifyResource); updateVillage() removed.
$this->db->modifyResource($this->wid, $nwood, $nclay, $niron, $ncrop, 1, true);
// lightweight sync ONLY (no DB reload)
$this->infoarray['lastupdate'] = time();
// FIX #0 (Day 1): the in-memory sync mirrors exactly the SQL clamp from
// modifyResource: floor at 0 (before, negative crop from starvation could
// drop below 0 in memory while the DB stayed at 0 -> divergence).
$this->awood = min(max($this->awood + $nwood, 0), $this->maxstore);
$this->aclay = min(max($this->aclay + $nclay, 0), $this->maxstore);
$this->airon = min(max($this->airon + $niron, 0), $this->maxstore);
$this->acrop = min(max($this->acrop + $ncrop, 0), $this->maxcrop);
}
// W1 #4: the 4 methods remain as one-line wrappers - zero API changes,
// all the logic lives in getProdFor().
private function getWoodProd() { return $this->getProdFor('wood'); }
private function getClayProd() { return $this->getProdFor('clay'); }
private function getIronProd() { return $this->getProdFor('iron'); }
private function getCropProd() { return $this->getProdFor('crop'); }
/**
* W1 #4: gross production for one resource. Replaces the 4 copy-paste
* methods (~120 lines). The order of the operations is kept 1:1 with the
* original: sum of fields -> oasis bonus -> building bonus (%) ->
* account bonus (x1.25) -> round(x * SPEED).
*/
private function getProdFor(string $type): float {
$cfg = self::PROD_CONFIG[$type];
$index = $this->getFieldIndex();
$amount = 0;
if (!empty($index['levels'][$cfg['field']])) {
foreach ($index['levels'][$cfg['field']] as $level) {
$amount += $this->bids[$cfg['field']][$level]['prod'];
}
}
$amount += $amount * $this->oasisFactor * $this->ocounter[$cfg['oasis']];
// NOTE: the isset() guard on 'attri' existed in the original only for crop;
// here it is applied everywhere (numerically identical on valid data, no
// warning on corrupted data). The bonus building level = the value of the
// LAST field of that type, exactly as in the original (on real data there is
// at most one building per type).
$bonusPct = 0;
foreach ($cfg['bonus'] as $buildingType) {
$level = $index['last'][$buildingType] ?? 0;
if ($level >= 1 && isset($this->bids[$buildingType][$level]['attri'])) {
$bonusPct += $this->bids[$buildingType][$level]['attri'];
}
}
if ($bonusPct > 0) {
$amount += $amount / 100 * $bonusPct;
}
if ($this->sess->{$cfg['sessionBonus']} == 1) $amount *= 1.25;
return round($amount * SPEED);
}
/**
* W1 #4: scans the f1..f38 fields ONLY once per load (instead of 4 passes)
* and buckets them by type.
* 'levels' => [type => [the levels of every field of that type]]
* 'last' => [type => the (raw) level of the last field of that type] -
* identical semantics to the overwritten assignments in the original.
*/
private function getFieldIndex(): array {
if ($this->fieldIndex !== null) {
return $this->fieldIndex;
}
$levels = [];
$last = [];
for ($i = 1; $i <= 38; $i++) {
$t = (int) $this->resarray['f'.$i.'t'];
$lvl = $this->resarray['f'.$i];
$levels[$t][] = $lvl;
$last[$t] = $lvl;
}
return $this->fieldIndex = ['levels' => $levels, 'last' => $last];
}
/**
* OASIS
*/
/**
* The base oasis bonus (25%) increased by the Waterworks (gid 45, Egyptians):
* attri = +5% relative per level, up to +100% at level 20 (0.25 -> 0.50).
* NOTE: intentionally kept outside getFieldIndex() - it scans f19..f40
* (includes f39/f40, past the index limit of 38).
*/
private function getOasisBonusFactor(): float {
$wwLevel = 0;
for ($i = 19; $i <= 40; $i++) {
if (isset($this->resarray['f'.$i.'t']) && (int)$this->resarray['f'.$i.'t'] == 45) {
$wwLevel = max($wwLevel, (int)$this->resarray['f'.$i]);
}
}
if ($wwLevel > 0 && isset($this->bids[45][$wwLevel]['attri'])) {
return 0.25 * (1 + $this->bids[45][$wwLevel]['attri']);
}
return 0.25;
}
private function sortOasis(): array {
$wood = $clay = $iron = $crop = 0;
if (!empty($this->oasisowned)) {
foreach ($this->oasisowned as $oasis) {
switch ($oasis['type']) {
case 1: case 2: $wood++; break;
case 3: $wood++; $crop++; break;
case 4: case 5: $clay++; break;
case 6: $clay++; $crop++; break;
case 7: case 8: $iron++; break;
case 9: $iron++; $crop++; break;
case 10: case 11: $crop++; break;
case 12: $crop += 2; break;
}
}
}
return [$wood, $clay, $iron, $crop];
}
/**
* W2 #9: moved out of the constructor; called explicitly from the bootstrap
* below. It keeps its own guard on build.php, so the effect is identical to
* putting it at the top of build.php, but without editing the entry pages.
*/
public function ActionControl(): void {
$page = $_SERVER['SCRIPT_NAME'];
if (!SERVER_WEB_ROOT) {
$page = basename($_SERVER['SCRIPT_NAME']);
}
if ($page == "build.php" && $this->sess->uid != $this->infoarray['owner']) {
unset($_SESSION['wid']);
header("Location: dorf1.php");
exit;
}
}
}
// W2: bootstrap with EXPLICIT side effects, in the same order as the old
// constructor (load -> production tick -> ActionControl). Village.php is
// include_once-d, so this block runs only once per request.
// "new Village" stays safe for additional instances (admin switch).
$village = new Village;
$village->tick();
$village->ActionControl();
$building = new Building;
// automation
// P2: if a dedicated cron is running (cron.php), we no longer trigger automation
// from the player pages - cron.php writes a timestamped marker on every run.
// A fresh marker (< 90s) => cron is active, so we skip. Fallback: if the cron
// stops (marker old or missing), the pages take over automatically, as before, so
// the game does not stall if you forget to set up the cron or if it dies.
$__cronMarker = __DIR__ . '/Prevention/cron_active.txt';
$__cronActive = false;
if (@is_file($__cronMarker)) {
$__cronTime = (int)@file_get_contents($__cronMarker);
if ($__cronTime > 0 && (time() - $__cronTime) < 90) {
$__cronActive = true;
}
}
if (!$__cronActive) {
// FIX #3 (Day 1): file_exists() + file_put_contents() was a classic TOCTOU - two
// simultaneous requests both passed the check and ran Automation twice.
// fopen('c') + flock(LOCK_EX|LOCK_NB) is atomic; the lock is released by itself
// even if the process dies. It uses the SAME file, so the internal guard in
// Automation.php (cron/direct path: file_exists + mtime < 60s) keeps working;
// touch() keeps mtime fresh while we are running.
$__automationLock = @fopen(AUTOMATION_LOCK_FILE_NAME, 'c');
if ($__automationLock !== false) {
if (flock($__automationLock, LOCK_EX | LOCK_NB)) {
define('AUTOMATION_MANUAL_RUN', true);
@touch(AUTOMATION_LOCK_FILE_NAME);
include_once("Automation.php");
// Automation.php deletes the file itself at the end (behavior kept for the
// cron path); on Linux flock stays valid on the inode until fclose.
flock($__automationLock, LOCK_UN);
}
fclose($__automationLock);
}
}
?>