mirror of
https://github.com/Shadowss/TravianZ.git
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6f80be1f4c
Add Cron Jobs for Automation
441 lines
17 KiB
PHP
Executable File
441 lines
17 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 : in-memory production clamp = SQL clamp; 1 UPDATE/hit; ##
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## removed wid=wref; flock on the automation lock ##
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## Refactor W1 : single getProdFor() (no 4 copy-paste methods); ##
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## scan f1..f38 only once; globals pulled in constructor ##
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## Refactor W2 : constructor without side effects; explicit tick() + ##
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## ActionControl() in bootstrap; static guards removed ##
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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: dependencies pulled from globals once, in the 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 of the f1..f38 fields, built lazily, once per load
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private $fieldIndex = null;
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/**
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* W1 #4: per-resource configuration for getProdFor().
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* field = the production field type (and the number of the $bidN production table),
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* bonus = the gids of the bonus buildings (Sawmill/Brickyard/Foundry/Grain Mill+Bakery),
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* oasis = the index into $this->ocounter, sessionBonus = the 25% bonus flag.
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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: the constructor ONLY loads. No DB writes, no redirect,
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* no production tick. "new Village" is safe to call anywhere
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* (multiple instances, admin switch). The static loadedWid /
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* cacheCleared guards were removed (W2 #10) - they are no longer
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* needed now that side effects are explicit.
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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 => $bid45, // Waterworks (Egyptians) - used by getOasisBonusFactor()
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];
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// set village id
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if (isset($_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: explicit tick - computes and applies production. Called from the
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* bootstrap at the end of this file (not from dorf1/dorf2 individually:
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* 28 pages include Village.php and all of them need up-to-date resources).
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*/
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public function tick(): void {
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// W2 #10: the cache clear used to be guarded by static::$cacheCleared so it
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// would run once per request; with an explicit tick (called once, from the
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// bootstrap) that guard is no longer needed. A repeated clear on a second
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// instance only means a cold cache, not a correctness bug.
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$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: the dead $second_run parameter was removed (it was not passed from
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* anywhere; getResearching always received 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 = $this->infoarray['festival'];
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// FIX #2 (Day 1): removed "$this->wid = $this->infoarray['wref']" - it overwrote
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// the village id in the middle of the load; in the normal flow it was a no-op
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// (wref == wid), but it masked any wrong row coming from the cache. wid stays
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// the source of truth.
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$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 in memory only - no updateResource() here.
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// The SQL clamp in modifyResource() (IF > maxstore -> maxstore) corrects the
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// DB in the same request anyway, in processProduction(). Saves one 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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// NOTE (pre-existing, unchanged): $this->atotal is computed above from the
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// un-clamped values and before the production tick.
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}
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/**
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* PRODUCTION CALC
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*/
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private function calculateProduction(): void {
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$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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- $upkeep;
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}
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/**
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* APPLY PRODUCTION (NO MORE LOADTOWN RELOAD)
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*/
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private function processProduction(): void {
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// hardening: do not let a lastupdate from the future (clock skew) produce a negative delta
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$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): a single UPDATE - lastupdate is set in the same query as the
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// resources (the $setLastupdate param in modifyResource); updateVillage() removed.
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$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): the in-memory sync mirrors exactly the SQL clamp from
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// modifyResource: floor at 0 (before, negative crop from starvation could
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// drop below 0 in memory while the DB stayed at 0 -> divergence).
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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: the 4 methods remain as one-line wrappers - zero API changes,
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// all the logic lives 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: gross production for one resource. Replaces the 4 copy-paste
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* methods (~120 lines). The order of the operations is kept 1:1 with the
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* original: sum of fields -> oasis bonus -> building bonus (%) ->
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* account bonus (x1.25) -> 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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// NOTE: the isset() guard on 'attri' existed in the original only for crop;
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// here it is applied everywhere (numerically identical on valid data, no
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// warning on corrupted data). The bonus building level = the value of the
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// LAST field of that type, exactly as in the original (on real data there is
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// at most one building per type).
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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: scans the f1..f38 fields ONLY once per load (instead of 4 passes)
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* and buckets them by type.
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* 'levels' => [type => [the levels of every field of that type]]
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* 'last' => [type => the (raw) level of the last field of that type] -
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* identical semantics to the overwritten assignments in the 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' => $last];
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}
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/**
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* OASIS
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*/
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/**
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* The base oasis bonus (25%) increased by the Waterworks (gid 45, Egyptians):
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* attri = +5% relative per level, up to +100% at level 20 (0.25 -> 0.50).
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* NOTE: intentionally kept outside getFieldIndex() - it scans f19..f40
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* (includes f39/f40, past the index limit of 38).
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*/
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private function getOasisBonusFactor(): float {
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$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, $crop];
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}
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/**
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* W2 #9: moved out of the constructor; called explicitly from the bootstrap
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* below. It keeps its own guard on build.php, so the effect is identical to
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* putting it at the top of build.php, but without editing the entry pages.
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*/
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public function ActionControl(): void {
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$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 with EXPLICIT side effects, in the same order as the old
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// constructor (load -> production tick -> ActionControl). Village.php is
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// include_once-d, so this block runs only once per request.
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// "new Village" stays safe for additional instances (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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// P2: if a dedicated cron is running (cron.php), we no longer trigger automation
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// from the player pages - cron.php writes a timestamped marker on every run.
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// A fresh marker (< 90s) => cron is active, so we skip. Fallback: if the cron
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// stops (marker old or missing), the pages take over automatically, as before, so
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// the game does not stall if you forget to set up the cron or if it dies.
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$__cronMarker = __DIR__ . '/Prevention/cron_active.txt';
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$__cronActive = false;
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if (@is_file($__cronMarker)) {
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$__cronTime = (int)@file_get_contents($__cronMarker);
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if ($__cronTime > 0 && (time() - $__cronTime) < 90) {
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$__cronActive = true;
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}
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}
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if (!$__cronActive) {
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// FIX #3 (Day 1): file_exists() + file_put_contents() was a classic TOCTOU - two
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// simultaneous requests both passed the check and ran Automation twice.
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// fopen('c') + flock(LOCK_EX|LOCK_NB) is atomic; the lock is released by itself
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// even if the process dies. It uses the SAME file, so the internal guard in
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// Automation.php (cron/direct path: file_exists + mtime < 60s) keeps working;
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// touch() keeps mtime fresh while we are running.
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$__automationLock = @fopen(AUTOMATION_LOCK_FILE_NAME, 'c');
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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);
|
|
}
|
|
}
|
|
?>
|