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feat: refuse stale character saves with a save generation
Every character gets a save generation in charxml. A world bumps it when it loads the character for play, and every save from that world only goes through while the stored generation is still the one it loaded or last saved (and moves it on). Dashboard edits, restores and maintenance writes bump it too. A world that lost the character to another world (a disconnect noticed late, a zone transfer, an instance migration) or to a dashboard edit can no longer overwrite the newer data: the save is refused, logged and audited as stale_save_refused, the world stops saving that character and a player still connected to it is disconnected with the save failure reason so they reload. Fixes #639 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -38,6 +38,9 @@ class TestSQLDatabase : public GameDatabase {
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std::optional<IAccounts::Info> GetAccountInfo(const std::string_view username) override;
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void InsertNewCharacter(const ICharInfo::Info info) override;
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void InsertCharacterXml(const LWOOBJID accountId, const std::string_view lxfml) override;
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std::optional<ICharXml::CharacterXml> ClaimCharacterXml(const LWOOBJID charId) override { return std::nullopt; };
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bool SaveCharacterXml(const LWOOBJID charId, const std::string_view lxfml, const uint64_t generation) override { return true; };
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uint64_t GetCharacterSaveGeneration(const LWOOBJID charId) override { return 0; };
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std::vector<LWOOBJID> GetAccountCharacterIds(LWOOBJID accountId) override;
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void DeleteCharacter(const LWOOBJID characterId) override;
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void SetCharacterName(const LWOOBJID characterId, const std::string_view name) override;
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