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>
This commit is contained in:
Aaron Kimbrell
2026-09-26 19:10:16 -05:00
parent 17689cd663
commit 341ce89a6a
14 changed files with 280 additions and 6 deletions

View File

@@ -0,0 +1,108 @@
#include "GameDependencies.h"
#include "Character.h"
#include "Database.h"
namespace {
// One character's xml and save generation, like the charxml row
class SaveDatabase : public TestSQLDatabase {
public:
std::string xml = "<obj v=\"1\"><char cc=\"10\"/></obj>";
uint64_t generation = 7;
uint32_t saves = 0;
std::vector<std::string> audits;
std::optional<CharacterXml> ClaimCharacterXml(const LWOOBJID) override { return CharacterXml{ xml, ++generation }; }
bool SaveCharacterXml(const LWOOBJID, const std::string_view lxfml, const uint64_t expected) override {
if (expected != generation) return false;
xml = lxfml;
generation = expected + 1;
saves++;
return true;
}
uint64_t GetCharacterSaveGeneration(const LWOOBJID) override { return generation; }
// A dashboard edit
void UpdateCharacterXml(const LWOOBJID, const std::string_view lxfml) override { xml = lxfml; generation++; }
void InsertAuditLog(uint32_t, const std::string_view, const std::string_view action, const std::string_view, uint32_t, LWOOBJID) override {
audits.push_back(std::string(action));
}
};
}
class StaleSaveGuardTest : public GameDependenciesTest {
protected:
SaveDatabase* db{};
void SetUp() override {
SetUpDependencies();
db = new SaveDatabase();
Database::_setDatabase(db);
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(StaleSaveGuardTest, LoadingClaimsTheCharacter) {
Character character(1, nullptr);
character.UpdateFromDatabase();
EXPECT_EQ(character.GetSaveGeneration(), 8u);
EXPECT_EQ(db->generation, 8u);
EXPECT_EQ(character.GetXMLData(), db->xml);
}
TEST_F(StaleSaveGuardTest, SavesMoveTheGenerationAlong) {
Character character(1, nullptr);
character.UpdateFromDatabase();
character.WriteToDatabase();
character.WriteToDatabase();
EXPECT_EQ(db->saves, 2u);
EXPECT_EQ(character.GetSaveGeneration(), db->generation);
EXPECT_FALSE(character.IsSaveRefused());
EXPECT_TRUE(db->audits.empty());
}
TEST_F(StaleSaveGuardTest, AnotherWorldLoadingMakesTheOldOneStale) {
Character oldWorld(1, nullptr);
oldWorld.UpdateFromDatabase();
oldWorld.WriteToDatabase();
Character newWorld(1, nullptr);
newWorld.UpdateFromDatabase();
newWorld.WriteToDatabase();
const auto newXml = db->xml;
// The old world still has the player (a disconnect it noticed late) and saves: refused, the new data stays
oldWorld.WriteToDatabase();
EXPECT_TRUE(oldWorld.IsSaveRefused());
EXPECT_EQ(db->xml, newXml);
EXPECT_EQ(db->saves, 2u);
ASSERT_EQ(db->audits.size(), 1u);
EXPECT_EQ(db->audits[0], "stale_save_refused");
// It doesn't try again (or audit again)
oldWorld.WriteToDatabase();
EXPECT_EQ(db->audits.size(), 1u);
// The world that has the character keeps saving
newWorld.WriteToDatabase();
EXPECT_FALSE(newWorld.IsSaveRefused());
EXPECT_EQ(db->saves, 3u);
}
TEST_F(StaleSaveGuardTest, DashboardEditWins) {
Character character(1, nullptr);
character.UpdateFromDatabase();
Database::Get()->UpdateCharacterXml(1, "<obj v=\"1\"><char cc=\"999\"/></obj>");
character.WriteToDatabase();
EXPECT_TRUE(character.IsSaveRefused());
EXPECT_EQ(db->xml, "<obj v=\"1\"><char cc=\"999\"/></obj>");
// Loading again (the player logs back in) picks the edit up and saves normally
character.UpdateFromDatabase();
EXPECT_FALSE(character.IsSaveRefused());
EXPECT_EQ(character.GetXMLData(), "<obj v=\"1\"><char cc=\"999\"/></obj>");
character.WriteToDatabase();
EXPECT_FALSE(character.IsSaveRefused());
}