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feat(live-update): never move properties; mark old instances outdated
Property instances are left out of the replace plan. Once the database is up to date every instance running at the start is marked outdated, and a zone that already got a new instance is not started again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -121,7 +121,7 @@ namespace LiveUpdate {
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enum class eWorldPlan : uint8_t {
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STOP, // nobody there: shut it down (a new one starts when someone goes there)
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REPLACE_EMPTY, // nobody there, but the zone should always have one: start the new one, then stop this one
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MOVE, // replace it and move its players (properties save and freeze first)
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MOVE, // replace it and move its players (properties are never planned: InReplacePlan)
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WAIT_THEN_MOVE, // activity zones and character selection: nobody new goes there; its players leave by
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// themselves or, after a while, are moved
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};
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@@ -146,6 +146,16 @@ namespace LiveUpdate {
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return eWorldPlan::MOVE;
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}
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/**
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* Which running instances a live update replaces: all but those already shutting down and properties. A property
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* (clone) is never moved: building in progress there isn't saved. It is marked outdated like every other instance
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* (master: nobody new goes there) and stops by itself once everyone left (OutdatedInstances.h).
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*/
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inline bool InReplacePlan(const InstanceMigration::InstanceView& view) {
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return !view.shuttingDown && view.cloneId == 0;
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}
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struct Unit {
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eUnitKind kind{};
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eUnitState state{ eUnitState::PENDING };
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@@ -189,7 +199,7 @@ namespace LiveUpdate {
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// Character selection first (logins go to the new one soonest), then the busiest
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std::vector<WorldView> worlds;
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for (const auto& world : observed.worlds) {
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if (!world.view.shuttingDown) worlds.push_back(world);
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if (InReplacePlan(world.view)) worlds.push_back(world);
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}
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std::stable_sort(worlds.begin(), worlds.end(), [](const WorldView& a, const WorldView& b) {
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if ((a.view.zoneId == 0) != (b.view.zoneId == 0)) return a.view.zoneId == 0;
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@@ -487,10 +497,24 @@ namespace LiveUpdate {
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SetState(unit, eUnitState::STOPPING, message);
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}
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// Whether zone has a public instance on the new build already: one started after the update began (not in the
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// plan), running and taking players
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bool HasNewInstance(const Observed& observed, uint32_t zone) const {
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return std::any_of(observed.worlds.begin(), observed.worlds.end(), [&](const WorldView& world) {
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const auto& view = world.view;
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if (view.zoneId != zone || view.cloneId != 0 || view.isPrivate || view.outdated || view.shuttingDown || view.draining) return false;
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return std::none_of(m_Units.begin(), m_Units.end(), [&](const Unit& unit) {
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return unit.kind == eUnitKind::WORLD && unit.zone == view.zoneId && unit.instance == view.instanceId;
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});
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});
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}
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void StartWorld(Unit& unit, const Observed& observed, Clock::time_point now, IActions& actions) {
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const auto* world = observed.Find(unit.zone, unit.instance);
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if (!world || world->view.shuttingDown) return SetState(unit, eUnitState::STOPPED, "It stopped by itself");
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unit.players = static_cast<uint32_t>(std::max(world->view.players, 0));
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// A zone somebody went to since the update began has its new instance already
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if (HasNewInstance(observed, unit.zone)) m_ReplacedZones.insert(unit.zone);
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unit.plan = PlanWorld(world->view, world->activityZone, m_Settings.keepZones.contains(unit.zone), m_ReplacedZones.contains(unit.zone));
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switch (unit.plan) {
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case eWorldPlan::STOP:
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