Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

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@Zintixx

@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

❤️ Share
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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

Copy link
Copy Markdown
Collaborator

Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

Copy link
Copy Markdown
Contributor

Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

❤️ Share
🪧 Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
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    • Generate unit testing code for this file.
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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

Copy link
Copy Markdown
CollaboratorAuthor

This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Development

Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
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@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

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@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

Copy link
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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

❤️ Share
🪧 Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
    • I pushed a fix in commit <commit_id>, please review it.
    • Generate unit testing code for this file.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
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  • PR comments: Tag @coderabbitai in a new PR comment to ask questions about the PR branch. For the best results, please provide a very specific query, as very limited context is provided in this mode. Examples:
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    • @coderabbitai read src/utils.ts and generate unit testing code.
    • @coderabbitai read the files in the src/scheduler package and generate a class diagram using mermaid and a README in the markdown format.
    • @coderabbitai help me debug CodeRabbit configuration file.

Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments.

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

Copy link
Copy Markdown
CollaboratorAuthor

This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Development

Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

Copy link
Copy Markdown
Collaborator

Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

Copy link
Copy Markdown
Contributor

Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

❤️ Share
🪧 Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
    • I pushed a fix in commit <commit_id>, please review it.
    • Generate unit testing code for this file.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
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    • @coderabbitai gather interesting stats about this repository and render them as a table. Additionally, render a pie chart showing the language distribution in the codebase.
    • @coderabbitai read src/utils.ts and generate unit testing code.
    • @coderabbitai read the files in the src/scheduler package and generate a class diagram using mermaid and a README in the markdown format.
    • @coderabbitai help me debug CodeRabbit configuration file.

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  • @coderabbitai resume to resume the paused reviews.
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  • @coderabbitai generate docstrings to generate docstrings for this PR. (Beta)
  • @coderabbitai resolve resolve all the CodeRabbit review comments.
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  • Add @coderabbitai ignore anywhere in the PR description to prevent this PR from being reviewed.
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  • Add @coderabbitai anywhere in the PR title to generate the title automatically.

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

Copy link
Copy Markdown
CollaboratorAuthor

This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Labels

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Development

Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

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This fixes #283 ?

@Zintixx

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Successfully merging this pull request may close these issues.

Active Instruments not broadcasted to newly added field players

2 participants

@Zintixx@AngeloTadeucci
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Shop Purchase & Field Instruments Fix - #307

Merged
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev
Feb 10, 2025
Merged

Shop Purchase & Field Instruments Fix#307
AngeloTadeucci merged 1 commit into
MS2Community:masterfrom
Zintixx:dev

Conversation

@Zintixx

@ZintixxZintixx commented Feb 10, 2025

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Summary by CodeRabbit

  • New Features

    • Enhanced instrument state management to ensure new players receive current score updates and instruments are removed promptly when inactive.
    • Added support for optional instrument score tracking for more flexible in-game performance.
  • Bug Fixes

    • Improved purchase validation to prevent transactions when items are unavailable due to zero stock.

@coderabbitai

coderabbitaiBot commented Feb 10, 2025

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Walkthrough

This pull request introduces several modifications related to instrument and shop management in the game server. A new concurrent dictionary in the FieldManager class now tracks FieldInstrument objects. Methods are updated to spawn instruments, remove them correctly (while handling score events), and send start score packets to newly added players. Additionally, the FieldInstrument class gains a nullable Score property. The InstrumentHandler’s score management is revised, and the ShopManager’s purchase logic is improved to account for zero stock.

Changes

FilesChange Summary
Maple2.Server.Game/Manager/Field/...FieldManager.State.csAdded ConcurrentDictionary<int, FieldInstrument> fieldInstruments; updated SpawnInstrument to add instruments; added a new RemoveInstrument(int objectId) method; updated OnAddPlayer to broadcast start score packets for instruments with a score.
Maple2.Server.Game/Model/Field/Entity/...FieldInstrument.csIntroduced a nullable Score property (of type Item?) and reorganized using directives.
Maple2.Server.Game/PacketHandlers/InstrumentHandler.csIn HandleStartScore, assigned the score to session.Instrument.Score; modified HandleStopScore to remove the instrument (calling RemoveInstrument) instead of broadcasting a stop score; improved formatting in TryUseInstrument by removing the unnecessary null-forgiving operator.
Maple2.Server.Game/Manager/ShopManager.csUpdated the purchase condition in the Buy method to check that shopItem.StockCount is not zero before comparing the quantity against the available stock, preventing purchases when no stock is available.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant FM as FieldManager
participant FI as FieldInstrument
participant IH as InstrumentHandler
%% When a new instrument is spawned
FM->>FI: SpawnInstrument()
FI-->>FM: Instrument created and added to dictionary
%% When a player is added to the field
P->>FM: OnAddPlayer()
FM->>P: Send StartScore packet for each instrument with a score
%% Score handling events via InstrumentHandler
IH->>FI: HandleStartScore (assign Score)
IH->>FM: HandleStopScore (call RemoveInstrument with instrument ID)
Loading

Possibly related PRs

  • Music Composing Fixes #253: Involves related modifications to the InstrumentHandler class concerning the handling and processing of instrument score events.

Suggested reviewers

  • AngeloTadeucci

Poem

Hop along, dear coders, in fields so wide,
Where instruments play and scores reside!
A new dictionary tracks each note so true,
Shaping gameplay with a clever view!
I nibble bugs and leap with cheer, 🍀
A rabbit’s ode to changes dear!
Hop, hop, hooray for code anew!


Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

❤️ Share
🪧 Tips

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Actionable comments posted: 0

🔭 Outside diff range comments (2)
Maple2.Server.Game/Manager/ShopManager.cs (2)

565-572: Fix GameMeret currency handling.

The code is deducting from Meret instead of GameMeret when the cost type is GameMeret.

Apply this fix:

 case ShopCurrencyType.GameMeret:
if (session.Currency.CanAddGameMeret(-price) != -price) {
session.Send(ShopPacket.Error(ShopError.s_err_lack_merat));
return false;
}
- session.Currency.Meret -= price;+ session.Currency.GameMeret -= price;
break;

600-600: Fix incorrect currency deduction amount.

The code uses cost.Amount instead of price for the currency deduction, which could lead to incorrect amounts being deducted.

Apply this fix:

- session.Currency[currencyType] -= cost.Amount;+ session.Currency[currencyType] -= price;
🧹 Nitpick comments (4)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (1)

644-651: Consider adding XML documentation.

The implementation is correct and follows the pattern of other remove methods. Consider adding XML documentation to describe the method's purpose, parameters, and return value.

+ /// <summary>+ /// Removes an instrument from the field and broadcasts a stop score packet.+ /// </summary>+ /// <param name="objectId">The object ID of the instrument to remove.</param>+ /// <returns>True if the instrument was successfully removed; otherwise, false.</returns>
public bool RemoveInstrument(int objectId) {
Maple2.Server.Game/Manager/ShopManager.cs (2)

439-442: LGTM! The fix correctly handles unlimited supply items.

The condition now properly allows purchases when StockCount is 0 (unlimited supply) while maintaining the stock check for limited items.

Consider adding a comment to clarify the logic:

+ // StockCount of 0 indicates unlimited supply
if (shopItem.StockCount != 0 && quantity > shopItem.StockCount - shopItem.StockPurchased) {

454-454: Consider implementing missing shop features.

The TODO comment indicates missing implementations for Guild Merchant Type/Level, Championship, and Alliance features.

Would you like me to help implement these features or create issues to track them?

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (1)

149-151: Consider adding debug logging for error cases.

The method silently returns when Field or Instrument is null. Consider adding debug logging to help track down potential issues:

 if (session.Field == null || session.Instrument == null) {
+ Logger.Debug("HandleStopScore failed: Field={Field}, Instrument={Instrument}",+ session.Field != null, session.Instrument != null);
return;
}
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between efaff4e and b0b47e2.

⛔ Files ignored due to path filters (1)
  • Maple2.Server.World/Migrations/20250207213214_HomeDecoration.cs is excluded by !Maple2.Server.World/Migrations/*
📒 Files selected for processing (4)
  • Maple2.Server.Game/Manager/Field/FieldManager.State.cs (4 hunks)
  • Maple2.Server.Game/Manager/ShopManager.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2 hunks)
  • Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (2)
  • GitHub Check: format
  • GitHub Check: build
🔇 Additional comments (8)
Maple2.Server.Game/Manager/Field/FieldManager.State.cs (3)

34-34: LGTM!

The use of ConcurrentDictionary is appropriate for thread-safe management of field instruments.


503-503: LGTM!

The instrument storage implementation follows the established pattern used by other spawn methods in the class.


664-668: LGTM!

The implementation correctly handles sending score packets to newly added players, fixing the issue where field instruments were not loading correctly when a player enters a map where a score is in progress.

Maple2.Server.Game/PacketHandlers/InstrumentHandler.cs (3)

141-141: LGTM! Important state management fix.

Setting the Score property on the instrument is crucial for maintaining the correct state, which helps fix the issue where field instruments weren't loading correctly for players entering a map during an active score.


172-172: LGTM! Improved cleanup of instruments.

Using RemoveInstrument instead of just broadcasting a stop packet ensures proper cleanup of the instrument state from the field, preventing potential issues with lingering instruments.


337-337: LGTM! Removed redundant null check.

The removal of the ! operator is correct since session.Field is already guaranteed to be non-null at this point due to the null checks in the calling methods.

Maple2.Server.Game/Model/Field/Entity/FieldInstrument.cs (2)

1-2: LGTM!

The addition of the Maple2.Model.Game namespace and reordering of using directives looks good.


12-12: LGTM! The Score property addition aligns with the PR objectives.

The nullable Score property will help track the score being played when a player enters a map where a score is in progress, addressing the field instruments loading issue mentioned in the PR objectives.

Let's verify the usage of this property:

✅ Verification successful

🏁 Script executed:

#!/bin/bash# Description: Verify the Score property usage in the codebase# Expected: Usage in InstrumentHandler for managing scores# Search for Score property usage
rg -A 5 "Score\s*="# Search for any potential null reference issues
ast-grep --pattern 'session.Instrument.Score.$$$'

Length of output: 12433


Verified: Score Property Usage Confirmed

The search results confirm that the new nullable Score property is utilized correctly in the codebase, notably in InstrumentHandler (specifically at the assignment session.Instrument.Score = score;). This usage aligns with the PR's objectives to track active scores without introducing null reference issues.

@AngeloTadeucciAngeloTadeucci left a comment

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This fixes #283 ?

@Zintixx

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This fixes #283 ?

yes

@AngeloTadeucci
AngeloTadeucci merged commit feeebc6 into MS2Community:masterFeb 10, 2025
@coderabbitaicoderabbitaiBot mentioned this pull request Mar 10, 2025
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Active Instruments not broadcasted to newly added field players

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@Zintixx@AngeloTadeucci