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diff --git a/building_guide/tick_order.md b/building_guide/tick_order.md deleted file mode 100644 index b1246dd..0000000 --- a/building_guide/tick_order.md +++ /dev/null @@ -1,143 +0,0 @@ -## Per-Tick System Order - -The server runs on a fixed game tick (600ms by default; configurable via -`tick_length` in `config.yaml`). Each tick, every online player's pending -commands resolve and a fixed sequence of systems advance world state. The -**canonical order** in which these per-tick systems fire is a load-bearing -contract: combat resolution, deplete/restock timers, regen, respawns, and -sequence-driven triggers all depend on it. Reordering it is a breaking change. - -### Source of truth - -The authoritative list lives in code, not in this doc: - -- `internal/game/tick_systems.go` — the `tickSystemOrder` slice and - `(*Game).RunTickSystems()`, the method that fires them in order. -- `cmd/thoi/main.go` — the master per-tick subscriber, registered with the - engine as **subscription ID 1**, whose body is `g.RunTickSystems()`. The - engine (`internal/engine/tick.go` `processTick`) sorts subscribers by - registration ID, so the master subscriber fires first each tick, before - any dynamically-registered combat / aggro / respawn callbacks (which get - higher IDs as players act). -- `internal/game/tick_systems_test.go` — `TestTickSystemOrder` fails if the - table drifts from the list below. `TestRunTickSystemsEmptyGameIsSafe` - guards the "safe to tick with no players connected" contract every system - must uphold (see "Per-system contracts" below). - -If you change the order, add a system, or remove one: update `tickSystemOrder` -in `tick_systems.go`, the `expectedTickSystemOrder` list in -`tick_systems_test.go`, and the table in this file. All three are intentional -duplicates so any one of them drifting fails the test loudly. - -### Canonical sequence - -| # | System | What it does | -| --- | ----------------------- | ------------------------------------------------------------------------------------------------------------------ | -| 1 | `ProcessQueuedCommands` | Drains each player's free-queued commands and the globally timestamp-sorted active queue; advances walk sequences. | -| 2 | `CasinoTick` | Advances casino betting deadlines and resolves completed casino rounds. | -| 3 | `MoveTick` | Counts down `p.MoveTicks`; on reach-zero, completes a pending run/walk and re-prompts. | -| 4 | `SequenceTick` | Advances every active trigger `sequence` (per-player and global) one step. | -| 5 | `TransientMobTick` | Despawns owned / `DespawnOnLeave` mobs whose owner has left their room. | -| 6 | `World.Tick` | World-internal: ground-item respawn/despawn/reserve timers and shared-object deplete timers. | -| 7 | `MobStore.Tick` | Mob shop restock and mob HP regenerate. Order: by `InstanceID` so processing is stable across ticks. | -| 8 | `RegenTick` | Player HP regeneration, accelerated by tech HP-regen multipliers. | -| 9 | `EnergyRegenTick` | Run-energy regeneration for every online player. | -| 10 | `DisconnectTick` | Counts down pending disconnects and hard-removes finished sessions (skipping players still in combat). | -| 11 | `WanderTick` | Mob wandering (exit-based) and object wandering (fishing spots), with enter/leave messages to observers. | -| 12 | `SharedDepletionTick` | Ticks shared-object deplete timers up (in use) or down (recovering). | -| 13 | `FireTick` | Decays fire objects; on burn-out, spawns the removal item and cancels stokers. | -| 14 | `AdvanceActions` | Advances every active player action by one tick; fires completion handlers per action type. | -| 15 | `TechTick` | Drains battery for active tech, applies equipment / PreserveDrain reductions, and deactivates all on empty. | -| 16 | `ConsumeTick` | Counts down `ConsumeCooldown` and `HomeTransportCooldown`. | -| 17 | `BroadcastRespawns` | Flushes respawned world objects and broadcasts their `respawn_broadcast` lines to players in those rooms. | -| 18 | `VisualTick` | Optional per-player "visual tick" line/counter for AFK feedback. | -| 19 | `SneakTick` | Advances guard watch timers and sneaking players' tick counters. | -| 20 | `FarmTick` | Crops grow, drain water, and yield on harvest (fires every `FarmTickInterval` ticks). | -| 21 | `BuffTick` | Potion buff duration countdown; expires and removes effects. | -| 22 | `SafespotTick` | Safespot unsafe-chance and decay-chance rolls per player. | -| 23 | `HazardTick` | Room hazard damage to non-GodMode players. | - -### Determinism contract - -Three layers of ordering decide what happens on a given tick, in priority: - -1. **Subscriber order** — deterministic. `engine.processTick` sorts - subscribers by registration ID. The master subscriber (ID 1, set in - `cmd/thoi/main.go`) always fires first; every system in - `RunTickSystems` then runs in the table order above. Dynamic combat / - aggro / respawn subscribers registered later get higher IDs and fire - after the canonical 23 systems. This is asserted by - `internal/engine/tick_test.go::TestProcessTickFiresInSubscriptionOrder`. - -2. **Per-system iteration order** — deterministic, as of the deterministic - per-tick subscriber work. Systems that iterate over players or mobs use - stable ordering: - - `Hub.AllSessions()` and `Hub.PlayersInRoom` (`internal/net/server.go`) - sort sessions by `Session.seq`, a monotonic counter assigned in - `Hub.Add` in connection order. - - `MobStore.AllInstances()`, `MobStore.MobsInRoom()`, and `MobStore.Tick()` - (`internal/world/mob.go`) sort by `MobInstance.InstanceID`. - - This means, for example, that cosmetic "X enters." / "Y leaves." - interleavings in `WanderTick`, shop-restock order in `MobStore.Tick`, - and per-player processing order in `RegenTick` / `HazardTick` / - `SneakTick` etc. are reproducible across runs. - -3. **Random-number generation** — **not deterministic across server - restarts.** The `math/rand` top-level functions used across the engine - (`rand.Float64`, `rand.Intn`, `rand.Int`, `rand.Shuffle`) are - auto-seeded at program startup (Go 1.20+; calling `rand.Seed` is - deprecated and is never done here). So combat hit rolls, drop rolls, - wandering exit picks, and minigame randomness differ between server - runs. Two ticks from the same seeded run are reproducible *relative* to - each other (the global source is deterministic), but a fresh server - start produces a different stream. - - Only `rollAggroRand` (`internal/game/sys_combat.go`) is replaceable for - tests; the rest are global-function calls. Reproducible full-tick - traces (e.g. for record/replay debugging) would require threading a - seeded `*math/rand.Rand`/`math/rand/v2.ChaCha8` through the engine; not - currently done. - -### Per-system contracts (the empty-game invariant) - -Every system in the table must be safe to invoke on a `*Game` that has its -stores initialized (`World`, `MobStore`, `Hub`, `queue`, etc. via -`game.New` + `SetHub`) but **no players connected**. Concretely: - -- Systems that touch the hub: guard with `if g.Hub == nil { return }` at the - top, *or* guard each `Hub.*` call with `if g.Hub != nil`. Either is fine. - (`main.go` now calls `SetHub` *before* `Ticks.Start`, so the production - server never ticks with a nil hub; the guards are belt-and-braces for a - `*Game` that tests construct without `SetHub`, such as - `newRunTickSystemsTestGame`.) -- Systems that iterate over maps/slices held on `*Game` (`sequences`, - `restTimers`, `guardWatchTimers`, `hackingStates`, …) must tolerate empty - / freshly-initialized maps. `game.New` initializes all of them; tests that - build a stub `*Game` must too (see `newRunTickSystemsTestGame`). - -Violating either of these is caught by -`TestRunTickSystemsEmptyGameIsSafe` in `internal/game/tick_systems_test.go`. -If you add a new system that needs a new field initialized, update that -helper as well. - -### Notes for builders - -When writing content that depends on per-tick ordering (a trigger that -should fire *after* regen, a sequence whose step messages should appear -*before* the move completes, etc.), consult the table above and remember: - -- `MoveTick` (table #3) runs before `SequenceTick` (table #4) — the table - fires top-to-bottom, so a move that completes this tick will have its - enter-room knock-on triggers fire (inside `ProcessQueuedCommands`, #1, or - `MoveTick`, #3) before trigger `sequences` advance in #4. -- `on_enter` / `on_exit` room triggers fire from command execution, not - from a per-tick system; they run inside `ProcessQueuedCommands` (#1) - or `MoveTick` (#3) when the move actually completes. -- Shop restock (`MobStore.Tick`, #7) happens *before* `RegenTick` (#8) and - *before* `AdvanceActions` (#14); if a gathering action completes this tick - it does so in #14, by which point shop state for this tick has - already advanced. - -When in doubt, the test in `tick_systems_test.go` is the executable -specification. |
