fix: heal injuries in real time, including while offline - #56
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Healing injury durations were a countdown that only ticked for online players, so a 48h injury took 48 hours of playtime. Trait state now stores the wall-clock time the duration runs out; the healing tick just removes expired injuries and refreshes the fading effects. Saved remaining-ms values from before this change start counting from the next load. The save still writes duration-remaining-ms so an older jar can read the data. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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Navigate logical layers of code changes, visualize relationships, and explore their blast radius. No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Advanced Run ID: 📒 Files selected for processing (3)
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Included review availability: This review used your included allowance. Your plan provides up to 10 included reviews per hour; 8 remain after this review. 📝 WalkthroughWalkthroughTrait durations now use absolute expiration timestamps. The healing service processes expired injuries during ticks, and database loading supports legacy remaining-duration values. The README and configuration comment state that healing continues in real time while players are offline. ChangesInjury Duration
Priority: ➖ Normal Estimated code review effort: 3 (Moderate) | ~20 minutes Change: Bug fix Merge Risk: ⚪ Minimal · up to No concrete merge-blocking issue is established. Confirm that offline injury cleanup persists as part of normal validation. Security Architecture ReviewSecurity architecture risk: 🔵 Low · up to An injury that expires while a character is offline can briefly remain visible after login and may be extended before cleanup. The demonstrated effect is limited to that character’s injury state; no new external access or privilege path was established. Retained concerns
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Inline comments:
In @src/main/java/net/tfminecraft/rpcharacters/database/Database.java:
- Around line 997-998: Update the load logic in Database around
setDurationExpiresAtMs to check whether expires-at-ms is already past; remove
the expired duration-bearing trait instead of loading it, while preserving the
existing behavior for unexpired traits so inactive characters are cleaned up
too.
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README.mdsrc/main/java/net/tfminecraft/rpcharacters/database/Database.javasrc/main/java/net/tfminecraft/rpcharacters/injuries/InjuryHealingService.javasrc/main/java/net/tfminecraft/rpcharacters/objects/RPCharacter.javasrc/main/java/net/tfminecraft/rpcharacters/objects/TraitInstanceState.javasrc/main/resources/injuries.ymlsrc/test/java/net/tfminecraft/rpcharacters/objects/TraitInstanceStateTest.java
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The healing tick only sees each online player's active character, so an inactive character could keep an injury whose time ran out. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Summary
healing-tick-intervalfrom each online player's remaining time), so a 48h injury took 48h of playtime.TraitInstanceStatenow storesexpiresAtMs, the wall-clock time the duration runs out. Remaining time is derived from it, so every reader (profile GUI, effect fade scaling, roster sync, Surgery'sHealingInjuriesAPI) sees real-time values with no other changes.InjuryHealingServiceno longer decrements anything. It removes injuries whose time has run out and refreshes the rest so their effects keep fading. It also stops saving every player file every minute.expires-at-msand still writesduration-remaining-ms, so rolling back to an older jar keeps working. Data saved before this change (onlyduration-remaining-ms) starts counting from the next load.Testing
mvn package: 281 tests pass, including the newTraitInstanceStateTest.🤖 Generated with Claude Code
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