fix: deliver the SP cooldown-over message from the map tick, not a detached timer - #2357
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fix: deliver the SP cooldown-over message from the map tick, not a detached timer#2357erwan-joly wants to merge 2 commits into
erwan-joly wants to merge 2 commits into
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LastSp lived only in the player component, so relogging cleared the transformation cooldown, and the cooldown-over message rode a detached fire-and-forget timer. LastSp now persists on Character (nullable column), login rehydrates it and re-arms the 30s window when it is still open, and the map life loop sweeps due notifications so a disconnected session is dropped instead of raced. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Architecture-review PR 4, rescoped after review: the SP cooldown is not supposed to survive a disconnect, so the persistence half (LastSp column, migration, login re-arm) is gone. What remains is the part that was genuinely broken:
sayi+sd 0) rodeObservable.Timer(...).Subscribe()— a detached fire-and-forget holding a session reference with no lifecycle awarenessSpCooldownNotificationService(swept by the map life loop) replaces it: due notifications are delivered on tick, sessions that logged out are dropped instead of racedTransformationService.SpCooldownSecondsManual checks added to
documentation/manual-test-plan.md: notification arrives on time in-game; logging out before the window ends delivers nothing and errors nothing.Build clean; GameObject.Tests 535/535, PacketHandlers.Tests 413/413.
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