feat: hold the scheduler on an empty server instead of polling into an ambush
Every failed scheduled start overwrote the rolled Min/MaxInterval with a hard-coded 5 minutes and never restored it, so on a server that sits empty the scheduler degenerated into a permanent 5-minute poll. The moment the first player logged in, an event fired within one retry window and anchored on their exact position, with a server-wide announcement -- login ambush rather than a scheduled world event. It also wrote a retry line to gold-rush.log every 5 minutes forever (Debug defaults to 1). StartEvent now counts eligible anchors when the schedule expires, holds without consuming the interval while below MinPlayersOnline, and inserts GraceMinutes once the world repopulates. The count runs only on schedule expiry, never per world tick. New config: GoldRush.RetryMinutes (5), GoldRush.GraceMinutes (15), GoldRush.MinPlayersOnline (1). GraceMinutes = 0 rolls a fresh interval instead. GM-forced starts pass scheduled=false and bypass both gates. Verified with clang -fsyntax-only against the live build's compile flags. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019vTNrJGsprcjdjjjDJD5ZM
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CHANGELOG.md
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CHANGELOG.md
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@ -21,7 +21,17 @@ All notable changes to `mod-gold-rush` will be documented in this file.
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ground height, rejects cliffs and lower floors, requires line of sight to the anchor,
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and retries a few times before giving up on a node.
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### Added
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- `GoldRush.RetryMinutes` (default 5), `GoldRush.GraceMinutes` (default 15) and
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`GoldRush.MinPlayersOnline` (default 1).
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### Changed
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- The scheduler no longer collapses to a fixed retry poll on an empty server. Previously
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every failed attempt overwrote the rolled Min/MaxInterval with a hard-coded 5 minutes
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and stayed there, so the first player to log in got an event announced on top of them
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within one retry window. It now holds while the world is below `MinPlayersOnline`, and
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waits `GraceMinutes` once the world repopulates before running. GM-forced starts
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(`.goldrush start` / `teststart`) bypass both checks.
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- Node scatter uses a square-root radius so points spread evenly across the disc
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instead of bunching near the anchor.
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- `DespawnHotspotNodes` resolves the map once instead of per node, and warns if the
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