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fix(autologin): keep retry backoff across failed login attempts - #1938
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AutoLogin reset its retry count and last-attempt time as soon as the client left LOGIN_SCREEN, so every LOGIN_SCREEN -> LOGGING_IN -> LOGIN_SCREEN failure restarted from attempt one and retried within seconds. Stay in ATTEMPTING_LOGIN while the client is logging in or loading, only reset on a confirmed login, and apply the escalating backoff and retry limit when the client falls back to the login screen. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LjtEMzQHGuq4M1Mpqk9pPV
WalkthroughAutoLoginScript now uses an injectable clock for retry, watchdog, lockout, and extended-sleep timestamps. The state machine checks that LoginManager reports LOGIN_SCREEN before retry handling. The retry block no longer requires the previous client game-state condition, and the prior fallback state reset is removed. New tests cover retry backoff, extended sleep, retry-state reset, and lockout cooldown. The plugin descriptor version changes from 1.0.5 to 1.0.6. Priority: ➖ Normal Merge Risk: 🔵 Low · up to With the login watchdog disabled, auto-login could stay in a login attempt indefinitely if the client stalls while logging in or loading. This is a narrow edge case, and the rest of the change is sound, so the PR is mergeable with this noted. Pre-merge checks |
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Review comments at
@runelite-client/src/main/java/net/runelite/client/plugins/microbot/accountselector/AutoLoginScript.java:
- Around line 208-210: Update handleAttemptingLoginState to bound attempts that
remain in a non-LOGIN_SCREEN state when the watchdog is disabled. Preserve
ATTEMPTING_LOGIN retry state, but ensure the attempt exits after a finite limit
rather than returning indefinitely while the client is in LOGGING_IN or LOADING.
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📒 Files selected for processing (3)
runelite-client/src/main/java/net/runelite/client/plugins/microbot/accountselector/AutoLoginPlugin.javarunelite-client/src/main/java/net/runelite/client/plugins/microbot/accountselector/AutoLoginScript.javarunelite-client/src/test/java/net/runelite/client/plugins/microbot/accountselector/AutoLoginRetryStateTest.java
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Problem
Follow-up to #1937. AutoLogin's escalating retry backoff (
computeRetryBackoffSeconds, 5/15/60/300s with jitter) was effectively never applied to generic login failures (world full, login limit exceeded, no reply from the login server, ...).LoginManager.login()returns right after pressing Enter. On the next 600 ms tickhandleAttemptingLoginStatesawGameState.LOGGING_IN, fell into the "not on login screen anymore" branch and calledresetLoginState(), which zeroedretryCountand clearedlastLoginAttemptTime. When the client fell back toLOGIN_SCREEN,handleWaitingForLoginScreenStatestarted a fresh login straight away as "attempt 1". AutoLogin therefore retried every few seconds, which is a likely path into the "Too many login attempts" lockout.maxLoginRetriesand the extended sleep could never trigger for these failures either.Change
AutoLoginScript.handleAttemptingLoginStatestays inATTEMPTING_LOGINwhile the client is in any state other thanLOGIN_SCREEN(LOGGING_IN,LOADING, ...) instead of resetting. The watchdog check still runs first.LOGGED_IN(existing branch), on suppression, or after the extended sleep, as before.LOGIN_SCREENwithout logging in, the attempt already counted at initiation stays counted, so the next retry waitscomputeRetryBackoffSeconds(retryCount, loginRetryDelay)andmaxLoginRetries/ extended sleep apply again.waitForLoginLockout) is unchanged and still runs before the new game state check.Instant.now()takes an injectableClockso the state machine can be unit tested.processAutoLoginStateMachineis package-private, and package-private getters expose the state and retry count for tests.BreakHandler V2 was checked for the same pattern. Its
LOGGING_INstate does not resetloginRetryCount. It waits forLOGGED_IN, a lockout, or a 10 s timeout and then returns toLOGIN_REQUESTEDwith the count kept, so its backoff already escalates. No change there.Validation
AutoLoginRetryStateTestdrives the state machine with injectedGameState/ login index sequences and a fake clock:LOGIN_SCREEN -> LOGGING_IN -> LOGIN_SCREENcounts the failure and waits the backoff before attempts 2 and 3LOGGING_IN -> LOADING -> LOGGED_INresets retry state, and the next logout starts again from attempt 1maxLoginRetriesstill moves toLOGIN_EXTENDED_SLEEP:client:runUnitTests: 2281 tests, 0 failures, 2 skipped.ClientThreadGuardrailTestpasses and its baseline is unchanged.LOGIN_SCREEN -> LOGGING_IN -> LOADING -> LOGGED_INand loggedLogin successful. That line only appears fromATTEMPTING_LOGIN, so the script stayed in that state throughLOGGING_IN.Known gaps
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