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Adv 2.0 L5h: cold AdvCharacter table — saveAdvCharacter fan-outs to player_meta
saveAdvCharacter no longer writes the legacy adventure_characters row. It's now a thin fan-out: bumps LastActiveAt and routes through upsertAllPlayerMetaFromAdvChar, which calls the per-subsystem upserts for display_name, hospital, arena, masterwork, rival, skills, babysit, NPC, lifecycle, death, misc, pet, and house. loadAdvCharacter calls applyPlayerMetaOverlay at the tail to re-source every migrated subsystem from player_meta. The adventure_characters SELECT still happens (for the user_id / equipment-table linkage and as a fallback substrate) but its values are overwritten by the overlay. This achieves the L4e in-place housing reader flip automatically — adventure_housing.go's char.HouseFoo reads now see player_meta values without per-site changes. npcMidnightReset extended to write player_meta alongside the frozen adventure_characters. Per-call-site upsertPlayerMetaXxx duals are now redundant with the saveAdvCharacter fan-out but kept as defense; cleanup deferred. player_meta.combat_level column drop deferred — still read by babysit cost / combat_stats / activities via the overlay; sequenced with the final combat_engine teardown. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -2,7 +2,6 @@ package plugin
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import (
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"database/sql"
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"log/slog"
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"time"
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"gogobee/internal/db"
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@@ -540,6 +539,12 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
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c.PetArrived = petArrived == 1
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c.ThomAnimalLineFired = thomAnimalLine == 1
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c.PetSupplyShopUnlocked = petSupplyUnlocked == 1
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// Phase L5h: adventure_characters columns are no longer written by
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// saveAdvCharacter, so the SELECT above returns the row's frozen-at-cut
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// snapshot. Overlay every player_meta-mirrored subsystem so callers see
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// canonical (live) values for migrated fields.
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applyPlayerMetaOverlay(c)
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return c, nil
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}
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@@ -585,151 +590,15 @@ func createAdvCharacter(userID id.UserID, displayName string) error {
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return tx.Commit()
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}
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// saveAdvCharacter persists every mutable AdventureCharacter field to
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// player_meta. Phase L5h: the legacy adventure_characters UPDATE has been
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// retired — the row is now read-only after createAdvCharacter seeds it,
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// and saveAdvCharacter routes the entire mutable state set through the
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// per-subsystem player_meta upserts. LastActiveAt is auto-bumped to mirror
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// the previous CURRENT_TIMESTAMP semantics on save.
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func saveAdvCharacter(char *AdventureCharacter) error {
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d := db.Get()
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alive := 0
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if char.Alive {
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alive = 1
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}
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actionTaken := 0
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if char.ActionTakenToday {
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actionTaken = 1
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}
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holidayTaken := 0
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if char.HolidayActionTaken {
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holidayTaken = 1
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}
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rivalUnlocked := 0
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if char.RivalUnlockedNotified {
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rivalUnlocked = 1
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}
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babysitAct := 0
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if char.BabysitActive {
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babysitAct = 1
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}
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houseFrozen := 0
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if char.HouseLoanFrozen {
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houseFrozen = 1
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}
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houseAutopay := 0
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if char.HouseAutopay {
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houseAutopay = 1
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}
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petChasedAway := 0
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if char.PetChasedAway {
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petChasedAway = 1
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}
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petReactivated := 0
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if char.PetReactivated {
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petReactivated = 1
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}
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petArrived := 0
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if char.PetArrived {
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petArrived = 1
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}
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thomAnimalLine := 0
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if char.ThomAnimalLineFired {
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thomAnimalLine = 1
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}
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petSupplyUnlocked := 0
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if char.PetSupplyShopUnlocked {
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petSupplyUnlocked = 1
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}
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petMorningDef := 0
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if char.PetMorningDefense {
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petMorningDef = 1
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}
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autoBabysit := 0
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if char.AutoBabysit {
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autoBabysit = 1
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}
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streakDecayed := 0
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if char.StreakDecayed {
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streakDecayed = 1
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}
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_, err := d.Exec(`
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UPDATE adventure_characters SET
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display_name = ?, combat_level = ?, mining_skill = ?, foraging_skill = ?, fishing_skill = ?,
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combat_xp = ?, mining_xp = ?, foraging_xp = ?, fishing_xp = ?,
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alive = ?, dead_until = ?, action_taken_today = ?, holiday_action_taken = ?,
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arena_wins = ?, arena_losses = ?, invasion_score = ?, title = ?,
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current_streak = ?, best_streak = ?, last_action_date = ?, grudge_location = ?,
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last_active_at = CURRENT_TIMESTAMP, death_reprieve_last = ?,
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masterwork_drops_received = ?,
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rival_pool = ?, rival_unlocked_notified = ?,
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babysit_active = ?, babysit_expires_at = ?, babysit_skill_focus = ?,
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hospital_visits = ?, robbie_visit_count = ?, last_death_date = ?,
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combat_actions_used = ?, harvest_actions_used = ?,
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last_pardon_used = ?,
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misty_last_seen = ?, arina_last_seen = ?,
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misty_buff_expires = ?, misty_debuff_expires = ?, arina_buff_expires = ?,
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npc_msg_count = ?, npc_msg_count_date = ?,
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misty_roll_target = ?, arina_roll_target = ?,
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house_tier = ?, house_loan_balance = ?, house_loan_frozen = ?, house_missed_payments = ?,
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house_autopay = ?, house_current_rate = ?,
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pet_type = ?, pet_name = ?, pet_xp = ?, pet_level = ?, pet_armor_tier = ?,
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pet_chased_away = ?, pet_reactivated = ?, pet_arrived = ?,
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misty_encounter_count = ?, misty_donated_count = ?,
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thom_animal_line_fired = ?, pet_supply_shop_unlocked = ?, pet_level10_date = ?,
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pet_morning_defense = ?,
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auto_babysit = ?,
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streak_decayed = ?,
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crafts_succeeded = ?,
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death_source = ?,
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death_location = ?,
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auto_babysit_focus = ?,
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treasures_locked = ?
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WHERE user_id = ?`,
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char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
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char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
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alive, char.DeadUntil, actionTaken, holidayTaken,
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char.ArenaWins, char.ArenaLosses, char.InvasionScore, char.Title,
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char.CurrentStreak, char.BestStreak, char.LastActionDate, char.GrudgeLocation,
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char.DeathReprieveLast, char.MasterworkDropsReceived,
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char.RivalPool, rivalUnlocked,
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babysitAct, char.BabysitExpiresAt, char.BabysitSkillFocus,
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char.HospitalVisits, char.RobbieVisitCount, char.LastDeathDate,
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char.CombatActionsUsed, char.HarvestActionsUsed,
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char.LastPardonUsed,
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char.MistyLastSeen, char.ArinaLastSeen,
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char.MistyBuffExpires, char.MistyDebuffExpires, char.ArinaBuffExpires,
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char.NPCMsgCount, char.NPCMsgCountDate,
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char.MistyRollTarget, char.ArinaRollTarget,
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char.HouseTier, char.HouseLoanBalance, houseFrozen, char.HouseMissedPayments,
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houseAutopay, char.HouseCurrentRate,
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char.PetType, char.PetName, char.PetXP, char.PetLevel, char.PetArmorTier,
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petChasedAway, petReactivated, petArrived,
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char.MistyEncounterCount, char.MistyDonatedCount,
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thomAnimalLine, petSupplyUnlocked, char.PetLevel10Date,
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petMorningDef,
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autoBabysit,
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streakDecayed,
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char.CraftsSucceeded,
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char.DeathSource, char.DeathLocation,
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char.AutoBabysitFocus,
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boolToInt(char.TreasuresLocked),
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string(char.UserID),
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)
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if err != nil {
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return err
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}
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// Adv 2.0 Phase L4f-prep — dual-write display_name into player_meta.
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if dnErr := upsertPlayerMetaDisplayName(char.UserID, char.DisplayName); dnErr != nil {
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slog.Error("player_meta: display_name dual-write failed", "user", char.UserID, "err", dnErr)
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}
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// Adv 2.0 Phase L5e — dual-write death state into player_meta. Mutation
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// surface is too wide for per-site upserts (~50 save sites), so the
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// dual-write rides every saveAdvCharacter call.
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if dsErr := upsertPlayerMetaDeathState(char.UserID, deathStateFromAdvChar(char)); dsErr != nil {
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slog.Error("player_meta: death state dual-write failed", "user", char.UserID, "err", dsErr)
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}
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// Adv 2.0 Phase L5f — dual-write misc state (Title, TreasuresLocked,
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// CraftsSucceeded). Same strategy as L5e — rides every save.
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if msErr := upsertPlayerMetaMiscState(char.UserID, miscStateFromAdvChar(char)); msErr != nil {
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slog.Error("player_meta: misc state dual-write failed", "user", char.UserID, "err", msErr)
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}
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return nil
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char.LastActiveAt = time.Now().UTC()
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return upsertAllPlayerMetaFromAdvChar(char)
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}
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func boolToInt(b bool) int {
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@@ -428,18 +428,28 @@ func npcRepairMostDamaged(userID id.UserID, equip map[EquipmentSlot]*AdvEquipmen
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// npcMidnightReset resets message counts and regenerates roll targets.
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// Called from midnightReset. Uses a direct DB update to avoid loading/saving
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// every character individually.
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// every character individually. Phase L5h: writes player_meta as the
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// canonical store; the legacy adventure_characters update is preserved
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// only as a defensive sweep for rows that pre-date the L5c backfill.
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func npcMidnightReset() {
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d := db.Get()
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today := time.Now().UTC().Format("2006-01-02")
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_, err := d.Exec(`
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if _, err := d.Exec(`
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UPDATE player_meta
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SET npc_msg_count = 0,
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npc_msg_count_date = ?,
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misty_roll_target = ABS(RANDOM()) % 6 + 5,
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arina_roll_target = ABS(RANDOM()) % 6 + 5`,
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today); err != nil {
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slog.Error("npc: midnight reset (player_meta) failed", "err", err)
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}
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if _, err := d.Exec(`
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UPDATE adventure_characters
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SET npc_msg_count = 0,
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npc_msg_count_date = ?,
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misty_roll_target = ABS(RANDOM()) % 6 + 5,
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arina_roll_target = ABS(RANDOM()) % 6 + 5`,
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today)
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if err != nil {
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slog.Error("npc: midnight reset failed", "err", err)
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today); err != nil {
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slog.Error("npc: midnight reset (adventure_characters) failed", "err", err)
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}
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}
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@@ -1924,3 +1924,172 @@ func backfillPlayerMetaDisplayName() error {
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slog.Info("player_meta: display_name backfilled", "rows", n)
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return nil
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}
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// applyPlayerMetaOverlay overlays every player_meta-mirrored field onto an
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// AdventureCharacter struct that was just SELECTed from adventure_characters.
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// Phase L5h: saveAdvCharacter no longer writes the adventure_characters
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// columns, so the legacy row freezes at its pre-L5h state. The overlay
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// re-sources every migrated subsystem's value from player_meta (with
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// fallback-to-AdvCharacter inside each load helper for the fields where
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// player_meta is still empty), so callers continue to use char.X readers
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// transparently. Errors are logged and skipped — a partial overlay is safer
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// than a failed load.
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func applyPlayerMetaOverlay(c *AdventureCharacter) {
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if c == nil {
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return
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}
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uid := c.UserID
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if name, err := loadDisplayName(uid); err == nil && name != "" {
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c.DisplayName = name
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}
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if visits, err := loadHospitalVisits(uid); err == nil {
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c.HospitalVisits = visits
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}
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if pm, err := loadPlayerMeta(uid); err == nil && pm != nil {
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c.ArenaWins = pm.ArenaWins
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c.ArenaLosses = pm.ArenaLosses
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c.InvasionScore = pm.InvasionScore
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}
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if drops, err := loadMasterworkDrops(uid); err == nil {
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c.MasterworkDropsReceived = drops
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}
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if pool, notified, err := loadRivalState(uid); err == nil {
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c.RivalPool = pool
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c.RivalUnlockedNotified = notified
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}
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if s, err := loadSkillState(uid); err == nil {
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c.CombatLevel = s.CombatLevel
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c.CombatXP = s.CombatXP
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c.MiningSkill = s.MiningSkill
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c.MiningXP = s.MiningXP
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c.ForagingSkill = s.ForagingSkill
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c.ForagingXP = s.ForagingXP
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c.FishingSkill = s.FishingSkill
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c.FishingXP = s.FishingXP
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}
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if s, err := loadBabysitState(uid); err == nil {
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c.BabysitActive = s.Active
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c.BabysitExpiresAt = s.ExpiresAt
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c.BabysitSkillFocus = s.SkillFocus
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c.AutoBabysit = s.AutoBabysit
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c.AutoBabysitFocus = s.AutoBabysitFocus
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}
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if s, err := loadNPCState(uid); err == nil {
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c.MistyLastSeen = s.MistyLastSeen
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c.ArinaLastSeen = s.ArinaLastSeen
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c.MistyBuffExpires = s.MistyBuffExpires
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c.MistyDebuffExpires = s.MistyDebuffExpires
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c.ArinaBuffExpires = s.ArinaBuffExpires
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c.NPCMsgCount = s.NPCMsgCount
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c.NPCMsgCountDate = s.NPCMsgCountDate
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c.MistyRollTarget = s.MistyRollTarget
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c.ArinaRollTarget = s.ArinaRollTarget
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c.MistyEncounterCount = s.MistyEncounterCount
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c.MistyDonatedCount = s.MistyDonatedCount
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c.ThomAnimalLineFired = s.ThomAnimalLineFired
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c.RobbieVisitCount = s.RobbieVisitCount
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}
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if s, err := loadLifecycleState(uid); err == nil {
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c.CurrentStreak = s.CurrentStreak
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c.BestStreak = s.BestStreak
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c.LastActionDate = s.LastActionDate
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c.StreakDecayed = s.StreakDecayed
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c.ActionTakenToday = s.ActionTakenToday
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c.HolidayActionTaken = s.HolidayActionTaken
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c.CombatActionsUsed = s.CombatActionsUsed
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c.HarvestActionsUsed = s.HarvestActionsUsed
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if s.CreatedAt != nil {
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c.CreatedAt = *s.CreatedAt
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}
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if s.LastActiveAt != nil {
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c.LastActiveAt = *s.LastActiveAt
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}
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}
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if s, err := loadDeathState(uid); err == nil {
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c.Alive = s.Alive
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c.DeadUntil = s.DeadUntil
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c.DeathReprieveLast = s.DeathReprieveLast
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c.LastDeathDate = s.LastDeathDate
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c.LastPardonUsed = s.LastPardonUsed
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c.GrudgeLocation = s.GrudgeLocation
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c.DeathSource = s.DeathSource
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c.DeathLocation = s.DeathLocation
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}
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if s, err := loadMiscState(uid); err == nil {
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c.Title = s.Title
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c.TreasuresLocked = s.TreasuresLocked
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c.CraftsSucceeded = s.CraftsSucceeded
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}
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if s, err := loadPetState(uid); err == nil {
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c.PetType = s.Type
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c.PetName = s.Name
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c.PetXP = s.XP
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c.PetLevel = s.Level
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c.PetArmorTier = s.ArmorTier
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c.PetSupplyShopUnlocked = s.SupplyShopUnlocked
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c.PetLevel10Date = s.Level10Date
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c.PetArrived = s.Arrived
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c.PetChasedAway = s.ChasedAway
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c.PetReactivated = s.Reactivated
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c.PetMorningDefense = s.MorningDefense
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}
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if s, err := loadHouseState(uid); err == nil {
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c.HouseTier = s.Tier
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c.HouseLoanBalance = s.LoanBalance
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c.HouseLoanFrozen = s.LoanFrozen
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c.HouseMissedPayments = s.MissedPayments
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c.HouseAutopay = s.Autopay
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c.HouseCurrentRate = s.CurrentRate
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}
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}
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// upsertAllPlayerMetaFromAdvChar writes every player_meta-mirrored subsystem's
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// state in one shot from an AdventureCharacter. Phase L5h: saveAdvCharacter
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// stops writing adventure_characters and instead routes through this fan-out,
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// keeping every load helper's read path canonical against player_meta. Returns
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// the first error encountered; partial writes are possible and acceptable
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// since each upsert is its own atomic transaction.
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func upsertAllPlayerMetaFromAdvChar(c *AdventureCharacter) error {
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uid := c.UserID
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if err := upsertPlayerMetaDisplayName(uid, c.DisplayName); err != nil {
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return err
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}
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if err := upsertPlayerMetaHospitalVisits(uid, c.HospitalVisits); err != nil {
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return err
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}
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if err := upsertPlayerMetaArena(uid, c.ArenaWins, c.ArenaLosses, c.InvasionScore); err != nil {
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return err
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}
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if err := upsertPlayerMetaMasterworkDrops(uid, c.MasterworkDropsReceived); err != nil {
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return err
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}
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if err := upsertPlayerMetaRivalState(uid, c.RivalPool, c.RivalUnlockedNotified); err != nil {
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return err
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}
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if err := upsertPlayerMetaSkillState(uid, skillStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaBabysitState(uid, babysitStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaNPCState(uid, npcStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaLifecycleState(uid, lifecycleStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaDeathState(uid, deathStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaMiscState(uid, miscStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaPetState(uid, petStateFromAdvChar(c)); err != nil {
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return err
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}
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if err := upsertPlayerMetaHouseState(uid, houseStateFromAdvChar(c)); err != nil {
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return err
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}
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return nil
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}
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