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Adv 2.0 L5e: death state migration off AdvCharacter
Eight player_meta columns: alive (default 1), dead_until, death_reprieve_last, last_pardon_used (DATETIME), last_death_date, grudge_location, death_source, death_location (TEXT). DeathState struct + load/upsert/backfill/projection helpers. Dual-write strategy switches: instead of per-site upserts, the dual-write rides saveAdvCharacter itself (after the existing display_name dual-write). Death-state mutation surface spans ~50 save sites; the saveAdvCharacter- internal hook catches every one without scatter. Backfill idempotent (only fills rows where every death field is still default). Tests cover backfill, fallback, round-trip, and the saveAdvCharacter dual-write. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -718,6 +718,12 @@ func saveAdvCharacter(char *AdventureCharacter) error {
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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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return nil
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}
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