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>
This commit is contained in:
prosolis
2026-05-09 11:33:16 -07:00
parent 8fc8941cc9
commit 45586eb697
6 changed files with 388 additions and 1 deletions

View File

@@ -1593,6 +1593,205 @@ func resetAllPlayerMetaDailyActions() error {
return err
}
// DeathState mirrors player_meta's death-state columns. Phase L5e ports
// these fields off AdvCharacter (gogobee_legacy_migration.md §7.3 L5e).
// Mutation surface is large (~50 saveAdvCharacter sites touch death
// state), so the dual-write pattern switches to inside saveAdvCharacter
// itself rather than per-site upserts.
type DeathState struct {
Alive bool
DeadUntil *time.Time
DeathReprieveLast *time.Time
LastDeathDate string
LastPardonUsed *time.Time
GrudgeLocation string
DeathSource string
DeathLocation string
}
// upsertPlayerMetaDeathState writes the full death column set for a user.
// Called from inside saveAdvCharacter during the L5e soak window.
func upsertPlayerMetaDeathState(userID id.UserID, s DeathState) error {
alive := 0
if s.Alive {
alive = 1
}
var deadUntil, reprieve, pardon interface{}
if s.DeadUntil != nil {
deadUntil = s.DeadUntil.UTC()
}
if s.DeathReprieveLast != nil {
reprieve = s.DeathReprieveLast.UTC()
}
if s.LastPardonUsed != nil {
pardon = s.LastPardonUsed.UTC()
}
_, err := db.Get().Exec(
`INSERT INTO player_meta (
user_id, alive, dead_until, death_reprieve_last,
last_death_date, last_pardon_used,
grudge_location, death_source, death_location
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)
ON CONFLICT(user_id) DO UPDATE SET
alive = excluded.alive,
dead_until = excluded.dead_until,
death_reprieve_last = excluded.death_reprieve_last,
last_death_date = excluded.last_death_date,
last_pardon_used = excluded.last_pardon_used,
grudge_location = excluded.grudge_location,
death_source = excluded.death_source,
death_location = excluded.death_location`,
string(userID), alive, deadUntil, reprieve,
s.LastDeathDate, pardon,
s.GrudgeLocation, s.DeathSource, s.DeathLocation,
)
return err
}
// loadDeathState returns death state from player_meta when populated,
// otherwise falls back to adventure_characters during the L5e soak
// window. The "row is migrated" marker is any non-default field.
func loadDeathState(userID id.UserID) (DeathState, error) {
var (
s DeathState
aliveInt int
deadUntil, reprieve, pardon sql.NullTime
)
err := db.Get().QueryRow(
`SELECT alive, dead_until, death_reprieve_last,
last_death_date, last_pardon_used,
grudge_location, death_source, death_location
FROM player_meta WHERE user_id = ?`,
string(userID),
).Scan(
&aliveInt, &deadUntil, &reprieve,
&s.LastDeathDate, &pardon,
&s.GrudgeLocation, &s.DeathSource, &s.DeathLocation,
)
migrated := false
if err == nil {
s.Alive = aliveInt == 1
if deadUntil.Valid {
t := deadUntil.Time.UTC()
s.DeadUntil = &t
migrated = true
}
if reprieve.Valid {
t := reprieve.Time.UTC()
s.DeathReprieveLast = &t
migrated = true
}
if pardon.Valid {
t := pardon.Time.UTC()
s.LastPardonUsed = &t
migrated = true
}
if s.LastDeathDate != "" || s.GrudgeLocation != "" ||
s.DeathSource != "" || s.DeathLocation != "" || !s.Alive {
migrated = true
}
if migrated {
return s, nil
}
}
if err != nil && err != sql.ErrNoRows {
return DeathState{}, err
}
// Fallback to AdvCharacter during soak.
var (
legacy DeathState
legacyAlive int
legacyDead, legacyReprieve, legacyPardon sql.NullTime
)
err = db.Get().QueryRow(
`SELECT alive, dead_until, death_reprieve_last,
last_death_date, last_pardon_used,
grudge_location, death_source, death_location
FROM adventure_characters WHERE user_id = ?`,
string(userID),
).Scan(
&legacyAlive, &legacyDead, &legacyReprieve,
&legacy.LastDeathDate, &legacyPardon,
&legacy.GrudgeLocation, &legacy.DeathSource, &legacy.DeathLocation,
)
if err == sql.ErrNoRows {
return DeathState{Alive: true}, nil
}
if err != nil {
return DeathState{}, err
}
legacy.Alive = legacyAlive == 1
if legacyDead.Valid {
t := legacyDead.Time.UTC()
legacy.DeadUntil = &t
}
if legacyReprieve.Valid {
t := legacyReprieve.Time.UTC()
legacy.DeathReprieveLast = &t
}
if legacyPardon.Valid {
t := legacyPardon.Time.UTC()
legacy.LastPardonUsed = &t
}
return legacy, nil
}
// backfillPlayerMetaDeathState copies death columns from
// adventure_characters into player_meta for any row that hasn't been
// migrated yet. Idempotent: only fills rows where every death field is
// still the default (alive=1, all timestamps NULL, all strings empty).
func backfillPlayerMetaDeathState() error {
if _, err := db.Get().Exec(`
INSERT OR IGNORE INTO player_meta (user_id)
SELECT user_id FROM adventure_characters
`); err != nil {
return err
}
res, err := db.Get().Exec(`
UPDATE player_meta
SET alive = (SELECT alive FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
dead_until = (SELECT dead_until FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
death_reprieve_last = (SELECT death_reprieve_last FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
last_death_date = (SELECT last_death_date FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
last_pardon_used = (SELECT last_pardon_used FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
grudge_location = (SELECT grudge_location FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
death_source = (SELECT death_source FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
death_location = (SELECT death_location FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id)
WHERE alive = 1 AND dead_until IS NULL
AND death_reprieve_last IS NULL AND last_pardon_used IS NULL
AND last_death_date = '' AND grudge_location = ''
AND death_source = '' AND death_location = ''
AND EXISTS (
SELECT 1 FROM adventure_characters ac
WHERE ac.user_id = player_meta.user_id
AND (ac.alive = 0 OR ac.dead_until IS NOT NULL
OR ac.death_reprieve_last IS NOT NULL OR ac.last_pardon_used IS NOT NULL
OR ac.last_death_date <> '' OR ac.grudge_location <> ''
OR ac.death_source <> '' OR ac.death_location <> '')
)
`)
if err != nil {
return err
}
n, _ := res.RowsAffected()
slog.Info("player_meta: death state backfilled", "rows", n)
return nil
}
// deathStateFromAdvChar projects death fields off an AdventureCharacter.
func deathStateFromAdvChar(c *AdventureCharacter) DeathState {
return DeathState{
Alive: c.Alive,
DeadUntil: c.DeadUntil,
DeathReprieveLast: c.DeathReprieveLast,
LastDeathDate: c.LastDeathDate,
LastPardonUsed: c.LastPardonUsed,
GrudgeLocation: c.GrudgeLocation,
DeathSource: c.DeathSource,
DeathLocation: c.DeathLocation,
}
}
// backfillPlayerMetaDisplayName copies adventure_characters.display_name
// into player_meta.display_name for any row whose display_name is still
// the empty default. Idempotent: safe to re-run; only updates rows that