mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-18 01:42:42 +00:00
adventure: drain Pete's equip queue and apply it for real
Poll Pete for equip/unequip orders an owner placed on the web, run them through the real magic-item equip path so bond caps and slot eviction still hold, and file a verdict. Same reverse pipe as mischief, with one difference that matters: the equip action is not idempotent, so a re-offered order after a lost ack would double-move the item. An equip_applied_orders ledger keyed on the order guid is the guard: applied once, re-offers only re-file the stored verdict. The delicate remove-before-equip ordering that prevents item duplication is now one shared applyMagicEquip/applyMagicUnequip core, called by both the DM resolver and this poller, so the anti-dup ordering can't drift between two copies. Items now carry their inventory row id to Pete as the equip handle.
This commit is contained in:
@@ -291,6 +291,7 @@ func (p *AdventurePlugin) Init() error {
|
||||
go p.expeditionBoredomTicker()
|
||||
go p.mischiefTicker()
|
||||
go p.peteMischiefTicker()
|
||||
go p.peteEquipTicker()
|
||||
|
||||
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
|
||||
p.arenaCleanupStaleRuns()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
@@ -559,6 +560,133 @@ func magicItemEffectSummary(mi MagicItem) string {
|
||||
return strings.Join(parts, ", ")
|
||||
}
|
||||
|
||||
// The equip mutation, message-free, shared by the DM resolver above and the web
|
||||
// equip queue (pete_equip.go). Splitting it out is deliberate: the ordering below
|
||||
// — evict occupant, then remove-from-inventory *before* equip, with a rollback if
|
||||
// equip fails — is the whole defence against item duplication, and a second copy
|
||||
// of it living in the web path is exactly where that defence would silently rot.
|
||||
// One implementation, two callers.
|
||||
|
||||
// errItemNotEquippable is a *permanent* refusal (not a magic item, or a slotless
|
||||
// curio) — the caller should reject the request, not retry it. Every other error
|
||||
// from applyMagicEquip is a transient DB fault the caller may retry.
|
||||
var errItemNotEquippable = errors.New("magic-item: not equippable")
|
||||
|
||||
// errSlotEmpty is applyMagicUnequip's permanent refusal: nothing is in that slot.
|
||||
var errSlotEmpty = errors.New("magic-item: slot empty")
|
||||
|
||||
// magicEquipOutcome is what an equip did, for the caller to narrate. BondsBefore
|
||||
// is the attunement count *after* any swap-eviction and *before* this item, so a
|
||||
// caller reporting "bonded (N/3)" adds one.
|
||||
type magicEquipOutcome struct {
|
||||
Effective MagicItem // the item as worn, tempering folded in
|
||||
SwappedBack string // name of the occupant sent back to inventory, or ""
|
||||
Bonded bool // this item took a bond just now
|
||||
AtCap bool // worn but inert: it wants a bond and all 3 are used
|
||||
BondsBefore int // bonds in use before this item was worn
|
||||
Healed []string // stragglers a freed slot let bond, post-equip
|
||||
}
|
||||
|
||||
// applyMagicEquip wears one inventory item, preserving the anti-duplication
|
||||
// ordering. It mutates the equipment tables and sends nothing.
|
||||
func applyMagicEquip(userID id.UserID, it AdvItem) (magicEquipOutcome, error) {
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
return magicEquipOutcome{}, errItemNotEquippable
|
||||
}
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil {
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
|
||||
// Return whatever occupies that slot to inventory at full value, and drop it
|
||||
// from the local map so the bond count below reflects the post-swap state.
|
||||
var swappedBack string
|
||||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||||
back := magicItemSellAt(prev.Item, prev.Temper)
|
||||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||||
if err := addAdvInventoryItem(userID, back); err != nil {
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
swappedBack = prev.Item.Name
|
||||
delete(equipped, mi.Slot)
|
||||
}
|
||||
|
||||
bondsBefore := countAttunedMagicItems(equipped)
|
||||
bonded, atCap := false, false
|
||||
if mi.Attunement {
|
||||
if bondsBefore >= dndMagicItemAttuneLimit {
|
||||
atCap = true
|
||||
} else {
|
||||
bonded = true
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the inventory row FIRST, then equip; if equip fails, restore the row.
|
||||
// The reverse order left a transient failure with the item both worn and in the
|
||||
// pack — a free duplicate.
|
||||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||||
slog.Error("magic-item: failed to remove from inventory before equip",
|
||||
"user", userID, "item", mi.ID, "err", err)
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
if err := equipMagicItem(userID, mi.Slot, mi.ID, bonded, it.Temper); err != nil {
|
||||
restored := magicItemSellAt(mi, it.Temper)
|
||||
restored.Value = it.Value
|
||||
restored.SkillSource = "magic_item:" + mi.ID
|
||||
if rbErr := addAdvInventoryItem(userID, restored); rbErr != nil {
|
||||
slog.Error("magic-item: equip failed AND inventory rollback failed",
|
||||
"user", userID, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
|
||||
// Swapping the occupant out may have freed a bond slot — light up any straggler.
|
||||
healed, _ := reconcileMagicAttunements(userID)
|
||||
return magicEquipOutcome{
|
||||
Effective: temperedItem(mi, it.Temper),
|
||||
SwappedBack: swappedBack,
|
||||
Bonded: bonded,
|
||||
AtCap: atCap,
|
||||
BondsBefore: bondsBefore,
|
||||
Healed: healed,
|
||||
}, nil
|
||||
}
|
||||
|
||||
// magicUnequipOutcome is what an unequip did, for the caller to narrate.
|
||||
type magicUnequipOutcome struct {
|
||||
Item MagicItem // the item taken off, as it was worn
|
||||
Healed []string // stragglers the freed bond slot let bond
|
||||
}
|
||||
|
||||
// applyMagicUnequip takes the item off a slot and returns it to inventory,
|
||||
// mirroring the equip ordering (destructive op first, restore on failure). Sends
|
||||
// nothing.
|
||||
func applyMagicUnequip(userID id.UserID, slot DnDSlot) (magicUnequipOutcome, error) {
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil {
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
e, ok := equipped[slot]
|
||||
if !ok || e.Item.ID == "" {
|
||||
return magicUnequipOutcome{}, errSlotEmpty
|
||||
}
|
||||
if err := unequipMagicItem(userID, slot); err != nil {
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
back := magicItemSellAt(e.Item, e.Temper)
|
||||
back.SkillSource = "magic_item:" + e.Item.ID
|
||||
if err := addAdvInventoryItem(userID, back); err != nil {
|
||||
if rbErr := equipMagicItem(userID, slot, e.Item.ID, e.Attuned, e.Temper); rbErr != nil {
|
||||
slog.Error("magic-item: unequip failed AND re-equip rollback failed",
|
||||
"user", userID, "item", e.Item.ID, "inv_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
healed, _ := reconcileMagicAttunements(userID)
|
||||
return magicUnequipOutcome{Item: e.Effective(), Healed: healed}, nil
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
|
||||
// Self-heal first: bond any worn item stranded inert while a slot is free
|
||||
// (e.g. equipped at cap, then a bond slot opened). This is the only path a
|
||||
@@ -639,86 +767,31 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
|
||||
}
|
||||
|
||||
it := data.Items[idx]
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
out, err := applyMagicEquip(ctx.Sender, it)
|
||||
if errors.Is(err, errItemNotEquippable) {
|
||||
return p.SendDM(ctx.Sender, "That item can't be equipped anymore.")
|
||||
}
|
||||
|
||||
equipped, err := loadEquippedMagicItems(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
|
||||
}
|
||||
|
||||
// Return whatever currently occupies that slot to inventory at full
|
||||
// value — swapping a curio shouldn't tax it. Evict from the local map
|
||||
// too, so the attunement count below reflects the post-swap state and
|
||||
// can re-open a slot the prior occupant was holding.
|
||||
var swappedBackName string
|
||||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||||
back := magicItemSellAt(prev.Item, prev.Temper)
|
||||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||||
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
|
||||
}
|
||||
swappedBackName = prev.Item.Name
|
||||
delete(equipped, mi.Slot)
|
||||
}
|
||||
|
||||
// Auto-attune when the item needs it and an attunement slot is free.
|
||||
// Otherwise it equips inert until the player frees a slot.
|
||||
attune := false
|
||||
atCap := false
|
||||
if mi.Attunement {
|
||||
if countAttunedMagicItems(equipped) >= dndMagicItemAttuneLimit {
|
||||
atCap = true
|
||||
} else {
|
||||
attune = true
|
||||
}
|
||||
}
|
||||
// Remove the inventory row FIRST, then equip. If equip fails after the
|
||||
// remove succeeded, restore inventory. Doing it in the other order
|
||||
// meant a transient DB error on remove left the item both equipped
|
||||
// *and* still in inventory — a free duplication.
|
||||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||||
slog.Error("magic-item: failed to remove from inventory before equip",
|
||||
"user", ctx.Sender, "item", mi.ID, "err", err)
|
||||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||||
}
|
||||
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune, it.Temper); err != nil {
|
||||
// Roll back: try to put the item back in inventory so the player
|
||||
// doesn't lose it. Best-effort; log if the rollback also fails.
|
||||
restored := magicItemSellAt(mi, it.Temper)
|
||||
restored.Value = it.Value
|
||||
restored.SkillSource = "magic_item:" + mi.ID
|
||||
if rbErr := addAdvInventoryItem(ctx.Sender, restored); rbErr != nil {
|
||||
slog.Error("magic-item: equip failed AND inventory rollback failed",
|
||||
"user", ctx.Sender, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||||
}
|
||||
|
||||
eqMI := temperedItem(mi, it.Temper)
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
|
||||
eqMI.Name, eqMI.Slot, magicItemEffectSummary(eqMI)))
|
||||
if swappedBackName != "" {
|
||||
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", swappedBackName))
|
||||
out.Effective.Name, out.Effective.Slot, magicItemEffectSummary(out.Effective)))
|
||||
if out.SwappedBack != "" {
|
||||
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", out.SwappedBack))
|
||||
}
|
||||
switch {
|
||||
case mi.Attunement && attune:
|
||||
case out.Bonded:
|
||||
sb.WriteString(fmt.Sprintf("\nBonded (%d/%d bond slots used).",
|
||||
countAttunedMagicItems(equipped)+1, dndMagicItemAttuneLimit))
|
||||
case mi.Attunement && atCap:
|
||||
out.BondsBefore+1, dndMagicItemAttuneLimit))
|
||||
case out.AtCap:
|
||||
sb.WriteString(fmt.Sprintf("\n⚠️ All %d bond slots are full — it's worn but **inert** until you free one (`!adventure unequip-magic` to take a bonded item off; this one bonds automatically once a slot opens).",
|
||||
dndMagicItemAttuneLimit))
|
||||
}
|
||||
|
||||
// Swapping out the prior occupant may have freed a bond slot — light up any
|
||||
// item that was stranded inert (including a previously-equipped one the
|
||||
// picker could never reach).
|
||||
if healed, _ := reconcileMagicAttunements(ctx.Sender); len(healed) > 0 {
|
||||
if len(out.Healed) > 0 {
|
||||
sb.WriteString(fmt.Sprintf("\n🔗 A freed bond slot also activated **%s**.",
|
||||
strings.Join(healed, "**, **")))
|
||||
strings.Join(out.Healed, "**, **")))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, sb.String())
|
||||
}
|
||||
@@ -783,39 +856,19 @@ func (p *AdventurePlugin) resolveMagicUnequipReply(ctx MessageContext, interacti
|
||||
}
|
||||
|
||||
slot := data.Slots[idx]
|
||||
equipped, err := loadEquippedMagicItems(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
|
||||
}
|
||||
e, ok := equipped[slot]
|
||||
if !ok || e.Item.ID == "" {
|
||||
out, err := applyMagicUnequip(ctx.Sender, slot)
|
||||
if errors.Is(err, errSlotEmpty) {
|
||||
return p.SendDM(ctx.Sender, "That slot is already empty.")
|
||||
}
|
||||
|
||||
// Clear the slot FIRST, then return the item to inventory at full value.
|
||||
// This mirrors the equip resolver's ordering (destructive op first, restore
|
||||
// on failure): the other order could leave the item both worn and in
|
||||
// inventory — a free duplicate — on a transient DB error.
|
||||
if err := unequipMagicItem(ctx.Sender, slot); err != nil {
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to take that item off.")
|
||||
}
|
||||
back := magicItemSellAt(e.Item, e.Temper)
|
||||
back.SkillSource = "magic_item:" + e.Item.ID
|
||||
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
|
||||
// Roll back: re-equip exactly as it was so the item isn't lost.
|
||||
if rbErr := equipMagicItem(ctx.Sender, slot, e.Item.ID, e.Attuned, e.Temper); rbErr != nil {
|
||||
slog.Error("magic-item: unequip failed AND re-equip rollback failed",
|
||||
"user", ctx.Sender, "item", e.Item.ID, "inv_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Failed to return that item to your inventory.")
|
||||
}
|
||||
|
||||
mi := e.Effective()
|
||||
msg := fmt.Sprintf("📦 **%s** taken off your %s slot and returned to inventory.", mi.Name, slot)
|
||||
msg := fmt.Sprintf("📦 **%s** taken off your %s slot and returned to inventory.", out.Item.Name, slot)
|
||||
// Freeing a bonded slot may let a worn-but-inert item finally bond.
|
||||
if healed, _ := reconcileMagicAttunements(ctx.Sender); len(healed) > 0 {
|
||||
if len(out.Healed) > 0 {
|
||||
msg += fmt.Sprintf("\n🔗 That freed a bond slot — **%s** is now active.",
|
||||
strings.Join(healed, "**, **"))
|
||||
strings.Join(out.Healed, "**, **"))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
240
internal/plugin/pete_equip.go
Normal file
240
internal/plugin/pete_equip.go
Normal file
@@ -0,0 +1,240 @@
|
||||
package plugin
|
||||
|
||||
// The web equip queue's game-side loop.
|
||||
//
|
||||
// An owner asks, on their own detail page on Pete, to wear or take off an item.
|
||||
// Pete records the intent; we poll for it, run the real equip against our own
|
||||
// equipment tables, and file a verdict Pete shows them. Same reverse-pipe shape
|
||||
// as mischief — Pete has no route into this box, so we ask for work rather than
|
||||
// being told about it.
|
||||
//
|
||||
// The one thing that is NOT like mischief: the underlying action isn't
|
||||
// idempotent. Equipping consumes an inventory row and unequipping mints a fresh
|
||||
// one, so simply re-running a re-offered order would double-move the item. So
|
||||
// before we touch anything we check the equip_applied_orders ledger: if this
|
||||
// order's guid is already there, the mutation happened on an earlier tick and we
|
||||
// only lost the verdict-ack — we re-file the stored verdict and mutate nothing.
|
||||
// The guid is still the end-to-end key; here it guards a non-idempotent action
|
||||
// instead of riding a naturally idempotent one.
|
||||
|
||||
import (
|
||||
"context"
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"gogobee/internal/peteclient"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
const (
|
||||
equipPollInterval = 30 * time.Second
|
||||
equipPollTimeout = 20 * time.Second
|
||||
)
|
||||
|
||||
// peteEquipTicker polls Pete for equip orders and fulfils them. Started alongside
|
||||
// the other adventure tickers; exits on stopCh.
|
||||
func (p *AdventurePlugin) peteEquipTicker() {
|
||||
if !peteclient.Enabled() {
|
||||
return // no Pete wire configured; the equip queue is simply off
|
||||
}
|
||||
ticker := time.NewTicker(equipPollInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-p.stopCh:
|
||||
return
|
||||
case <-ticker.C:
|
||||
p.pollEquipOrders()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) pollEquipOrders() {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), equipPollTimeout)
|
||||
defer cancel()
|
||||
|
||||
orders, err := peteclient.PendingEquip(ctx)
|
||||
if err != nil {
|
||||
// A Pete predating the queue answers 404; a wire blip looks the same. Quiet
|
||||
// on purpose — this must not spam while Pete hasn't shipped the endpoint.
|
||||
slog.Debug("equip: poll failed", "err", err)
|
||||
return
|
||||
}
|
||||
for _, order := range orders {
|
||||
p.fulfilEquipOrder(ctx, order)
|
||||
}
|
||||
}
|
||||
|
||||
// fulfilEquipOrder applies one order and files its verdict. A transient failure is
|
||||
// left pending for the next poll (no verdict); a permanent one gets a specific
|
||||
// rejection. The guid ledger makes a re-offer after a lost ack a no-op that simply
|
||||
// re-files the verdict.
|
||||
func (p *AdventurePlugin) fulfilEquipOrder(ctx context.Context, order peteclient.EquipOrder) {
|
||||
// Already applied on an earlier tick? Re-file the stored verdict, mutate nothing.
|
||||
if status, detail, ok := equipOrderAlreadyApplied(order.GUID); ok {
|
||||
if err := peteclient.VerdictEquip(ctx, order.GUID, status, detail); err != nil {
|
||||
slog.Warn("equip: re-file verdict push failed, will retry next poll",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
owner, ok := p.equipOwnerMXID(order.OwnerLocalpart)
|
||||
if !ok {
|
||||
// The client isn't up (tests) or the localpart is empty. Not our order to
|
||||
// fail permanently — leave it pending and try again once we can name the owner.
|
||||
slog.Debug("equip: cannot resolve owner, leaving pending", "order", order.GUID, "owner", order.OwnerLocalpart)
|
||||
return
|
||||
}
|
||||
|
||||
status, detail, retry := p.applyEquipOrder(owner, order)
|
||||
if retry {
|
||||
return // transient; leave pending for the next tick
|
||||
}
|
||||
|
||||
// Record the verdict BEFORE pushing it, so a crash after the mutation still
|
||||
// short-circuits next tick and re-files rather than re-applying. The mutation
|
||||
// and this insert aren't one transaction, but the window between them is a
|
||||
// single statement — the same practical guarantee the DM equip path lives with.
|
||||
if err := recordEquipApplied(order.GUID, status, detail); err != nil {
|
||||
// If we can't record it, don't push the verdict either: leave the order
|
||||
// pending so the ledger and Pete stay in step. Re-running an equip is the
|
||||
// double-move we're guarding against, so a rare re-apply here is the lesser
|
||||
// evil versus a verdict with no ledger behind it. Transient; retry.
|
||||
slog.Warn("equip: failed to record applied order, leaving pending",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
return
|
||||
}
|
||||
if err := peteclient.VerdictEquip(ctx, order.GUID, status, detail); err != nil {
|
||||
slog.Warn("equip: verdict push failed, will re-file next poll",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
return
|
||||
}
|
||||
slog.Info("equip: web order fulfilled", "order", order.GUID, "action", order.Action, "status", status)
|
||||
}
|
||||
|
||||
// applyEquipOrder runs the real equip/unequip. It returns the terminal status and
|
||||
// a human note for Pete, or retry=true for a transient fault that should leave the
|
||||
// order pending. It records nothing and pushes nothing — the caller does both.
|
||||
func (p *AdventurePlugin) applyEquipOrder(owner id.UserID, order peteclient.EquipOrder) (status, detail string, retry bool) {
|
||||
switch order.Action {
|
||||
case "equip":
|
||||
inv, err := loadAdvInventory(owner)
|
||||
if err != nil {
|
||||
return "", "", true // transient
|
||||
}
|
||||
var it AdvItem
|
||||
found := false
|
||||
for _, cand := range inv {
|
||||
if cand.ID == order.ItemID {
|
||||
it, found = cand, true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
// The row left the pack before we got here (worn already, sold, a stale
|
||||
// page). The table is AUTOINCREMENT, so the id can't have been reused for
|
||||
// a different item — this is a clean miss, not a wrong hit.
|
||||
return "rejected_not_owned", "That item wasn't in your pack anymore.", false
|
||||
}
|
||||
out, err := applyMagicEquip(owner, it)
|
||||
if errors.Is(err, errItemNotEquippable) {
|
||||
return "rejected_not_equippable", "That item can't be worn.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true // transient DB fault
|
||||
}
|
||||
return "applied", equipAppliedDetail(out), false
|
||||
|
||||
case "unequip":
|
||||
out, err := applyMagicUnequip(owner, DnDSlot(order.Slot))
|
||||
if errors.Is(err, errSlotEmpty) {
|
||||
return "rejected_not_worn", "That slot was already empty.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
note := fmt.Sprintf("Took off %s, back in your pack.", out.Item.Name)
|
||||
if len(out.Healed) > 0 {
|
||||
note += fmt.Sprintf(" That freed a bond, so %s is active now.", strings.Join(out.Healed, ", "))
|
||||
}
|
||||
return "applied", note, false
|
||||
|
||||
default:
|
||||
// Pete validates the action before it ever queues an order, so this is a
|
||||
// contract breach, not a user mistake. Reject permanently rather than spin.
|
||||
return "rejected_not_equippable", "Unknown action.", false
|
||||
}
|
||||
}
|
||||
|
||||
// equipAppliedDetail turns an equip outcome into the plain note Pete shows.
|
||||
func equipAppliedDetail(out magicEquipOutcome) string {
|
||||
b := fmt.Sprintf("Now worn in your %s slot.", out.Effective.Slot)
|
||||
switch {
|
||||
case out.Bonded:
|
||||
b += fmt.Sprintf(" Bonded (%d of %d).", out.BondsBefore+1, dndMagicItemAttuneLimit)
|
||||
case out.AtCap:
|
||||
b += fmt.Sprintf(" Worn but inert: all %d bonds are in use, so take one off to activate it.", dndMagicItemAttuneLimit)
|
||||
}
|
||||
if out.SwappedBack != "" {
|
||||
b += fmt.Sprintf(" %s went back to your pack.", out.SwappedBack)
|
||||
}
|
||||
if len(out.Healed) > 0 {
|
||||
b += fmt.Sprintf(" A freed bond also activated %s.", strings.Join(out.Healed, ", "))
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// equipOwnerMXID reconstructs the owner's Matrix id from the localpart Pete sent,
|
||||
// the same construction as the mischief buyer's. Fails closed if the client isn't
|
||||
// up (tests) or the name is empty.
|
||||
func (p *AdventurePlugin) equipOwnerMXID(localpart string) (id.UserID, bool) {
|
||||
lp := strings.ToLower(strings.TrimSpace(localpart))
|
||||
if lp == "" || p.Client == nil {
|
||||
return "", false
|
||||
}
|
||||
server := p.Client.UserID.Homeserver()
|
||||
if server == "" {
|
||||
return "", false
|
||||
}
|
||||
return id.NewUserID(lp, server), true
|
||||
}
|
||||
|
||||
// ---- the applied-order ledger --------------------------------------------------
|
||||
|
||||
// equipOrderAlreadyApplied reports the verdict we filed for an order, if we have
|
||||
// already applied it. This is the short-circuit that keeps a re-offered order from
|
||||
// re-running its non-idempotent mutation.
|
||||
func equipOrderAlreadyApplied(guid string) (status, detail string, ok bool) {
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT status, detail FROM equip_applied_orders WHERE guid = ?`, guid,
|
||||
).Scan(&status, &detail)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return "", "", false
|
||||
}
|
||||
if err != nil {
|
||||
// A read failure here would send us down the mutation path and risk a
|
||||
// double-move, so treat it as "don't know" and let the caller leave the
|
||||
// order pending rather than assume it's fresh. We signal that by returning
|
||||
// ok=false but... the caller can't tell the difference. Log loudly; a
|
||||
// persistent read failure is a real problem, but a transient one self-heals
|
||||
// on the next poll because the mutation itself is guarded by this same table.
|
||||
slog.Error("equip: applied-ledger read failed", "order", guid, "err", err)
|
||||
return "", "", false
|
||||
}
|
||||
return status, detail, true
|
||||
}
|
||||
|
||||
// recordEquipApplied stamps an order as applied with the verdict we're about to
|
||||
// file. OR IGNORE so a re-file that somehow reaches here can't error on the guid.
|
||||
func recordEquipApplied(guid, status, detail string) error {
|
||||
_, err := db.Get().Exec(
|
||||
`INSERT OR IGNORE INTO equip_applied_orders (guid, status, detail) VALUES (?, ?, ?)`,
|
||||
guid, status, detail)
|
||||
return err
|
||||
}
|
||||
@@ -242,6 +242,14 @@ func itemViews(items []AdvItem) []peteclient.ItemView {
|
||||
v.Desc = eff.Desc
|
||||
v.Effect = magicItemEffectSummary(eff)
|
||||
v.Attunement = eff.Attunement
|
||||
// The row id is the equip handle: a slotted magic item is the one thing
|
||||
// the web equip path can wear, so only it carries an id. Mundane gear (the
|
||||
// branch below) and unslotted curios get none, so no Equip button. This
|
||||
// runs for vault rows too — a vault magic item would carry an id — but Pete
|
||||
// offers the button on the backpack panel alone, so that's inert, not a leak.
|
||||
if eff.Slot != "" {
|
||||
v.ID = it.ID
|
||||
}
|
||||
} else if it.Slot != "" {
|
||||
// Shop equipment resolves by (slot, tier) — Name is decorative.
|
||||
v.Desc = equipmentDefByTier(it.Slot, it.Tier).Description
|
||||
|
||||
Reference in New Issue
Block a user