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:
prosolis
2026-07-17 08:44:44 -07:00
parent 32520eb7ec
commit 7960838b3f
6 changed files with 468 additions and 91 deletions

View File

@@ -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)
}