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https://github.com/prosolis/gogobee.git
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Branching zones G9b: stop persisting current_room / room_seq_json
The two legacy columns are no longer needed at runtime. CurrentRoom is derived from len(VisitedNodes)-1 on read (lockstep with what the dual-write era stored), and RoomSeq is a transient in-memory field populated only when a fresh run is started. - INSERT, SELECT, and UPDATE statements drop the two columns. The schema still carries them — they retire in G9c. - scanZoneRun derives CurrentRoom and falls back to a linear-derived CurrentNode only if a row predates the G4 dual-write deploy. - markRoomCleared rewritten to walk the registered graph (first outgoing edge / dead-end completion). Tests that use it as an end-to-end run driver continue to pass. - advanceZoneRunNode drops its current_room dual-write. - adventure_activity_unified reads visited_nodes for the daily "X/N rooms" progress fragment. - Camp boss-room test pivots to setting current_node directly. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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package plugin
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import (
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"encoding/json"
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"fmt"
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"time"
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@@ -78,9 +79,10 @@ func loadAdvDailyActivity(date string) (map[id.UserID][]AdvDailyActivity, error)
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}
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rows.Close()
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// 2. dnd_zone_run — rows touched today.
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// 2. dnd_zone_run — rows touched today. Progress count is derived
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// from len(visited_nodes) — current_room retired in G9.
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rows, err = d.Query(`
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SELECT user_id, zone_id, current_room, total_rooms, abandoned,
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SELECT user_id, zone_id, visited_nodes, total_rooms, abandoned,
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boss_defeated, completed_at, last_action_at
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FROM dnd_zone_run
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WHERE last_action_at >= ? AND last_action_at < DATE(?, '+1 day')
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@@ -91,16 +93,23 @@ func loadAdvDailyActivity(date string) (map[id.UserID][]AdvDailyActivity, error)
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for rows.Next() {
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var (
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uid, zoneID string
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currentRoom, totalRooms int
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visitedJSON string
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totalRooms int
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abandoned, bossDefeated int
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completedAt *time.Time
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lastAction time.Time
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)
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if err := rows.Scan(&uid, &zoneID, ¤tRoom, &totalRooms,
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if err := rows.Scan(&uid, &zoneID, &visitedJSON, &totalRooms,
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&abandoned, &bossDefeated, &completedAt, &lastAction); err != nil {
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rows.Close()
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return nil, fmt.Errorf("zone run scan: %w", err)
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}
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var visited []string
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_ = json.Unmarshal([]byte(visitedJSON), &visited)
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currentRoom := len(visited) - 1
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if currentRoom < 0 {
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currentRoom = 0
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}
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userID := id.UserID(uid)
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zoneDef := zoneOrFallback(ZoneID(zoneID))
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@@ -267,24 +267,27 @@ func TestCampLocationCheck_BossRoomBlocks(t *testing.T) {
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defer cleanupZoneRuns(uid)
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defer cleanupExpeditions(uid)
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// Pre-create a zone run, then advance current_room to the boss room.
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// Pre-create a zone run, then warp current_node to the graph's boss.
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run, err := startZoneRun(uid, ZoneGoblinWarrens, 1, nil)
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if err != nil {
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t.Fatal(err)
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}
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// Walk to the boss room directly (last index).
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bossIdx := -1
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for i, rt := range run.RoomSeq {
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if rt == RoomBoss {
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bossIdx = i
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g, ok := loadZoneGraph(run.ZoneID)
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if !ok {
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t.Fatalf("no graph for zone %q", run.ZoneID)
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}
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bossNodeID := ""
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for nid, n := range g.Nodes {
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if n.IsBoss {
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bossNodeID = nid
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break
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}
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}
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if bossIdx < 0 {
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t.Fatal("no boss room in seq")
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if bossNodeID == "" {
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t.Fatal("no boss node in graph")
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}
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exp := &Expedition{RunID: run.RunID}
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// Force current_room to bossIdx.
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if _, err := db.Get().Exec(`UPDATE dnd_zone_run SET current_room = ? WHERE run_id = ?`, bossIdx, run.RunID); err != nil {
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if _, err := db.Get().Exec(`UPDATE dnd_zone_run SET current_node = ? WHERE run_id = ?`, bossNodeID, run.RunID); err != nil {
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t.Fatal(err)
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}
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cleared, problem := campLocationCheck(exp)
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@@ -204,7 +204,6 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
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rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
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}
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seq := generateRoomSequence(zone, rng)
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seqJSON, _ := json.Marshal(seq)
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startMood := 50
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if isHol, _ := isHolidayToday(); isHol {
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@@ -237,11 +236,11 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
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run.NodeChoices = map[string]any{}
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if _, err := db.Get().Exec(`
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INSERT INTO dnd_zone_run
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(run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, gm_mood,
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(run_id, user_id, zone_id, total_rooms,
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rooms_cleared, gm_mood,
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current_node, visited_nodes, node_choices)
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VALUES (?, ?, ?, 0, ?, ?, '[]', ?, ?, ?, '{}')`,
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run.RunID, run.UserID, string(zoneID), run.TotalRooms, string(seqJSON), startMood,
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VALUES (?, ?, ?, ?, '[]', ?, ?, ?, '{}')`,
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run.RunID, run.UserID, string(zoneID), run.TotalRooms, startMood,
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entryNode, string(visitedJSON),
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); err != nil {
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return nil, fmt.Errorf("insert zone run: %w", err)
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@@ -260,8 +259,8 @@ const zoneRunInactivityTimeout = 24 * time.Hour
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// function returns (nil, nil) — the caller sees a clean slate.
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func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, boss_defeated, abandoned,
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SELECT run_id, user_id, zone_id, total_rooms,
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rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at,
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current_node, visited_nodes, node_choices
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FROM dnd_zone_run
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@@ -289,8 +288,8 @@ func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
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// getZoneRun fetches by RunID regardless of completion state. Test/admin use.
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func getZoneRun(runID string) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, boss_defeated, abandoned,
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SELECT run_id, user_id, zone_id, total_rooms,
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rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at,
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current_node, visited_nodes, node_choices
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FROM dnd_zone_run WHERE run_id = ?`, runID)
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@@ -310,7 +309,6 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
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var (
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r DungeonRun
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zoneID string
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seqJSON string
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clearedJSON string
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lootJSON string
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bossDefeatedI int
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@@ -321,8 +319,8 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
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choicesJSON string
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)
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if err := row.Scan(
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&r.RunID, &r.UserID, &zoneID, &r.CurrentRoom, &r.TotalRooms,
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&seqJSON, &clearedJSON, &bossDefeatedI, &abandonedI,
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&r.RunID, &r.UserID, &zoneID, &r.TotalRooms,
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&clearedJSON, &bossDefeatedI, &abandonedI,
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&lootJSON, &r.DMMood, &r.StartedAt, &r.LastActionAt, &completedAtRaw,
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¤tNode, &visitedJSON, &choicesJSON,
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); err != nil {
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@@ -335,9 +333,6 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
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t := completedAtRaw.Time
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r.CompletedAt = &t
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}
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if err := json.Unmarshal([]byte(seqJSON), &r.RoomSeq); err != nil {
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return nil, fmt.Errorf("decode room_seq_json: %w", err)
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}
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if clearedJSON != "" {
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if err := json.Unmarshal([]byte(clearedJSON), &r.RoomsCleared); err != nil {
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return nil, fmt.Errorf("decode rooms_cleared: %w", err)
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@@ -374,7 +369,18 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
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r.NodeChoices = map[string]any{}
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}
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r.CurrentNode = currentNode
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if r.CurrentNode == "" && len(r.RoomSeq) > 0 {
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// G9b: CurrentRoom is now derived from VisitedNodes — no longer
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// persisted in current_room. The downstream callers that key on
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// CurrentRoom (combat enemy/trap salts, status renders, harvest
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// keys) stay numerically identical to the dual-write era because
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// VisitedNodes was bumped in lockstep with current_room.
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if n := len(r.VisitedNodes); n > 0 {
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r.CurrentRoom = n - 1
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}
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if r.CurrentNode == "" {
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// Defensive: a row from before the G4 dual-write deploy that
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// somehow survived 24h inactivity timeouts. Pin to the linear
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// entry node so resolveRoom doesn't crash.
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r.CurrentNode = deriveLegacyNodeID(r.ZoneID, r.CurrentRoom)
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}
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return &r, nil
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@@ -392,8 +398,11 @@ func deriveLegacyNodeID(zoneID ZoneID, roomIdx int) string {
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}
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// markRoomCleared records that the current room has been resolved and
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// advances the player to the next room. Returns the new current room
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// type (or "" if the run completed via boss kill / final room).
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// advances the player along the first outgoing graph edge. Returns the
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// new current room type (or "" if the run completed via boss kill /
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// dead-end). Used by tests that drive a run end-to-end without going
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// through the !zone advance command surface; the runtime command path
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// uses advanceTransitionGraph directly so it can render fork prompts.
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func markRoomCleared(runID string) (RoomType, error) {
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r, err := getZoneRun(runID)
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if err != nil {
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@@ -405,13 +414,17 @@ func markRoomCleared(runID string) (RoomType, error) {
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if !r.IsActive() {
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return "", ErrNoActiveRun
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}
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g, ok := loadZoneGraph(r.ZoneID)
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if !ok {
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return "", fmt.Errorf("no graph for zone %q", r.ZoneID)
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}
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cleared := append(r.RoomsCleared, r.CurrentRoom)
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clearedJSON, _ := json.Marshal(cleared)
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wasBossRoom := r.CurrentRoomType() == RoomBoss
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next := r.CurrentRoom + 1
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if next >= r.TotalRooms || wasBossRoom {
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// Boss room cleared = run complete via boss defeat.
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edges := g.outgoingEdges(r.CurrentNode)
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if len(edges) == 0 {
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// Dead-end or boss — run completes here.
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isBoss := g.Nodes[r.CurrentNode].IsBoss
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now := time.Now().UTC()
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if _, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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@@ -420,33 +433,29 @@ func markRoomCleared(runID string) (RoomType, error) {
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completed_at = ?,
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last_action_at = ?
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WHERE run_id = ?`,
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string(clearedJSON), boolToInt(wasBossRoom), now, now, runID,
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string(clearedJSON), boolToInt(isBoss), now, now, runID,
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); 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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// G4 dual-write: advance current_node + append to visited_nodes
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// alongside the legacy current_room bump.
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nextNode := deriveLegacyNodeID(r.ZoneID, next)
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nextNode := edges[0].To
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visited := append(r.VisitedNodes, nextNode)
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visitedJSON, _ := json.Marshal(visited)
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if _, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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SET rooms_cleared = ?,
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current_room = ?,
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current_node = ?,
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visited_nodes = ?,
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`,
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string(clearedJSON), next, nextNode, string(visitedJSON), runID,
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string(clearedJSON), nextNode, string(visitedJSON), runID,
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); err != nil {
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return "", err
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}
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r.CurrentRoom = next
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r.CurrentNode = nextNode
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r.VisitedNodes = visited
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return r.RoomSeq[next], nil
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return nodeKindToRoomType(g.Nodes[nextNode].Kind), nil
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}
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// abandonZoneRun flags the active run as abandoned. Idempotent: returns
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@@ -300,7 +300,7 @@ func renderForkPrompt(zone ZoneDefinition, pf pendingFork) string {
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}
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// recordRoomCleared appends the current room to rooms_cleared and
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// bumps last_action_at, without advancing current_room/current_node.
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// bumps last_action_at, without advancing current_node.
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// Used by the graph-mode fork path: clearing the room is a separate
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// step from choosing where to go next. Returns the updated DungeonRun
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// snapshot reloaded post-write so callers see fresh fields.
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@@ -377,9 +377,8 @@ func completeRunAtNode(runID string, boss bool) error {
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}
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// advanceZoneRunNode moves a run to nextNode: appends to visited_nodes,
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// sets current_node, bumps current_room (legacy dual-write), and
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// clears any pending fork prompt. Caller is expected to have already
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// called recordRoomCleared for the prior node.
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// sets current_node, and clears any pending fork prompt. Caller is
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// expected to have already called recordRoomCleared for the prior node.
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func advanceZoneRunNode(runID, nextNode string) error {
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r, err := getZoneRun(runID)
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if err != nil {
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@@ -390,16 +389,14 @@ func advanceZoneRunNode(runID, nextNode string) error {
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}
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visited := append(r.VisitedNodes, nextNode)
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visitedJSON, _ := json.Marshal(visited)
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nextRoom := r.CurrentRoom + 1
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_, err = db.Get().Exec(`
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UPDATE dnd_zone_run
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SET current_node = ?,
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visited_nodes = ?,
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current_room = ?,
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node_choices = '{}',
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`,
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nextNode, string(visitedJSON), nextRoom, runID)
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nextNode, string(visitedJSON), runID)
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return err
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}
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