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The live emitters stopped filing priority facts in 1cbd68a, but the launch
backfill kept doing it for historical zone-firsts and deaths. It is inert today
— Pete's handler short-circuits on no_push before the Matrix post, and headlines
key off event_type rather than tier — so nothing on the site or in the room
moves. It was a landmine: the echo rule was being enforced by a guard that
happens to sit in front of it, not by the tier itself, and anyone touching that
guard resurrects the echo at back-catalogue scale.
Bulletin is the rule. Nothing in the back catalogue is news anyway.
238 lines
7.0 KiB
Go
238 lines
7.0 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"time"
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"gogobee/internal/db"
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"gogobee/internal/peteclient"
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"maunium.net/go/mautrix/id"
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)
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// bootstrapPeteNewsBackfill replays the back-catalogue through the news emit
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// path the first time the seam comes up enabled, so a launch doesn't open onto
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// an empty section. It covers the three tractable, high-signal sources:
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//
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// 1. Realm-first zone clears — the earliest boss-defeated run of each zone. This
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// also SEEDS news_realm_firsts, so a later live clear of an already-cleared
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// zone tiers as a BULLETIN repeat, not a mis-announced "first ever".
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// 2. Deaths — every player_meta row that carries a death (graveyard content).
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// 3. Single-holder achievements — rarity-gated to one holder, matching the live
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// milestone rule so routine unlocks don't flood the backlog.
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//
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// Every fact here is a BULLETIN, like every fact gogobee files (1cbd68a). Priority
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// is the one tier that makes Pete post a live Matrix beat, and TwinBee already
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// narrates these moments in the games room as they happen — a priority fact would
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// have Pete read his version back to the people who watched it. Nothing in the
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// back catalogue is news, least of all a death from three weeks ago.
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//
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// NoPush independently short-circuits Pete's beat today, so this is belt AND
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// braces: the tier is the rule, and it must not depend on NoPush staying in front
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// of it. Rendering keys off event_type, not tier, so nothing on the site moves.
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//
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// Backfilled facts are backdated to when they happened and marked NoPush (no
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// web-push spam on launch). GUIDs are deterministic (keyed on the historical
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// timestamp), so a re-run — or a later live emit of the same event — dedups on
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// Pete's side. Guarded one-shot; kept (never deleted at close-out) so a fresh
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// deploy doesn't ghost-town again. See pete_adventure_news_plan.md gap #7.
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func (p *AdventurePlugin) bootstrapPeteNewsBackfill() {
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const jobName = "pete_news_backfill_v1"
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if db.JobCompleted(jobName, "once") {
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return
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}
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// The backfill IS the launch content, so it should fire the first boot the
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// seam is actually live — not get silently consumed on a boot where emission
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// is off. Leave the job unmarked until both switches are on.
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if !peteclient.Enabled() || !newsEmissionOn() {
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return
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}
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firsts := p.backfillZoneFirsts()
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deaths := backfillDeaths()
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achv := p.backfillSoloAchievements()
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db.MarkJobCompleted(jobName, "once")
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slog.Warn("bootstrap: pete news backfill complete",
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"zone_firsts", firsts, "deaths", deaths, "achievements", achv)
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}
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// backfillZoneFirsts seeds news_realm_firsts from history and emits one PRIORITY
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// realm-first dispatch per zone, attributed to its earliest boss-defeating
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// clearer. SQLite returns the user_id from the same row as MIN(completed_at)
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// (bare-column min/max rule), so the (zone, first clearer, time) triple is
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// consistent. Returns the count emitted.
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func (p *AdventurePlugin) backfillZoneFirsts() int {
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rows, err := db.Get().Query(
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`SELECT zone_id, user_id, MIN(completed_at)
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FROM dnd_zone_run
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WHERE boss_defeated = 1 AND completed_at IS NOT NULL AND abandoned = 0
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GROUP BY zone_id`)
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if err != nil {
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slog.Error("backfill: zone-firsts query", "err", err)
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return 0
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}
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type first struct {
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zoneID, userID, completedAt string
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}
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var firsts []first
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for rows.Next() {
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var f first
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if err := rows.Scan(&f.zoneID, &f.userID, &f.completedAt); err != nil {
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slog.Error("backfill: zone-firsts scan", "err", err)
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continue
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}
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firsts = append(firsts, f)
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}
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rows.Close()
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n := 0
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for _, f := range firsts {
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uid := id.UserID(f.userID)
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// Seed the ledger regardless of whether we can render a dispatch, so the
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// realm-first tiering is correct even for an unnamed straggler.
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claimRealmFirst("zone", f.zoneID)
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name := charName(uid)
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if name == "" {
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continue
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}
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ts, ok := parseSQLiteTime(f.completedAt)
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if !ok {
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continue
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}
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zone := zoneOrFallback(ZoneID(f.zoneID))
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lvl := charLevel(uid)
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emitFact(peteclient.Fact{
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GUID: fmt.Sprintf("zone_first:%s:%s:%d", eventToken(uid, fmt.Sprintf("%s:%d", f.zoneID, ts.Unix())), f.zoneID, ts.Unix()),
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EventType: "zone_first",
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Tier: "bulletin",
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Subject: name,
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Zone: zone.Display,
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Boss: zone.Boss.Name,
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Level: lvl,
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Outcome: "cleared",
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OccurredAt: ts.Unix(),
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NoPush: true,
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}, uid, "")
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n++
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}
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return n
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}
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// backfillDeaths emits one death dispatch per player_meta death record. Deaths
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// are day-granular (last_death_date), so the dispatch is backdated to that day.
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func backfillDeaths() int {
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rows, err := db.Get().Query(
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`SELECT user_id, last_death_date, death_location
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FROM player_meta
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WHERE last_death_date != ''`)
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if err != nil {
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slog.Error("backfill: deaths query", "err", err)
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return 0
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}
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type death struct {
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userID, date, location string
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}
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var deaths []death
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for rows.Next() {
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var d death
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if err := rows.Scan(&d.userID, &d.date, &d.location); err != nil {
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slog.Error("backfill: deaths scan", "err", err)
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continue
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}
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deaths = append(deaths, d)
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}
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rows.Close()
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n := 0
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for _, d := range deaths {
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uid := id.UserID(d.userID)
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name := charName(uid)
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if name == "" {
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continue
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}
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day, err := time.Parse("2006-01-02", d.date)
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if err != nil {
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continue
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}
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lvl := charLevel(uid)
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emitFact(peteclient.Fact{
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GUID: fmt.Sprintf("death:%s:%s", eventToken(uid, d.date), d.date),
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EventType: "death",
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Tier: "bulletin",
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Subject: name,
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Zone: d.location,
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Level: lvl,
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Outcome: "lost",
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OccurredAt: day.UTC().Unix(),
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NoPush: true,
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}, uid, "")
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n++
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}
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return n
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}
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// backfillSoloAchievements emits a milestone dispatch for every achievement held
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// by exactly one player — the same rarity gate the live path uses — so the
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// backlog carries the genuinely distinctive unlocks, not routine ones.
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func (p *AdventurePlugin) backfillSoloAchievements() int {
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rows, err := db.Get().Query(
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`SELECT achievement_id, user_id, unlocked_at
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FROM achievements
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GROUP BY achievement_id
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HAVING COUNT(*) = 1`)
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if err != nil {
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slog.Error("backfill: achievements query", "err", err)
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return 0
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}
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type solo struct {
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achID, userID string
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unlockedAt int64
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}
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var solos []solo
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for rows.Next() {
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var s solo
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if err := rows.Scan(&s.achID, &s.userID, &s.unlockedAt); err != nil {
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slog.Error("backfill: achievements scan", "err", err)
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continue
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}
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solos = append(solos, s)
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}
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rows.Close()
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n := 0
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for _, s := range solos {
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uid := id.UserID(s.userID)
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name := charName(uid)
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if name == "" {
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continue
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}
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label := s.achID
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if p.achievements != nil {
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for _, a := range p.achievements.achievements {
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if a.ID == s.achID {
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label = a.Name
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break
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}
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}
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}
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ts := s.unlockedAt
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if ts == 0 {
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ts = nowUnix()
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}
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emitFact(peteclient.Fact{
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GUID: fmt.Sprintf("milestone:%s:%s", eventToken(uid, s.achID), s.achID),
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EventType: "milestone",
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Tier: "bulletin",
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Subject: name,
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Milestone: label,
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OccurredAt: ts,
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NoPush: true,
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}, uid, "")
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n++
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}
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return n
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}
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