mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
795 lines
28 KiB
Go
795 lines
28 KiB
Go
package plugin
|
||
|
||
import (
|
||
"database/sql"
|
||
"encoding/json"
|
||
"log/slog"
|
||
|
||
"gogobee/internal/db"
|
||
"maunium.net/go/mautrix/id"
|
||
)
|
||
|
||
// player_meta is the Adv 2.0 holding pen for non-stat per-user state
|
||
// migrating off adventure_characters (gogobee_legacy_migration.md §2.1).
|
||
// Phase L2 step 5 lands the table + arena counters; later phases extend
|
||
// the schema and add their own helpers here.
|
||
|
||
// PlayerMeta is the in-memory mirror of the player_meta row. Only the
|
||
// fields a phase has migrated are meaningful; unmigrated fields stay
|
||
// zero-valued and are sourced from AdvCharacter.
|
||
type PlayerMeta struct {
|
||
UserID id.UserID
|
||
ArenaWins int
|
||
ArenaLosses int
|
||
InvasionScore int
|
||
DisplayName string
|
||
HospitalVisits int
|
||
MasterworkDropsReceived int
|
||
}
|
||
|
||
// loadPlayerMeta reads the player_meta row for a user. Returns a
|
||
// zero-valued struct (with UserID set) when no row exists — callers
|
||
// should treat absence as "all fields zero", matching the column
|
||
// defaults.
|
||
func loadPlayerMeta(userID id.UserID) (*PlayerMeta, error) {
|
||
m := &PlayerMeta{UserID: userID}
|
||
err := db.Get().QueryRow(
|
||
`SELECT arena_wins, arena_losses, invasion_score, display_name, hospital_visits, masterwork_drops_received FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&m.ArenaWins, &m.ArenaLosses, &m.InvasionScore, &m.DisplayName, &m.HospitalVisits, &m.MasterworkDropsReceived)
|
||
if err == sql.ErrNoRows {
|
||
return m, nil
|
||
}
|
||
if err != nil {
|
||
return nil, err
|
||
}
|
||
return m, nil
|
||
}
|
||
|
||
// upsertPlayerMetaArena writes arena_wins / arena_losses / invasion_score
|
||
// for a user. Creates the row if missing. Used by the dual-write path
|
||
// during the L1–L4 migration (§11): every arena counter mutation goes
|
||
// through both AdvCharacter and player_meta until soak completes.
|
||
func upsertPlayerMetaArena(userID id.UserID, wins, losses, invasionScore int) error {
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (user_id, arena_wins, arena_losses, invasion_score)
|
||
VALUES (?, ?, ?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET
|
||
arena_wins = excluded.arena_wins,
|
||
arena_losses = excluded.arena_losses,
|
||
invasion_score = excluded.invasion_score`,
|
||
string(userID), wins, losses, invasionScore,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// backfillPlayerMetaArena copies arena_wins / arena_losses / invasion_score
|
||
// from adventure_characters into player_meta for any user_id that doesn't
|
||
// already have a row. Idempotent: INSERT OR IGNORE skips users that have
|
||
// already been backfilled (or that wrote a row through the dual-write
|
||
// path post-deploy). Logs the row count touched, matching Phase R1's
|
||
// archiveOrphanZoneRuns precedent.
|
||
func backfillPlayerMetaArena() error {
|
||
res, err := db.Get().Exec(`
|
||
INSERT OR IGNORE INTO player_meta (user_id, arena_wins, arena_losses, invasion_score)
|
||
SELECT user_id, arena_wins, arena_losses, invasion_score FROM adventure_characters
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: arena counters backfilled", "rows", n)
|
||
return nil
|
||
}
|
||
|
||
// upsertPlayerMetaDisplayName writes display_name for a user, leaving other
|
||
// columns untouched. Used by the dual-write path during the L4f-prep
|
||
// DisplayName migration: every place that mutates AdvCharacter.DisplayName
|
||
// also calls this so player_meta.display_name stays in sync until soak
|
||
// completes and readers flip over (gogobee_legacy_migration.md §7).
|
||
func upsertPlayerMetaDisplayName(userID id.UserID, displayName string) error {
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (user_id, display_name) VALUES (?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET display_name = excluded.display_name`,
|
||
string(userID), displayName,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadDisplayName returns the player's display name from player_meta when
|
||
// present, falling back to adventure_characters.display_name during the
|
||
// L4f-prep soak window. Empty string if the user has no row in either
|
||
// table. Callers should prefer this helper over reading char.DisplayName
|
||
// directly so the eventual reader flip is a no-op at the call site.
|
||
func loadDisplayName(userID id.UserID) (string, error) {
|
||
var name string
|
||
err := db.Get().QueryRow(
|
||
`SELECT display_name FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&name)
|
||
if err == nil && name != "" {
|
||
return name, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return "", err
|
||
}
|
||
// Fallback during soak.
|
||
err = db.Get().QueryRow(
|
||
`SELECT display_name FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&name)
|
||
if err == sql.ErrNoRows {
|
||
return "", nil
|
||
}
|
||
return name, err
|
||
}
|
||
|
||
// upsertPlayerMetaHospitalVisits writes hospital_visits for a user, leaving
|
||
// other columns untouched. Used by the dual-write path during the L4a
|
||
// Hospital migration: every increment on AdvCharacter.HospitalVisits also
|
||
// calls this so player_meta.hospital_visits stays in sync until soak
|
||
// completes (gogobee_legacy_migration.md §6.1, §11).
|
||
func upsertPlayerMetaHospitalVisits(userID id.UserID, visits int) error {
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (user_id, hospital_visits) VALUES (?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET hospital_visits = excluded.hospital_visits`,
|
||
string(userID), visits,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadHospitalVisits returns the player's hospital visit count from
|
||
// player_meta when present, falling back to adventure_characters during
|
||
// the L4a soak window. Zero if the user has no row in either table.
|
||
func loadHospitalVisits(userID id.UserID) (int, error) {
|
||
var visits int
|
||
err := db.Get().QueryRow(
|
||
`SELECT hospital_visits FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&visits)
|
||
if err == nil && visits > 0 {
|
||
return visits, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return 0, err
|
||
}
|
||
// player_meta row missing or zero → fall back to AdvCharacter for the
|
||
// soak window. A zero value in player_meta could legitimately mean "no
|
||
// visits yet", but the fallback only returns non-zero if the legacy
|
||
// column has a higher value, so this is safe either way.
|
||
var legacy int
|
||
err = db.Get().QueryRow(
|
||
`SELECT hospital_visits FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&legacy)
|
||
if err == sql.ErrNoRows {
|
||
return visits, nil
|
||
}
|
||
if err != nil {
|
||
return 0, err
|
||
}
|
||
if legacy > visits {
|
||
return legacy, nil
|
||
}
|
||
return visits, nil
|
||
}
|
||
|
||
// backfillPlayerMetaHospitalVisits copies adventure_characters.hospital_visits
|
||
// into player_meta.hospital_visits for any row whose value is still the
|
||
// default zero. Idempotent: only updates rows that haven't been populated
|
||
// yet (via backfill or dual-write).
|
||
func backfillPlayerMetaHospitalVisits() 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 hospital_visits = (
|
||
SELECT hospital_visits FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
)
|
||
WHERE hospital_visits = 0
|
||
AND EXISTS (
|
||
SELECT 1 FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
AND adventure_characters.hospital_visits > 0
|
||
)
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: hospital_visits backfilled", "rows", n)
|
||
return nil
|
||
}
|
||
|
||
// upsertPlayerMetaRivalState writes rival_pool / rival_unlocked_notified for
|
||
// a user, leaving other columns untouched. Used by the dual-write path during
|
||
// the L4b Rival migration: every place that mutates AdvCharacter.RivalPool /
|
||
// RivalUnlockedNotified also calls this so player_meta stays in sync until
|
||
// soak completes (gogobee_legacy_migration.md §6.2, §11).
|
||
func upsertPlayerMetaRivalState(userID id.UserID, pool int, notified bool) error {
|
||
notifiedInt := 0
|
||
if notified {
|
||
notifiedInt = 1
|
||
}
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (user_id, rival_pool, rival_unlocked_notified) VALUES (?, ?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET
|
||
rival_pool = excluded.rival_pool,
|
||
rival_unlocked_notified = excluded.rival_unlocked_notified`,
|
||
string(userID), pool, notifiedInt,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadRivalState returns rival_pool / rival_unlocked_notified for a user from
|
||
// player_meta when populated, falling back to adventure_characters during the
|
||
// L4b soak window. Treats a missing row as (0, false). The fallback returns
|
||
// the AdvCharacter values whenever player_meta has the unmigrated default
|
||
// (pool=0, notified=0) — a true "not yet in pool" state and the pre-backfill
|
||
// state are indistinguishable at the column level, but the legacy column
|
||
// only ever moves toward unlocked, so picking the higher of the two values
|
||
// is safe.
|
||
func loadRivalState(userID id.UserID) (pool int, notified bool, err error) {
|
||
var notifiedInt int
|
||
err = db.Get().QueryRow(
|
||
`SELECT rival_pool, rival_unlocked_notified FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&pool, ¬ifiedInt)
|
||
if err == nil && (pool > 0 || notifiedInt > 0) {
|
||
return pool, notifiedInt == 1, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return 0, false, err
|
||
}
|
||
// Fallback during soak.
|
||
var legacyPool, legacyNotified int
|
||
err = db.Get().QueryRow(
|
||
`SELECT rival_pool, rival_unlocked_notified FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&legacyPool, &legacyNotified)
|
||
if err == sql.ErrNoRows {
|
||
return pool, notifiedInt == 1, nil
|
||
}
|
||
if err != nil {
|
||
return 0, false, err
|
||
}
|
||
if legacyPool > pool {
|
||
pool = legacyPool
|
||
}
|
||
if legacyNotified > notifiedInt {
|
||
notifiedInt = legacyNotified
|
||
}
|
||
return pool, notifiedInt == 1, nil
|
||
}
|
||
|
||
// backfillPlayerMetaRivalState copies rival_pool / rival_unlocked_notified
|
||
// from adventure_characters into player_meta for any row whose values are
|
||
// still the default zero. Idempotent: only updates rows that haven't been
|
||
// populated yet (via backfill or dual-write).
|
||
func backfillPlayerMetaRivalState() 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 rival_pool = (
|
||
SELECT rival_pool FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
),
|
||
rival_unlocked_notified = (
|
||
SELECT rival_unlocked_notified FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
)
|
||
WHERE rival_pool = 0 AND rival_unlocked_notified = 0
|
||
AND EXISTS (
|
||
SELECT 1 FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
AND (adventure_characters.rival_pool > 0
|
||
OR adventure_characters.rival_unlocked_notified > 0)
|
||
)
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: rival state backfilled", "rows", n)
|
||
return nil
|
||
}
|
||
|
||
// upsertPlayerMetaMasterworkDrops writes masterwork_drops_received for a user,
|
||
// leaving other columns untouched. Used by the dual-write path during the
|
||
// L4c Masterwork migration: every increment on AdvCharacter.MasterworkDropsReceived
|
||
// also calls this so player_meta stays in sync until soak completes
|
||
// (gogobee_legacy_migration.md §6.3, §11).
|
||
func upsertPlayerMetaMasterworkDrops(userID id.UserID, drops int) error {
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (user_id, masterwork_drops_received) VALUES (?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET masterwork_drops_received = excluded.masterwork_drops_received`,
|
||
string(userID), drops,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadMasterworkDrops returns the player's masterwork drop count from
|
||
// player_meta when populated, falling back to adventure_characters during
|
||
// the L4c soak window. Zero if the user has no row in either table. Mirrors
|
||
// loadHospitalVisits: the legacy column only ever moves up, so taking the
|
||
// higher of the two values is safe across the dual-write window.
|
||
func loadMasterworkDrops(userID id.UserID) (int, error) {
|
||
var drops int
|
||
err := db.Get().QueryRow(
|
||
`SELECT masterwork_drops_received FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&drops)
|
||
if err == nil && drops > 0 {
|
||
return drops, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return 0, err
|
||
}
|
||
var legacy int
|
||
err = db.Get().QueryRow(
|
||
`SELECT masterwork_drops_received FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&legacy)
|
||
if err == sql.ErrNoRows {
|
||
return drops, nil
|
||
}
|
||
if err != nil {
|
||
return 0, err
|
||
}
|
||
if legacy > drops {
|
||
return legacy, nil
|
||
}
|
||
return drops, nil
|
||
}
|
||
|
||
// backfillPlayerMetaMasterworkDrops copies adventure_characters.masterwork_drops_received
|
||
// into player_meta.masterwork_drops_received for any row whose value is still
|
||
// the default zero. Idempotent: only updates rows that haven't been populated
|
||
// yet (via backfill or dual-write).
|
||
func backfillPlayerMetaMasterworkDrops() 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 masterwork_drops_received = (
|
||
SELECT masterwork_drops_received FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
)
|
||
WHERE masterwork_drops_received = 0
|
||
AND EXISTS (
|
||
SELECT 1 FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
AND adventure_characters.masterwork_drops_received > 0
|
||
)
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: masterwork_drops_received backfilled", "rows", n)
|
||
return nil
|
||
}
|
||
|
||
// PetState is the in-memory mirror of player_meta's pet_* columns. Phase L4d
|
||
// ports pet ownership and progression off AdvCharacter (gogobee_legacy_migration.md
|
||
// §6.4). The four flag bools serialize as a single pet_flags_json column to
|
||
// avoid an explosion of boolean ALTERs when future pet behaviors land.
|
||
type PetState struct {
|
||
Type string
|
||
Name string
|
||
XP int
|
||
Level int
|
||
ArmorTier int
|
||
SupplyShopUnlocked bool
|
||
Level10Date string
|
||
Arrived bool
|
||
ChasedAway bool
|
||
Reactivated bool
|
||
MorningDefense bool
|
||
}
|
||
|
||
// petFlagsJSON is the on-disk encoding of the four pet bools. Adding a new
|
||
// flag is an additive JSON field — old rows decode as false.
|
||
type petFlagsJSON struct {
|
||
Arrived bool `json:"arrived"`
|
||
ChasedAway bool `json:"chased_away"`
|
||
Reactivated bool `json:"reactivated"`
|
||
MorningDefense bool `json:"morning_defense"`
|
||
}
|
||
|
||
// upsertPlayerMetaPetState writes the full pet column set for a user. Pet
|
||
// state mutates as a unit (arrival sets type/name/level/flags together;
|
||
// level-ups touch xp/level/level10date), so this helper takes the whole
|
||
// PetState rather than splitting per-field. Used by the dual-write path
|
||
// during the L4d soak window.
|
||
func upsertPlayerMetaPetState(userID id.UserID, s PetState) error {
|
||
flags, err := json.Marshal(petFlagsJSON{
|
||
Arrived: s.Arrived,
|
||
ChasedAway: s.ChasedAway,
|
||
Reactivated: s.Reactivated,
|
||
MorningDefense: s.MorningDefense,
|
||
})
|
||
if err != nil {
|
||
return err
|
||
}
|
||
supplyInt := 0
|
||
if s.SupplyShopUnlocked {
|
||
supplyInt = 1
|
||
}
|
||
_, err = db.Get().Exec(
|
||
`INSERT INTO player_meta (
|
||
user_id, pet_type, pet_name, pet_xp, pet_level, pet_armor_tier,
|
||
pet_flags_json, pet_supply_shop_unlocked, pet_level_10_date
|
||
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET
|
||
pet_type = excluded.pet_type,
|
||
pet_name = excluded.pet_name,
|
||
pet_xp = excluded.pet_xp,
|
||
pet_level = excluded.pet_level,
|
||
pet_armor_tier = excluded.pet_armor_tier,
|
||
pet_flags_json = excluded.pet_flags_json,
|
||
pet_supply_shop_unlocked = excluded.pet_supply_shop_unlocked,
|
||
pet_level_10_date = excluded.pet_level_10_date`,
|
||
string(userID), s.Type, s.Name, s.XP, s.Level, s.ArmorTier,
|
||
string(flags), supplyInt, s.Level10Date,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadPetState returns the player's pet state from player_meta when populated,
|
||
// falling back to adventure_characters during the L4d soak window. A
|
||
// player_meta row whose pet_type is empty is treated as unmigrated and falls
|
||
// through to AdvCharacter — matching the "type is the canonical
|
||
// has-a-pet marker" semantics used by HasPet().
|
||
func loadPetState(userID id.UserID) (PetState, error) {
|
||
var (
|
||
s PetState
|
||
flagsRaw string
|
||
supplyInt int
|
||
)
|
||
err := db.Get().QueryRow(
|
||
`SELECT pet_type, pet_name, pet_xp, pet_level, pet_armor_tier,
|
||
pet_flags_json, pet_supply_shop_unlocked, pet_level_10_date
|
||
FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&s.Type, &s.Name, &s.XP, &s.Level, &s.ArmorTier,
|
||
&flagsRaw, &supplyInt, &s.Level10Date)
|
||
if err == nil && s.Type != "" {
|
||
s.SupplyShopUnlocked = supplyInt == 1
|
||
var f petFlagsJSON
|
||
if flagsRaw != "" {
|
||
_ = json.Unmarshal([]byte(flagsRaw), &f)
|
||
}
|
||
s.Arrived = f.Arrived
|
||
s.ChasedAway = f.ChasedAway
|
||
s.Reactivated = f.Reactivated
|
||
s.MorningDefense = f.MorningDefense
|
||
return s, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return PetState{}, err
|
||
}
|
||
// Fallback to AdvCharacter during soak.
|
||
var (
|
||
legacyType, legacyName, legacyL10Date string
|
||
legacyXP, legacyLevel, legacyArmor int
|
||
legacySupply int
|
||
arrived, chased, reactivated, morningDefense int
|
||
)
|
||
err = db.Get().QueryRow(
|
||
`SELECT pet_type, pet_name, pet_xp, pet_level, pet_armor_tier,
|
||
pet_arrived, pet_chased_away, pet_reactivated, pet_morning_defense,
|
||
pet_supply_shop_unlocked, pet_level_10_date
|
||
FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&legacyType, &legacyName, &legacyXP, &legacyLevel, &legacyArmor,
|
||
&arrived, &chased, &reactivated, &morningDefense,
|
||
&legacySupply, &legacyL10Date)
|
||
if err == sql.ErrNoRows {
|
||
return PetState{}, nil
|
||
}
|
||
if err != nil {
|
||
return PetState{}, err
|
||
}
|
||
return PetState{
|
||
Type: legacyType,
|
||
Name: legacyName,
|
||
XP: legacyXP,
|
||
Level: legacyLevel,
|
||
ArmorTier: legacyArmor,
|
||
SupplyShopUnlocked: legacySupply == 1,
|
||
Level10Date: legacyL10Date,
|
||
Arrived: arrived == 1,
|
||
ChasedAway: chased == 1,
|
||
Reactivated: reactivated == 1,
|
||
MorningDefense: morningDefense == 1,
|
||
}, nil
|
||
}
|
||
|
||
// backfillPlayerMetaPetState copies the pet_* columns from adventure_characters
|
||
// into player_meta for any row whose pet_type is still the empty default.
|
||
// Idempotent: only updates rows that haven't been populated yet (via backfill
|
||
// or dual-write). Pet flags are encoded as JSON to match the runtime helper.
|
||
func backfillPlayerMetaPetState() error {
|
||
if _, err := db.Get().Exec(`
|
||
INSERT OR IGNORE INTO player_meta (user_id)
|
||
SELECT user_id FROM adventure_characters
|
||
`); err != nil {
|
||
return err
|
||
}
|
||
rows, err := db.Get().Query(`
|
||
SELECT ac.user_id, ac.pet_type, ac.pet_name, ac.pet_xp, ac.pet_level,
|
||
ac.pet_armor_tier, ac.pet_arrived, ac.pet_chased_away,
|
||
ac.pet_reactivated, ac.pet_morning_defense,
|
||
ac.pet_supply_shop_unlocked, ac.pet_level_10_date
|
||
FROM adventure_characters ac
|
||
JOIN player_meta pm ON pm.user_id = ac.user_id
|
||
WHERE pm.pet_type = ''
|
||
AND ac.pet_type <> ''
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
defer rows.Close()
|
||
type pending struct {
|
||
uid id.UserID
|
||
s PetState
|
||
}
|
||
var todo []pending
|
||
for rows.Next() {
|
||
var (
|
||
uid string
|
||
s PetState
|
||
arrived, chased, reactivated, morningDefense int
|
||
supply int
|
||
)
|
||
if err := rows.Scan(&uid, &s.Type, &s.Name, &s.XP, &s.Level,
|
||
&s.ArmorTier, &arrived, &chased, &reactivated, &morningDefense,
|
||
&supply, &s.Level10Date); err != nil {
|
||
return err
|
||
}
|
||
s.Arrived = arrived == 1
|
||
s.ChasedAway = chased == 1
|
||
s.Reactivated = reactivated == 1
|
||
s.MorningDefense = morningDefense == 1
|
||
s.SupplyShopUnlocked = supply == 1
|
||
todo = append(todo, pending{uid: id.UserID(uid), s: s})
|
||
}
|
||
if err := rows.Err(); err != nil {
|
||
return err
|
||
}
|
||
for _, p := range todo {
|
||
if err := upsertPlayerMetaPetState(p.uid, p.s); err != nil {
|
||
return err
|
||
}
|
||
}
|
||
slog.Info("player_meta: pet state backfilled", "rows", len(todo))
|
||
return nil
|
||
}
|
||
|
||
// petStateFromAdvChar projects the pet-related fields off an AdventureCharacter
|
||
// into a PetState. Used by the dual-write path: every site that mutates
|
||
// AdvCharacter pet fields then calls upsertPlayerMetaPetState with this
|
||
// projection so the column moves cleanly during the L4d soak window.
|
||
func petStateFromAdvChar(c *AdventureCharacter) PetState {
|
||
return PetState{
|
||
Type: c.PetType,
|
||
Name: c.PetName,
|
||
XP: c.PetXP,
|
||
Level: c.PetLevel,
|
||
ArmorTier: c.PetArmorTier,
|
||
SupplyShopUnlocked: c.PetSupplyShopUnlocked,
|
||
Level10Date: c.PetLevel10Date,
|
||
Arrived: c.PetArrived,
|
||
ChasedAway: c.PetChasedAway,
|
||
Reactivated: c.PetReactivated,
|
||
MorningDefense: c.PetMorningDefense,
|
||
}
|
||
}
|
||
|
||
// HouseState is the in-memory mirror of player_meta's house_* columns. Phase
|
||
// L4e ports housing/mortgage off AdvCharacter (gogobee_legacy_migration.md
|
||
// §6.5). All six fields mutate together at known sites (purchase, payoff,
|
||
// payment, autopay toggle, weekly tick, rate refresh), so the helper takes
|
||
// the whole struct rather than splitting per-field.
|
||
type HouseState struct {
|
||
Tier int
|
||
LoanBalance int
|
||
LoanFrozen bool
|
||
MissedPayments int
|
||
Autopay bool
|
||
CurrentRate float64
|
||
}
|
||
|
||
// HasHouse mirrors AdventureCharacter.HasHouse: a player counts as housed
|
||
// if they own any tier or carry an outstanding loan. Used as the "row is
|
||
// migrated" marker in loadHouseState — a zero/zero/zero state is
|
||
// indistinguishable from "no row yet" so it falls through to the legacy
|
||
// table during the soak window.
|
||
func (s HouseState) HasHouse() bool { return s.Tier > 0 || s.LoanBalance > 0 }
|
||
|
||
// upsertPlayerMetaHouseState writes the full house column set for a user.
|
||
// Used by the dual-write path during the L4e soak window.
|
||
func upsertPlayerMetaHouseState(userID id.UserID, s HouseState) error {
|
||
frozen := 0
|
||
if s.LoanFrozen {
|
||
frozen = 1
|
||
}
|
||
autopay := 0
|
||
if s.Autopay {
|
||
autopay = 1
|
||
}
|
||
_, err := db.Get().Exec(
|
||
`INSERT INTO player_meta (
|
||
user_id, house_tier, house_loan_balance, house_loan_frozen,
|
||
house_missed_payments, house_autopay, house_current_rate
|
||
) VALUES (?, ?, ?, ?, ?, ?, ?)
|
||
ON CONFLICT(user_id) DO UPDATE SET
|
||
house_tier = excluded.house_tier,
|
||
house_loan_balance = excluded.house_loan_balance,
|
||
house_loan_frozen = excluded.house_loan_frozen,
|
||
house_missed_payments = excluded.house_missed_payments,
|
||
house_autopay = excluded.house_autopay,
|
||
house_current_rate = excluded.house_current_rate`,
|
||
string(userID), s.Tier, s.LoanBalance, frozen,
|
||
s.MissedPayments, autopay, s.CurrentRate,
|
||
)
|
||
return err
|
||
}
|
||
|
||
// loadHouseState returns the player's house state from player_meta when
|
||
// populated (HasHouse true), falling back to adventure_characters during
|
||
// the L4e soak window. A row with tier=0 and loan_balance=0 is treated as
|
||
// unmigrated and falls through — matching the canonical "tier > 0 || loan
|
||
// > 0" has-a-house marker used elsewhere.
|
||
func loadHouseState(userID id.UserID) (HouseState, error) {
|
||
var (
|
||
s HouseState
|
||
frozenInt int
|
||
autopayInt int
|
||
)
|
||
err := db.Get().QueryRow(
|
||
`SELECT house_tier, house_loan_balance, house_loan_frozen,
|
||
house_missed_payments, house_autopay, house_current_rate
|
||
FROM player_meta WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&s.Tier, &s.LoanBalance, &frozenInt,
|
||
&s.MissedPayments, &autopayInt, &s.CurrentRate)
|
||
if err == nil && (s.Tier > 0 || s.LoanBalance > 0) {
|
||
s.LoanFrozen = frozenInt == 1
|
||
s.Autopay = autopayInt == 1
|
||
return s, nil
|
||
}
|
||
if err != nil && err != sql.ErrNoRows {
|
||
return HouseState{}, err
|
||
}
|
||
// Fallback to AdvCharacter during soak.
|
||
var (
|
||
legacyTier, legacyBalance, legacyMissed int
|
||
legacyFrozen, legacyAutopay int
|
||
legacyRate float64
|
||
)
|
||
err = db.Get().QueryRow(
|
||
`SELECT house_tier, house_loan_balance, house_loan_frozen,
|
||
house_missed_payments, house_autopay, house_current_rate
|
||
FROM adventure_characters WHERE user_id = ?`,
|
||
string(userID),
|
||
).Scan(&legacyTier, &legacyBalance, &legacyFrozen,
|
||
&legacyMissed, &legacyAutopay, &legacyRate)
|
||
if err == sql.ErrNoRows {
|
||
return HouseState{}, nil
|
||
}
|
||
if err != nil {
|
||
return HouseState{}, err
|
||
}
|
||
return HouseState{
|
||
Tier: legacyTier,
|
||
LoanBalance: legacyBalance,
|
||
LoanFrozen: legacyFrozen == 1,
|
||
MissedPayments: legacyMissed,
|
||
Autopay: legacyAutopay == 1,
|
||
CurrentRate: legacyRate,
|
||
}, nil
|
||
}
|
||
|
||
// backfillPlayerMetaHouseState copies the house_* columns from
|
||
// adventure_characters into player_meta for any row whose house_tier and
|
||
// house_loan_balance are both still the default zero. Idempotent: only
|
||
// updates rows that haven't been populated yet (via backfill or
|
||
// dual-write).
|
||
func backfillPlayerMetaHouseState() 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 house_tier = (SELECT house_tier FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
|
||
house_loan_balance = (SELECT house_loan_balance FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
|
||
house_loan_frozen = (SELECT house_loan_frozen FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
|
||
house_missed_payments = (SELECT house_missed_payments FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
|
||
house_autopay = (SELECT house_autopay FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id),
|
||
house_current_rate = (SELECT house_current_rate FROM adventure_characters ac WHERE ac.user_id = player_meta.user_id)
|
||
WHERE house_tier = 0
|
||
AND house_loan_balance = 0
|
||
AND EXISTS (
|
||
SELECT 1 FROM adventure_characters ac
|
||
WHERE ac.user_id = player_meta.user_id
|
||
AND (ac.house_tier > 0 OR ac.house_loan_balance > 0)
|
||
)
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: house state backfilled", "rows", n)
|
||
return nil
|
||
}
|
||
|
||
// houseStateFromAdvChar projects the housing-related fields off an
|
||
// AdventureCharacter into a HouseState. Used by the dual-write path:
|
||
// every site that mutates AdvCharacter house fields then calls
|
||
// upsertPlayerMetaHouseState with this projection so the columns move
|
||
// cleanly during the L4e soak window.
|
||
func houseStateFromAdvChar(c *AdventureCharacter) HouseState {
|
||
return HouseState{
|
||
Tier: c.HouseTier,
|
||
LoanBalance: c.HouseLoanBalance,
|
||
LoanFrozen: c.HouseLoanFrozen,
|
||
MissedPayments: c.HouseMissedPayments,
|
||
Autopay: c.HouseAutopay,
|
||
CurrentRate: c.HouseCurrentRate,
|
||
}
|
||
}
|
||
|
||
// 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
|
||
// haven't been populated yet (either by backfill or the dual-write path).
|
||
func backfillPlayerMetaDisplayName() error {
|
||
// Ensure a player_meta row exists for every adventure_characters user
|
||
// (arena backfill already does this, but display_name backfill must
|
||
// not assume order — re-run cheaply via INSERT OR IGNORE).
|
||
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 display_name = (
|
||
SELECT display_name FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
)
|
||
WHERE display_name = ''
|
||
AND EXISTS (
|
||
SELECT 1 FROM adventure_characters
|
||
WHERE adventure_characters.user_id = player_meta.user_id
|
||
AND adventure_characters.display_name <> ''
|
||
)
|
||
`)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
n, _ := res.RowsAffected()
|
||
slog.Info("player_meta: display_name backfilled", "rows", n)
|
||
return nil
|
||
}
|