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!expedition invite / accept / decline / party / leave. The invitee buys their own loadout and it pools -- a party is a shared burden, not a free ride. The plan said invites close "before the first walk". That is not a window, it is a race: autoRunMinExpeditionAge leaves a fresh expedition alone for thirty minutes and then the autopilot starts walking it, and the leader's own !expedition run can beat it there. Thirty minutes is not enough to ask a friend who is asleep. So two changes to what the plan specified: - The window is all of Day 1, not the first step. Supplies burn at the night rollover, so a companion who arrives three rooms in pays and receives exactly what one who arrived at the gate does. - An unanswered invite pins the autopilot: loadExpeditionsForAutoRun skips any expedition somebody has been asked to join. The leader must not be dragged into a boss room while their friend reads the DM. Bounded by expeditionInviteTTL (2h) in the query itself, so a forgotten invite costs an afternoon, not the expedition. New table expedition_invite. Absent == nobody was asked, which is true of every expedition predating N3 -- nothing to backfill, same reading that let expedition_party and roster_size ship without one. Details worth keeping: - Outstanding invites count against expeditionPartyMax. Otherwise a leader asks four people and three accept. - Pooling raises Current *and* Max. supplyDepletion reads the ratio, so folding in only Current would read as the party suddenly starving. - A member's supplies stay in the pool when they !leave. They were spent on the expedition, not lent to it; clawing them back would let someone starve the party on their way out. - assertNotAdventuring guards expeditions and rosters but not bare zone runs, so accept checks getActiveZoneRun itself -- startExpedition does. - A party is not a taxi: zoneOpenToLevel gates the invitee on the same tier rule !expedition start applies to the leader. - releaseParty now clears invites too, or someone could accept onto a corpse. - expeditionCmdStatus and the bare `!expedition` switched to activeExpeditionFor, and a member typing `!expedition go 2` is told the leader picks the path instead of falling through to `start` and being told "2" is an unknown zone. Combat still seats one player -- handleFightCmd is P6c. go test ./... green, golden byte-identical.
539 lines
17 KiB
Go
539 lines
17 KiB
Go
package plugin
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import (
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cryptorand "crypto/rand"
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"database/sql"
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"encoding/hex"
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"encoding/json"
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"errors"
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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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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E1a — Expedition data model and persistence.
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// Implements `gogobee_expedition_system.md` §4.4 (Supplies), §5.3 (Camp),
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// §8.4 (Threat Clock), and §9 (Expedition State). One persisted Expedition
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// per active campaign; players may have at most one row with status='active'
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// (enforced in code).
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//
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// E1a ships the data layer only: structs, schema (in db.go), persistence
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// helpers, and a round-trip test. Day cycle (E1d), supply procurement (E1b),
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// commands (E1c), and camp interactions (E1e) wire on top in subsequent
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// commits. Threat clock events / siege mode are scaffolded but not driven
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// until E2.
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// Expedition status values.
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const (
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ExpeditionStatusActive = "active"
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ExpeditionStatusExtracting = "extracting"
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ExpeditionStatusComplete = "complete"
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ExpeditionStatusFailed = "failed"
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ExpeditionStatusAbandoned = "abandoned"
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)
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// ExpeditionSupplies — §4.4.
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type ExpeditionSupplies struct {
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Current float32 `json:"current"` // current SU
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Max float32 `json:"max"` // purchased at outset
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DailyBurn float32 `json:"daily_burn"` // base rate for this zone tier
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HarshMod float32 `json:"harsh_mod"` // multiplier if harsh conditions active
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ForagedToday bool `json:"foraged_today"` // Ranger forage attempt used today
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PacksStandard int `json:"packs_standard"` // count purchased (max 3)
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PacksDeluxe int `json:"packs_deluxe"` // count purchased (max 1)
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}
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// CampState — §5.3.
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type CampState struct {
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Active bool `json:"active"`
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Type string `json:"camp_type"` // rough|standard|fortified|base
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RoomIndex int `json:"room_index"`
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EstablishedAt time.Time `json:"established_at"`
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NightEvents []string `json:"night_events"`
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// RestApplied is set when the long-rest effects (HP refill, spell slots,
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// threat -5 etc.) have already been applied at pitch time. processOvernightCamp
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// uses it to skip re-applying so the night cycle just breaks the camp.
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RestApplied bool `json:"rest_applied,omitempty"`
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// AutoPitched is set when the long-expedition autopilot pitched this
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// camp. The autorun ticker breaks an auto-pitched camp itself after a
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// minimum dwell so the walk can keep moving; player-pitched camps stay
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// up until the player breaks them (or moves on).
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AutoPitched bool `json:"auto_pitched,omitempty"`
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}
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// ThreatEvent — §8.4.
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type ThreatEvent struct {
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Timestamp time.Time `json:"timestamp"`
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Delta int `json:"delta"`
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Reason string `json:"reason"`
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}
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// Expedition — §9. The in-memory shape of a dnd_expedition row.
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type Expedition struct {
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ID string
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UserID string
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ZoneID ZoneID
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RunID string // optional pointer to dnd_zone_run.run_id
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Status string
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StartDate time.Time
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CurrentDay int
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CurrentRegion string
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BossDefeated bool
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Supplies ExpeditionSupplies
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Camp *CampState
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ThreatLevel int
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SiegeMode bool
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ThreatEvents []ThreatEvent
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TemporalStack int
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RegionState map[string]any
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XPEarned int
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CoinsEarned int
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DMMood int
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LastBriefingAt *time.Time
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LastRecapAt *time.Time
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// LastAmbientKind — the Kind of the most recent ambient event the
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// ticker fired (e.g. "pack_rat", "monologue"). Empty when no ambient
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// has fired yet. Used by pickAmbientEvent for back-to-back anti-repeat.
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LastAmbientKind string
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LastActivity time.Time
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CompletedAt *time.Time
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}
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// IsActive reports whether the expedition is in flight.
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func (e *Expedition) IsActive() bool {
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return e.Status == ExpeditionStatusActive || e.Status == ExpeditionStatusExtracting
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}
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// ExpeditionEntry — one row in dnd_expedition_log; mirrors §9.
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type ExpeditionEntry struct {
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EntryID int64
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ExpeditionID string
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Day int
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Timestamp time.Time
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Type string
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Summary string
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Flavor string
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}
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// Errors returned by the expedition layer.
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var (
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ErrExpeditionAlreadyActive = errors.New("expedition already active for player")
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ErrNoActiveExpedition = errors.New("no active expedition for player")
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)
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// newExpeditionID — 16-char hex token. Same scheme as zone runs.
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func newExpeditionID() string {
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var b [8]byte
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if _, err := cryptorand.Read(b[:]); err != nil {
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// Vanishingly unlikely; fall through with a zeroed prefix.
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}
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return hex.EncodeToString(b[:])
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}
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// startExpedition creates a new expedition for the player. The caller must
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// have already validated zone access and supply purchase totals.
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// runID may be empty — the zone run is created lazily by E1c command flow.
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func startExpedition(userID id.UserID, zoneID ZoneID, runID string, supplies ExpeditionSupplies) (*Expedition, error) {
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existing, err := getActiveExpedition(userID)
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if err != nil {
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return nil, err
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}
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if existing != nil {
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return nil, ErrExpeditionAlreadyActive
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}
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now := time.Now().UTC()
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// Multi-region zones (§11) start the player in the first region;
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// single-region zones leave CurrentRegion empty.
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currentRegion := ""
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if first, ok := firstRegion(zoneID); ok {
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currentRegion = first.ID
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}
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regionState := map[string]any{}
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if currentRegion != "" {
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regionState[regionStateVisitedKey] = []string{currentRegion}
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}
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startMood := 50
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if isHol, _ := isHolidayToday(); isHol {
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startMood = 55
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}
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exp := &Expedition{
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ID: newExpeditionID(),
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UserID: string(userID),
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ZoneID: zoneID,
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RunID: runID,
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Status: ExpeditionStatusActive,
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StartDate: now,
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CurrentDay: 1,
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CurrentRegion: currentRegion,
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Supplies: supplies,
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ThreatEvents: []ThreatEvent{},
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RegionState: regionState,
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DMMood: startMood,
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LastActivity: now,
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}
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supJSON, _ := json.Marshal(supplies)
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regJSON, _ := json.Marshal(exp.RegionState)
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threatJSON, _ := json.Marshal(exp.ThreatEvents)
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if _, err := db.Get().Exec(`
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INSERT INTO dnd_expedition
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(expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, supplies_json,
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threat_events, region_state, gm_mood, last_activity)
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VALUES (?, ?, ?, ?, 'active', ?, 1, ?, ?, ?, ?, ?, ?)`,
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exp.ID, exp.UserID, string(zoneID), nullableString(runID),
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now, currentRegion, string(supJSON), string(threatJSON), string(regJSON), startMood, now,
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); err != nil {
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return nil, fmt.Errorf("insert expedition: %w", err)
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}
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return exp, nil
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}
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// getActiveExpedition returns the player's in-flight expedition, or (nil, nil).
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// 'extracting' rows are post-extraction (resumable) — see getResumableExpedition.
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func getActiveExpedition(userID id.UserID) (*Expedition, error) {
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row := db.Get().QueryRow(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_ambient_kind,
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last_activity, completed_at
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FROM dnd_expedition
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WHERE user_id = ?
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AND status = 'active'
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ORDER BY start_date DESC
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LIMIT 1`, string(userID))
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e, err := scanExpedition(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return e, err
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}
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// getExpedition fetches by ID regardless of status. Test/admin use.
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func getExpedition(id string) (*Expedition, error) {
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row := db.Get().QueryRow(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_ambient_kind,
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last_activity, completed_at
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FROM dnd_expedition WHERE expedition_id = ?`, id)
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e, err := scanExpedition(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return e, err
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}
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func scanExpedition(row scanner) (*Expedition, error) {
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var (
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e Expedition
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zoneID string
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runID sql.NullString
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suppliesJSON string
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campJSON sql.NullString
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threatJSON string
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regionJSON string
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bossI int
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siegeI int
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lastBriefingRaw sql.NullTime
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lastRecapRaw sql.NullTime
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completedRaw sql.NullTime
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)
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if err := row.Scan(
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&e.ID, &e.UserID, &zoneID, &runID, &e.Status,
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&e.StartDate, &e.CurrentDay, &e.CurrentRegion, &bossI,
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&suppliesJSON, &campJSON, &e.ThreatLevel, &siegeI,
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&threatJSON, &e.TemporalStack, ®ionJSON,
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&e.XPEarned, &e.CoinsEarned, &e.DMMood,
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&lastBriefingRaw, &lastRecapRaw, &e.LastAmbientKind,
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&e.LastActivity, &completedRaw,
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); err != nil {
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return nil, err
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}
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e.ZoneID = ZoneID(zoneID)
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if runID.Valid {
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e.RunID = runID.String
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}
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e.BossDefeated = bossI != 0
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e.SiegeMode = siegeI != 0
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if err := json.Unmarshal([]byte(suppliesJSON), &e.Supplies); err != nil {
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return nil, fmt.Errorf("decode supplies_json: %w", err)
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}
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if campJSON.Valid && campJSON.String != "" {
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var c CampState
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if err := json.Unmarshal([]byte(campJSON.String), &c); err != nil {
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return nil, fmt.Errorf("decode camp_json: %w", err)
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}
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e.Camp = &c
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}
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if threatJSON != "" {
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if err := json.Unmarshal([]byte(threatJSON), &e.ThreatEvents); err != nil {
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return nil, fmt.Errorf("decode threat_events: %w", err)
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}
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}
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if e.ThreatEvents == nil {
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e.ThreatEvents = []ThreatEvent{}
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}
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if regionJSON != "" {
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if err := json.Unmarshal([]byte(regionJSON), &e.RegionState); err != nil {
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slog.Warn("expedition: region_state decode failed; falling back to empty",
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"expedition", e.ID, "err", err)
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}
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}
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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if lastBriefingRaw.Valid {
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t := lastBriefingRaw.Time
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e.LastBriefingAt = &t
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}
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if lastRecapRaw.Valid {
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t := lastRecapRaw.Time
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e.LastRecapAt = &t
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}
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if completedRaw.Valid {
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t := completedRaw.Time
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e.CompletedAt = &t
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}
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return &e, nil
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}
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// updateSupplies persists a new supplies snapshot.
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func updateSupplies(expID string, s ExpeditionSupplies) error {
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b, _ := json.Marshal(s)
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET supplies_json = ?,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(b), expID)
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return err
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}
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// updateCamp persists camp state. Pass nil to break camp.
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func updateCamp(expID string, c *CampState) error {
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var arg any
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if c == nil {
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arg = nil
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} else {
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b, _ := json.Marshal(c)
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arg = string(b)
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}
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET camp_json = ?,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, arg, expID)
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return err
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}
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// setExpeditionRunID writes the expedition's linked zone-run pointer.
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// Used during region transitions and on initial spawn (R2).
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func setExpeditionRunID(expID, runID string) error {
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET run_id = ?,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, nullableString(runID), expID)
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return err
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}
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// abandonExpedition flags the active expedition as abandoned. Idempotent.
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func abandonExpedition(userID id.UserID) error {
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e, err := getActiveExpedition(userID)
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if err != nil {
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return err
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}
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if e == nil {
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return ErrNoActiveExpedition
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}
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if _, err = db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'abandoned',
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, e.ID); err != nil {
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return err
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}
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releaseParty(e.ID)
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return nil
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}
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// completeExpedition marks the expedition complete (boss defeated or extracted).
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func completeExpedition(expID string, status string) error {
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = ?,
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, status, expID); err != nil {
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return err
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}
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releaseParty(expID)
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return nil
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}
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// releaseParty clears the roster of an expedition that has reached a terminal
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// status, freeing every member to start a run of their own. A member is barred
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// from adventuring anywhere else while seated (assertNotAdventuring), so a
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// roster that outlives its expedition strands the whole party.
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//
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// It is deliberately *not* called on the 'extracting' status: that is a
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// seven-day resumable limbo, and `!resume` must bring the party back with it.
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// The roster is cleared when the resume window lapses and the row flips to
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// 'failed' — which routes through completeExpedition like everything else.
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//
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// A failure here is logged, not returned: the expedition is already terminal by
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// the time we get here, and refusing to finish it over a stale roster row would
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// leave the leader stuck instead of the members.
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func releaseParty(expID string) {
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if err := disbandParty(expID); err != nil {
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slog.Warn("expedition: disband party", "expedition", expID, "err", err)
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}
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// An unanswered invite to a finished expedition would otherwise sit there
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// until its TTL, letting someone accept their way onto a corpse.
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if err := clearExpeditionInvites(expID); err != nil {
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slog.Warn("expedition: clear invites", "expedition", expID, "err", err)
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}
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}
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// applyThreatDelta clamps the threat level to [0,100], records the event,
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// and flips siege_mode when the level reaches 100.
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func applyThreatDelta(expID string, delta int, reason string) error {
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e, err := getExpedition(expID)
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if err != nil {
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return err
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}
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if e == nil {
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return ErrNoActiveExpedition
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}
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level := e.ThreatLevel + delta
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if level < 0 {
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level = 0
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}
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if level > 100 {
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level = 100
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}
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// Spec §8.3: Siege Mode is one-way — the OR keeps siege sticky
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// even if a subsequent negative delta drops the underlying level.
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siege := e.SiegeMode || level >= 100
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events := append(e.ThreatEvents, ThreatEvent{
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Timestamp: time.Now().UTC(),
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Delta: delta,
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Reason: reason,
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})
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eventsJSON, _ := json.Marshal(events)
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_, err = db.Get().Exec(`
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UPDATE dnd_expedition
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SET threat_level = ?,
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threat_siege = ?,
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threat_events = ?,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`,
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level, boolToInt(siege), string(eventsJSON), expID)
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return err
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}
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// updateTemporalStack persists the zone-temporal stack (heat / instability).
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func updateTemporalStack(expID string, stack int) error {
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET temporal_stack = ?,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, stack, expID)
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return err
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}
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// advanceExpeditionDay bumps current_day by one. Real-time day cycle (E1d)
|
|
// calls this from the 06:00 cron.
|
|
func advanceExpeditionDay(expID string) error {
|
|
_, err := db.Get().Exec(`
|
|
UPDATE dnd_expedition
|
|
SET current_day = current_day + 1,
|
|
last_activity = CURRENT_TIMESTAMP
|
|
WHERE expedition_id = ?`, expID)
|
|
return err
|
|
}
|
|
|
|
// appendExpeditionLog inserts one log entry.
|
|
func appendExpeditionLog(expID string, day int, entryType, summary, flavor string) error {
|
|
_, err := db.Get().Exec(`
|
|
INSERT INTO dnd_expedition_log (expedition_id, day, entry_type, summary, flavor)
|
|
VALUES (?, ?, ?, ?, ?)`, expID, day, entryType, summary, flavor)
|
|
return err
|
|
}
|
|
|
|
// dayExpeditionLog returns every log entry recorded against the given
|
|
// (expedition, day) pair, oldest first. Used by the D4-a end-of-day
|
|
// digest to bundle a single rollup DM at night-camp pitch.
|
|
func dayExpeditionLog(expID string, day int) ([]ExpeditionEntry, error) {
|
|
rows, err := db.Get().Query(`
|
|
SELECT entry_id, expedition_id, day, timestamp, entry_type, summary, flavor
|
|
FROM dnd_expedition_log
|
|
WHERE expedition_id = ?
|
|
AND day = ?
|
|
ORDER BY entry_id`, expID, day)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer rows.Close()
|
|
var out []ExpeditionEntry
|
|
for rows.Next() {
|
|
var e ExpeditionEntry
|
|
if err := rows.Scan(
|
|
&e.EntryID, &e.ExpeditionID, &e.Day, &e.Timestamp,
|
|
&e.Type, &e.Summary, &e.Flavor,
|
|
); err != nil {
|
|
return nil, err
|
|
}
|
|
out = append(out, e)
|
|
}
|
|
return out, rows.Err()
|
|
}
|
|
|
|
// recentExpeditionLog returns the last `limit` entries, newest first.
|
|
func recentExpeditionLog(expID string, limit int) ([]ExpeditionEntry, error) {
|
|
if limit <= 0 {
|
|
limit = 5
|
|
}
|
|
rows, err := db.Get().Query(`
|
|
SELECT entry_id, expedition_id, day, timestamp, entry_type, summary, flavor
|
|
FROM dnd_expedition_log
|
|
WHERE expedition_id = ?
|
|
ORDER BY timestamp DESC, entry_id DESC
|
|
LIMIT ?`, expID, limit)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer rows.Close()
|
|
var out []ExpeditionEntry
|
|
for rows.Next() {
|
|
var e ExpeditionEntry
|
|
if err := rows.Scan(
|
|
&e.EntryID, &e.ExpeditionID, &e.Day, &e.Timestamp,
|
|
&e.Type, &e.Summary, &e.Flavor,
|
|
); err != nil {
|
|
return nil, err
|
|
}
|
|
out = append(out, e)
|
|
}
|
|
return out, rows.Err()
|
|
}
|
|
|
|
func nullableString(s string) any {
|
|
if s == "" {
|
|
return nil
|
|
}
|
|
return s
|
|
}
|
|
|