Files
gogobee/internal/plugin/pete_roster.go
prosolis 68c8cdff2d adventure: ask 7 — apply web equipment management (poll half)
Mirror of Pete's ask 7. gogobee polls the equip queue and applies the new
actions against the five standard gear slots:
  - equip: routes MasterworkGear/ArenaGear to applyMasterworkEquip (evicts
    any special occupant back to the pack; downgrade-blocked), else the
    existing applyMagicEquip.
  - unequip: EquipmentSlot vocabulary -> applyMasterworkUnequip (resets the
    slot to its tier-0 default, keeps the row), else applyMagicUnequip.
  - upgrade: purchaseEquipmentTier, euro-idempotent (DebitIdem keyed on the
    order GUID), downgrade + max-tier guarded.
  - repair: repair(), euro-idempotent, recomputes blacksmithRepairCost.

Detail push now carries Slots (EquipSlotView x5) + Balance; itemViews gives
masterwork/arena backpack rows an equip id; the compare decorator is guarded
to magic-only. buildDetailSnapshot is a method so it can read the euro balance.

Retry-safety: no CreditIdem refund on a later save fault (would double-pay a
guid-guarded retry) — we return retry=true and let the next poll re-run, since
the debit is guid-idempotent and the slot write is idempotent. Matches the
casino escrow precedent. Unit tests cover downgrade block, max-tier,
insufficient funds, idempotent replay, eviction, and take-off reset.

Deploy AFTER Pete: Pete's ingest must accept the new verdict strings before
this side emits them.
2026-07-17 20:34:56 -07:00

689 lines
24 KiB
Go

package plugin
import (
"context"
"fmt"
"log/slog"
"sort"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/peteclient"
"maunium.net/go/mautrix/id"
)
// The live adventurer board pushed to Pete (gogobee_boredom_plan.md's sibling —
// see the roster section of the Pete plan).
//
// Everything else we send Pete is an accomplishment: a death, a clear, a
// milestone. Those are clippings — they read as archive the moment they land, no
// matter how fast we deliver them. The board is the other kind of thing: state
// that is *currently true*, which is the only thing that can make a page feel
// alive. So it is a snapshot, pushed whole, replacing whatever Pete had.
//
// It is also, by design, a target list. The plan is to let people who aren't
// even playing hire assassins and mobs against adventurers who are out in the
// world right now — so the board carries a stable per-player token and real zone
// depth, not just a pretty display string, and it shows the zone *live* while
// they're still in it.
const (
// rosterTickInterval — how often we push. Pete's staleness window is several
// times this, so a missed push or two is invisible; a real outage isn't.
rosterTickInterval = 2 * time.Minute
// rosterPushTimeout — the push is dropped on failure, never retried (a stale
// snapshot is a lie, and the next tick carries the truth), so it must not be
// able to pile up.
rosterPushTimeout = 15 * time.Second
)
// peteRosterTicker pushes the board to Pete forever.
func (p *AdventurePlugin) peteRosterTicker() {
if !peteclient.Enabled() {
return
}
ticker := time.NewTicker(rosterTickInterval)
defer ticker.Stop()
for range ticker.C {
if !newsEmissionOn() {
continue // master switch off: the board goes stale on Pete and says so
}
p.pushRoster()
p.pushDetails()
}
}
// rosterPushOK tracks the last push's outcome so we can log the transitions and
// nothing else. A push every 2 minutes forever is far too noisy to log at INFO,
// but total silence is worse: a ticker that is succeeding quietly looks exactly
// like one that never started, and that ambiguity already cost an operator a
// wrong-turn debug during the first deploy. So: say something the first time it
// works, say something when it breaks, say something when it recovers.
var rosterPushOK bool
func (p *AdventurePlugin) pushRoster() {
snap, err := buildRosterSnapshot(time.Now().UTC(), p.euro)
if err != nil {
slog.Error("roster: build snapshot failed", "err", err)
return
}
ctx, cancel := context.WithTimeout(context.Background(), rosterPushTimeout)
defer cancel()
if err := peteclient.PushRoster(ctx, snap); err != nil {
// The failure itself is not alarming — the next tick retries by simply
// being a fresher snapshot, and if we stay down Pete's board correctly
// stops claiming to be live. Only the *transition* is worth a line.
if rosterPushOK {
slog.Warn("roster: push failed, board will go stale on Pete", "err", err)
} else {
slog.Debug("roster: push failed, dropping snapshot", "err", err)
}
rosterPushOK = false
return
}
if !rosterPushOK {
slog.Info("roster: board accepted by Pete — live adventurer board is publishing",
"adventurers", len(snap.Adventurers))
rosterPushOK = true
}
}
// detailPushOK mirrors rosterPushOK for the private self-detail push: log the
// transitions and nothing else.
var detailPushOK bool
func (p *AdventurePlugin) pushDetails() {
snap, err := p.buildDetailSnapshot(time.Now().UTC())
if err != nil {
slog.Error("roster: build detail snapshot failed", "err", err)
return
}
ctx, cancel := context.WithTimeout(context.Background(), rosterPushTimeout)
defer cancel()
if err := peteclient.PushDetails(ctx, snap); err != nil {
if detailPushOK {
slog.Warn("roster: detail push failed, self-view will go stale on Pete", "err", err)
} else {
slog.Debug("roster: detail push failed, dropping snapshot", "err", err)
}
detailPushOK = false
return
}
if !detailPushOK {
slog.Info("roster: private self-detail accepted by Pete", "players", len(snap.Players))
detailPushOK = true
}
}
// rosterDetail assembles the public detail sheet for one adventurer: the combat
// stats every visitor may see, plus equipped gear. Expedition context (supplies,
// threat, room) is layered on by the caller when a run is active.
func rosterDetail(uid id.UserID, c *DnDCharacter) *peteclient.RosterDetail {
d := &peteclient.RosterDetail{
HPCurrent: c.HPCurrent,
HPMax: c.HPMax,
TempHP: c.TempHP,
ArmorClass: c.ArmorClass,
Abilities: [6]int{c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA},
Modifiers: c.Modifiers(),
}
if equip, err := loadAdvEquipment(uid); err == nil {
for _, slot := range allSlots {
e, ok := equip[slot]
if !ok || e == nil {
continue
}
d.Gear = append(d.Gear, peteclient.GearItem{
Slot: string(slot),
Name: e.Name,
Tier: e.Tier,
Condition: e.Condition,
Masterwork: e.Masterwork,
})
}
}
return d
}
// buildDetailSnapshot assembles the private, owner-only detail set — inventory,
// vault, house, and pets for every alive player, keyed by localpart. It does NOT
// skip opted-out players: the news opt-out governs the *public* board, but this
// data is never shown there — Pete only ever serves it back to the one signed-in
// owner it belongs to, so hiding a player from it would only deny them their own
// sheet. The board token rides along so Pete can match owner↔page without ever
// reversing the one-way token.
func (p *AdventurePlugin) buildDetailSnapshot(now time.Time) (peteclient.DetailSnapshot, error) {
snap := peteclient.DetailSnapshot{SnapshotAt: now.Unix()}
rows, err := db.Get().Query(`SELECT user_id FROM player_meta WHERE alive = 1`)
if err != nil {
return snap, err
}
var uids []id.UserID
for rows.Next() {
var uid string
if err := rows.Scan(&uid); err != nil {
rows.Close()
return snap, err
}
uids = append(uids, id.UserID(uid))
}
rows.Close()
if err := rows.Err(); err != nil {
return snap, err
}
for _, uid := range uids {
lp := localpartOf(uid)
if lp == "" {
continue
}
adv, err := loadAdvCharacter(uid)
if err != nil || adv == nil {
continue
}
pd := peteclient.PlayerDetail{
Localpart: lp,
Token: eventToken(uid, "roster"),
House: peteclient.HouseView{
Tier: adv.HouseTier,
LoanBalance: adv.HouseLoanBalance,
Autopay: adv.HouseAutopay,
Rate: adv.HouseCurrentRate,
},
Pets: petViews(adv),
}
if items, err := loadAdvInventory(uid); err == nil {
pd.Inventory = itemViews(items)
if equipped, err := loadEquippedMagicItems(uid); err == nil {
attachInventoryCompares(pd.Inventory, items, equipped)
}
}
if items, err := loadAdvVault(uid); err == nil {
pd.Vault = itemViews(items)
}
pd.Equipped = equippedViews(uid)
// Ask 7: the 5 standard slots for the web management panel, plus the euro
// balance the upgrade/repair confirm dialogs show. Balance is nil-guarded so
// the free-standing tests (which build no euro plugin) still run.
pd.Slots = buildEquipSlotViews(uid)
if p.euro != nil {
pd.Balance = p.euro.GetBalance(uid)
}
snap.Players = append(snap.Players, pd)
}
return snap, nil
}
// itemViews renders inventory or vault rows for the private panel, resolving
// the display facts the row itself doesn't carry.
//
// Attuned is always false here and that is not an omission: equipping *moves*
// the row out of adventure_inventory into magic_item_equipped, so nothing in a
// backpack can hold a bond. Worn items come from equippedViews instead.
func itemViews(items []AdvItem) []peteclient.ItemView {
if len(items) == 0 {
return nil
}
out := make([]peteclient.ItemView, 0, len(items))
for _, it := range items {
v := peteclient.ItemView{
Name: it.Name,
Type: it.Type,
Tier: it.Tier,
Value: it.Value,
Temper: it.Temper,
Slot: string(it.Slot),
}
// SkillSource is dual-use: a real skill name on masterwork gear, an
// internal registry pointer on magic-item rows. Only the former is a
// fact about the item; the latter is plumbing and stays home.
if !strings.HasPrefix(it.SkillSource, "magic_item:") {
v.SkillSource = it.SkillSource
}
if mi, ok := magicItemFromAdvItem(it); ok {
eff := temperedItem(mi, it.Temper)
v.Slot = string(eff.Slot)
v.Desc = eff.Desc
v.Effect = magicItemEffectSummary(eff)
v.Attunement = eff.Attunement
// The row id is the equip handle: a slotted magic item is the one thing
// the web equip path can wear, so only it carries an id. Mundane gear (the
// branch below) and unslotted curios get none, so no Equip button. This
// runs for vault rows too — a vault magic item would carry an id — but Pete
// offers the button on the backpack panel alone, so that's inert, not a leak.
if eff.Slot != "" {
v.ID = it.ID
}
} else if it.Slot != "" {
// Shop equipment resolves by (slot, tier) — Name is decorative.
v.Desc = equipmentDefByTier(it.Slot, it.Tier).Description
// A masterwork/arena piece carries a real slot, so it can be worn from the
// web (into a standard slot) — give it the equip handle. Plain shop gear in
// the pack stays button-less: its slot is just a category, not a wearable.
if it.Type == "MasterworkGear" || it.Type == "ArenaGear" {
v.ID = it.ID
}
}
out = append(out, v)
}
return out
}
// attachInventoryCompares fills the Compare card on every backpack magic item —
// the ones that carry an equip id, which is exactly the set the web Equip button
// acts on (equippedViews/vault rows are excluded by construction). views and items
// are index-aligned: itemViews appends one view per item and skips none.
func attachInventoryCompares(views []peteclient.ItemView, items []AdvItem, equipped map[DnDSlot]EquippedMagicItem) {
for i := range views {
if views[i].ID == 0 {
continue // no equip id → mundane gear or unslotted curio → no button, no compare
}
mi, ok := magicItemFromAdvItem(items[i])
if !ok || mi.Slot == "" {
continue
}
views[i].Compare = magicItemCompare(mi, items[i].Temper, equipped)
}
}
// magicItemCompare pairs a candidate backpack item against whatever is worn in
// the slot it would equip into (mi.Slot — the same slot applyMagicEquip targets,
// so the card describes the trade the Equip button actually makes). The diff is
// over *tempered* effects on both sides; bond availability decides the inert case.
func magicItemCompare(cand MagicItem, temper int, equipped map[DnDSlot]EquippedMagicItem) *peteclient.ItemCompare {
if cand.Slot == "" {
return nil
}
candEff := magicItemEffectFor(temperedItem(cand, temper))
worn, wornExists := equipped[cand.Slot]
if wornExists && worn.Item.ID == "" {
wornExists = false // an empty EquippedMagicItem is not a real occupant
}
// An empty slot compares against neutral: DamageReductMult is a multiplier, so
// its neutral is 1.0, not the zero value (0 would read as -100% damage taken).
wornEff := magicItemEffect{DamageReductMult: 1.0}
vsName := ""
if wornExists {
wornEff = magicItemEffectFor(worn.Effective())
vsName = worn.Effective().Name
}
deltas := magicItemDeltas(candEff, wornEff)
// Inert: the item wants a bond and none is free. Equipping evicts the slot's
// occupant first, so an attuned occupant frees its own bond — count post-swap.
inert := false
if cand.Attunement {
bonds := countAttunedMagicItems(equipped)
if wornExists && worn.Attuned {
bonds--
}
inert = bonds >= dndMagicItemAttuneLimit
}
return &peteclient.ItemCompare{
Verdict: compareVerdict(deltas, !wornExists, inert),
VsName: vsName,
VsSlot: string(cand.Slot),
Deltas: deltas,
}
}
// compareVerdict classifies a set of deltas by strict dominance. Different stats
// are not fungible — the engine can't say +3% damage beats -4 HP — so a mixed
// result is a sidegrade with no winner claimed, which is the whole reason the
// card exists. inert and new override the stat verdict.
func compareVerdict(deltas []peteclient.ItemDelta, empty, inert bool) string {
if inert {
return "inert" // wearing it does nothing until a bond frees; stat diff is moot
}
if empty {
return "new"
}
if len(deltas) == 0 {
return "same"
}
gains, losses := 0, 0
for _, d := range deltas {
if d.Better {
gains++
} else {
losses++
}
}
switch {
case losses == 0:
return "upgrade"
case gains == 0:
return "downgrade"
default:
return "sidegrade"
}
}
// magicItemDeltas returns one entry per stat that visibly changes between the
// candidate and the worn item. It diffs the structured effect fields, never the
// summary string (which drops zero fields and would lose deltas). A change too
// small to show at the rendered precision is omitted, so the verdict matches what
// the player sees.
func magicItemDeltas(cand, worn magicItemEffect) []peteclient.ItemDelta {
var d []peteclient.ItemDelta
// DamageBonus / DamageReductMult are fractions rendered as whole percents.
if pct := (cand.DamageBonus - worn.DamageBonus) * 100; roundedPct(pct) != 0 {
d = append(d, peteclient.ItemDelta{Label: "damage", Better: pct > 0, Text: signedPct(pct, "damage")})
}
// DamageReductMult is a multiplier on damage TAKEN, so lower is better. Express
// the change as damage taken: a positive number means you take more (worse).
if taken := (cand.DamageReductMult - worn.DamageReductMult) * 100; roundedPct(taken) != 0 {
d = append(d, peteclient.ItemDelta{Label: "defense", Better: taken < 0, Text: signedPct(taken, "damage taken")})
}
if diff := cand.FlatDmgStart - worn.FlatDmgStart; diff != 0 {
d = append(d, peteclient.ItemDelta{Label: "opening", Better: diff > 0, Text: signedInt(diff, "opening damage")})
}
if diff := cand.MaxHP - worn.MaxHP; diff != 0 {
d = append(d, peteclient.ItemDelta{Label: "hp", Better: diff > 0, Text: signedInt(diff, "HP")})
}
if cand.InitiativeBias != worn.InitiativeBias {
faster := cand.InitiativeBias > worn.InitiativeBias
text := "slower to act"
if faster {
text = "faster to act"
}
d = append(d, peteclient.ItemDelta{Label: "speed", Better: faster, Text: text})
}
return d
}
// roundedPct is the whole-percent a delta renders as; used to drop sub-percent
// noise so the verdict never disagrees with the displayed chips.
func roundedPct(v float64) int {
if v < 0 {
return int(v - 0.5)
}
return int(v + 0.5)
}
func signedPct(v float64, noun string) string { return fmt.Sprintf("%+d%% %s", roundedPct(v), noun) }
func signedInt(v int, noun string) string { return fmt.Sprintf("%+d %s", v, noun) }
// equippedViews returns the magic items the player is actually wearing. This is
// the only place Attuned means anything: the bond lives on the equipped row, and
// with a cap of dndMagicItemAttuneLimit a worn item can be inert.
func equippedViews(uid id.UserID) []peteclient.ItemView {
equipped, err := loadEquippedMagicItems(uid)
if err != nil || len(equipped) == 0 {
return nil
}
out := make([]peteclient.ItemView, 0, len(equipped))
for _, e := range equipped {
eff := e.Effective()
out = append(out, peteclient.ItemView{
Name: eff.Name,
Type: string(eff.Kind),
Value: int64(eff.Value),
Temper: e.Temper,
Slot: string(e.Slot),
Desc: eff.Desc,
Effect: magicItemEffectSummary(eff),
Attunement: eff.Attunement,
Attuned: e.Attuned,
})
}
// Map iteration is random; the panel must not reshuffle every 60s poll.
sort.Slice(out, func(i, j int) bool { return out[i].Slot < out[j].Slot })
return out
}
// petViews returns the player's live pet slots. A pet that was chased away is
// omitted — it isn't with them right now, and the self-view shows the present.
func petViews(adv *AdventureCharacter) []peteclient.PetView {
var out []peteclient.PetView
if adv.PetType != "" && !adv.PetChasedAway {
out = append(out, peteclient.PetView{
Type: adv.PetType, Name: adv.PetName, Level: adv.PetLevel,
XP: adv.PetXP, ArmorTier: adv.PetArmorTier,
})
}
if adv.Pet2Type != "" && !adv.Pet2ChasedAway {
out = append(out, peteclient.PetView{
Type: adv.Pet2Type, Name: adv.Pet2Name, Level: adv.Pet2Level,
XP: adv.Pet2XP, ArmorTier: adv.Pet2ArmorTier,
})
}
return out
}
// buildRosterSnapshot assembles the complete board.
//
// Complete is the contract: Pete *replaces* its board with this, so anyone we
// omit drops off the public page. That is exactly how the opt-out is enforced —
// an opted-out player is simply never in the payload, rather than being sent and
// anonymized. A standing row showing class + level + zone is trivially
// re-identifiable (there is one level-14 cleric), so "an adventurer" would have
// been a fig leaf; absence is the only honest option.
func buildRosterSnapshot(now time.Time, euro *EuroPlugin) (peteclient.RosterSnapshot, error) {
snap := peteclient.RosterSnapshot{SnapshotAt: now.Unix(), Tiers: mischiefTierCatalog()}
// Both DATETIME columns selected raw and folded in Go — NOT COALESCE()'d in
// SQL. modernc.org/sqlite rebuilds a time.Time from the column's *declared*
// type, and COALESCE() erases that affinity: the value comes back a string
// and the Scan fails. Same trap playerIsIdle documents.
rows, err := db.Get().Query(`
SELECT user_id, last_player_action_at, created_at
FROM player_meta
WHERE alive = 1`)
if err != nil {
return snap, err
}
defer rows.Close()
type player struct {
uid id.UserID
lastAction *time.Time
}
var players []player
for rows.Next() {
var uid string
var lastAction, created *time.Time
if err := rows.Scan(&uid, &lastAction, &created); err != nil {
return snap, err
}
if lastAction == nil {
lastAction = created
}
players = append(players, player{id.UserID(uid), lastAction})
}
if err := rows.Err(); err != nil {
return snap, err
}
for _, pl := range players {
// The buyer's own advisory balance rides along in a separate keyspace,
// keyed by localpart (their sign-in name), and is collected *before* the
// opt-out skip: opt-out hides a player from the public board, but their own
// balance is private on Pete — only ever read for the user asking about
// themselves — so there is no reason to deny an opted-out player the
// storefront's affordability hint. localpart is lowercase, matching how the
// buyer signs in and how a web order's username is resolved back to an MXID.
if euro != nil {
if lp := localpartOf(pl.uid); lp != "" {
snap.Balances = append(snap.Balances, peteclient.MischiefBalance{
Username: lp,
Euro: euro.GetBalance(pl.uid),
})
}
}
if isNewsOptedOut(pl.uid) {
continue
}
c, err := LoadDnDCharacter(pl.uid)
if err != nil || c == nil || c.PendingSetup {
continue // no character to show; a half-made one has no name yet
}
name := charName(pl.uid)
if name == "" {
continue // never fall back to a Matrix handle on a public page
}
e := peteclient.RosterEntry{
// Stable per-player board token: salted, so it can't be recomputed
// from the handle, and distinct from every event token, so the board
// doesn't become the key that links a player's dispatches together.
Token: eventToken(pl.uid, "roster"),
Name: name,
Level: c.Level,
ClassRace: classRaceLabel(c),
Status: "idle",
}
e.Detail = rosterDetail(pl.uid, c)
if exp, _ := getActiveExpedition(pl.uid); exp != nil {
zone := zoneOrFallback(exp.ZoneID)
e.Status = "expedition"
e.Zone = zone.Display
e.Day = exp.CurrentDay
if IsMultiRegionZone(exp.ZoneID) {
if r, ok := CurrentRegion(exp); ok {
e.Region = r.Name
}
}
if e.Detail != nil {
e.Detail.Supplies = int(exp.Supplies.Current)
e.Detail.ThreatLevel = exp.ThreatLevel
if exp.RunID != "" {
if run, rerr := getZoneRun(exp.RunID); rerr == nil && run != nil && run.TotalRooms > 0 {
e.Detail.Room = fmt.Sprintf("%d / %d", run.CurrentRoom+1, run.TotalRooms)
e.Detail.Map = buildRosterMap(run)
}
}
}
} else if pl.lastAction != nil {
if h := int(now.Sub(*pl.lastAction).Hours()); h > 0 {
e.IdleHours = h
}
}
snap.Adventurers = append(snap.Adventurers, e)
}
return snap, nil
}
// buildRosterMap computes the fog-of-war cut of a run's zone graph for the
// public roster. It sends every visited node with its true kind, plus the
// one-hop frontier — the destinations of edges leading out of visited nodes,
// with their kind withheld as "unknown". Edges are directed and stored by
// from-node, so "one hop out of a visited node" is exactly g.Edges[visited].
// A frontier node's edges are NOT walked, so nothing past the first closed
// door reaches the wire — "view source to find the boss room" is not fog of
// war. Node Label/Content never leave the game box.
//
// Output order is deterministic (visited-path order, then frontier in
// discovery order) so an unchanged run produces a byte-identical snapshot and
// the roster push does not churn.
func buildRosterMap(run *DungeonRun) *peteclient.RosterMap {
g, ok := loadZoneGraph(run.ZoneID)
if !ok || len(run.VisitedNodes) == 0 {
return nil
}
// Unique visited nodes in path order — VisitedNodes repeats on backtrack.
orderedVisited := make([]string, 0, len(run.VisitedNodes))
seen := make(map[string]bool, len(run.VisitedNodes))
for _, id := range run.VisitedNodes {
if !seen[id] {
seen[id] = true
orderedVisited = append(orderedVisited, id)
}
}
m := &peteclient.RosterMap{
ZoneID: string(run.ZoneID),
CurrentNode: run.CurrentNode,
Visited: orderedVisited,
}
// Visited nodes first, in path order, with their real kind.
emitted := make(map[string]bool, len(orderedVisited))
for _, id := range orderedVisited {
emitted[id] = true
if n, ok := g.Nodes[id]; ok {
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: id, Kind: string(n.Kind)})
}
}
// Frontier: destinations of edges out of visited nodes, kind withheld.
// Walk visited in path order so the frontier order is stable.
for _, from := range orderedVisited {
for _, edge := range g.Edges[from] {
lock := edge.Lock
if lock == LockNone {
lock = "" // an open door needs no mark; omitempty drops it
}
m.Edges = append(m.Edges, peteclient.RosterMapEdge{
From: edge.From,
To: edge.To,
Lock: string(lock),
})
if !seen[edge.To] && !emitted[edge.To] {
emitted[edge.To] = true
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: edge.To, Kind: "unknown"})
}
}
}
return m
}
// resolveRosterToken maps a board token back to the adventurer it names. The
// token is a one-way HMAC (eventToken), so it can't be inverted — instead we
// recompute every live player's token and match. The salt is DB-persisted, so a
// token minted before a restart still resolves after one. O(players) per call,
// which is nothing at realm scale and only runs when a web order is being placed.
func resolveRosterToken(token string) (id.UserID, bool) {
if token == "" {
return "", false
}
rows, err := db.Get().Query(`SELECT user_id FROM player_meta WHERE alive = 1`)
if err != nil {
return "", false
}
defer rows.Close()
for rows.Next() {
var uid string
if err := rows.Scan(&uid); err != nil {
continue
}
if eventToken(id.UserID(uid), "roster") == token {
return id.UserID(uid), true
}
}
return "", false
}
// mischiefTierCatalog is the storefront price list, pushed on every tick so the
// web shop always renders gogobee's current prices — a fee retune here reaches
// Pete within a snapshot, and Pete never hardcodes a number of its own. The
// signed fee is the same +25% sink a Matrix buyer pays to put their name on it.
func mischiefTierCatalog() []peteclient.MischiefTier {
out := make([]peteclient.MischiefTier, 0, len(mischiefTiers))
for _, t := range mischiefTiers {
out = append(out, peteclient.MischiefTier{
Key: t.Key,
Display: t.Display,
Fee: t.Fee,
SignedFee: mischiefSignedFee(t.Fee),
Blurb: t.Blurb,
})
}
return out
}