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Gate switches from CombatLevel >= 5 to D&D Level >= 3; stake formula becomes (level / 3) * 1000 (Level 3 → €1000 mirrors legacy CL5 → €1000, tops €6000 at L20). RivalPool / RivalUnlockedNotified dual-write to player_meta; readers in selectRivalPair, handleRivalsCmd, and morning DM render flip to loadRivalState. Backfill wired into Init, idempotent. Migration doc note about porting rival combat to simulateCombat was wrong — rival uses RPS, no combat_engine port needed. Doc corrected. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
339 lines
12 KiB
Go
339 lines
12 KiB
Go
package plugin
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import (
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"database/sql"
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"log/slog"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// player_meta is the Adv 2.0 holding pen for non-stat per-user state
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// migrating off adventure_characters (gogobee_legacy_migration.md §2.1).
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// Phase L2 step 5 lands the table + arena counters; later phases extend
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// the schema and add their own helpers here.
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// PlayerMeta is the in-memory mirror of the player_meta row. Only the
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// fields a phase has migrated are meaningful; unmigrated fields stay
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// zero-valued and are sourced from AdvCharacter.
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type PlayerMeta struct {
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UserID id.UserID
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ArenaWins int
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ArenaLosses int
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InvasionScore int
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DisplayName string
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HospitalVisits int
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}
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// loadPlayerMeta reads the player_meta row for a user. Returns a
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// zero-valued struct (with UserID set) when no row exists — callers
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// should treat absence as "all fields zero", matching the column
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// defaults.
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func loadPlayerMeta(userID id.UserID) (*PlayerMeta, error) {
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m := &PlayerMeta{UserID: userID}
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err := db.Get().QueryRow(
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`SELECT arena_wins, arena_losses, invasion_score, display_name, hospital_visits FROM player_meta WHERE user_id = ?`,
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string(userID),
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).Scan(&m.ArenaWins, &m.ArenaLosses, &m.InvasionScore, &m.DisplayName, &m.HospitalVisits)
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if err == sql.ErrNoRows {
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return m, nil
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}
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if err != nil {
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return nil, err
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}
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return m, nil
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}
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// upsertPlayerMetaArena writes arena_wins / arena_losses / invasion_score
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// for a user. Creates the row if missing. Used by the dual-write path
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// during the L1–L4 migration (§11): every arena counter mutation goes
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// through both AdvCharacter and player_meta until soak completes.
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func upsertPlayerMetaArena(userID id.UserID, wins, losses, invasionScore int) error {
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_, err := db.Get().Exec(
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`INSERT INTO player_meta (user_id, arena_wins, arena_losses, invasion_score)
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VALUES (?, ?, ?, ?)
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ON CONFLICT(user_id) DO UPDATE SET
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arena_wins = excluded.arena_wins,
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arena_losses = excluded.arena_losses,
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invasion_score = excluded.invasion_score`,
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string(userID), wins, losses, invasionScore,
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)
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return err
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}
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// backfillPlayerMetaArena copies arena_wins / arena_losses / invasion_score
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// from adventure_characters into player_meta for any user_id that doesn't
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// already have a row. Idempotent: INSERT OR IGNORE skips users that have
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// already been backfilled (or that wrote a row through the dual-write
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// path post-deploy). Logs the row count touched, matching Phase R1's
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// archiveOrphanZoneRuns precedent.
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func backfillPlayerMetaArena() error {
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res, err := db.Get().Exec(`
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INSERT OR IGNORE INTO player_meta (user_id, arena_wins, arena_losses, invasion_score)
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SELECT user_id, arena_wins, arena_losses, invasion_score FROM adventure_characters
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`)
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if err != nil {
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return err
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}
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n, _ := res.RowsAffected()
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slog.Info("player_meta: arena counters backfilled", "rows", n)
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return nil
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}
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// upsertPlayerMetaDisplayName writes display_name for a user, leaving other
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// columns untouched. Used by the dual-write path during the L4f-prep
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// DisplayName migration: every place that mutates AdvCharacter.DisplayName
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// also calls this so player_meta.display_name stays in sync until soak
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// completes and readers flip over (gogobee_legacy_migration.md §7).
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func upsertPlayerMetaDisplayName(userID id.UserID, displayName string) error {
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_, err := db.Get().Exec(
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`INSERT INTO player_meta (user_id, display_name) VALUES (?, ?)
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ON CONFLICT(user_id) DO UPDATE SET display_name = excluded.display_name`,
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string(userID), displayName,
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)
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return err
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}
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// loadDisplayName returns the player's display name from player_meta when
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// present, falling back to adventure_characters.display_name during the
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// L4f-prep soak window. Empty string if the user has no row in either
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// table. Callers should prefer this helper over reading char.DisplayName
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// directly so the eventual reader flip is a no-op at the call site.
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func loadDisplayName(userID id.UserID) (string, error) {
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var name string
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err := db.Get().QueryRow(
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`SELECT display_name FROM player_meta WHERE user_id = ?`,
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string(userID),
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).Scan(&name)
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if err == nil && name != "" {
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return name, nil
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}
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if err != nil && err != sql.ErrNoRows {
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return "", err
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}
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// Fallback during soak.
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err = db.Get().QueryRow(
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`SELECT display_name FROM adventure_characters WHERE user_id = ?`,
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string(userID),
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).Scan(&name)
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if err == sql.ErrNoRows {
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return "", nil
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}
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return name, err
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}
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// upsertPlayerMetaHospitalVisits writes hospital_visits for a user, leaving
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// other columns untouched. Used by the dual-write path during the L4a
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// Hospital migration: every increment on AdvCharacter.HospitalVisits also
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// calls this so player_meta.hospital_visits stays in sync until soak
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// completes (gogobee_legacy_migration.md §6.1, §11).
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func upsertPlayerMetaHospitalVisits(userID id.UserID, visits int) error {
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_, err := db.Get().Exec(
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`INSERT INTO player_meta (user_id, hospital_visits) VALUES (?, ?)
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ON CONFLICT(user_id) DO UPDATE SET hospital_visits = excluded.hospital_visits`,
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string(userID), visits,
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)
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return err
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}
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// loadHospitalVisits returns the player's hospital visit count from
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// player_meta when present, falling back to adventure_characters during
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// the L4a soak window. Zero if the user has no row in either table.
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func loadHospitalVisits(userID id.UserID) (int, error) {
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var visits int
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err := db.Get().QueryRow(
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`SELECT hospital_visits FROM player_meta WHERE user_id = ?`,
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string(userID),
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).Scan(&visits)
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if err == nil && visits > 0 {
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return visits, nil
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}
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if err != nil && err != sql.ErrNoRows {
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return 0, err
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}
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// player_meta row missing or zero → fall back to AdvCharacter for the
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// soak window. A zero value in player_meta could legitimately mean "no
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// visits yet", but the fallback only returns non-zero if the legacy
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// column has a higher value, so this is safe either way.
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var legacy int
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err = db.Get().QueryRow(
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`SELECT hospital_visits FROM adventure_characters WHERE user_id = ?`,
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string(userID),
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).Scan(&legacy)
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if err == sql.ErrNoRows {
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return visits, nil
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}
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if err != nil {
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return 0, err
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}
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if legacy > visits {
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return legacy, nil
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}
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return visits, nil
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}
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// backfillPlayerMetaHospitalVisits copies adventure_characters.hospital_visits
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// into player_meta.hospital_visits for any row whose value is still the
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// default zero. Idempotent: only updates rows that haven't been populated
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// yet (via backfill or dual-write).
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func backfillPlayerMetaHospitalVisits() error {
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if _, err := db.Get().Exec(`
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INSERT OR IGNORE INTO player_meta (user_id)
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SELECT user_id FROM adventure_characters
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`); err != nil {
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return err
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}
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res, err := db.Get().Exec(`
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UPDATE player_meta
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SET hospital_visits = (
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SELECT hospital_visits FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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)
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WHERE hospital_visits = 0
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AND EXISTS (
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SELECT 1 FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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AND adventure_characters.hospital_visits > 0
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)
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`)
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if err != nil {
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return err
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}
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n, _ := res.RowsAffected()
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slog.Info("player_meta: hospital_visits backfilled", "rows", n)
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return nil
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}
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// upsertPlayerMetaRivalState writes rival_pool / rival_unlocked_notified for
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// a user, leaving other columns untouched. Used by the dual-write path during
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// the L4b Rival migration: every place that mutates AdvCharacter.RivalPool /
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// RivalUnlockedNotified also calls this so player_meta stays in sync until
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// soak completes (gogobee_legacy_migration.md §6.2, §11).
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func upsertPlayerMetaRivalState(userID id.UserID, pool int, notified bool) error {
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notifiedInt := 0
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if notified {
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notifiedInt = 1
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}
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_, err := db.Get().Exec(
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`INSERT INTO player_meta (user_id, rival_pool, rival_unlocked_notified) VALUES (?, ?, ?)
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ON CONFLICT(user_id) DO UPDATE SET
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rival_pool = excluded.rival_pool,
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rival_unlocked_notified = excluded.rival_unlocked_notified`,
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string(userID), pool, notifiedInt,
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)
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return err
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}
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// loadRivalState returns rival_pool / rival_unlocked_notified for a user from
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// player_meta when populated, falling back to adventure_characters during the
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// L4b soak window. Treats a missing row as (0, false). The fallback returns
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// the AdvCharacter values whenever player_meta has the unmigrated default
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// (pool=0, notified=0) — a true "not yet in pool" state and the pre-backfill
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// state are indistinguishable at the column level, but the legacy column
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// only ever moves toward unlocked, so picking the higher of the two values
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// is safe.
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func loadRivalState(userID id.UserID) (pool int, notified bool, err error) {
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var notifiedInt int
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err = db.Get().QueryRow(
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`SELECT rival_pool, rival_unlocked_notified FROM player_meta WHERE user_id = ?`,
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string(userID),
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).Scan(&pool, ¬ifiedInt)
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if err == nil && (pool > 0 || notifiedInt > 0) {
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return pool, notifiedInt == 1, nil
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}
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if err != nil && err != sql.ErrNoRows {
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return 0, false, err
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}
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// Fallback during soak.
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var legacyPool, legacyNotified int
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err = db.Get().QueryRow(
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`SELECT rival_pool, rival_unlocked_notified FROM adventure_characters WHERE user_id = ?`,
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string(userID),
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).Scan(&legacyPool, &legacyNotified)
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if err == sql.ErrNoRows {
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return pool, notifiedInt == 1, nil
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}
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if err != nil {
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return 0, false, err
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}
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if legacyPool > pool {
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pool = legacyPool
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}
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if legacyNotified > notifiedInt {
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notifiedInt = legacyNotified
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}
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return pool, notifiedInt == 1, nil
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}
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// backfillPlayerMetaRivalState copies rival_pool / rival_unlocked_notified
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// from adventure_characters into player_meta for any row whose values are
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// still the default zero. Idempotent: only updates rows that haven't been
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// populated yet (via backfill or dual-write).
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func backfillPlayerMetaRivalState() error {
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if _, err := db.Get().Exec(`
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INSERT OR IGNORE INTO player_meta (user_id)
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SELECT user_id FROM adventure_characters
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`); err != nil {
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return err
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}
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res, err := db.Get().Exec(`
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UPDATE player_meta
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SET rival_pool = (
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SELECT rival_pool FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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),
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rival_unlocked_notified = (
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SELECT rival_unlocked_notified FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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)
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WHERE rival_pool = 0 AND rival_unlocked_notified = 0
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AND EXISTS (
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SELECT 1 FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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AND (adventure_characters.rival_pool > 0
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OR adventure_characters.rival_unlocked_notified > 0)
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)
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`)
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if err != nil {
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return err
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}
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n, _ := res.RowsAffected()
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slog.Info("player_meta: rival state backfilled", "rows", n)
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return nil
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}
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// backfillPlayerMetaDisplayName copies adventure_characters.display_name
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// into player_meta.display_name for any row whose display_name is still
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// the empty default. Idempotent: safe to re-run; only updates rows that
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// haven't been populated yet (either by backfill or the dual-write path).
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func backfillPlayerMetaDisplayName() error {
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// Ensure a player_meta row exists for every adventure_characters user
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// (arena backfill already does this, but display_name backfill must
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// not assume order — re-run cheaply via INSERT OR IGNORE).
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if _, err := db.Get().Exec(`
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INSERT OR IGNORE INTO player_meta (user_id)
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SELECT user_id FROM adventure_characters
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`); err != nil {
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return err
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}
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res, err := db.Get().Exec(`
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UPDATE player_meta
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SET display_name = (
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SELECT display_name FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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)
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WHERE display_name = ''
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AND EXISTS (
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SELECT 1 FROM adventure_characters
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WHERE adventure_characters.user_id = player_meta.user_id
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AND adventure_characters.display_name <> ''
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)
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`)
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if err != nil {
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return err
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}
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n, _ := res.RowsAffected()
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slog.Info("player_meta: display_name backfilled", "rows", n)
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return nil
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}
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