Files
gogobee/internal/plugin/bootstrap_pete_news.go
prosolis b42beec348 Pete Adventure News: emit seam, !news command, cold-start backfill
gogobee's game-side of Pete's push-based Adventure news feed. Emits
structured event *facts* (not prose) to Pete's ingest endpoint over a
durable queue; Pete owns voice/authoring/publishing.

- internal/peteclient: durable pete_emit_queue + retry sender; Fact
  payload; FEATURE_PETE_NEWS master switch.
- pete.go: emitFact enforces runtime kill-switch + per-player opt-out
  (anonymize, never drop); zone-clear + realm-first tiering; !news
  command (player optout/optin, admin on/off).
- bootstrap_pete_news.go: cold-start backfill replays deaths +
  single-holder achievements + zone realm-firsts, backdated + NoPush,
  idempotent, fires only once the seam is live; seeds news_realm_firsts.
- Emit sites: death, zone_first, rival_result, milestone, arrival.
- db.go: pete_emit_queue, news_optout (+opted_out_at), news_realm_firsts.

Unshipped. Deploy Pete first, then set FEATURE_PETE_NEWS + ingest env.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-11 00:53:25 -07:00

234 lines
6.4 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"time"
"gogobee/internal/db"
"gogobee/internal/peteclient"
"maunium.net/go/mautrix/id"
)
// bootstrapPeteNewsBackfill replays the back-catalogue through the news emit
// path the first time the seam comes up enabled, so a launch doesn't open onto
// an empty section. It covers the three tractable, high-signal sources:
//
// 1. Realm-first zone clears — the earliest boss-defeated run of each zone. This
// also SEEDS news_realm_firsts, so a later live clear of an already-cleared
// zone tiers as a BULLETIN repeat, not a mis-announced "first ever".
// 2. Deaths — every player_meta row that carries a death (graveyard content).
// 3. Single-holder achievements — rarity-gated to one holder, matching the live
// milestone rule so routine unlocks don't flood the backlog.
//
// Backfilled facts are backdated to when they happened and marked NoPush (no
// web-push spam on launch). GUIDs are deterministic (keyed on the historical
// timestamp), so a re-run — or a later live emit of the same event — dedups on
// Pete's side. Guarded one-shot; kept (never deleted at close-out) so a fresh
// deploy doesn't ghost-town again. See pete_adventure_news_plan.md gap #7.
func (p *AdventurePlugin) bootstrapPeteNewsBackfill() {
const jobName = "pete_news_backfill_v1"
if db.JobCompleted(jobName, "once") {
return
}
// The backfill IS the launch content, so it should fire the first boot the
// seam is actually live — not get silently consumed on a boot where emission
// is off. Leave the job unmarked until both switches are on.
if !peteclient.Enabled() || !newsEmissionOn() {
return
}
firsts := p.backfillZoneFirsts()
deaths := backfillDeaths()
achv := p.backfillSoloAchievements()
db.MarkJobCompleted(jobName, "once")
slog.Warn("bootstrap: pete news backfill complete",
"zone_firsts", firsts, "deaths", deaths, "achievements", achv)
}
// backfillZoneFirsts seeds news_realm_firsts from history and emits one PRIORITY
// realm-first dispatch per zone, attributed to its earliest boss-defeating
// clearer. SQLite returns the user_id from the same row as MIN(completed_at)
// (bare-column min/max rule), so the (zone, first clearer, time) triple is
// consistent. Returns the count emitted.
func (p *AdventurePlugin) backfillZoneFirsts() int {
rows, err := db.Get().Query(
`SELECT zone_id, user_id, MIN(completed_at)
FROM dnd_zone_run
WHERE boss_defeated = 1 AND completed_at IS NOT NULL AND abandoned = 0
GROUP BY zone_id`)
if err != nil {
slog.Error("backfill: zone-firsts query", "err", err)
return 0
}
type first struct {
zoneID, userID, completedAt string
}
var firsts []first
for rows.Next() {
var f first
if err := rows.Scan(&f.zoneID, &f.userID, &f.completedAt); err != nil {
slog.Error("backfill: zone-firsts scan", "err", err)
continue
}
firsts = append(firsts, f)
}
rows.Close()
n := 0
for _, f := range firsts {
uid := id.UserID(f.userID)
// Seed the ledger regardless of whether we can render a dispatch, so the
// realm-first tiering is correct even for an unnamed straggler.
claimRealmFirst("zone", f.zoneID)
name := charName(uid)
if name == "" {
continue
}
ts, ok := parseSQLiteTime(f.completedAt)
if !ok {
continue
}
zone := zoneOrFallback(ZoneID(f.zoneID))
lvl := 0
if dc, _ := LoadDnDCharacter(uid); dc != nil {
lvl = dc.Level
}
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("zone:%s:%s:%d", userHash(uid), f.zoneID, ts.Unix()),
EventType: "zone_first",
Tier: "priority",
Subject: name,
Zone: zone.Display,
Boss: zone.Boss.Name,
Level: lvl,
Outcome: "cleared",
OccurredAt: ts.Unix(),
NoPush: true,
}, uid, "")
n++
}
return n
}
// backfillDeaths emits one death dispatch per player_meta death record. Deaths
// are day-granular (last_death_date), so the dispatch is backdated to that day.
func backfillDeaths() int {
rows, err := db.Get().Query(
`SELECT user_id, last_death_date, death_location
FROM player_meta
WHERE last_death_date != ''`)
if err != nil {
slog.Error("backfill: deaths query", "err", err)
return 0
}
type death struct {
userID, date, location string
}
var deaths []death
for rows.Next() {
var d death
if err := rows.Scan(&d.userID, &d.date, &d.location); err != nil {
slog.Error("backfill: deaths scan", "err", err)
continue
}
deaths = append(deaths, d)
}
rows.Close()
n := 0
for _, d := range deaths {
uid := id.UserID(d.userID)
name := charName(uid)
if name == "" {
continue
}
day, err := time.Parse("2006-01-02", d.date)
if err != nil {
continue
}
lvl := 0
if dc, _ := LoadDnDCharacter(uid); dc != nil {
lvl = dc.Level
}
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("death:%s:%s", userHash(uid), d.date),
EventType: "death",
Tier: "priority",
Subject: name,
Zone: d.location,
Level: lvl,
Outcome: "lost",
OccurredAt: day.UTC().Unix(),
NoPush: true,
}, uid, "")
n++
}
return n
}
// backfillSoloAchievements emits a milestone dispatch for every achievement held
// by exactly one player — the same rarity gate the live path uses — so the
// backlog carries the genuinely distinctive unlocks, not routine ones.
func (p *AdventurePlugin) backfillSoloAchievements() int {
rows, err := db.Get().Query(
`SELECT achievement_id, user_id, unlocked_at
FROM achievements
GROUP BY achievement_id
HAVING COUNT(*) = 1`)
if err != nil {
slog.Error("backfill: achievements query", "err", err)
return 0
}
type solo struct {
achID, userID string
unlockedAt int64
}
var solos []solo
for rows.Next() {
var s solo
if err := rows.Scan(&s.achID, &s.userID, &s.unlockedAt); err != nil {
slog.Error("backfill: achievements scan", "err", err)
continue
}
solos = append(solos, s)
}
rows.Close()
n := 0
for _, s := range solos {
uid := id.UserID(s.userID)
name := charName(uid)
if name == "" {
continue
}
label := s.achID
if p.achievements != nil {
for _, a := range p.achievements.achievements {
if a.ID == s.achID {
label = a.Name
break
}
}
}
ts := s.unlockedAt
if ts == 0 {
ts = nowUnix()
}
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("achv:%s:%s", userHash(uid), s.achID),
EventType: "milestone",
Tier: "bulletin",
Subject: name,
Milestone: label,
OccurredAt: ts,
NoPush: true,
}, uid, "")
n++
}
return n
}