Files
gogobee/internal/peteclient/client.go
prosolis b6d4e4ccec adventure: send Pete what an item actually is, and what's worn
The self-view listed a name, a tier and a price — everything except what a
player decides on. The facts were all there, just not on the wire.

Three things the contract spec got wrong, found by reading both sides:

Equipping *moves* the row out of adventure_inventory into
magic_item_equipped, so the two sets are disjoint. The spec's `attuned` on a
backpack item can never be true — bond state isn't false there, it's
undefined. The real gap was that worn items weren't sent at all: the panel
showed the backpack and hid the sword. Hence Equipped, where Attuned means
something and an inert item can be seen.

Stat modifiers ARE modeled. The spec said they weren't, and that shipping
them meant either an engine change or a display-only approximation that lies
the first time it disagrees with the engine. But magicItemEffectSummary is
the engine's own summary — the same function the game speaks with. Sending it
can't drift, because there's nothing to drift from.

SkillSource is two different things: "mining" on masterwork gear, and the
internal "magic_item:<id>" registry pointer on magic-item rows. Sending it
raw would put gogobee's IDs on a page, and Pete couldn't tell them apart to
filter them. Only the skill name goes out.

Desc and Effect resolve at the push site because an inventory row carries
neither — descriptions live on MagicItem/EquipmentDef, and the combat delta
is computed, never stored. Shop gear resolves by (slot, tier); Name is
decorative there.

All additive and omitempty on the private /api/ingest/detail push, so neither
side has to deploy first.
2026-07-17 06:44:45 -07:00

644 lines
24 KiB
Go

// Package peteclient is gogobee's outbound seam to the Pete news bot.
//
// gogobee is the source of game-event *facts* and owns delivery; Pete owns
// voice, authoring, and publishing. This package carries structured facts (not
// prose) to Pete's ingest endpoint over the tailnet, bearer-authed.
//
// Delivery is durable: Emit writes the fact to a SQLite queue and returns
// immediately, so a game-loop hook never blocks on the network and a Pete
// restart loses nothing. A background sender drains the queue with retry.
// Idempotency is on the fact GUID, so retries and duplicate emits are no-ops.
package peteclient
import (
"bytes"
"context"
"encoding/json"
"fmt"
"io"
"log/slog"
"net/http"
"os"
"strings"
"sync"
"time"
"gogobee/internal/db"
)
// Fact is the flat, pre-sanitized payload gogobee POSTs to Pete. Names must be
// character names only (never Matrix handles); Actors is the allow-list of the
// only names permitted to appear in Pete's rendered output. See
// pete_adventure_news_voice.md for the field contract.
type Fact struct {
GUID string `json:"guid"` // stable idempotency key, e.g. "death:<token>:<ts>"; prefix == event_type
EventType string `json:"event_type"`
Tier string `json:"tier"` // "priority" | "bulletin"
Actors []string `json:"actors"`
Subject string `json:"subject,omitempty"`
Opponent string `json:"opponent,omitempty"`
Boss string `json:"boss,omitempty"`
Zone string `json:"zone,omitempty"`
Region string `json:"region,omitempty"`
Level int `json:"level,omitempty"`
Count int `json:"count,omitempty"`
Outcome string `json:"outcome,omitempty"`
Stakes string `json:"stakes,omitempty"`
ClassRace string `json:"class_race,omitempty"`
Milestone string `json:"milestone,omitempty"`
OccurredAt int64 `json:"occurred_at"`
NoPush bool `json:"no_push,omitempty"` // backfill: suppress Pete web-push
}
// Config controls the seam. Enabled=false makes Emit a durable no-op (nothing
// queued), matching the FEATURE_PETE_NEWS master switch that kills emission at
// the source.
type Config struct {
IngestURL string
Token string
Enabled bool
}
// Client is the transport half. It is a package singleton initialized by Init,
// so emit hooks scattered across plugins (and free functions like
// markAdventureDead) can call Emit without threading a handle through.
type Client struct {
cfg Config
http *http.Client
draining sync.Mutex // one drain at a time; see drain
}
var std *Client
// factPath is where an adventure fact goes. Every queue row carries its own
// destination now, because escrow verdicts ride the same queue to a different
// endpoint.
const factPath = "/api/ingest/adventure"
// Tuning for the background sender.
const (
senderTick = 15 * time.Second
senderBatch = 20
maxAttempts = 8 // ~ up to a few hours of backoff, then park
backoffBase = 30 * time.Second
backoffCapSec = 3600
sendTimeout = 15 * time.Second
)
// Init wires the singleton from the environment. Mirrors the per-plugin config
// pattern (email_nag.go): PETE_INGEST_URL, PETE_INGEST_TOKEN, FEATURE_PETE_NEWS.
func Init() {
cfg := Config{
IngestURL: strings.TrimRight(os.Getenv("PETE_INGEST_URL"), "/"),
Token: os.Getenv("PETE_INGEST_TOKEN"),
Enabled: strings.EqualFold(os.Getenv("FEATURE_PETE_NEWS"), "true"),
}
if cfg.Enabled && (cfg.IngestURL == "" || cfg.Token == "") {
slog.Warn("peteclient: FEATURE_PETE_NEWS=true but PETE_INGEST_URL/PETE_INGEST_TOKEN unset — disabling")
cfg.Enabled = false
}
std = &Client{cfg: cfg, http: &http.Client{Timeout: sendTimeout}}
if cfg.Enabled {
slog.Info("peteclient: adventure news emission enabled", "ingest", cfg.IngestURL)
} else {
slog.Info("peteclient: adventure news emission disabled (set FEATURE_PETE_NEWS=true)")
}
}
// Enabled reports whether emission is on. Callers can skip building an
// (expensive) fact when it would be dropped anyway.
func Enabled() bool { return std != nil && std.cfg.Enabled }
// Emit durably queues a fact for delivery to Pete. It never blocks on the
// network. A no-op (but safe) when the seam is disabled or the GUID was already
// queued — idempotency is on the GUID primary key.
func Emit(f Fact) {
if !Enabled() {
return
}
if f.GUID == "" {
slog.Error("peteclient: refusing to queue fact with empty guid", "event_type", f.EventType)
return
}
payload, err := json.Marshal(f)
if err != nil {
slog.Error("peteclient: marshal fact", "guid", f.GUID, "err", err)
return
}
enqueue(f.GUID, factPath, payload)
}
// enqueue puts one payload on the durable queue, addressed to a Pete endpoint.
//
// OR IGNORE gives GUID-idempotency: a re-emit of the same key is dropped. That
// is the whole safety story for money — an escrow verdict is queued under its
// escrow guid, so a verdict can never be enqueued twice and can never be
// delivered as two different answers.
func enqueue(guid, path string, payload []byte) {
db.Exec("pete emit enqueue",
`INSERT OR IGNORE INTO pete_emit_queue (guid, path, payload, created_at, attempts, next_attempt_at)
VALUES (?, ?, ?, unixepoch(), 0, 0)`,
guid, path, string(payload))
}
// StartSender launches the background drain loop. It runs until ctx is
// canceled. Safe to call when disabled — it simply idles.
func StartSender(ctx context.Context) {
if std == nil {
return
}
go func() {
t := time.NewTicker(senderTick)
defer t.Stop()
for {
select {
case <-ctx.Done():
return
case <-t.C:
if std.cfg.Enabled {
std.drain(ctx)
}
}
}
}()
}
// Flush drains the queue right now instead of waiting for the next tick.
//
// The escrow loop needs this. A player who clicked "buy chips" is watching a
// spinner, and a verdict that sat in the queue for a 15-second sender tick would
// make the whole border feel broken even though nothing is. Durability is not
// weakened: the row is written first and only then sent, exactly as the ticker
// does it.
func Flush(ctx context.Context) {
if std == nil || !std.cfg.Enabled {
return
}
std.drain(ctx)
}
// drain sends up to senderBatch due rows, one at a time.
//
// Serialized: the ticker and Flush can both call this, and two drains racing
// would send the same row twice. Every Pete endpoint we push to is idempotent,
// so that would be survivable rather than harmful — but it would also mean an
// escrow verdict arriving twice as a matter of routine, and "harmless in theory"
// is not how the money path should be run.
func (c *Client) drain(ctx context.Context) {
c.draining.Lock()
defer c.draining.Unlock()
rows, err := db.Get().Query(
`SELECT guid, path, payload FROM pete_emit_queue
WHERE sent_at IS NULL AND attempts < ? AND next_attempt_at <= unixepoch()
ORDER BY created_at LIMIT ?`,
maxAttempts, senderBatch)
if err != nil {
slog.Error("peteclient: drain query", "err", err)
return
}
type item struct{ guid, path, payload string }
var batch []item
for rows.Next() {
var it item
if err := rows.Scan(&it.guid, &it.path, &it.payload); err != nil {
slog.Error("peteclient: drain scan", "err", err)
continue
}
batch = append(batch, it)
}
rows.Close()
for _, it := range batch {
if ctx.Err() != nil {
return
}
if err := c.post(ctx, it.path, []byte(it.payload)); err != nil {
if ctx.Err() != nil {
// Shutdown canceled the in-flight send — Pete didn't reject
// anything. Don't burn a durable retry attempt; the row is picked
// up on the next boot's drain.
return
}
db.Exec("pete emit retry",
`UPDATE pete_emit_queue
SET attempts = attempts + 1, next_attempt_at = unixepoch() + ?
WHERE guid = ?`,
backoffSec(it.guid), it.guid)
slog.Warn("peteclient: emit failed, will retry", "guid", it.guid, "err", err)
continue
}
db.Exec("pete emit sent",
`UPDATE pete_emit_queue SET sent_at = unixepoch() WHERE guid = ?`, it.guid)
}
}
// RosterEntry is one adventurer's currently-true state for Pete's live board.
// Unlike a Fact, nothing here is an event — it is what is true right now.
type RosterEntry struct {
Token string `json:"token"` // stable per-player board token, never a Matrix handle
Name string `json:"name"` // character name only
Level int `json:"level"`
ClassRace string `json:"class_race,omitempty"`
Status string `json:"status"` // "expedition" | "idle"
Zone string `json:"zone,omitempty"`
Region string `json:"region,omitempty"`
Day int `json:"day,omitempty"`
IdleHours int `json:"idle_hours,omitempty"`
// Detail is the public, expanded sheet — stats and equipped gear — shown on
// the click-through detail page. Nil for an entry we couldn't fully load.
// Public-tier: no Matrix handle, keyed only by the anonymous Token, same as
// the summary fields above.
Detail *RosterDetail `json:"detail,omitempty"`
}
// RosterDetail is everything a visitor may see on an adventurer's detail page:
// the current combat sheet and equipped gear, plus live expedition context. It
// rides the roster push because it is small and shares the board's semantics —
// a photograph of the present, fine to drop and refresh, never a handle.
type RosterDetail struct {
HPCurrent int `json:"hp_current"`
HPMax int `json:"hp_max"`
TempHP int `json:"temp_hp,omitempty"`
ArmorClass int `json:"armor_class"`
Abilities [6]int `json:"abilities"` // STR, DEX, CON, INT, WIS, CHA scores
Modifiers [6]int `json:"modifiers"` // matching ability modifiers
Gear []GearItem `json:"gear,omitempty"`
// Expedition context, present only while on a run.
Supplies int `json:"supplies,omitempty"`
ThreatLevel int `json:"threat_level,omitempty"`
Room string `json:"room,omitempty"`
}
// GearItem is one equipped piece for the armor/gear panel.
type GearItem struct {
Slot string `json:"slot"` // weapon | armor | helmet | boots | tool
Name string `json:"name"`
Tier int `json:"tier"`
Condition int `json:"condition"`
Masterwork bool `json:"masterwork,omitempty"`
}
// MischiefBalance is one buyer's advisory euro balance, ridden along with the
// board. It is keyed by localpart — a buyer's own sign-in name — not by the
// anonymous roster token, so it lives in a separate keyspace on Pete and only
// ever surfaces for the one authenticated user asking about themselves. That is
// what lets the storefront grey out tiers a buyer can't afford without ever
// putting a number next to a name on the public board.
type MischiefBalance struct {
Username string `json:"username"`
Euro float64 `json:"euro"`
}
// MischiefTier is one rung of the storefront price list. gogobee is the sole
// authority on prices, so it pushes the whole catalog on every tick: a fee
// retune reaches the storefront within a snapshot and Pete never hardcodes a
// number that can silently drift out of step with the game.
type MischiefTier struct {
Key string `json:"key"`
Display string `json:"display"`
Fee int `json:"fee"`
SignedFee int `json:"signed_fee"`
Blurb string `json:"blurb,omitempty"`
}
// RosterSnapshot is the complete board. Complete is load-bearing: Pete replaces
// its whole board with this, so anyone omitted (opted out, no character) drops
// off the public page. A partial snapshot would silently strand people on it.
//
// Balances and Tiers ride the same tick — advisory affordability and the live
// price list for the mischief storefront. Both are best-effort on Pete's side; a
// board that lands without them is still a good board.
type RosterSnapshot struct {
SnapshotAt int64 `json:"snapshot_at"`
Adventurers []RosterEntry `json:"adventurers"`
Balances []MischiefBalance `json:"balances,omitempty"`
Tiers []MischiefTier `json:"tiers,omitempty"`
}
// PushRoster sends the board to Pete, synchronously, and drops it on failure.
//
// Deliberately NOT on the durable queue that carries Facts. A fact is history —
// losing "Josie died" loses it forever, so it retries. A snapshot is a
// photograph of the present, and a retried one is a *lie*: by the time it lands,
// Josie has moved. The next tick carries the truth anyway, so a failed push is
// simply forgotten. That is also what lets Pete's staleness timer work — if we
// stay down, nothing arrives, and the board correctly stops claiming to be live.
func PushRoster(ctx context.Context, snap RosterSnapshot) error {
if !Enabled() {
return nil
}
payload, err := json.Marshal(snap)
if err != nil {
return err
}
return std.post(ctx, "/api/ingest/roster", payload)
}
// PlayerDetail is the private, owner-only expansion for one player: inventory,
// vault, house, and pets. Like MischiefBalance it is keyed by localpart (the
// sign-in name), in its own keyspace on Pete — Pete only ever serves it back to
// the one authenticated user it belongs to, never on the public board. It
// carries the player's current board Token too, so Pete can answer "is the
// signed-in viewer the owner of the adventurer on this page?" by a join, without
// ever having to reverse the one-way token.
type PlayerDetail struct {
Localpart string `json:"localpart"`
Token string `json:"token"`
Inventory []ItemView `json:"inventory,omitempty"`
Vault []ItemView `json:"vault,omitempty"`
Equipped []ItemView `json:"equipped,omitempty"`
House HouseView `json:"house"`
Pets []PetView `json:"pets,omitempty"`
}
// ItemView is one item in the private panels — backpack, vault, or worn.
//
// Slot/SkillSource/Desc/Effect are display resolutions done at the push site,
// because an adventure_inventory row carries none of them: descriptions live on
// MagicItem/EquipmentDef, and the combat delta is computed, never stored.
//
// SkillSource is only the player-facing skill a masterwork piece draws on
// ("mining"). Inventory rows smuggle "magic_item:<id>" through the same column
// as an internal registry pointer; that is not a fact about the item and never
// goes on the wire.
//
// Attunement (does it need a bond) and Attuned (does it have one) are distinct:
// with a hard cap of 3 bonds, a worn item can sit inert, and a player deciding
// what to wear needs to see the difference.
type ItemView struct {
Name string `json:"name"`
Type string `json:"type"`
Tier int `json:"tier"`
Value int64 `json:"value"`
Temper int `json:"temper,omitempty"`
Slot string `json:"slot,omitempty"`
SkillSource string `json:"skill_source,omitempty"`
Desc string `json:"desc,omitempty"`
Effect string `json:"effect,omitempty"`
Attunement bool `json:"attunement,omitempty"`
Attuned bool `json:"attuned,omitempty"`
}
// HouseView is the owner's housing summary.
type HouseView struct {
Tier int `json:"tier"`
LoanBalance int `json:"loan_balance,omitempty"`
Autopay bool `json:"autopay,omitempty"`
Rate float64 `json:"rate,omitempty"`
}
// PetView is one pet slot.
type PetView struct {
Type string `json:"type"`
Name string `json:"name"`
Level int `json:"level"`
XP int `json:"xp,omitempty"`
ArmorTier int `json:"armor_tier,omitempty"`
}
// DetailSnapshot is the complete private-detail set, pushed whole and replacing
// Pete's copy — same complete-snapshot contract as the roster, so a player who
// drops out of the game stops having a stale self-view on Pete.
type DetailSnapshot struct {
SnapshotAt int64 `json:"snapshot_at"`
Players []PlayerDetail `json:"players"`
}
// PushDetails sends the private self-detail set to Pete, best-effort. Like the
// roster it is dropped on failure — the next tick carries a fresher copy — and
// it rides its own endpoint (not the roster body) so a fat inventory can't blow
// the roster push's size budget or its drop-the-lie semantics.
func PushDetails(ctx context.Context, snap DetailSnapshot) error {
if !Enabled() {
return nil
}
payload, err := json.Marshal(snap)
if err != nil {
return err
}
return std.post(ctx, "/api/ingest/detail", payload)
}
// post sends one payload to a Pete endpoint with bearer auth. Mirrors the
// bearer-POST pattern in email_nag.go:sendCode.
func (c *Client) post(ctx context.Context, path string, payload []byte) error {
url := c.cfg.IngestURL + path
req, err := http.NewRequestWithContext(ctx, http.MethodPost, url, bytes.NewReader(payload))
if err != nil {
return err
}
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
req.Header.Set("Content-Type", "application/json")
resp, err := c.http.Do(req)
if err != nil {
return err
}
defer resp.Body.Close()
body, _ := io.ReadAll(io.LimitReader(resp.Body, 4096))
if resp.StatusCode/100 != 2 {
return fmt.Errorf("pete ingest status %d: %s", resp.StatusCode, strings.TrimSpace(string(body)))
}
return nil
}
// ---------------------------------------------------------------------------
// The euro/chip border
//
// Pete holds chips; we hold the euros. A player buying in or cashing out opens
// an escrow row on Pete, and we are the only one who can move the money for it —
// Pete has no route into this box's network and is not getting one. So we poll.
//
// This is the first GET gogobee has ever made to Pete. Everything else in this
// package is us pushing facts outward; here we are asking for work.
//
// The escrow guid is the idempotency key end to end: it names the row on Pete,
// it is the external_id on our euro transaction, and it is the queue key of the
// verdict we push back. That is what makes every step here safe to retry, which
// matters because every step here can be interrupted between moving real money
// and saying so.
// ---------------------------------------------------------------------------
// Escrow is one pending crossing, as Pete describes it. Amounts are whole euros:
// chips are 1:1 and there is no sub-unit to lose.
type Escrow struct {
GUID string `json:"guid"`
MatrixUser string `json:"matrix_user"`
Kind string `json:"kind"` // "buyin" | "cashout"
Amount int64 `json:"amount"`
State string `json:"state"`
}
// EscrowVerdict is our answer: did the euros move, and what is the balance now.
// A rejected buy-in carries the reason, which Pete shows the player.
type EscrowVerdict struct {
GUID string `json:"guid"`
OK bool `json:"ok"`
Reason string `json:"reason,omitempty"`
BalanceAfter float64 `json:"balance_after"`
}
const escrowVerdictPath = "/api/games/escrow/settled"
// PendingEscrow asks Pete for crossings waiting on us. Includes rows we claimed
// but never answered — if we died holding one, the player's money is stranded
// until we pick it up again.
func PendingEscrow(ctx context.Context) ([]Escrow, error) {
if !Enabled() {
return nil, nil
}
var out []Escrow
if err := std.getJSON(ctx, "/api/games/escrow/pending", &out); err != nil {
return nil, err
}
return out, nil
}
// ClaimEscrow tells Pete we are taking a row, and returns the row as Pete now
// holds it. Move the money against *this*, not against the copy from the poll:
// the claim is the moment the amount and the player are fixed.
//
// A row Pete has already decided comes back in a terminal state rather than
// "claimed". That is not an error — it means the work is done, and it is exactly
// what stops a settled cash-out from being paid a second time.
func ClaimEscrow(ctx context.Context, guid string) (Escrow, error) {
var e Escrow
payload, err := json.Marshal(map[string]string{"guid": guid})
if err != nil {
return e, err
}
if err := std.postJSON(ctx, "/api/games/escrow/claim", payload, &e); err != nil {
return e, err
}
return e, nil
}
// EmitEscrowVerdict durably queues our answer and returns immediately. Keyed on
// the escrow guid, so a verdict is enqueued once and only once, and the sender's
// retry/backoff/parking machinery carries it the rest of the way.
//
// The caller should Flush after this: a player is watching a spinner.
func EmitEscrowVerdict(v EscrowVerdict) {
if !Enabled() {
return
}
payload, err := json.Marshal(v)
if err != nil {
slog.Error("peteclient: marshal escrow verdict", "guid", v.GUID, "err", err)
return
}
// Namespaced so an escrow guid can never collide with a fact guid in the
// queue's primary key. Fact guids are "<event_type>:<token>:<ts>"; escrow
// guids are random. A collision would be a lost verdict, so don't rely on
// luck for it.
enqueue("escrow:"+v.GUID, escrowVerdictPath, payload)
}
// ---------------------------------------------------------------------------
// The mischief storefront's reverse pipe
//
// A buyer places a hit on Pete's web board; we poll for it, do the real work
// against our own ledger, and hand back a verdict. Same shape as the escrow
// border above — Pete has no route in, so we poll — but simpler: the order guid
// is the end-to-end idempotency key (external_id on the euro debit, stamped on
// the contract), and the *verdict rides the claim itself* rather than a durable
// queue. If a claim fails, the order stays pending and the next poll re-offers
// it; re-running is a no-op, so the poll loop is its own retry.
// ---------------------------------------------------------------------------
// MischiefOrder is one storefront order as Pete describes it. buyer_sub stays on
// Pete (it is the OIDC subject, only for "my orders"); we get the username, which
// we turn into a Matrix id, and the anonymous target token.
type MischiefOrder struct {
GUID string `json:"guid"`
BuyerUsername string `json:"buyer_username"`
TargetToken string `json:"target_token"`
TargetName string `json:"target_name"`
Tier string `json:"tier"`
Signed bool `json:"signed"`
Status string `json:"status"`
CreatedAt int64 `json:"created_at"`
}
// PendingMischief asks Pete for orders waiting on us. A Pete that predates the
// storefront answers 404, which surfaces here as an error; the poll loop treats
// any error as "nothing to do this tick" and logs it quietly, so gogobee can ship
// ahead of Pete without noise.
func PendingMischief(ctx context.Context) ([]MischiefOrder, error) {
if !Enabled() {
return nil, nil
}
var out []MischiefOrder
if err := std.getJSON(ctx, "/api/mischief/pending", &out); err != nil {
return nil, err
}
return out, nil
}
// ClaimMischief files our verdict on an order: the terminal status Pete should
// show and a human note. Idempotent on Pete, so a retried claim is safe. The
// verdict rides this call directly — there is no separate durable emit, because
// a lost claim just leaves the order pending for the next poll to re-run.
func ClaimMischief(ctx context.Context, guid, status, detail string) error {
payload, err := json.Marshal(map[string]string{"guid": guid, "status": status, "detail": detail})
if err != nil {
return err
}
return std.post(ctx, "/api/mischief/claim", payload)
}
// getJSON does a bearer-authed GET and decodes the body.
func (c *Client) getJSON(ctx context.Context, path string, out any) error {
req, err := http.NewRequestWithContext(ctx, http.MethodGet, c.cfg.IngestURL+path, nil)
if err != nil {
return err
}
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
return c.do(req, out)
}
// postJSON does a bearer-authed POST and decodes the body. Distinct from post,
// which is the fire-and-forget path the queue uses and ignores the response.
func (c *Client) postJSON(ctx context.Context, path string, payload []byte, out any) error {
req, err := http.NewRequestWithContext(ctx, http.MethodPost, c.cfg.IngestURL+path, bytes.NewReader(payload))
if err != nil {
return err
}
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
req.Header.Set("Content-Type", "application/json")
return c.do(req, out)
}
func (c *Client) do(req *http.Request, out any) error {
resp, err := c.http.Do(req)
if err != nil {
return err
}
defer resp.Body.Close()
body, _ := io.ReadAll(io.LimitReader(resp.Body, 1<<20))
if resp.StatusCode/100 != 2 {
return fmt.Errorf("pete %s status %d: %s", req.URL.Path, resp.StatusCode, strings.TrimSpace(string(body)))
}
if out == nil {
return nil
}
if err := json.Unmarshal(body, out); err != nil {
return fmt.Errorf("pete %s: decode: %w", req.URL.Path, err)
}
return nil
}
// backoffSec computes the retry delay for a row. It re-reads the current attempt
// count so the delay grows geometrically without needing it passed in.
func backoffSec(guid string) int {
var attempts int
_ = db.Get().QueryRow(`SELECT attempts FROM pete_emit_queue WHERE guid = ?`, guid).Scan(&attempts)
// attempts is the count *before* this failure's increment; delay off it.
delay := int(backoffBase.Seconds()) << attempts
if delay > backoffCapSec {
delay = backoffCapSec
}
return delay
}