Gacha pool overhaul and DB backup wizard
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This commit is contained in:
Ilya Groshev
2026-05-12 20:47:24 +03:00
parent cc9dc4f1c5
commit 23f0d26fcd
10 changed files with 480 additions and 123 deletions
+4 -1
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@@ -51,6 +51,9 @@ dev:
migrate:
$(GOOSE) -dir migrations -allow-missing sqlite3 db/game.db up
restore:
go run ./cmd/wizard-restore
import:
ifndef SNAPSHOT
$(error SNAPSHOT is required, e.g. make import SNAPSHOT=snapshots/scene_1.json UUID=...)
@@ -60,4 +63,4 @@ ifndef UUID
endif
go run ./cmd/import-snapshot --snapshot $(SNAPSHOT) --uuid $(UUID)
.PHONY: proto build build-cdn build-auth build-import build-claim-account build-register-account build-dev build-all clean dev migrate import
.PHONY: proto build build-cdn build-auth build-import build-claim-account build-register-account build-dev build-all clean dev migrate restore import
+135
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@@ -0,0 +1,135 @@
package main
import (
"errors"
"fmt"
"io"
"os"
"path/filepath"
"sort"
"strings"
"charm.land/huh/v2"
"charm.land/lipgloss/v2"
)
const (
gameDBPath = "db/game.db"
backupDir = "db/backups"
backupSuffix = ".bak"
)
const banner = `
_ _____
| | _ _ _ _ __ _ _ _ |_ _|___ __ _ _ _
| |_| || | ' \/ _` + "`" + ` | '_| | |/ -_)/ _` + "`" + ` | '_|
|____\_,_|_||_\__,_|_| |_|\___|\__,_|_|
╭──────────────────────────────╮
│ RESTORE │
╰──────────────────────────────╯
`
func main() {
lipgloss.EnableLegacyWindowsANSI(os.Stdout)
lipgloss.EnableLegacyWindowsANSI(os.Stderr)
fmt.Print(banner)
chosen, ok := pickBackup()
if !ok {
return
}
if !confirmOverwrite(chosen) {
fmt.Println(" cancelled — nothing changed")
return
}
if err := doRestore(chosen); err != nil {
fmt.Fprintf(os.Stderr, " restore failed: %v\n", err)
os.Exit(1)
}
fmt.Printf(" restored %s from %s\n", gameDBPath, chosen)
}
func pickBackup() (string, bool) {
entries, err := os.ReadDir(backupDir)
if err != nil {
fmt.Fprintln(os.Stderr, " no backups found in", backupDir)
return "", false
}
var backups []string
for _, e := range entries {
if !e.IsDir() && strings.HasPrefix(e.Name(), "game.db.") && strings.HasSuffix(e.Name(), backupSuffix) {
backups = append(backups, e.Name())
}
}
if len(backups) == 0 {
fmt.Fprintln(os.Stderr, " no backups found in", backupDir)
return "", false
}
sort.Slice(backups, func(i, j int) bool { return backups[i] > backups[j] })
options := make([]huh.Option[string], 0, len(backups)+1)
for _, name := range backups {
options = append(options, huh.NewOption(name, name))
}
options = append(options, huh.NewOption("Cancel", ""))
var chosen string
if err := huh.NewSelect[string]().
Title("Pick a backup to restore").
Description("db/game.db will be replaced by the chosen file.").
Options(options...).
Value(&chosen).
Run(); err != nil || chosen == "" {
return "", false
}
return chosen, true
}
func confirmOverwrite(chosen string) bool {
confirm := false
if err := huh.NewConfirm().
Title("Overwrite db/game.db?").
Description(fmt.Sprintf(
"This will REPLACE db/game.db with %s.\n"+
"Any progress since that backup will be lost.\n"+
"(A fresh backup will be taken on the next ./wizard launch.)",
chosen)).
Affirmative("Yes, restore").
Negative("Cancel").
Value(&confirm).
Run(); err != nil {
return false
}
return confirm
}
func doRestore(chosen string) error {
src := filepath.Join(backupDir, chosen)
if _, err := os.Stat(src); errors.Is(err, os.ErrNotExist) {
return fmt.Errorf("%s no longer exists", src)
}
if err := copyFile(src, gameDBPath); err != nil {
return err
}
_ = os.Remove(gameDBPath + "-wal")
_ = os.Remove(gameDBPath + "-shm")
return nil
}
func copyFile(src, dst string) error {
in, err := os.Open(src)
if err != nil {
return err
}
defer in.Close()
out, err := os.Create(dst)
if err != nil {
return err
}
defer out.Close()
if _, err := io.Copy(out, in); err != nil {
return err
}
return out.Sync()
}
+75
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@@ -0,0 +1,75 @@
package main
import (
"database/sql"
"errors"
"fmt"
"os"
"path/filepath"
"sort"
"strings"
"time"
"charm.land/huh/v2/spinner"
_ "modernc.org/sqlite"
)
const (
gameDBPath = "db/game.db"
backupDir = "db/backups"
backupSuffix = ".bak"
backupRetainN = 10
)
func backupGameDB() {
if _, err := os.Stat(gameDBPath); errors.Is(err, os.ErrNotExist) {
return
}
_ = spinner.New().Title(" Backing up db/game.db...").Action(func() {
if err := os.MkdirAll(backupDir, 0o755); err != nil {
fmt.Fprintf(os.Stderr, " failed to create %s: %v\n", backupDir, err)
return
}
ts := time.Now().UTC().Format("20060102T150405Z")
dest := filepath.Join(backupDir, fmt.Sprintf("game.db.%s%s", ts, backupSuffix))
db, err := sql.Open("sqlite", gameDBPath+"?_pragma=busy_timeout(5000)")
if err != nil {
fmt.Fprintf(os.Stderr, " failed to open %s: %v\n", gameDBPath, err)
return
}
defer db.Close()
escaped := strings.ReplaceAll(dest, "'", "''")
if _, err := db.Exec(fmt.Sprintf("VACUUM INTO '%s'", escaped)); err != nil {
fmt.Fprintf(os.Stderr, " VACUUM INTO failed: %v\n", err)
_ = os.Remove(dest)
return
}
pruneOldBackups()
}).Run()
}
func pruneOldBackups() {
entries, err := os.ReadDir(backupDir)
if err != nil {
return
}
var backups []os.DirEntry
for _, e := range entries {
if !e.IsDir() && strings.HasPrefix(e.Name(), "game.db.") && strings.HasSuffix(e.Name(), backupSuffix) {
backups = append(backups, e)
}
}
if len(backups) <= backupRetainN {
return
}
sort.Slice(backups, func(i, j int) bool { return backups[i].Name() < backups[j].Name() })
for _, old := range backups[:len(backups)-backupRetainN] {
_ = os.Remove(filepath.Join(backupDir, old.Name()))
}
}
+1
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@@ -79,6 +79,7 @@ func main() {
validateTools()
validateProtocIncludes()
runProtoc()
backupGameDB()
runMigrate()
downloadDeps()
}
+3 -3
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@@ -124,9 +124,9 @@ func LoadGachaCatalog() ([]store.GachaCatalogEntry, map[int32]GachaMedalInfo, er
})
}
for groupId, steps := range stepupSteps {
for _, steps := range stepupSteps {
first := steps[0]
gachaId := groupId
gachaId := first.DestinationDomainId
medal := gachaToMedal[first.DestinationDomainId]
medalId := medal.GachaMedalId
@@ -154,7 +154,7 @@ func LoadGachaCatalog() ([]store.GachaCatalogEntry, map[int32]GachaMedalInfo, er
GachaDecorationType: model.GachaDecorationFestival,
SortOrder: first.SortOrderDesc,
BannerAssetName: first.BannerAssetName,
GroupId: groupId,
GroupId: gachaId,
CeilingCount: model.PityCeilingCount,
PricePhases: pricePhases,
MaxStepNumber: maxStep,
+232 -100
View File
@@ -34,16 +34,31 @@ type ShopFeaturedEntry struct {
WeaponId int32
}
type CatalogTerm struct {
TermId int32
StartDatetime int64
Costumes []GachaPoolItem
Weapons []GachaPoolItem
}
// StandardPoolTermId is the catalog term whose items form the cross-banner
// standard pool (term 1 holds the launch starter set).
const StandardPoolTermId int32 = 1
type GachaCatalog struct {
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
Materials []GachaPoolItem
CostumeById map[int32]GachaPoolItem
WeaponById map[int32]GachaPoolItem
CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
FeaturedByGacha map[int32]FeaturedSet
BannerPools map[int32]*BannerPool
ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
StandardCostumesByRarity map[int32][]GachaPoolItem
StandardWeaponsByRarity map[int32][]GachaPoolItem
Materials []GachaPoolItem
CostumeById map[int32]GachaPoolItem
WeaponById map[int32]GachaPoolItem
CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
FeaturedByGacha map[int32]FeaturedSet
BannerPools map[int32]*BannerPool
ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
TermById map[int32]*CatalogTerm
TermsByStartDatetime map[int64][]*CatalogTerm
}
func LoadGachaPool() (*GachaCatalog, error) {
@@ -73,6 +88,43 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
evolvedWeapons := buildEvolvedWeaponSet(evoGroupRows)
terms, err := utils.ReadTable[EntityMCatalogTerm]("m_catalog_term")
if err != nil {
return nil, fmt.Errorf("load catalog term table: %w", err)
}
firstClearRewards, err := utils.ReadTable[EntityMQuestFirstClearRewardGroup]("m_quest_first_clear_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest first clear reward group table: %w", err)
}
sceneGrants, err := utils.ReadTable[EntityMUserQuestSceneGrantPossession]("m_user_quest_scene_grant_possession")
if err != nil {
return nil, fmt.Errorf("load user quest scene grant possession table: %w", err)
}
missionRewardRows, err := utils.ReadTable[EntityMMissionReward]("m_mission_reward")
if err != nil {
return nil, fmt.Errorf("load mission reward table: %w", err)
}
questGrantedCostumes := make(map[int32]bool)
questGrantedWeapons := make(map[int32]bool)
collectGrant := func(possType, possId int32) {
switch possType {
case int32(model.PossessionTypeCostume):
questGrantedCostumes[possId] = true
case int32(model.PossessionTypeWeapon):
questGrantedWeapons[possId] = true
}
}
for _, r := range firstClearRewards {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range sceneGrants {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range missionRewardRows {
collectGrant(r.PossessionType, r.PossessionId)
}
catalogCostumeSet := make(map[int32]bool, len(catalogCostumes))
costumeTermId := make(map[int32]int32, len(catalogCostumes))
for _, c := range catalogCostumes {
@@ -101,14 +153,22 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
pool := &GachaCatalog{
CostumesByRarity: make(map[int32][]GachaPoolItem),
WeaponsByRarity: make(map[int32][]GachaPoolItem),
CostumeById: make(map[int32]GachaPoolItem),
WeaponById: make(map[int32]GachaPoolItem),
CostumeWeaponMap: make(map[int32]int32),
FeaturedByGacha: make(map[int32]FeaturedSet),
CostumesByRarity: make(map[int32][]GachaPoolItem),
WeaponsByRarity: make(map[int32][]GachaPoolItem),
CostumeById: make(map[int32]GachaPoolItem),
WeaponById: make(map[int32]GachaPoolItem),
CostumeWeaponMap: make(map[int32]int32),
FeaturedByGacha: make(map[int32]FeaturedSet),
TermById: make(map[int32]*CatalogTerm),
TermsByStartDatetime: make(map[int64][]*CatalogTerm),
}
for _, t := range terms {
ct := &CatalogTerm{TermId: t.CatalogTermId, StartDatetime: t.StartDatetime}
pool.TermById[t.CatalogTermId] = ct
pool.TermsByStartDatetime[t.StartDatetime] = append(pool.TermsByStartDatetime[t.StartDatetime], ct)
}
questGrantedCostumeCount := 0
for _, c := range costumes {
if !catalogCostumeSet[c.CostumeId] {
continue
@@ -116,6 +176,10 @@ func LoadGachaPool() (*GachaCatalog, error) {
if c.RarityType < model.RaritySRare {
continue
}
if questGrantedCostumes[c.CostumeId] {
questGrantedCostumeCount++
continue
}
item := GachaPoolItem{
PossessionType: int32(model.PossessionTypeCostume),
PossessionId: c.CostumeId,
@@ -127,11 +191,18 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
restrictedCount := 0
questGrantedWeaponCount := 0
evolvedFilteredCount := 0
for _, w := range weapons {
if !catalogWeaponSet[w.WeaponId] {
continue
}
if evolvedWeapons[w.WeaponId] {
evolvedFilteredCount++
continue
}
if questGrantedWeapons[w.WeaponId] {
questGrantedWeaponCount++
continue
}
item := GachaPoolItem{
@@ -147,7 +218,49 @@ func LoadGachaPool() (*GachaCatalog, error) {
pool.WeaponsByRarity[w.RarityType] = append(pool.WeaponsByRarity[w.RarityType], item)
}
log.Printf("[GachaPool] excluded %d evolved weapons, %d restricted weapons from pool", len(evolvedWeapons), restrictedCount)
// Bucket catalog items into their terms (uses the post-filter CostumeById/WeaponById).
for _, cc := range catalogCostumes {
ct := pool.TermById[cc.CatalogTermId]
if ct == nil {
continue
}
if item, ok := pool.CostumeById[cc.CostumeId]; ok {
ct.Costumes = append(ct.Costumes, item)
}
}
for _, cw := range catalogWeapons {
ct := pool.TermById[cw.CatalogTermId]
if ct == nil || restrictedWeapons[cw.WeaponId] {
continue
}
if item, ok := pool.WeaponById[cw.WeaponId]; ok {
ct.Weapons = append(ct.Weapons, item)
}
}
// Standard pool: items in term 1 (the launch starter set, same on every banner).
pool.StandardCostumesByRarity = make(map[int32][]GachaPoolItem)
pool.StandardWeaponsByRarity = make(map[int32][]GachaPoolItem)
if std := pool.TermById[StandardPoolTermId]; std != nil {
for _, c := range std.Costumes {
pool.StandardCostumesByRarity[c.RarityType] = append(pool.StandardCostumesByRarity[c.RarityType], c)
}
for _, w := range std.Weapons {
pool.StandardWeaponsByRarity[w.RarityType] = append(pool.StandardWeaponsByRarity[w.RarityType], w)
}
}
stdCos, stdWea := 0, 0
for _, items := range pool.StandardCostumesByRarity {
stdCos += len(items)
}
for _, items := range pool.StandardWeaponsByRarity {
stdWea += len(items)
}
log.Printf("[GachaPool] catalog terms: %d, standard pool: %d costumes + %d weapons (term %d)",
len(pool.TermById), stdCos, stdWea, StandardPoolTermId)
log.Printf("[GachaPool] pool excludes %d evolved, %d quest-granted costumes, %d quest-granted weapons, %d restricted weapons",
evolvedFilteredCount, questGrantedCostumeCount, questGrantedWeaponCount, restrictedCount)
type weaponKey struct {
TermId int32
@@ -269,119 +382,138 @@ func (pool *GachaCatalog) PruneUnpairedCostumes() {
log.Printf("[GachaPool] pruned %d unpaired costumes", pruned)
}
func (pool *GachaCatalog) BuildFeaturedMapping(entries []store.GachaCatalogEntry) {
// BuildFeaturedFromTerms derives a featured set for each non-chapter banner by
// unioning items from catalog terms that started on the banner's StartDatetime
// (excluding term 1 — the standard pool). Falls back to medal-exchange shop
// contents for banners whose StartDatetime doesn't line up with a term.
func (pool *GachaCatalog) BuildFeaturedFromTerms(entries []store.GachaCatalogEntry) {
matched := 0
fromShop := 0
gachaEligible := 0
for _, entry := range entries {
if entry.MedalConsumableItemId == 0 {
continue
}
shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]
if !ok || len(shopEntries) == 0 {
if entry.GachaLabelType == model.GachaLabelChapter {
continue
}
gachaEligible++
seenCostume := make(map[int32]bool)
linkedWeapons := make(map[int32]bool)
var costumes []GachaPoolItem
for _, se := range shopEntries {
if se.CostumeId != 0 && !seenCostume[se.CostumeId] {
costumes = append(costumes, pool.CostumeById[se.CostumeId])
seenCostume[se.CostumeId] = true
linkedWeapons[se.WeaponId] = true
}
}
costumes, weapons := pool.unionTermFeatured(entry.StartDatetime)
seenWeapon := make(map[int32]bool)
var weapons []GachaPoolItem
for _, se := range shopEntries {
if se.WeaponId != 0 && !linkedWeapons[se.WeaponId] && !seenWeapon[se.WeaponId] {
if item, ok := pool.WeaponById[se.WeaponId]; ok {
weapons = append(weapons, item)
seenWeapon[se.WeaponId] = true
if len(costumes) == 0 && len(weapons) == 0 && entry.MedalConsumableItemId != 0 {
if shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]; ok {
costumes, weapons = pool.featuredFromShop(shopEntries)
if len(costumes) > 0 || len(weapons) > 0 {
fromShop++
}
}
}
if len(costumes) == 0 && len(weapons) == 0 {
continue
}
sort.Slice(costumes, func(i, j int) bool { return costumes[i].PossessionId < costumes[j].PossessionId })
sort.Slice(weapons, func(i, j int) bool { return weapons[i].PossessionId < weapons[j].PossessionId })
pool.FeaturedByGacha[entry.GachaId] = FeaturedSet{Costumes: costumes, Weapons: weapons}
matched++
}
log.Printf("[GachaPool] featured mapping: %d/%d banners matched via shop", matched, len(entries))
log.Printf("[GachaPool] featured per banner: %d/%d (term-match + %d from shop-fallback)",
matched, gachaEligible, fromShop)
}
func (pool *GachaCatalog) unionTermFeatured(startDatetime int64) (costumes, weapons []GachaPoolItem) {
coTerms := pool.TermsByStartDatetime[startDatetime]
if len(coTerms) == 0 {
return nil, nil
}
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
for _, t := range coTerms {
if t.TermId == StandardPoolTermId {
continue
}
for _, c := range t.Costumes {
if c.RarityType < model.RaritySRare || seenCostume[c.PossessionId] {
continue
}
costumes = append(costumes, c)
seenCostume[c.PossessionId] = true
}
for _, w := range t.Weapons {
if w.RarityType < model.RaritySRare || seenWeapon[w.PossessionId] {
continue
}
weapons = append(weapons, w)
seenWeapon[w.PossessionId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) featuredFromShop(shopEntries []ShopFeaturedEntry) (costumes, weapons []GachaPoolItem) {
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
linkedWeapons := make(map[int32]bool)
for _, se := range shopEntries {
if se.CostumeId == 0 || seenCostume[se.CostumeId] {
continue
}
if item, ok := pool.CostumeById[se.CostumeId]; ok && item.RarityType >= model.RaritySRare {
costumes = append(costumes, item)
seenCostume[se.CostumeId] = true
linkedWeapons[se.WeaponId] = true
}
}
for _, se := range shopEntries {
if se.WeaponId == 0 || linkedWeapons[se.WeaponId] || seenWeapon[se.WeaponId] {
continue
}
if item, ok := pool.WeaponById[se.WeaponId]; ok && item.RarityType >= model.RaritySRare {
weapons = append(weapons, item)
seenWeapon[se.WeaponId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) BuildBannerPools(entries []store.GachaCatalogEntry) {
allFeaturedCostumes := make(map[int32]bool)
allFeaturedWeapons := make(map[int32]bool)
for _, fs := range pool.FeaturedByGacha {
for _, c := range fs.Costumes {
allFeaturedCostumes[c.PossessionId] = true
allFeaturedWeapons[pool.CostumeWeaponMap[c.PossessionId]] = true
}
for _, w := range fs.Weapons {
allFeaturedWeapons[w.PossessionId] = true
}
}
commonCostumes := make(map[int32][]GachaPoolItem)
for rarity, items := range pool.CostumesByRarity {
for _, item := range items {
if !allFeaturedCostumes[item.PossessionId] {
commonCostumes[rarity] = append(commonCostumes[rarity], item)
}
}
}
commonWeapons := make(map[int32][]GachaPoolItem)
for rarity, items := range pool.WeaponsByRarity {
for _, item := range items {
if !allFeaturedWeapons[item.PossessionId] {
commonWeapons[rarity] = append(commonWeapons[rarity], item)
}
}
}
commonPool := &BannerPool{
CostumesByRarity: commonCostumes,
WeaponsByRarity: commonWeapons,
}
pool.BannerPools = make(map[int32]*BannerPool)
for _, entry := range entries {
fs, hasFeatured := pool.FeaturedByGacha[entry.GachaId]
if !hasFeatured {
pool.BannerPools[entry.GachaId] = commonPool
continue
}
bannerCostumes := cloneRarityMap(pool.StandardCostumesByRarity)
bannerWeapons := cloneRarityMap(pool.StandardWeaponsByRarity)
var allFeatured []GachaPoolItem
bannerCostumes := make(map[int32][]GachaPoolItem)
for rarity, items := range commonCostumes {
bannerCostumes[rarity] = append(bannerCostumes[rarity], items...)
if hasFeatured {
for _, c := range fs.Costumes {
bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
allFeatured = append(allFeatured, c)
if wid, ok := pool.CostumeWeaponMap[c.PossessionId]; ok {
if w, ok := pool.WeaponById[wid]; ok {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
}
for _, w := range fs.Weapons {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
bannerWeapons := make(map[int32][]GachaPoolItem)
for rarity, items := range commonWeapons {
bannerWeapons[rarity] = append(bannerWeapons[rarity], items...)
}
for _, c := range fs.Costumes {
bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
allFeatured = append(allFeatured, c)
wid := pool.CostumeWeaponMap[c.PossessionId]
w := pool.WeaponById[wid]
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
for _, w := range fs.Weapons {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
pool.BannerPools[entry.GachaId] = &BannerPool{
CostumesByRarity: bannerCostumes,
WeaponsByRarity: bannerWeapons,
Featured: allFeatured,
}
}
log.Printf("[GachaPool] banner pools: %d banners built from standard pool + per-banner featured", len(pool.BannerPools))
}
log.Printf("[GachaPool] banner pools: %d banners, %d featured costumes stripped, %d featured weapons stripped",
len(pool.BannerPools), len(allFeaturedCostumes), len(allFeaturedWeapons))
func cloneRarityMap(src map[int32][]GachaPoolItem) map[int32][]GachaPoolItem {
dst := make(map[int32][]GachaPoolItem, len(src))
for k, v := range src {
dst[k] = append([]GachaPoolItem(nil), v...)
}
return dst
}
func buildEvolvedWeaponSet(rows []EntityMWeaponEvolutionGroup) map[int32]bool {
+1 -1
View File
@@ -57,7 +57,7 @@ func buildCatalogs() (*Catalogs, error) {
gachaPool.BuildShopFeatured(shopCatalog)
gachaPool.PruneUnpairedCostumes()
gachaPool.BuildFeaturedMapping(gachaEntries)
gachaPool.BuildFeaturedFromTerms(gachaEntries)
gachaPool.BuildBannerPools(gachaEntries)
masterdata.EnrichCatalogPromotions(gachaEntries, gachaPool)
+16 -18
View File
@@ -166,7 +166,15 @@ func (s *GachaServiceServer) Draw(ctx context.Context, req *pb.DrawRequest) (*pb
}
var drawResult *gacha.DrawResult
ownedCostumes := map[int32]bool{}
ownedWeapons := map[int32]bool{}
updatedUser, err := s.users.UpdateUser(userId, func(user *store.UserState) {
for _, c := range user.Costumes {
ownedCostumes[c.CostumeId] = true
}
for _, w := range user.Weapons {
ownedWeapons[w.WeaponId] = true
}
var drawErr error
drawResult, drawErr = handler.HandleDraw(user, *entry, req.GachaPricePhaseId, execCount)
if drawErr != nil {
@@ -203,15 +211,6 @@ func (s *GachaServiceServer) Draw(ctx context.Context, req *pb.DrawRequest) (*pb
weaponPT := int32(model.PossessionTypeWeapon)
isMaterialDraw := model.IsMaterialBanner(entry.GachaLabelType)
ownedCostumes := make(map[int32]bool, len(updatedUser.Costumes))
for _, c := range updatedUser.Costumes {
ownedCostumes[c.CostumeId] = true
}
ownedWeapons := make(map[int32]bool, len(updatedUser.Weapons))
for _, w := range updatedUser.Weapons {
ownedWeapons[w.WeaponId] = true
}
for i, item := range drawResult.Items {
isNew := !isOwnedByType(item, ownedCostumes, ownedWeapons, updatedUser)
@@ -352,7 +351,15 @@ func (s *GachaServiceServer) RewardDraw(ctx context.Context, req *pb.RewardDrawR
handler := s.holder.Get().GachaHandler
var items []gacha.DrawnItem
ownedCostumes := map[int32]bool{}
ownedWeapons := map[int32]bool{}
updatedUser, err := s.users.UpdateUser(userId, func(user *store.UserState) {
for _, c := range user.Costumes {
ownedCostumes[c.CostumeId] = true
}
for _, w := range user.Weapons {
ownedWeapons[w.WeaponId] = true
}
var drawErr error
items, drawErr = handler.HandleRewardDraw(user, 1)
if drawErr != nil {
@@ -363,15 +370,6 @@ func (s *GachaServiceServer) RewardDraw(ctx context.Context, req *pb.RewardDrawR
return nil, fmt.Errorf("update user: %w", err)
}
ownedCostumes := make(map[int32]bool, len(updatedUser.Costumes))
for _, c := range updatedUser.Costumes {
ownedCostumes[c.CostumeId] = true
}
ownedWeapons := make(map[int32]bool, len(updatedUser.Weapons))
for _, w := range updatedUser.Weapons {
ownedWeapons[w.WeaponId] = true
}
results := make([]*pb.RewardGachaItem, 0, len(items))
for _, item := range items {
results = append(results, &pb.RewardGachaItem{