mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
Gacha pool overhaul and DB backup wizard
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This commit is contained in:
+4
-1
@@ -51,6 +51,9 @@ dev:
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migrate:
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$(GOOSE) -dir migrations -allow-missing sqlite3 db/game.db up
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restore:
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go run ./cmd/wizard-restore
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import:
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ifndef SNAPSHOT
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$(error SNAPSHOT is required, e.g. make import SNAPSHOT=snapshots/scene_1.json UUID=...)
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@@ -60,4 +63,4 @@ ifndef UUID
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endif
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go run ./cmd/import-snapshot --snapshot $(SNAPSHOT) --uuid $(UUID)
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.PHONY: proto build build-cdn build-auth build-import build-claim-account build-register-account build-dev build-all clean dev migrate import
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.PHONY: proto build build-cdn build-auth build-import build-claim-account build-register-account build-dev build-all clean dev migrate restore import
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@@ -0,0 +1,135 @@
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package main
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import (
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"errors"
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"fmt"
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"io"
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"os"
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"path/filepath"
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"sort"
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"strings"
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"charm.land/huh/v2"
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"charm.land/lipgloss/v2"
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)
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const (
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gameDBPath = "db/game.db"
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backupDir = "db/backups"
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backupSuffix = ".bak"
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)
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const banner = `
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_ _____
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| | _ _ _ _ __ _ _ _ |_ _|___ __ _ _ _
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| |_| || | ' \/ _` + "`" + ` | '_| | |/ -_)/ _` + "`" + ` | '_|
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|____\_,_|_||_\__,_|_| |_|\___|\__,_|_|
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╭──────────────────────────────╮
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│ RESTORE │
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╰──────────────────────────────╯
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`
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func main() {
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lipgloss.EnableLegacyWindowsANSI(os.Stdout)
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lipgloss.EnableLegacyWindowsANSI(os.Stderr)
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fmt.Print(banner)
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chosen, ok := pickBackup()
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if !ok {
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return
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}
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if !confirmOverwrite(chosen) {
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fmt.Println(" cancelled — nothing changed")
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return
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}
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if err := doRestore(chosen); err != nil {
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fmt.Fprintf(os.Stderr, " restore failed: %v\n", err)
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os.Exit(1)
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}
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fmt.Printf(" restored %s from %s\n", gameDBPath, chosen)
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}
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func pickBackup() (string, bool) {
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entries, err := os.ReadDir(backupDir)
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if err != nil {
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fmt.Fprintln(os.Stderr, " no backups found in", backupDir)
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return "", false
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}
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var backups []string
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for _, e := range entries {
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if !e.IsDir() && strings.HasPrefix(e.Name(), "game.db.") && strings.HasSuffix(e.Name(), backupSuffix) {
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backups = append(backups, e.Name())
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}
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}
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if len(backups) == 0 {
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fmt.Fprintln(os.Stderr, " no backups found in", backupDir)
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return "", false
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}
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sort.Slice(backups, func(i, j int) bool { return backups[i] > backups[j] })
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options := make([]huh.Option[string], 0, len(backups)+1)
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for _, name := range backups {
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options = append(options, huh.NewOption(name, name))
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}
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options = append(options, huh.NewOption("Cancel", ""))
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var chosen string
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if err := huh.NewSelect[string]().
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Title("Pick a backup to restore").
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Description("db/game.db will be replaced by the chosen file.").
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Options(options...).
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Value(&chosen).
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Run(); err != nil || chosen == "" {
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return "", false
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}
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return chosen, true
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}
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func confirmOverwrite(chosen string) bool {
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confirm := false
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if err := huh.NewConfirm().
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Title("Overwrite db/game.db?").
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Description(fmt.Sprintf(
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"This will REPLACE db/game.db with %s.\n"+
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"Any progress since that backup will be lost.\n"+
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"(A fresh backup will be taken on the next ./wizard launch.)",
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chosen)).
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Affirmative("Yes, restore").
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Negative("Cancel").
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Value(&confirm).
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Run(); err != nil {
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return false
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}
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return confirm
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}
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func doRestore(chosen string) error {
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src := filepath.Join(backupDir, chosen)
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if _, err := os.Stat(src); errors.Is(err, os.ErrNotExist) {
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return fmt.Errorf("%s no longer exists", src)
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}
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if err := copyFile(src, gameDBPath); err != nil {
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return err
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}
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_ = os.Remove(gameDBPath + "-wal")
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_ = os.Remove(gameDBPath + "-shm")
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return nil
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}
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func copyFile(src, dst string) error {
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in, err := os.Open(src)
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if err != nil {
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return err
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}
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defer in.Close()
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out, err := os.Create(dst)
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if err != nil {
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return err
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}
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defer out.Close()
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if _, err := io.Copy(out, in); err != nil {
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return err
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}
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return out.Sync()
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}
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@@ -0,0 +1,75 @@
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package main
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import (
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"database/sql"
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"errors"
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"fmt"
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"os"
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"path/filepath"
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"sort"
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"strings"
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"time"
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"charm.land/huh/v2/spinner"
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_ "modernc.org/sqlite"
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)
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const (
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gameDBPath = "db/game.db"
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backupDir = "db/backups"
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backupSuffix = ".bak"
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backupRetainN = 10
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)
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func backupGameDB() {
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if _, err := os.Stat(gameDBPath); errors.Is(err, os.ErrNotExist) {
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return
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}
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_ = spinner.New().Title(" Backing up db/game.db...").Action(func() {
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if err := os.MkdirAll(backupDir, 0o755); err != nil {
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fmt.Fprintf(os.Stderr, " failed to create %s: %v\n", backupDir, err)
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return
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}
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ts := time.Now().UTC().Format("20060102T150405Z")
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dest := filepath.Join(backupDir, fmt.Sprintf("game.db.%s%s", ts, backupSuffix))
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db, err := sql.Open("sqlite", gameDBPath+"?_pragma=busy_timeout(5000)")
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if err != nil {
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fmt.Fprintf(os.Stderr, " failed to open %s: %v\n", gameDBPath, err)
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return
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}
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defer db.Close()
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escaped := strings.ReplaceAll(dest, "'", "''")
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if _, err := db.Exec(fmt.Sprintf("VACUUM INTO '%s'", escaped)); err != nil {
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fmt.Fprintf(os.Stderr, " VACUUM INTO failed: %v\n", err)
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_ = os.Remove(dest)
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return
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}
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pruneOldBackups()
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}).Run()
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}
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func pruneOldBackups() {
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entries, err := os.ReadDir(backupDir)
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if err != nil {
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return
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}
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var backups []os.DirEntry
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for _, e := range entries {
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if !e.IsDir() && strings.HasPrefix(e.Name(), "game.db.") && strings.HasSuffix(e.Name(), backupSuffix) {
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backups = append(backups, e)
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}
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}
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if len(backups) <= backupRetainN {
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return
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}
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sort.Slice(backups, func(i, j int) bool { return backups[i].Name() < backups[j].Name() })
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for _, old := range backups[:len(backups)-backupRetainN] {
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_ = os.Remove(filepath.Join(backupDir, old.Name()))
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}
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}
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@@ -79,6 +79,7 @@ func main() {
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validateTools()
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validateProtocIncludes()
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runProtoc()
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backupGameDB()
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runMigrate()
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downloadDeps()
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}
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@@ -124,9 +124,9 @@ func LoadGachaCatalog() ([]store.GachaCatalogEntry, map[int32]GachaMedalInfo, er
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})
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}
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for groupId, steps := range stepupSteps {
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for _, steps := range stepupSteps {
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first := steps[0]
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gachaId := groupId
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gachaId := first.DestinationDomainId
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medal := gachaToMedal[first.DestinationDomainId]
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medalId := medal.GachaMedalId
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@@ -154,7 +154,7 @@ func LoadGachaCatalog() ([]store.GachaCatalogEntry, map[int32]GachaMedalInfo, er
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GachaDecorationType: model.GachaDecorationFestival,
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SortOrder: first.SortOrderDesc,
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BannerAssetName: first.BannerAssetName,
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GroupId: groupId,
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GroupId: gachaId,
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CeilingCount: model.PityCeilingCount,
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PricePhases: pricePhases,
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MaxStepNumber: maxStep,
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@@ -34,16 +34,31 @@ type ShopFeaturedEntry struct {
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WeaponId int32
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}
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type CatalogTerm struct {
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TermId int32
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StartDatetime int64
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Costumes []GachaPoolItem
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Weapons []GachaPoolItem
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}
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// StandardPoolTermId is the catalog term whose items form the cross-banner
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// standard pool (term 1 holds the launch starter set).
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const StandardPoolTermId int32 = 1
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type GachaCatalog struct {
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CostumesByRarity map[int32][]GachaPoolItem
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WeaponsByRarity map[int32][]GachaPoolItem
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Materials []GachaPoolItem
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CostumeById map[int32]GachaPoolItem
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WeaponById map[int32]GachaPoolItem
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CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
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FeaturedByGacha map[int32]FeaturedSet
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BannerPools map[int32]*BannerPool
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ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
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CostumesByRarity map[int32][]GachaPoolItem
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WeaponsByRarity map[int32][]GachaPoolItem
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StandardCostumesByRarity map[int32][]GachaPoolItem
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StandardWeaponsByRarity map[int32][]GachaPoolItem
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Materials []GachaPoolItem
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CostumeById map[int32]GachaPoolItem
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WeaponById map[int32]GachaPoolItem
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CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
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FeaturedByGacha map[int32]FeaturedSet
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BannerPools map[int32]*BannerPool
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ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
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TermById map[int32]*CatalogTerm
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TermsByStartDatetime map[int64][]*CatalogTerm
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}
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func LoadGachaPool() (*GachaCatalog, error) {
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@@ -73,6 +88,43 @@ func LoadGachaPool() (*GachaCatalog, error) {
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}
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evolvedWeapons := buildEvolvedWeaponSet(evoGroupRows)
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terms, err := utils.ReadTable[EntityMCatalogTerm]("m_catalog_term")
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if err != nil {
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return nil, fmt.Errorf("load catalog term table: %w", err)
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}
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firstClearRewards, err := utils.ReadTable[EntityMQuestFirstClearRewardGroup]("m_quest_first_clear_reward_group")
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if err != nil {
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return nil, fmt.Errorf("load quest first clear reward group table: %w", err)
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}
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sceneGrants, err := utils.ReadTable[EntityMUserQuestSceneGrantPossession]("m_user_quest_scene_grant_possession")
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if err != nil {
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return nil, fmt.Errorf("load user quest scene grant possession table: %w", err)
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}
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missionRewardRows, err := utils.ReadTable[EntityMMissionReward]("m_mission_reward")
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if err != nil {
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return nil, fmt.Errorf("load mission reward table: %w", err)
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}
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questGrantedCostumes := make(map[int32]bool)
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questGrantedWeapons := make(map[int32]bool)
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collectGrant := func(possType, possId int32) {
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switch possType {
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case int32(model.PossessionTypeCostume):
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questGrantedCostumes[possId] = true
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case int32(model.PossessionTypeWeapon):
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questGrantedWeapons[possId] = true
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}
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}
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for _, r := range firstClearRewards {
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collectGrant(r.PossessionType, r.PossessionId)
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}
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for _, r := range sceneGrants {
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collectGrant(r.PossessionType, r.PossessionId)
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}
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for _, r := range missionRewardRows {
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collectGrant(r.PossessionType, r.PossessionId)
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}
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catalogCostumeSet := make(map[int32]bool, len(catalogCostumes))
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costumeTermId := make(map[int32]int32, len(catalogCostumes))
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for _, c := range catalogCostumes {
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@@ -101,14 +153,22 @@ func LoadGachaPool() (*GachaCatalog, error) {
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}
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pool := &GachaCatalog{
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CostumesByRarity: make(map[int32][]GachaPoolItem),
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WeaponsByRarity: make(map[int32][]GachaPoolItem),
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CostumeById: make(map[int32]GachaPoolItem),
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WeaponById: make(map[int32]GachaPoolItem),
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CostumeWeaponMap: make(map[int32]int32),
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FeaturedByGacha: make(map[int32]FeaturedSet),
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CostumesByRarity: make(map[int32][]GachaPoolItem),
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WeaponsByRarity: make(map[int32][]GachaPoolItem),
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CostumeById: make(map[int32]GachaPoolItem),
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WeaponById: make(map[int32]GachaPoolItem),
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CostumeWeaponMap: make(map[int32]int32),
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FeaturedByGacha: make(map[int32]FeaturedSet),
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TermById: make(map[int32]*CatalogTerm),
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TermsByStartDatetime: make(map[int64][]*CatalogTerm),
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}
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for _, t := range terms {
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ct := &CatalogTerm{TermId: t.CatalogTermId, StartDatetime: t.StartDatetime}
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pool.TermById[t.CatalogTermId] = ct
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pool.TermsByStartDatetime[t.StartDatetime] = append(pool.TermsByStartDatetime[t.StartDatetime], ct)
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}
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questGrantedCostumeCount := 0
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for _, c := range costumes {
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if !catalogCostumeSet[c.CostumeId] {
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continue
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@@ -116,6 +176,10 @@ func LoadGachaPool() (*GachaCatalog, error) {
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if c.RarityType < model.RaritySRare {
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continue
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}
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if questGrantedCostumes[c.CostumeId] {
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questGrantedCostumeCount++
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continue
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}
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item := GachaPoolItem{
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PossessionType: int32(model.PossessionTypeCostume),
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PossessionId: c.CostumeId,
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@@ -127,11 +191,18 @@ func LoadGachaPool() (*GachaCatalog, error) {
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}
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restrictedCount := 0
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questGrantedWeaponCount := 0
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evolvedFilteredCount := 0
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for _, w := range weapons {
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if !catalogWeaponSet[w.WeaponId] {
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continue
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}
|
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if evolvedWeapons[w.WeaponId] {
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evolvedFilteredCount++
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continue
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}
|
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if questGrantedWeapons[w.WeaponId] {
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questGrantedWeaponCount++
|
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continue
|
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}
|
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item := GachaPoolItem{
|
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@@ -147,7 +218,49 @@ func LoadGachaPool() (*GachaCatalog, error) {
|
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pool.WeaponsByRarity[w.RarityType] = append(pool.WeaponsByRarity[w.RarityType], item)
|
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}
|
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|
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log.Printf("[GachaPool] excluded %d evolved weapons, %d restricted weapons from pool", len(evolvedWeapons), restrictedCount)
|
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// Bucket catalog items into their terms (uses the post-filter CostumeById/WeaponById).
|
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for _, cc := range catalogCostumes {
|
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ct := pool.TermById[cc.CatalogTermId]
|
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if ct == nil {
|
||||
continue
|
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}
|
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if item, ok := pool.CostumeById[cc.CostumeId]; ok {
|
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ct.Costumes = append(ct.Costumes, item)
|
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}
|
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}
|
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for _, cw := range catalogWeapons {
|
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ct := pool.TermById[cw.CatalogTermId]
|
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if ct == nil || restrictedWeapons[cw.WeaponId] {
|
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continue
|
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}
|
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if item, ok := pool.WeaponById[cw.WeaponId]; ok {
|
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ct.Weapons = append(ct.Weapons, item)
|
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}
|
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}
|
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|
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// Standard pool: items in term 1 (the launch starter set, same on every banner).
|
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pool.StandardCostumesByRarity = make(map[int32][]GachaPoolItem)
|
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pool.StandardWeaponsByRarity = make(map[int32][]GachaPoolItem)
|
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if std := pool.TermById[StandardPoolTermId]; std != nil {
|
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for _, c := range std.Costumes {
|
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pool.StandardCostumesByRarity[c.RarityType] = append(pool.StandardCostumesByRarity[c.RarityType], c)
|
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}
|
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for _, w := range std.Weapons {
|
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pool.StandardWeaponsByRarity[w.RarityType] = append(pool.StandardWeaponsByRarity[w.RarityType], w)
|
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}
|
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}
|
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stdCos, stdWea := 0, 0
|
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for _, items := range pool.StandardCostumesByRarity {
|
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stdCos += len(items)
|
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}
|
||||
for _, items := range pool.StandardWeaponsByRarity {
|
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stdWea += len(items)
|
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}
|
||||
|
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log.Printf("[GachaPool] catalog terms: %d, standard pool: %d costumes + %d weapons (term %d)",
|
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len(pool.TermById), stdCos, stdWea, StandardPoolTermId)
|
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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 {
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
@@ -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{
|
||||
|
||||
Reference in New Issue
Block a user