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support for outfits
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@@ -7,4 +7,5 @@ export * from './rooms-db'
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export * from './room-instance-db'
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export * from './presence-db'
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export * from './gifts-db'
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export * from './outfits-db'
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export * from './relationships-db'
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@@ -0,0 +1,81 @@
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/**
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* Saved outfits on the shared `recflare` D1 database — the outfit slots a player
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* saves from the avatar screen.
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*
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* One row per (account, slot). The outfit itself is stored as the opaque JSON payload
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* the client posted: we never query inside it, and its fields (OutfitSelectionsV2,
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* FaceFeatures, …) are themselves JSON-in-a-string produced by the client's own
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* serializer. Round-tripping it verbatim is both the simplest and the safest thing —
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* re-encoding risks changing a payload the client has to parse back.
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*
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* The `econ` worker owns the schema/migration (apps/econ/migrations/0002_outfit.sql) and
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* serves the slot list (`GET /api/avatar/v3/saved`, `POST /api/avatar/v3/saved/set`). The
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* `api` worker reads and writes SLOT 0 through `/outfits/me` — the newer client treats
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* slot 0 as the outfit currently worn. Both import these helpers so the table name and
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* row shape live in one place.
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*
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* Note the two write paths store DIFFERENT payload shapes into the same column: econ's
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* saved-outfit slots hold the old flat PascalCase outfit, while `/outfits/me` holds the
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* newer `{ DataVersion, LegacyData, CustomizationSettings, … }` envelope. Each endpoint
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* serves back what it stored, so don't add a projection that assumes either one.
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*/
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/** Schema DDL (mirror of apps/econ/migrations/0002_outfit.sql) — also builds the table in tests. */
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export const OUTFIT_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS outfit (
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account_id INTEGER NOT NULL,
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set_id INTEGER NOT NULL,
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avatar TEXT NOT NULL,
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PRIMARY KEY (account_id, set_id)
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)`,
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]
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/**
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* A saved outfit, as the client posts it. `Slot` is the outfit slot it occupies (the
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* `set_id` column) — saving to a slot the player already used overwrites it, which is
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* exactly what the avatar screen's "save over this outfit" does. The rest of the
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* payload is stored and served back untouched.
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*/
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export interface Outfit extends Record<string, unknown> {
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Slot: number
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}
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/** The slot the newer client wears — what `/outfits/me` reads and writes. */
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export const CURRENT_OUTFIT_SLOT = 0
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/** Every outfit a player has saved, ordered by slot. */
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export async function getOutfits(db: D1Database, accountId: number): Promise<Outfit[]> {
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const { results } = await db
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.prepare('SELECT avatar FROM outfit WHERE account_id = ?1 ORDER BY set_id')
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.bind(accountId)
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.all<{ avatar: string }>()
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return results.map((r) => JSON.parse(r.avatar) as Outfit)
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}
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/** One slot's outfit, or null when the player has never saved into it. */
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export async function getOutfit(
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db: D1Database,
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accountId: number,
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slot: number
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): Promise<Outfit | null> {
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const row = await db
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.prepare('SELECT avatar FROM outfit WHERE account_id = ?1 AND set_id = ?2')
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.bind(accountId, slot)
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.first<{ avatar: string }>()
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return row ? (JSON.parse(row.avatar) as Outfit) : null
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}
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/**
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* Save an outfit into one of the player's slots, replacing whatever was there. The
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* upsert is keyed on (account_id, set_id), so re-saving a slot overwrites rather than
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* accumulating duplicate rows for it.
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*/
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export async function setOutfit(db: D1Database, accountId: number, outfit: Outfit): Promise<void> {
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await db
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.prepare(
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`INSERT INTO outfit (account_id, set_id, avatar) VALUES (?1, ?2, ?3)
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ON CONFLICT (account_id, set_id) DO UPDATE SET avatar = ?3`
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)
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.bind(accountId, outfit.Slot, JSON.stringify(outfit))
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.run()
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}
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