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add equipment update
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@@ -6,10 +6,10 @@
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* gift-drop carries an `EquipmentModificationGuid`) and read back by
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* `GET /api/equipment/v2/getUnlocked`.
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*
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* The item is keyed by its `EquipmentModificationGuid` — the gift-drop's equipment guid
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* — so re-buying the same skin upserts rather than piling up duplicate rows (these
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* drops are flagged `Unique`). `data` is the rendered unlocked-equipment DTO, stored
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* opaquely and served back untouched.
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* The item is keyed by the gift-drop's equipment guid, so re-buying the same skin
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* upserts rather than piling up duplicate rows (these drops are flagged `Unique`).
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* `data` is the rendered unlocked-equipment DTO, stored opaquely and served back
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* untouched.
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*
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* This worker (`econ`) owns the table and its migration — see apps/econ/migrations/
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* 0006_equipment.sql. The gift box the purchase also creates lives in a separate table
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@@ -28,21 +28,34 @@ export const EQUIPMENT_SCHEMA_DDL: string[] = [
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/**
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* A rendered piece of unlocked equipment, as `/api/equipment/v2/getUnlocked` serves it.
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* `EquipmentModificationGuid` is the item's guid string and the row's key;
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* `EquipmentPrefabName` names the base equipment the modification applies to.
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* `ModificationGuid` is the item's guid string and the row's key; `PrefabName` names the
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* base equipment the modification applies to.
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*
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* The names are UNPREFIXED here, unlike the gift-drop/gift-box shapes that carry the
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* same two values as `EquipmentPrefabName`/`EquipmentModificationGuid`. That's not an
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* inconsistency to tidy up: a drop is a flat record holding avatar, consumable and
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* equipment fields side by side, so it needs the prefix to disambiguate, while this
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* record is all equipment. Confirmed against the live endpoint, and the entries the
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* client PUTs back to `/api/equipment/v1/update` use the same unprefixed names.
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*/
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export interface Equipment extends Record<string, unknown> {
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EquipmentModificationGuid: string
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EquipmentPrefabName: string
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ModificationGuid: string
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PrefabName: string
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FriendlyName: string
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Tooltip: string
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Rarity: number
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/** Always -1 (all platforms) — we don't gate equipment per platform. */
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PlatformMask: number
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/** Player-set favourite flag, toggled by `PUT /api/equipment/v1/update`. */
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Favorited: boolean
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}
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/**
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* Grant a piece of equipment into a player's inventory. Upserts on
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* (account_id, equipment_modification_guid): owning equipment is boolean, so re-buying
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* it refreshes the stored DTO rather than adding a second copy.
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* it refreshes the stored DTO rather than adding a second copy. The refresh carries the
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* player's `Favorited` flag over, so re-buying doesn't quietly un-favourite the skin
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* (a row written before the flag existed reads as not favourited).
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*/
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export async function grantEquipment(
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db: D1Database,
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@@ -52,12 +65,44 @@ export async function grantEquipment(
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await db
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.prepare(
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`INSERT INTO equipment (account_id, equipment_modification_guid, data) VALUES (?1, ?2, ?3)
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ON CONFLICT (account_id, equipment_modification_guid) DO UPDATE SET data = ?3`
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ON CONFLICT (account_id, equipment_modification_guid) DO UPDATE SET
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data = json_set(?3, '$.Favorited',
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json(CASE WHEN json_extract(equipment.data, '$.Favorited') THEN 'true' ELSE 'false' END))`
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)
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.bind(accountId, equipment.EquipmentModificationGuid, JSON.stringify(equipment))
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.bind(accountId, equipment.ModificationGuid, JSON.stringify(equipment))
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.run()
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}
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/** One entry of the `PUT /api/equipment/v1/update` body. */
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export interface EquipmentFavoriteUpdate {
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ModificationGuid: string
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Favorited: boolean
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}
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/**
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* Apply the client's favourite toggles. Only the `Favorited` flag is writable — the
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* rest of the posted entry (PrefabName, Rarity, …) is the client echoing back what it
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* was served, and the reference server ignores it too.
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*
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* A guid the caller doesn't own matches no row and is silently dropped: equipment is
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* only ever granted by a purchase, so there is nothing to favourite until then (and an
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* insert here would let a client mint equipment for itself).
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*/
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export async function setEquipmentFavorited(
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db: D1Database,
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accountId: number,
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updates: EquipmentFavoriteUpdate[]
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): Promise<void> {
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if (updates.length === 0) return
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const stmt = db.prepare(
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`UPDATE equipment SET data = json_set(data, '$.Favorited', json(?3))
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WHERE account_id = ?1 AND equipment_modification_guid = ?2`
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)
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await db.batch(
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updates.map((u) => stmt.bind(accountId, u.ModificationGuid, u.Favorited ? 'true' : 'false'))
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)
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}
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/** Every piece of equipment a player owns, ordered by guid for a stable listing. */
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export async function getEquipment(db: D1Database, accountId: number): Promise<Equipment[]> {
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const { results } = await db
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