-- The item catalog: every avatar item and every equipment skin the game knows about. -- -- STRUCTURE ONLY. This migration holds no rows: the catalog's CONTENTS are loaded by -- `runx catalog load [--remote]` from apps/econ/static/db/avatar-items.json and -- apps/econ/static/db/skins.json. -- -- That split is deliberate. The item list changes as the game's does, and that is not a -- schema change -- putting rows here would mean a migration and a deploy per refresh, an -- ever-growing pile of near-identical data migrations, and no way to reload without writing -- another one. Versioning the structure and reloading the contents on demand also makes a -- refresh a readable `git diff` of the JSON rather than of 700KB of generated SQL. -- -- ONE KEY spans both kinds: `item_key` is an avatar item's `AvatarItemDesc` and a skin's -- `ModificationGuid`. Neither repeats, the two never collide, and no item has both -- so the -- catalog is keyed the same way the INVENTORY is, and resolving what a player owns is a -- lookup on this column rather than a join keyed on which kind of thing it turned out to be. -- -- Not every key is a GUID: 191 skins and 109 avatar items carry the short alpha-string ids -- the game used before it moved to GUIDs. The column is TEXT and compared as text; do not add -- a uuid-shaped constraint, and do not try to parse one. -- -- `avatar_item_id` is carried as DATA ONLY and is deliberately not indexed. It cannot key -- anything: it is missing from 22 avatar items (the permanent hair dyes have no id at all) -- and repeated on 9 more -- id 9503 alone is shared by five unrelated developer items. -- -- `tooltip` is deliberately nullable, on both kinds: the capture carries NULL and "" as -- different values and the client's DTOs serve the difference through. Do not default it. -- -- `Favorited` from skins.json is NOT loaded: it is a player's flag, not a property of the -- skin, and the capture recorded one account's. It is projected as false and overwritten -- from the player's own `equipment` row -- see src/catalog-db.ts. CREATE TABLE IF NOT EXISTS catalog ( item_key TEXT PRIMARY KEY, kind TEXT NOT NULL, friendly_name TEXT NOT NULL, tooltip TEXT, rarity INTEGER NOT NULL DEFAULT 0, platform_mask INTEGER NOT NULL DEFAULT -1, thumbnail_image TEXT, avatar_item_type INTEGER, avatar_item_id INTEGER, is_base_avatar_item INTEGER, tag_list TEXT, created_at TEXT, prefab_name TEXT, unlocked_level INTEGER ); -- The search index. Folded, because a name search is case-insensitive and SQLite's LIKE only -- folds ASCII -- which these names are not all of. CREATE INDEX IF NOT EXISTS idx_catalog_name ON catalog (kind, lower(friendly_name)); -- Every skin of one prefab, which is how a skin picker is filled. CREATE INDEX IF NOT EXISTS idx_catalog_prefab ON catalog (prefab_name) WHERE prefab_name IS NOT NULL; -- Seasonal rows ('halloween', 'music', ...): a handful of tags over 3000-odd rows. CREATE INDEX IF NOT EXISTS idx_catalog_tag ON catalog (tag_list) WHERE tag_list IS NOT NULL;