Files
recflare/apps/api/src/custom-avatar-items-load.ts
devin 95bca2458a [api] quest asset split on unity target (#108)
* [api] quest asset split

* [api] unity swap + hash removal
2026-09-20 23:40:08 -04:00

172 lines
8.0 KiB
TypeScript

/**
* Turning an export of custom avatar items into `custom_avatar_item` rows — the loader half of
* the table, used by `runx admin cai-load` (in @repo/tools) and by the migration generator
* (scripts/import-custom-avatar-items.ts) rather than by the worker.
*
* Separate from `custom-avatar-items-db.ts` for the reason `catalog-load.ts` is separate from
* `catalog-db.ts` in econ: that module types its queries with `D1Database`, a Workers type,
* and the loader runs in a plain Node CLI that has no such types. Everything here is pure data
* mapping with no imports, so both sides can use it.
*
* A row is the record as JSON (see 0022_custom_avatar_item_json.sql), so a load is the export
* verbatim: no per-field mapping, and a field the source adds later rides along. Three things
* change on the way in: `PurchaseInfo`, a store-side projection the worker fills at read time,
* is stripped; `CreatorAccountId` is FORCED to the Coach account; and each save's
* `ThumbnailFileName` is put under the `avatar/` prefix — see {@link customAvatarItemRowLiteral}.
*/
/**
* The "Coach" system account — this server's stock content is authored by it, the same id the
* `econ` worker attributes a self-buy or an anonymous gift to. Defined here rather than in
* `custom-avatar-items-db.ts` (which re-exports it) so the loader can name it without pulling
* in Workers types.
*/
export const COACH_ACCOUNT_ID = 1
/**
* Where a save's thumbnail is served from. The export names it bare
* (`f2y1ndzuvm5ke2hjmn4cwfwfl.png`); this server keeps those images under `avatar/` in the
* image bucket, so the name is prefixed on the way in and the client asks for the right key.
*/
export const SAVE_THUMBNAIL_PREFIX = 'avatar/'
/** The least an export record must carry to be a row. Everything else is kept as-is. */
export interface CustomAvatarItemExportRecord {
CustomAvatarItemId: string
PurchaseInfo?: unknown
[key: string]: unknown
}
/**
* The records in an export, whether it is a bare JSON array, a `{ Results: [...] }` page, or a
* single record. Refuses a record without an id and a repeated id — a repeat in one upsert
* statement is an error at the database, and a repeat across statements would silently keep
* whichever came last, which is a defect in the export rather than a choice to make for it.
*/
export function readCustomAvatarItemExport(parsed: unknown): CustomAvatarItemExportRecord[] {
const records: unknown[] = Array.isArray(parsed)
? parsed
: parsed &&
typeof parsed === 'object' &&
Array.isArray((parsed as { Results?: unknown }).Results)
? (parsed as { Results: unknown[] }).Results
: [parsed]
const seen = new Set<string>()
return records.map((record, i) => {
if (!record || typeof record !== 'object' || Array.isArray(record)) {
throw new Error(`record ${i} is not an object`)
}
const id = (record as { CustomAvatarItemId?: unknown }).CustomAvatarItemId
if (typeof id !== 'string' || id === '') {
throw new Error(`record ${i} has no CustomAvatarItemId`)
}
if (seen.has(id)) throw new Error(`duplicate CustomAvatarItemId in export: ${id}`)
seen.add(id)
return record as CustomAvatarItemExportRecord
})
}
/**
* A save's `ThumbnailFileName` under {@link SAVE_THUMBNAIL_PREFIX}. Idempotent — a name that
* already carries the prefix is left alone — so loading a file that was itself dumped from
* this table does not stack a second `avatar/`. Anything that is not a non-empty string
* (null, absent) is returned as it came.
*/
export function prefixSaveThumbnail(name: unknown): unknown {
if (typeof name !== 'string' || name === '') return name
return name.startsWith(SAVE_THUMBNAIL_PREFIX) ? name : SAVE_THUMBNAIL_PREFIX + name
}
/**
* A save's assetbundle hash as it is stored: BLANK. The export's `UnityAssetHash` /
* `UnityAsset2Hash` are the hashes of the PC builds, and one stored save is served to every
* build target — a Quest asking with `unityAssetTarget=2` is pointed at the `quest/` build of
* the same bundle, whose bytes (and so whose hash) differ. The client checks a download against
* a hash it is given and refuses the mismatch, so the Quest rendered nothing until these were
* emptied by hand; given `""` it skips the check. A hash that is already null — the
* `UnityAsset2Hash` of a save with no second bundle — stays null, so the pair keeps agreeing.
*/
export function blankAssetHash(hash: unknown): unknown {
return typeof hash === 'string' ? '' : hash
}
/**
* One record as the SQL string literal its row holds: the JSON, minus `PurchaseInfo`, with
* three things rewritten.
*
* `CreatorAccountId` is overridden to {@link COACH_ACCOUNT_ID} whatever the export said. An
* imported item is first-party content by definition, and the creator id is what makes it so
* here: the storefront tab finds stock items by `creator_account_id = 1`
* (`includeCoachItems=True`), and a sale pays the creator. An export from another server
* carries THAT server's creator ids — an item filed under one of those would vanish from the
* storefront into the user-generated tab, and its price would be paid to whichever local
* account happened to share the number.
*
* Each save's `ThumbnailFileName` is prefixed with {@link SAVE_THUMBNAIL_PREFIX}, which is where
* this server serves those images from, and its `UnityAssetHash`/`UnityAsset2Hash` are blanked
* (see {@link blankAssetHash}). The rest of the save — the assetbundle names above all — is
* untouched.
*/
export function customAvatarItemRowLiteral(record: CustomAvatarItemExportRecord): string {
const { PurchaseInfo: _purchaseInfo, ...stored } = record
const saves = Array.isArray(stored.CurrentSaves)
? stored.CurrentSaves.map((save: unknown) => {
if (!save || typeof save !== 'object' || Array.isArray(save)) return save
const fields = save as Record<string, unknown>
return {
...fields,
ThumbnailFileName: prefixSaveThumbnail(fields.ThumbnailFileName),
// Only where the export carries the key, so a save is never GIVEN a field.
...('UnityAssetHash' in fields && {
UnityAssetHash: blankAssetHash(fields.UnityAssetHash),
}),
...('UnityAsset2Hash' in fields && {
UnityAsset2Hash: blankAssetHash(fields.UnityAsset2Hash),
}),
}
})
: stored.CurrentSaves
const row = { ...stored, CreatorAccountId: COACH_ACCOUNT_ID, CurrentSaves: saves }
return `'${JSON.stringify(row).replaceAll("'", "''")}'`
}
/**
* The largest statement a load builds, in bytes of SQL. D1 caps a single statement at 100 KB,
* and a record with three built saves runs to a few KB, so rows are grouped by size rather
* than by count — a fixed count would fit the small records and overflow on the large ones.
*/
export const CUSTOM_AVATAR_ITEM_LOAD_STATEMENT_BYTES = 64 * 1024
/**
* The statements that upsert `records` into `custom_avatar_item`, each a multi-row INSERT
* within {@link CUSTOM_AVATAR_ITEM_LOAD_STATEMENT_BYTES}. An id already in the table has its
* row REPLACED (`ON CONFLICT ... DO UPDATE`), so a re-run with a corrected export lands and a
* re-run with the same one changes nothing. Nothing is deleted: rows the export does not
* mention — the players' own shirts among them — are left alone.
*/
export function customAvatarItemUpsertStatements(
records: CustomAvatarItemExportRecord[],
maxBytes = CUSTOM_AVATAR_ITEM_LOAD_STATEMENT_BYTES
): string[] {
const head = 'INSERT INTO custom_avatar_item (data) VALUES\n'
const tail = '\nON CONFLICT(custom_avatar_item_id) DO UPDATE SET data = excluded.data;'
const statements: string[] = []
let rows: string[] = []
let bytes = 0
const flush = (): void => {
if (rows.length === 0) return
statements.push(head + rows.map((r) => `\t(${r})`).join(',\n') + tail)
rows = []
bytes = 0
}
for (const record of records) {
const literal = customAvatarItemRowLiteral(record)
// A single oversized record still gets its own statement rather than being dropped.
if (rows.length > 0 && bytes + literal.length > maxBytes) flush()
rows.push(literal)
bytes += literal.length + 4
}
flush()
return statements
}