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81 lines
3.5 KiB
TypeScript
81 lines
3.5 KiB
TypeScript
/**
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* Game-reward eligibility on the shared `recflare` D1 database — one row per (account,
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* reward type, gift context), written by `POST /api/gamerewards/v1/request`.
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*
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* The client asks for a reward whenever it thinks one is due ("First Game of the Day"
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* after an activity, "Activity completed!" after a match), so the server, not the client,
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* has to decide whether one is actually owed: this table is what makes a second ask for
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* the same reward a no-op instead of a second payout.
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*
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* The `giftContext` the client sends (the activity, e.g. `Soccer`) is PART of the key: a
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* cooldown is per (type, activity), so the same activity can't pay twice inside the hour
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* but a different one can. An ask with no context keys on `''` — see `claimReward` for why
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* that isn't NULL.
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*
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* The `econ` worker owns this table and its migrations
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* (apps/econ/migrations/0010_reward_status.sql, widened by
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* apps/econ/migrations/0013_reward_status_gift_context.sql).
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*/
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/** Schema DDL (mirror of the migrations above) — also builds the table in tests. */
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export const REWARD_STATUS_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS reward_status (
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account_id INTEGER NOT NULL,
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reward_type TEXT NOT NULL,
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gift_context TEXT NOT NULL,
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granted_at TEXT NOT NULL,
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grant_count INTEGER NOT NULL,
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PRIMARY KEY (account_id, reward_type, gift_context)
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)`,
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]
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/**
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* How long a player must wait between rewards of the same type in the same activity. One
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* hour flat, for every type — despite what a name like `FirstActivityOfDay` suggests.
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* Per-type windows would be a map keyed by reward type; there's one window until a reward
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* type needs its own.
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*/
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export const REWARD_COOLDOWN_MS = 60 * 60 * 1000
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/**
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* Claim a reward if the player is due one, returning how many of that type they have now
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* claimed in that context — or `null` when the cooldown hasn't elapsed and nothing was
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* claimed.
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*
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* `giftContext` defaults to `''` rather than NULL for the contextless ask: SQLite allows
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* (and does not dedupe) NULLs in a non-INTEGER primary key, so a NULL context would insert
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* a fresh row on every ask instead of hitting the conflict, and the cooldown would never
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* apply.
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*
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* The check and the claim are ONE statement. The client fires these off after a match, so
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* two requests can land together; a read-then-write would let both see the same stale
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* `granted_at` and pay out twice. `ON CONFLICT … DO UPDATE … WHERE` gives us the atomic
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* version: when the cooldown hasn't elapsed the update is skipped, no row is returned, and
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* the stored `granted_at` is left alone (so a rejected claim doesn't extend the cooldown).
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*
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* `granted_at` holds `toISOString()` output — fixed-width UTC, so the lexical `<=` against
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* the cutoff is a chronological comparison with no date parsing in SQL.
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*/
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export async function claimReward(
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db: D1Database,
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accountId: number,
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rewardType: string,
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giftContext = '',
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now: Date = new Date()
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): Promise<number | null> {
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const cutoff = new Date(now.getTime() - REWARD_COOLDOWN_MS).toISOString()
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const row = await db
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.prepare(
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`INSERT INTO reward_status (account_id, reward_type, gift_context, granted_at, grant_count)
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VALUES (?1, ?2, ?3, ?4, 1)
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ON CONFLICT (account_id, reward_type, gift_context) DO UPDATE SET
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granted_at = excluded.granted_at,
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grant_count = reward_status.grant_count + 1
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WHERE reward_status.granted_at <= ?5
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RETURNING grant_count`
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)
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.bind(accountId, rewardType, giftContext, now.toISOString(), cutoff)
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.first<{ grant_count: number }>()
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return row?.grant_count ?? null
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}
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