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recflare/apps/api/src/custom-avatar-items-db.ts
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2026-09-27 23:54:12 -04:00

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TypeScript

/**
* Custom avatar items on the shared `recflare` D1 database: the player-designed shirts built
* on a base catalog item, and the first-party items imported from the official service, which
* are the same record with a set of built Unity assetbundles (`CurrentSaves`) in place of a
* base item and a design PNG.
*
* A row is the client's `CustomAvatarItem` record verbatim, as JSON in `data` — the layout the
* `invention`, `event`, `room`, `account` and `club` tables use — with the fields the queries
* filter and sort on exposed as generated (virtual) columns. So a row IS the response, an
* import is the exported record as-is, and a field the source adds later is served without a
* migration. The flat one-column-per-field table this replaced (0015) could not hold a
* first-party item at all: its base-item and filename columns were NOT NULL, and it had no home
* for the saves.
*
* `CurrentSaves` stays EMBEDDED rather than in a child table: the client reads a save off its
* item and picks one by `BodyType`, and nothing on this server looks a save up by its bare id
* (the legacy-item lookup keys them by `AvatarItemDesc`). Room saves got their own table
* because the client points at one by bare id; that does not apply here.
*
* The two uploads that accompany a player's creation (the design blob and the thumbnail PNG)
* live in the shared image bucket (`recflare-img`, the `IMAGES` binding) under
* `avatar-item/<date>/<id>-thumb.png` and `<id>-design.png`; `ThumbnailImageFilename` and
* `DesignFilename` hold those bucket keys, which the `img` worker serves back by key. A
* first-party item has both null and is rendered from its saves' assetbundles instead.
*
* The `api` worker owns the schema/migration (migrations/0015_custom_avatar_item.sql, rebuilt
* as JSON by 0022_custom_avatar_item_json.sql, applied under its own `migrations_table`).
*/
import { COACH_ACCOUNT_ID } from './custom-avatar-items-load'
/** Schema DDL (mirror of migrations/0022_custom_avatar_item_json.sql). */
export const SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS custom_avatar_item (
data TEXT NOT NULL,
custom_avatar_item_id TEXT GENERATED ALWAYS AS (json_extract(data, '$.CustomAvatarItemId')) VIRTUAL,
creator_account_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.CreatorAccountId')) VIRTUAL,
accessibility INTEGER GENERATED ALWAYS AS (json_extract(data, '$.Accessibility')) VIRTUAL,
outfit_type INTEGER GENERATED ALWAYS AS (json_extract(data, '$.OutfitType')) VIRTUAL,
price INTEGER GENERATED ALWAYS AS (json_extract(data, '$.Price')) VIRTUAL,
is_featured INTEGER GENERATED ALWAYS AS (json_extract(data, '$.IsFeatured')) VIRTUAL,
created_at TEXT GENERATED ALWAYS AS (json_extract(data, '$.CreatedAt')) VIRTUAL,
name_lower TEXT GENERATED ALWAYS AS (lower(coalesce(json_extract(data, '$.Name'), ''))) VIRTUAL,
description_lower TEXT GENERATED ALWAYS AS (lower(coalesce(json_extract(data, '$.Description'), ''))) VIRTUAL
)`,
`CREATE UNIQUE INDEX IF NOT EXISTS idx_custom_avatar_item_id ON custom_avatar_item (custom_avatar_item_id)`,
`CREATE INDEX IF NOT EXISTS idx_custom_avatar_item_creator ON custom_avatar_item (creator_account_id)`,
]
/**
* One built version of a first-party item, as the client's PascalCase `CustomAvatarItemSave`:
* a Unity assetbundle (`UnityAsset`, with `UnityAsset2` a second variant) the client downloads
* to render the item, plus the thumbnail it shows in the store. An item carries one per
* `BodyType` it was built for; the client picks the save matching the wearer's body.
* `AdditionalConfiguration` is the client's own JSON-in-a-string document and is served as
* stored. Not the camelCase `CustomAvatarItemSave` the legacy-item lookup documents — same
* save, different casing and field set; keep the two apart.
*/
export interface CustomAvatarItemSave {
CustomAvatarItemSaveId: number
CustomAvatarItemId: string
UnityAssetId: string
BodyType: number
OutfitType: number
QAState: number
CreatedAt: string
ModifiedAt: string
Description: string | null
ThumbnailFileName: string
AdditionalConfiguration: string
UnityAsset: string
UnityAssetHash: string
UnityAsset2: string | null
UnityAsset2Hash: string | null
}
/** A tag on an item (`{ TagType: 0, Value: "export" }` on the imported first-party items). */
export interface CustomAvatarItemTag {
TagType: number
Value: string
}
/**
* The client's `CustomAvatarItem` record (PascalCase, as served). The four nullable fields are
* null on a first-party item, which has no base item or design PNG: it is rendered from
* `CurrentSaves` instead, which is empty on a player-made shirt.
*/
export interface CustomAvatarItem {
CustomAvatarItemId: string
CreatorAccountId: number
Name: string
Description: string
Price: number
Accessibility: number
ForceCannotPublish: boolean
IsFeatured: boolean
IsRecRoomApproved: boolean
BaseAvatarItemId: number | null
BaseAvatarItemColor: string | null
DesignFilename: string | null
ThumbnailImageFilename: string | null
CreatedAt: string
ModifiedAt: string
PreviewOrientation: number
RankingContext: null
OutfitType: number
CurrentSaves: CustomAvatarItemSave[]
Tags: CustomAvatarItemTag[]
CustomBadgeMetadata: unknown
RankedEntityId: string
PurchaseInfo: null
}
/**
* `RecRoom.Avatars.OutfitType.CustomShirt` — the slot of a custom shirt, the one kind of custom
* avatar item the client can make. The enum (unobfuscated in the client) is banded by body
* region: head None -1, Hat 0, Hair 2, Ear 3, Eye 10, Beard 20; torso Shoulder 100, Shirt 101,
* Waist 102, Neck 103, TeamJersey 104, CustomShirt 105; arms Wrist 200, TeamWrist 203; legs
* Legs 300, Feet 301; Roomie_Hat 500, Roomie_Waist 501, Roomie_Eye 502. It reaches the search
* as a bare `IEnumerable<int>` — nothing on the wire ties 105 to the name.
*
* This is what the store's user-generated-content tab searches for, ALONE
* (`GET /api/customAvatarItems/v1/search?outfitTypes=105&includeCoachItems=False`), so it is
* what every created item must be filed under: the table's default of 0 (Hat) matched nothing,
* and the tab sat empty over a full catalog. The imported first-party items carry their own
* slot (a wing is 100, Shoulder) and are found by the storefront tab's dozen-slot query.
*
* Not to be confused with the search's `itemTypes`, a different 3-member enum (All -1, None 0,
* Shirt 1) whose Shirt is 1, not 101 or 105. The client sends `itemTypes=-1` (All) alongside
* `outfitTypes=105`; the outfit type is the filter, and the two are never cross-mapped.
*/
export const OUTFIT_TYPE_CUSTOM_SHIRT = 105
/**
* The most tokens a PLAYER-MADE item may sell for, inclusive. Enforced on the create and
* the edit (`POST`/`PUT /api/customAvatarItems/v1`), the only two writes a player has; the
* client has no ceiling of its own — its `minPriceForPublicItem` is a floor. First-party
* items are not bound by it: their prices come off the storefront dump and several sit
* above it (migrations/0032_custom_avatar_item_price_cap.sql clamps only the player-made
* rows, told apart by `BaseAvatarItemId`).
*/
export const MAX_PLAYER_ITEM_PRICE = 1000
/** What `POST /api/customAvatarItems/v1` needs to create an item. */
export interface CreateCustomAvatarItemInput {
/** The item's id. Chosen by the caller because the upload keys are derived from it. */
customAvatarItemId: string
creatorAccountId: number
name: string
description: string
price: number
baseAvatarItemId: number
baseAvatarItemColor: string
accessibility: number
designFilename: string
thumbnailImageFilename: string
/** The slot the item is worn in; {@link OUTFIT_TYPE_CUSTOM_SHIRT} when left out. */
outfitType?: number
}
interface Row {
data: string
}
/**
* What a stored record may lack and the response must carry: an imported record predates
* some of these, and `PurchaseInfo` is a store-side projection (`econ` prices items), never
* stored. Everything the record does carry wins over these.
*/
const DTO_DEFAULTS = {
CurrentSaves: [] as CustomAvatarItemSave[],
Tags: [] as CustomAvatarItemTag[],
CustomBadgeMetadata: null,
RankingContext: null,
PurchaseInfo: null,
} as const
/**
* A stored row's JSON as the client's record. Exported for the `econ` worker's owned-items
* read, which joins `inventory_custom` to this table and must serve the same shape.
*/
export function parseCustomAvatarItem(data: string): CustomAvatarItem {
const stored = JSON.parse(data) as CustomAvatarItem
return { ...DTO_DEFAULTS, ...stored, RankingContext: null, PurchaseInfo: null }
}
function toDto(row: Row): CustomAvatarItem {
return parseCustomAvatarItem(row.data)
}
/** Inserts a new player-made custom avatar item and returns it as the client's DTO. */
export async function createCustomAvatarItem(
db: D1Database,
input: CreateCustomAvatarItemInput,
now: Date = new Date()
): Promise<CustomAvatarItem> {
const ts = now.toISOString()
const record: Omit<CustomAvatarItem, 'PurchaseInfo'> = {
CustomAvatarItemId: input.customAvatarItemId,
CreatorAccountId: input.creatorAccountId,
Name: input.name,
Description: input.description,
Price: input.price,
Accessibility: input.accessibility,
ForceCannotPublish: false,
IsFeatured: false,
IsRecRoomApproved: false,
BaseAvatarItemId: input.baseAvatarItemId,
BaseAvatarItemColor: input.baseAvatarItemColor,
DesignFilename: input.designFilename,
ThumbnailImageFilename: input.thumbnailImageFilename,
CreatedAt: ts,
ModifiedAt: ts,
PreviewOrientation: 0,
OutfitType: input.outfitType ?? OUTFIT_TYPE_CUSTOM_SHIRT,
CurrentSaves: [],
Tags: [],
CustomBadgeMetadata: null,
RankedEntityId: input.customAvatarItemId,
RankingContext: null,
}
const row = await db
.prepare('INSERT INTO custom_avatar_item (data) VALUES (?1) RETURNING data')
.bind(JSON.stringify(record))
.first<Row>()
if (!row) throw new Error('custom_avatar_item insert returned no row')
return toDto(row)
}
/**
* Stores a record as exported from the official service (the first-party items), verbatim,
* replacing any row with the same `CustomAvatarItemId` so a re-import with corrections lands.
* This is what the generated import migration does in SQL; it is here for tests and tooling.
*/
export async function importCustomAvatarItem(
db: D1Database,
record: Omit<CustomAvatarItem, 'PurchaseInfo'> & { PurchaseInfo?: unknown }
): Promise<CustomAvatarItem> {
const { PurchaseInfo: _purchaseInfo, ...stored } = record
const row = await db
.prepare(
`INSERT INTO custom_avatar_item (data) VALUES (?1)
ON CONFLICT(custom_avatar_item_id) DO UPDATE SET data = excluded.data
RETURNING data`
)
.bind(JSON.stringify(stored))
.first<Row>()
if (!row) throw new Error('custom_avatar_item import returned no row')
return toDto(row)
}
/**
* The `ItemType` that names a custom avatar item in a UGC-purchasable reference
* (`POST /api/ugcPurchasables/v1/items/bulk`'s `Ids[].itemType`).
*/
export const UGC_ITEM_TYPE_CUSTOM_AVATAR_ITEM = 3
/** A custom avatar item as the client's `UgcPurchasableItem` (the store-facing view). */
export interface UgcPurchasableItem {
ItemType: number
ItemId: string
Name: string
Description: string
ImageName: string
RoomId: number
Price: number
PurchaseCurrencyId: string | null
CreatedAt: string
ModifiedAt: string
}
/**
* The store-facing projection of a custom avatar item. `RoomId` is echoed from the
* request — the item table has no room; what the client wants it for is still unknown.
* `PurchaseCurrencyId` is null (the client's field is nullable) until a currency exists.
* `ImageName` is the item's own thumbnail for a player-made shirt; a first-party item has
* none at the item level, so the first save's thumbnail stands in.
*/
export function toUgcPurchasable(item: CustomAvatarItem, roomId: number): UgcPurchasableItem {
return {
ItemType: UGC_ITEM_TYPE_CUSTOM_AVATAR_ITEM,
ItemId: item.CustomAvatarItemId,
Name: item.Name,
Description: item.Description,
ImageName: item.ThumbnailImageFilename ?? item.CurrentSaves[0]?.ThumbnailFileName ?? '',
RoomId: roomId,
Price: item.Price,
PurchaseCurrencyId: null,
CreatedAt: item.CreatedAt,
ModifiedAt: item.ModifiedAt,
}
}
/** Fetches the items with these ids, in the order asked; unknown ids are skipped. */
export async function getCustomAvatarItems(
db: D1Database,
ids: string[]
): Promise<CustomAvatarItem[]> {
if (ids.length === 0) return []
const placeholders = ids.map((_, i) => `?${i + 1}`).join(', ')
const { results } = await db
.prepare(`SELECT data FROM custom_avatar_item WHERE custom_avatar_item_id IN (${placeholders})`)
.bind(...ids)
.all<Row>()
const byId = new Map(results.map(toDto).map((item) => [item.CustomAvatarItemId, item]))
return ids.flatMap((id) => byId.get(id) ?? [])
}
/**
* Where the QUEST builds of the assetbundles live, relative to the PC ones. An assetbundle is
* built per Unity target, and a save names its bundle by bare filename for the client to fetch
* from the cdn's `/avatar/`; the Android build of the same bundle keeps the same filename one
* folder down, so a caller asking for the Quest target is served `quest/<name>.assetbundle` and asks the cdn for
* `/avatar/quest/<name>.assetbundle`.
*/
export const QUEST_ASSET_PREFIX = 'quest/'
/**
* The `unityAssetTarget` a Quest asks with — the Unity build target the caller wants its
* assetbundles built for, which the client names on every custom-avatar-item read. 0 is PC
* (Windows), and is what the saves' bare names are; 2 has been SEEN from the Android/Oculus
* client and is read as that. The rest of the enum has not been observed.
*/
export const UNITY_ASSET_TARGET_QUEST = 2
/**
* Whether a request's `unityAssetTarget` asks for the Quest builds. Anything else — 0, a
* target not seen yet, or none at all — is served the PC names, which is what was served
* before targets were read.
*/
export function isQuestAssetTarget(target: string | null | undefined): boolean {
return target?.trim() === String(UNITY_ASSET_TARGET_QUEST)
}
/**
* An assetbundle name under {@link QUEST_ASSET_PREFIX}. Only `.assetbundle` names are touched,
* and one that already carries the prefix is left alone; null (an absent `UnityAsset2`) is
* returned as it came.
*/
function questAsset<T extends string | null>(name: T): T | string {
if (name === null || !name.endsWith('.assetbundle')) return name
return name.startsWith(QUEST_ASSET_PREFIX) ? name : QUEST_ASSET_PREFIX + name
}
/**
* An item as a caller asking for the Quest target is served it: every save's `UnityAsset`/`UnityAsset2` pointed at
* the Quest build (see {@link QUEST_ASSET_PREFIX}). Per-response, never stored — the row keeps
* the bare names, which are what every other target is served. The hashes are left as
* stored. A player-made shirt has no saves and comes back unchanged.
*/
export function toQuestCustomAvatarItem(item: CustomAvatarItem): CustomAvatarItem {
return {
...item,
CurrentSaves: item.CurrentSaves.map((save) => ({
...save,
UnityAsset: questAsset(save.UnityAsset),
UnityAsset2: questAsset(save.UnityAsset2),
})),
}
}
/**
* The featured feed (`GET /api/customAvatarItems/v1/featured`): items flagged
* `is_featured` that are also published — `Accessibility` 0 is the unpublished state, so
* those are excluded even when flagged. Newest first. Nothing sets the flag yet, so the
* feed is empty until an operator writes `is_featured = 1`.
*/
export async function listFeaturedCustomAvatarItems(
db: D1Database,
limit = 50
): Promise<CustomAvatarItem[]> {
const { results } = await db
.prepare(
`SELECT data FROM custom_avatar_item WHERE is_featured = 1 AND accessibility != 0
ORDER BY created_at DESC, custom_avatar_item_id LIMIT ?1`
)
.bind(limit)
.all<Row>()
return results.map(toDto)
}
/**
* The "hot" (trending) feed (`GET /api/customAvatarItems/v1/hot`): every PUBLISHED item —
* `Accessibility` 0 is the unpublished state and is the only thing held back. Newest
* first, standing in for a trend ranking there is nothing to compute one from yet (no
* purchase or wear counts are recorded).
*/
export async function listHotCustomAvatarItems(
db: D1Database,
limit = 50
): Promise<CustomAvatarItem[]> {
const { results } = await db
.prepare(
`SELECT data FROM custom_avatar_item WHERE accessibility != 0
ORDER BY created_at DESC, custom_avatar_item_id LIMIT ?1`
)
.bind(limit)
.all<Row>()
return results.map(toDto)
}
/**
* 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. Lives in the loader module so
* the CLI can name it without Workers types; re-exported here for the worker-side callers.
*/
export { COACH_ACCOUNT_ID }
/** What `GET /api/customAvatarItems/v1/search` narrows the catalog by. */
export interface CustomAvatarItemSearch {
/** Free text, matched against an item's NAME or its DESCRIPTION. Blank means no filter. */
searchQuery?: string
/**
* `OutfitType`s to include. EMPTY means no filter rather than no results: the client sends
* the full set of types it can render, so an absent parameter is "everything", not "nothing".
*/
outfitTypes?: number[]
/**
* WHICH SIDE of the catalog to serve, not whether to add one to the other: `true` is the
* Coach's stock content ONLY, `false` is player-made content ONLY, and undefined is both.
* The client browses the store's two tabs with this — its storefront call says `True`
* and its user-generated-content call says `False` — so "include" reads as a toggle
* between them, never as a superset.
*/
includeCoachItems?: boolean
/**
* Only items this account authored — how the client lists what one player has made (a
* profile's creations, `creatorAccountId=<id>&includeCoachItems=False&take=1000`). Combines
* with the rest as one more AND; naming the Coach here with `includeCoachItems=false`
* matches nothing, as the two conditions read.
*/
creatorAccountId?: number
/** Lowest price to include, inclusive. */
minPrice?: number
/** Highest price to include, inclusive. */
maxPrice?: number
/** Rows to skip, for paging. */
skip?: number
/** Rows to return. Capped at {@link SEARCH_MAX_TAKE}. */
take?: number
}
/** The most rows one search returns, whatever `take` asks for. The client asks for 100. */
export const SEARCH_MAX_TAKE = 200
/**
* The store's item search (`GET /api/customAvatarItems/v1/search`), newest first.
*
* PUBLISHED items only — `Accessibility` 0 is the unpublished state, and this is the browse
* surface everyone shares, so an unpublished item must not appear here even to its creator (who
* has `fromCreator` for that).
*
* `searchQuery` matches an item's NAME or its DESCRIPTION, case-insensitively, as a substring,
* or its `CustomAvatarItemId` whole. Both sides are lowered rather than relying on `LIKE`, which
* folds case for ASCII only and would miss half of what players type. `%` and `_` in the needle
* are escaped, so searching for a literal one finds it instead of matching everything.
*
* `outfitTypes` is a WHITELIST when non-empty and no filter when empty, which is the opposite of
* how an empty IN () clause reads in SQL: the client sends every type it can render, so treating
* an absent parameter as "match nothing" would empty the store.
*
* `includeCoachItems` SPLITS the catalog by author rather than widening it: `true` is the Coach's
* items alone, `false` everyone else's alone, absent both. The client's storefront tab sends
* `True` and its user-generated-content tab sends `False`, and the two must not overlap — read
* as "stock plus players'", the storefront would show every player's item too.
*
* `creatorAccountId` narrows to one author. It was ignored until it was noticed that a player's
* creations list (which sends it) was serving the whole player-made catalog under every name.
*
* Ordered by recency because there is nothing else to order by — no purchase counts, no wear
* counts, no ratings are recorded — which is the same stand-in the `hot` feed makes. The
* `custom_avatar_item_id` tiebreak is what makes paging stable: without it, two items sharing a
* `created_at` can swap places between pages and one is served twice while the other is missed.
*/
export async function searchCustomAvatarItems(
db: D1Database,
search: CustomAvatarItemSearch = {}
): Promise<CustomAvatarItem[]> {
const take = Math.min(Math.max(search.take ?? 50, 0), SEARCH_MAX_TAKE)
const skip = Math.max(search.skip ?? 0, 0)
if (take === 0) return []
const where = ['accessibility != 0']
const binds: Array<number | string> = []
/** Bind a value and get its placeholder, so the numbering can't drift as clauses are added. */
const bind = (value: number | string): string => `?${binds.push(value)}`
const needle = search.searchQuery?.trim() ?? ''
if (needle !== '') {
// Escaped so a needle of LIKE metacharacters matches them literally rather than everything.
const escaped = needle.toLowerCase().replace(/[\\%_]/g, (ch) => `\\${ch}`)
const pattern = bind(`%${escaped}%`)
// `name_lower`/`description_lower` are generated columns, lowered once at the row rather
// than per query. An id typed in whole finds its item too, since the client searches by
// `CustomAvatarItemId` as well as by text.
const exact = bind(needle.toLowerCase())
where.push(
`(name_lower LIKE ${pattern} ESCAPE '\\' OR description_lower LIKE ${pattern} ESCAPE '\\'` +
` OR lower(custom_avatar_item_id) = ${exact})`
)
}
const outfitTypes = search.outfitTypes ?? []
if (outfitTypes.length > 0) {
where.push(`outfit_type IN (${outfitTypes.map((t) => bind(t)).join(', ')})`)
}
if (search.includeCoachItems === true) {
where.push(`creator_account_id = ${bind(COACH_ACCOUNT_ID)}`)
} else if (search.includeCoachItems === false) {
where.push(`creator_account_id != ${bind(COACH_ACCOUNT_ID)}`)
}
if (search.creatorAccountId !== undefined) {
where.push(`creator_account_id = ${bind(search.creatorAccountId)}`)
}
if (search.minPrice !== undefined) where.push(`price >= ${bind(search.minPrice)}`)
if (search.maxPrice !== undefined) where.push(`price <= ${bind(search.maxPrice)}`)
const limit = bind(take)
const offset = bind(skip)
const { results } = await db
.prepare(
`SELECT data FROM custom_avatar_item WHERE ${where.join(' AND ')}
ORDER BY created_at DESC, custom_avatar_item_id
LIMIT ${limit} OFFSET ${offset}`
)
.bind(...binds)
.all<Row>()
return results.map(toDto)
}
/**
* What an account has authored (`GET /api/customAvatarItems/v2/fromCreator/:id`), newest
* first, with the total for the client's paginated envelope. `includeUnpublished` is for
* the creator looking at their own shelf: it adds the `Accessibility` 0 items everyone
* else is not shown. Paging is not applied yet (the client sends none), so `TotalResults`
* always equals the list length.
*/
export async function listCustomAvatarItemsByCreator(
db: D1Database,
creatorAccountId: number,
includeUnpublished = false
): Promise<{ Results: CustomAvatarItem[]; TotalResults: number }> {
const { results } = await db
.prepare(
`SELECT data FROM custom_avatar_item
WHERE creator_account_id = ?1 AND (accessibility != 0 OR ?2)
ORDER BY created_at DESC, custom_avatar_item_id`
)
.bind(creatorAccountId, includeUnpublished ? 1 : 0)
.all<Row>()
const items = results.map(toDto)
return { Results: items, TotalResults: items.length }
}
/** The editable fields of `PUT /api/customAvatarItems/v1/:id`; null/undefined = leave alone. */
export interface UpdateCustomAvatarItemInput {
name?: string | null
description?: string | null
price?: number | null
accessibility?: number | null
}
/**
* Applies a partial edit to one item in place with `json_set`, bumping `ModifiedAt`. Fields
* the caller leaves null keep their value (the client sends every field, nulling the
* untouched ones).
* Returns the updated item, or null when no row has that id.
*/
export async function updateCustomAvatarItem(
db: D1Database,
id: string,
patch: UpdateCustomAvatarItemInput,
now: Date = new Date()
): Promise<CustomAvatarItem | null> {
const row = await db
.prepare(
`UPDATE custom_avatar_item SET data = json_set(data,
'$.Name', coalesce(?2, json_extract(data, '$.Name')),
'$.Description', coalesce(?3, json_extract(data, '$.Description')),
'$.Price', coalesce(?4, json_extract(data, '$.Price')),
'$.Accessibility', coalesce(?5, json_extract(data, '$.Accessibility')),
'$.ModifiedAt', ?6)
WHERE custom_avatar_item_id = ?1
RETURNING data`
)
.bind(
id,
patch.name ?? null,
patch.description ?? null,
patch.price ?? null,
patch.accessibility ?? null,
now.toISOString()
)
.first<Row>()
return row ? toDto(row) : null
}
/** Deletes one item's row. Returns the deleted item, or null when no row had that id. */
export async function deleteCustomAvatarItem(
db: D1Database,
id: string
): Promise<CustomAvatarItem | null> {
const row = await db
.prepare('DELETE FROM custom_avatar_item WHERE custom_avatar_item_id = ?1 RETURNING data')
.bind(id)
.first<Row>()
return row ? toDto(row) : null
}
/** Fetches one item by id, or null. */
export async function getCustomAvatarItem(
db: D1Database,
id: string
): Promise<CustomAvatarItem | null> {
const row = await db
.prepare('SELECT data FROM custom_avatar_item WHERE custom_avatar_item_id = ?1')
.bind(id)
.first<Row>()
return row ? toDto(row) : null
}