Files
recflare/packages/domain/src/outfits-db.ts
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2026-10-10 17:07:37 -04:00

374 lines
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TypeScript

/**
* Saved outfits on the shared `recflare` D1 database — the outfit slots a player
* saves from the avatar screen.
*
* One row per (account, slot). The outfit itself is stored as the opaque JSON payload
* the client posted: we never query inside it, and its fields (OutfitSelectionsV2,
* FaceFeatures, …) are themselves JSON-in-a-string produced by the client's own
* serializer. Round-tripping it verbatim is both the simplest and the safest thing —
* re-encoding risks changing a payload the client has to parse back.
*
* The `econ` worker owns the schema/migration (apps/econ/migrations/0002_outfit.sql) and
* serves the slot list (`GET /api/avatar/v3/saved`, `POST /api/avatar/v3/saved/set`). The
* `api` worker reads and writes SLOT 0 through `/outfits/me` — the newer client treats
* slot 0 as the outfit currently worn. Both import these helpers so the table name and
* row shape live in one place.
*
* Note the two write paths store DIFFERENT payload shapes into the same column: econ's
* saved-outfit slots hold the old flat PascalCase outfit, while `/outfits/me` holds the
* newer `{ DataVersion, LegacyData, CustomizationSettings, … }` envelope. Each endpoint
* serves back what it stored, so don't add a projection that assumes either one.
*/
/** Schema DDL (mirror of apps/econ/migrations/0002_outfit.sql) — also builds the table in tests. */
export const OUTFIT_SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS outfit (
account_id INTEGER NOT NULL,
set_id INTEGER NOT NULL,
avatar TEXT NOT NULL,
PRIMARY KEY (account_id, set_id)
)`,
]
/**
* A saved outfit, as the client posts it. `Slot` is the outfit slot it occupies (the
* `set_id` column) — saving to a slot the player already used overwrites it, which is
* exactly what the avatar screen's "save over this outfit" does. The rest of the
* payload is stored and served back untouched.
*/
export interface Outfit extends Record<string, unknown> {
Slot: number
}
/** The slot the newer client wears — what `/outfits/me` reads and writes. */
export const CURRENT_OUTFIT_SLOT = 0
/** Every outfit a player has saved, ordered by slot. */
export async function getOutfits(db: D1Database, accountId: number): Promise<Outfit[]> {
const { results } = await db
.prepare('SELECT avatar FROM outfit WHERE account_id = ?1 ORDER BY set_id')
.bind(accountId)
.all<{ avatar: string }>()
return results.map((r) => JSON.parse(r.avatar) as Outfit)
}
/** One slot's outfit, or null when the player has never saved into it. */
export async function getOutfit(
db: D1Database,
accountId: number,
slot: number
): Promise<Outfit | null> {
const row = await db
.prepare('SELECT avatar FROM outfit WHERE account_id = ?1 AND set_id = ?2')
.bind(accountId, slot)
.first<{ avatar: string }>()
return row ? (JSON.parse(row.avatar) as Outfit) : null
}
/**
* The most accounts one bulk read may name. D1 caps a prepared statement at 100 bound
* parameters and `?1` is the slot, leaving 99 for the ids — so this is the whole query in
* one round trip, with no chunking to get wrong. A room holds far fewer players than that,
* which is what the caller asks about; the route rejects a longer list rather than silently
* answering part of it.
*/
export const MAX_BULK_OUTFIT_ACCOUNTS = 99
/**
* One slot's outfit for each of several accounts — the bulk read behind
* `POST /outfits/bulk`, which the client uses to dress everyone in a room at once.
*
* Keyed by account id, and an account with nothing saved in that slot is simply ABSENT from
* the map rather than present with a null: a map says "no outfit" by not having the key, and
* the alternative would be inventing an outfit shape for a player who has never saved one.
*
* Ids are de-duplicated — the client sends a room's roster, which can repeat — and the
* caller must already have held the list to {@link MAX_BULK_OUTFIT_ACCOUNTS}; more than that
* overflows D1's parameter cap and fails the query outright. Each outfit is served exactly
* as it was stored: see the note at the top of this file — slot 0 written through
* `/outfits/me` is the newer envelope, while econ's saved-set writes are the old flat shape,
* and neither is projected.
*/
export async function getOutfitsByAccounts(
db: D1Database,
accountIds: number[],
slot: number
): Promise<Map<number, Outfit>> {
const ids = [...new Set(accountIds)]
if (ids.length === 0) return new Map()
const placeholders = ids.map((_, n) => `?${n + 2}`).join(', ')
const { results } = await db
.prepare(
`SELECT account_id, avatar FROM outfit WHERE set_id = ?1 AND account_id IN (${placeholders})`
)
.bind(slot, ...ids)
.all<{ account_id: number; avatar: string }>()
return new Map(results.map((row) => [row.account_id, JSON.parse(row.avatar) as Outfit]))
}
/**
* Save an outfit into one of the player's slots, replacing whatever was there. The
* upsert is keyed on (account_id, set_id), so re-saving a slot overwrites rather than
* accumulating duplicate rows for it.
*/
export async function setOutfit(db: D1Database, accountId: number, outfit: Outfit): Promise<void> {
await db
.prepare(
`INSERT INTO outfit (account_id, set_id, avatar) VALUES (?1, ?2, ?3)
ON CONFLICT (account_id, set_id) DO UPDATE SET avatar = ?3`
)
.bind(accountId, outfit.Slot, JSON.stringify(outfit))
.run()
}
// ---- Serving an outfit to OTHER players -------------------------------------------------
//
// An outfit is stored exactly as its owner posted it, and `/outfits/me` hands it straight
// back to them. But the bulk read (`POST /outfits/bulk`) is how everyone ELSE's client
// dresses a player, and nothing on the way in checks that the player may wear what they
// saved — an edited save, or a client that skips the store, puts an unbought item on an
// avatar everyone in the room then sees. So the bulk read serves each outfit with the
// selections the wearer does not own taken OUT, and the owner keeps seeing their own
// save untouched.
//
// What a selection names, in each of the forms the two write paths store:
//
// - A legacy descriptor list (`LegacyData.SelectionsV1` in the newer envelope, the flat
// `OutfitSelections` in econ's) is `;`-delimited, one entry per worn item, each
// `<AvatarItemDesc>,<extra>,<bodyPart>` — e.g. `40528de7-…,51ef8d39-…,0b2395e1-…,,0`
// and `5cd08cfb-…,,1`. The `AvatarItemDesc` is `<baseAsset>,<color>,<texture>,` with its
// empty trailing fields dropped, which is why the entries differ in length.
// - A v2 selection list (`LegacyData.SelectionsV2`, `OutfitSelectionsV2`) is JSON in a
// string, `{ selections: [ { PrefabGuid, CombinationGuid, BodyPart, UgcOutfitData? } ] }`,
// where `PrefabGuid` is the base asset and a custom shirt rides in
// `UgcOutfitData.CustomAvatarItemId`.
// - `CustomizationSettings` is the newer client's own structured document, also JSON in a
// string. Only its header (`AvatarVersion`, `AvatarBodyType`) has been observed; whatever
// selections it carries are assumed to be the v2 shape above, found wherever they sit.
// - `Selections` and `CustomAvatarItems` are plain arrays (observed empty), walked the same
// way.
//
// Ownership is decided on the BASE ASSET — the first field of the descriptor, which is the
// one identifier every form carries (`PrefabGuid` is nothing else) and the field the client
// decides renderability on (see `baseAsset` in econ's catalog). A player owns a base asset
// when any `inventory` row of theirs starts with it, or when it is in the free default
// catalog (what econ's `GET /api/avatar/v4/items` hands every player) or is one of the base
// items custom clothing is built on. That is coarser than a purchase — a store sells the
// same base in several colours as separate items, and owning one colour lets the others
// through — because the v2 forms record no colour to check, and a rule the three forms
// disagree on would dress a player differently depending on which one the client reads.
// A custom item (`CustomAvatarItemId`) is owned when bought (`inventory_custom`) or made
// (`custom_avatar_item.creator_account_id`), the same pair econ's owned list serves.
//
// An outfit that loses nothing is returned as the very object it came in as, string fields
// byte-for-byte: the JSON-in-a-string documents are re-encoded only when a selection inside
// them was removed, keeping the verbatim round trip the note at the top of this file asks
// for in the common case.
/** What one player may wear: base assets and custom item ids, each lower-cased. */
export interface OwnedOutfitItems {
bases: Set<string>
customItemIds: Set<string>
}
/**
* The base asset of an `AvatarItemDesc` or of a legacy selection entry: the first
* comma-separated field, lower-cased. The same first field whichever form of the item it is
* read from — a catalog descriptor (`<base>,<color>,<texture>,`), an inventory key, or a
* worn selection (`<base>,…,<bodyPart>`).
*/
export function outfitItemBase(desc: string): string {
return (desc.split(',')[0] ?? '').trim().toLowerCase()
}
/** A JSON object, as the walkers below see one. */
type JsonObject = Record<string, unknown>
function isObject(value: unknown): value is JsonObject {
return typeof value === 'object' && value !== null && !Array.isArray(value)
}
/**
* Whether one v2-style selection object names only owned things. An object with neither a
* `PrefabGuid` nor a `CustomAvatarItemId` is not a selection and is always kept.
*/
function selectionOwned(selection: JsonObject, owned: OwnedOutfitItems): boolean {
const prefab = selection.PrefabGuid
if (typeof prefab === 'string' && prefab !== '' && !owned.bases.has(outfitItemBase(prefab))) {
return false
}
const ugc = selection.UgcOutfitData
const customIds = [
selection.CustomAvatarItemId,
isObject(ugc) ? ugc.CustomAvatarItemId : undefined,
]
for (const id of customIds) {
if (typeof id === 'string' && id !== '' && !owned.customItemIds.has(id.toLowerCase())) {
return false
}
}
return true
}
/**
* Walk a parsed JSON value and drop, from every array in it, the selection objects the
* player does not own. Returns the (possibly new) value and whether anything was dropped;
* an untouched subtree is returned as the same reference.
*/
function pruneSelections(value: unknown, owned: OwnedOutfitItems): [unknown, boolean] {
if (Array.isArray(value)) {
let changed = false
const kept: unknown[] = []
for (const entry of value) {
if (isObject(entry) && !selectionOwned(entry, owned)) {
changed = true
continue
}
const [pruned, entryChanged] = pruneSelections(entry, owned)
changed ||= entryChanged
kept.push(pruned)
}
return changed ? [kept, true] : [value, false]
}
if (isObject(value)) {
let changed = false
const out: JsonObject = {}
for (const [key, entry] of Object.entries(value)) {
const [pruned, entryChanged] = pruneSelections(entry, owned)
changed ||= entryChanged
out[key] = pruned
}
return changed ? [out, true] : [value, false]
}
return [value, false]
}
/**
* The legacy `;`-delimited descriptor list with the unowned entries removed. Returned as
* the same string when nothing was removed; a string that is not a list (empty, or
* carrying no `;`-separated descriptors) is returned as it is.
*/
function pruneLegacySelections(list: string, owned: OwnedOutfitItems): string {
const entries = list.split(';')
const kept = entries.filter((entry) => entry === '' || owned.bases.has(outfitItemBase(entry)))
return kept.length === entries.length ? list : kept.join(';')
}
/**
* A JSON-in-a-string document with the unowned selections removed. The original string is
* returned when nothing was removed — or when it does not parse, which is the client's own
* document to make sense of, not this server's.
*/
function pruneJsonDocument(document: string, owned: OwnedOutfitItems): string {
let parsed: unknown
try {
parsed = JSON.parse(document)
} catch {
return document
}
const [pruned, changed] = pruneSelections(parsed, owned)
return changed ? JSON.stringify(pruned) : document
}
/**
* An outfit as other players should see it: every selection naming something the wearer
* does not own is removed from each form the outfit carries (see the section note above).
* The outfit is returned as the same object when it loses nothing.
*/
export function restrictOutfitToOwned(outfit: Outfit, owned: OwnedOutfitItems): Outfit {
let changed = false
const out: JsonObject = { ...outfit }
const pruneString = (
target: JsonObject,
key: string,
prune: (value: string, owned: OwnedOutfitItems) => string
) => {
const value = target[key]
if (typeof value !== 'string') return
const pruned = prune(value, owned)
if (pruned !== value) {
target[key] = pruned
changed = true
}
}
const pruneArray = (target: JsonObject, key: string) => {
const [pruned, arrayChanged] = pruneSelections(target[key], owned)
if (arrayChanged) {
target[key] = pruned
changed = true
}
}
// The newer envelope's legacy block, copied so the stored object is not written to.
if (isObject(outfit.LegacyData)) {
const legacy: JsonObject = { ...outfit.LegacyData }
pruneString(legacy, 'SelectionsV1', pruneLegacySelections)
pruneString(legacy, 'SelectionsV2', pruneJsonDocument)
out.LegacyData = legacy
}
pruneString(out, 'CustomizationSettings', pruneJsonDocument)
pruneArray(out, 'Selections')
// Econ's flat shape.
pruneString(out, 'OutfitSelections', pruneLegacySelections)
pruneString(out, 'OutfitSelectionsV2', pruneJsonDocument)
pruneArray(out, 'CustomAvatarItems')
return changed ? (out as Outfit) : outfit
}
/**
* What each of several players may wear — the ownership behind
* {@link restrictOutfitToOwned}, read for the bulk outfit read's whole roster in one
* round trip. `freeBases` are the base assets every player has (the default catalog and
* the custom-clothing base items), folded into each player's set.
*
* Three reads batched: bought items (`inventory`, keyed by `AvatarItemDesc`, reduced to the
* base asset), bought custom items (`inventory_custom`) and made custom items
* (`custom_avatar_item` by creator) — the two sources econ's owned-items list joins. Ids are
* de-duplicated and the caller must already have held the list to
* {@link MAX_BULK_OUTFIT_ACCOUNTS}, D1's parameter cap. Every account asked for gets an
* entry, if only the free set.
*/
export async function getOwnedOutfitItemsByAccounts(
db: D1Database,
accountIds: number[],
freeBases: ReadonlySet<string>
): Promise<Map<number, OwnedOutfitItems>> {
const ids = [...new Set(accountIds)]
const owned = new Map<number, OwnedOutfitItems>()
for (const id of ids) owned.set(id, { bases: new Set(freeBases), customItemIds: new Set() })
if (ids.length === 0) return owned
const placeholders = ids.map((_, n) => `?${n + 1}`).join(', ')
const [items, bought, made] = await db.batch<{ account_id: number; value: string }>([
db
.prepare(
`SELECT account_id, avatar_item_desc AS value FROM inventory WHERE account_id IN (${placeholders})`
)
.bind(...ids),
db
.prepare(
`SELECT account_id, custom_avatar_item_id AS value FROM inventory_custom WHERE account_id IN (${placeholders})`
)
.bind(...ids),
db
.prepare(
`SELECT creator_account_id AS account_id, custom_avatar_item_id AS value
FROM custom_avatar_item WHERE creator_account_id IN (${placeholders})`
)
.bind(...ids),
])
for (const row of items.results) owned.get(row.account_id)?.bases.add(outfitItemBase(row.value))
for (const row of [...bought.results, ...made.results]) {
if (typeof row.value === 'string') {
owned.get(row.account_id)?.customItemIds.add(row.value.toLowerCase())
}
}
return owned
}