- Schema: fourteen title columns on rust_player_wipe_stats (the two best_* distances move by GREATEST, the rest are sums), rust_weapon_kills (kills by weapon prefab name) and rust_title_categories (the admin's title per category). purge.sql drops the two tables. - Ingest: player.tally's new fields, in one statement per frame, none for an older plugin's frame. - Titles: 23 categories plus playtime, each naming where it is read from (a sum, a MAX, npc_kills - animal_kills in signed arithmetic, or a named list). The bow/melee/blade/revolver/wood/ore/plants lists are one file, applied when a title is read. "NPC kills" ranks human NPCs only (D209). - A rule's text may be empty, meaning the category's title: the rule's own, then the admin's, then the default. Typed-only-markup is still refused. A rename forgets every server's cached answer. - Admin API: GET /admin/rust/title-categories and PUT /admin/rust/title-categories/:stat (empty text resets); the server list returns them too. Swagger fragment and routes.manifest.json regenerated (63 routes, against the pinned core). - Screen: every category in the rule form, the category's title as a placeholder, and a Category titles section with Save and Reset. The weapon lists are unverified until the rig probe runs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
398 lines
14 KiB
JavaScript
398 lines
14 KiB
JavaScript
// ── SQL for the read path ─────────────────────────────────────────────────
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//
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// Writes come from one caller (`server/ingest.js`) and reads from the routers.
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// They live together because they are the same tables and the invariants are
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// easier to keep true when the UPDATE and the SELECT are on the same screen.
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//
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// Raw parameterised SQL through `core.query`, no ORM. Placeholders always —
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// except for one place where a list of kinds is expanded into placeholders, and
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// that expansion is checked in `events.model.js` before it ever reaches here.
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const core = require('../../core')
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const EVENTS = 'rust_events'
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const STATS = 'rust_player_wipe_stats'
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const GATHER = 'rust_gather_totals'
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const WEAPONS = 'rust_weapon_kills'
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const PLAYERS = 'rust_players'
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const WIPES = 'rust_wipes'
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const PRESENCE = 'rust_presence'
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const CURSOR = 'rust_ingest_cursor'
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// ── The cursor ────────────────────────────────────────────────────────────
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async function getCursor(serverId) {
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const rows = await core.query(
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`SELECT server_id AS serverId, last_event_id AS lastEventId, events_seen AS eventsSeen
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FROM ${CURSOR} WHERE server_id = ?`,
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[serverId],
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)
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return rows[0] || null
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}
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/**
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* Moves a server's cursor forward, counting what it passed.
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*
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* **Called only after the batch it describes has been written.** The whole
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* correctness of the ingest is in that ordering: if this ran first, a crash
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* between the two would skip events for ever, silently, with no way to notice.
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* Running it last means a crash re-reads events it has already counted at worst
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* — see `ingest.js` for what makes that survivable.
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*/
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async function setCursor(serverId, lastEventId, seen = 0) {
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await core.query(
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`INSERT INTO ${CURSOR} (server_id, last_event_id, events_seen, updated_at)
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VALUES (?, ?, ?, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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last_event_id = VALUES(last_event_id),
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events_seen = events_seen + VALUES(events_seen),
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updated_at = CURRENT_TIMESTAMP`,
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[serverId, lastEventId, seen],
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)
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}
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// ── Writes ────────────────────────────────────────────────────────────────
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async function insertEvent({ serverId, wipeId, kind, t, steamId, raw }) {
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await core.query(
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`INSERT INTO ${EVENTS} (server_id, wipe_id, kind, t, steam_id, raw)
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VALUES (?, ?, ?, ?, ?, ?)`,
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[serverId, wipeId || null, kind, t, steamId || null, JSON.stringify(raw)],
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)
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}
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/**
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* Notes that a wipe exists, from any frame that mentions it.
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*
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* There is no "a wipe started" call, because the website is not there when one
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* does — a wipe happens to a game server that was restarted while nobody was
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* watching. A wipe is therefore created by being mentioned, and `last_seen`
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* moves every time it is mentioned again.
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*/
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async function touchWipe(serverId, wipeId, saveCreatedAt = null) {
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if (!wipeId) return
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await core.query(
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`INSERT INTO ${WIPES} (server_id, wipe_id, save_created_at, first_seen, last_seen)
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VALUES (?, ?, ?, CURRENT_TIMESTAMP, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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last_seen = CURRENT_TIMESTAMP,
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save_created_at = COALESCE(VALUES(save_created_at), save_created_at)`,
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[serverId, wipeId, saveCreatedAt],
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)
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}
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/**
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* Notes that a player exists and what they were last called.
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*
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* `name` is COALESCEd rather than overwritten so that a frame which carries no
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* name — a ban by id, a tally — cannot blank out the name every other frame
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* supplied.
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*/
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async function touchPlayer(steamId, name = null) {
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if (!steamId) return
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await core.query(
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`INSERT INTO ${PLAYERS} (steam_id, name, first_seen, last_seen)
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VALUES (?, ?, CURRENT_TIMESTAMP, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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name = COALESCE(VALUES(name), name),
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last_seen = CURRENT_TIMESTAMP`,
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[steamId, name],
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)
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}
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/**
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* Adds to one player's counters for one wipe.
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*
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* Every column is a running total that only rises within a wipe, so this is an
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* upsert that ADDS rather than sets. `deltas` names only what moved; a `+ 0` on
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* everything else is what keeps the caller from having to read the row first.
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*/
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async function addStats({ serverId, wipeId, steamId }, deltas = {}) {
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if (!serverId || !steamId) return
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const cols = ['kills', 'deaths', 'suicides', 'npc_kills', 'structures', 'sessions', 'playtime_sec']
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const values = {
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kills: deltas.kills || 0,
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deaths: deltas.deaths || 0,
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suicides: deltas.suicides || 0,
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npc_kills: deltas.npcKills || 0,
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structures: deltas.structures || 0,
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sessions: deltas.sessions || 0,
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playtime_sec: deltas.playtimeSec || 0,
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}
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await core.query(
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`INSERT INTO ${STATS} (server_id, wipe_id, steam_id, ${cols.join(', ')}, last_seen)
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VALUES (?, ?, ?, ${cols.map(() => '?').join(', ')}, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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${cols.map((c) => `${c} = ${c} + VALUES(${c})`).join(',\n ')},
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last_seen = CURRENT_TIMESTAMP`,
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[serverId, wipeId || '', steamId, ...cols.map((c) => values[c])],
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)
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}
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/**
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* The tally's counts for the chat-title conditions (PLAN_REDESIGNS §5.1): the
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* wire field each is, and the column it adds to. All sums.
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*/
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const TITLE_SUMS = {
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animalKills: 'animal_kills',
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headshots: 'headshots',
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apcKills: 'apc_kills',
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heliKills: 'heli_kills',
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built: 'built',
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repaired: 'repaired',
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healed: 'healed',
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rockets: 'rockets',
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explosives: 'explosives',
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missions: 'missions',
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}
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/** The two *best* fields and their columns: the longest single kill, never a sum. */
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const TITLE_BESTS = { bestPvpM: 'best_pvp_m', bestPveM: 'best_pve_m' }
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/** Item categories the plugin sends under `crafted`, and the column each counts in. */
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const CRAFTED = { attire: 'crafted_attire', weapon: 'crafted_weapons' }
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/**
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* Adds one tally's title counts to the player's row for the wipe. A sum adds;
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* a best is GREATEST of the stored and the sent, because a tally carries its
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* interval's maximum and two maxima added are not a distance. Nothing is
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* written when the tally carried none of them, so an older plugin's frame
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* costs no statement.
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*/
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async function addTitleStats({ serverId, wipeId, steamId }, frame = {}) {
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if (!serverId || !steamId) return
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const sums = {}
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for (const [field, col] of Object.entries(TITLE_SUMS)) sums[col] = Math.max(0, Math.floor(Number(frame[field]) || 0))
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const crafted = frame.crafted && typeof frame.crafted === 'object' ? frame.crafted : {}
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for (const [category, col] of Object.entries(CRAFTED)) sums[col] = Math.max(0, Math.floor(Number(crafted[category]) || 0))
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const bests = {}
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for (const [field, col] of Object.entries(TITLE_BESTS)) {
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const m = Number(frame[field])
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bests[col] = Number.isFinite(m) && m > 0 ? Math.min(Math.round(m * 10) / 10, 999999.9) : 0
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}
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if (![...Object.values(sums), ...Object.values(bests)].some((v) => v > 0)) return
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const cols = [...Object.keys(sums), ...Object.keys(bests)]
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await core.query(
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`INSERT INTO ${STATS} (server_id, wipe_id, steam_id, ${cols.join(', ')}, last_seen)
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VALUES (?, ?, ?, ${cols.map(() => '?').join(', ')}, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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${Object.keys(sums).map((c) => `${c} = ${c} + VALUES(${c})`).join(',\n ')},
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${Object.keys(bests).map((c) => `${c} = GREATEST(${c}, VALUES(${c}))`).join(',\n ')},
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last_seen = CURRENT_TIMESTAMP`,
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[serverId, wipeId || '', steamId, ...Object.values(sums), ...Object.values(bests)],
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)
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}
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/** One weapon's credited kills (§5.3), added as a delta like a gathered resource. */
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async function addWeaponKills({ serverId, wipeId, steamId }, weapon, kills) {
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if (!serverId || !steamId || !weapon || !(kills > 0)) return
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await core.query(
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`INSERT INTO ${WEAPONS} (server_id, wipe_id, steam_id, weapon, kills)
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VALUES (?, ?, ?, ?, ?)
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ON DUPLICATE KEY UPDATE kills = kills + VALUES(kills)`,
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[serverId, wipeId || '', steamId, String(weapon).slice(0, 64), kills],
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)
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}
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async function addGathered({ serverId, wipeId, steamId }, resource, amount) {
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if (!serverId || !steamId || !resource || !(amount > 0)) return
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await core.query(
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`INSERT INTO ${GATHER} (server_id, wipe_id, steam_id, resource, amount)
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VALUES (?, ?, ?, ?, ?)
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ON DUPLICATE KEY UPDATE amount = amount + VALUES(amount)`,
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[serverId, wipeId || '', steamId, resource, amount],
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)
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}
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/**
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* Replaces a server's presence rows with exactly what the board said.
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*
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* Two statements, delete then insert, because a board is a REPLACEMENT: a player
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* who left between two boards has to disappear, and an upsert alone would leave
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* them online for ever. It is not wrapped in a transaction on purpose — the
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* window between the two is a fraction of a second of a page possibly showing an
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* empty player list, against holding a lock on a table two routes read.
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*/
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async function replacePresence(serverId, players = []) {
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await core.query(`DELETE FROM ${PRESENCE} WHERE server_id = ?`, [serverId])
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for (const p of players) {
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if (!p || !p.steamId) continue
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await core.query(
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`INSERT INTO ${PRESENCE} (server_id, steam_id, name, sleeping, connected_at, updated_at)
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VALUES (?, ?, ?, ?, ${p.connectedAt ? 'FROM_UNIXTIME(? / 1000)' : 'NULL'}, CURRENT_TIMESTAMP)
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ON DUPLICATE KEY UPDATE
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name = VALUES(name), sleeping = VALUES(sleeping), updated_at = CURRENT_TIMESTAMP`,
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p.connectedAt
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? [serverId, p.steamId, p.name || null, p.sleeping ? 1 : 0, p.connectedAt]
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: [serverId, p.steamId, p.name || null, p.sleeping ? 1 : 0],
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)
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}
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}
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/** Deletes raw events older than `days`. Totals are never touched — that is the point of them. */
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async function pruneEvents(days) {
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if (!(days > 0)) return 0
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const res = await core.query(
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`DELETE FROM ${EVENTS} WHERE created_at < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL ? DAY)`,
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[days],
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)
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return (res && res.affectedRows) || 0
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}
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// ── Reads ─────────────────────────────────────────────────────────────────
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/**
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* Recent events, newest first, restricted to `kinds`.
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*
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* **`kinds` is never optional.** A default of "all kinds" is one forgotten
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* argument away from publishing an IP address, so the caller is made to say it
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* every time; `events.model.js` builds the list from the catalogue's allowlist
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* and an empty list answers with no rows rather than with everything.
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*/
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async function recentEvents({ serverId, kinds, wipeId = null, limit = 50 }) {
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if (!Array.isArray(kinds) || kinds.length === 0) return []
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const holes = kinds.map(() => '?').join(', ')
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const params = [serverId, ...kinds]
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let sql = `SELECT id, server_id AS serverId, wipe_id AS wipeId, kind, t, steam_id AS steamId, raw
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FROM ${EVENTS}
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WHERE server_id = ? AND kind IN (${holes})`
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if (wipeId) {
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sql += ' AND wipe_id = ?'
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params.push(wipeId)
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}
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sql += ' ORDER BY id DESC LIMIT ?'
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params.push(limit)
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return core.query(sql, params)
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}
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/**
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* The leaderboard for one wipe, or across every wipe when `wipeId` is null.
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*
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* All-time is a SUM over the per-wipe rows rather than a separate set of
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* counters, which is what makes it impossible for the two to disagree — there
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* is only ever one number, added up differently.
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*/
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async function leaderboard({ serverId, wipeId = null, sort = 'kills', limit = 25 }) {
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const column = { kills: 'kills', deaths: 'deaths', npcKills: 'npc_kills', playtime: 'playtime_sec' }[sort] || 'kills'
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const params = [serverId]
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let where = 's.server_id = ?'
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if (wipeId) {
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where += ' AND s.wipe_id = ?'
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params.push(wipeId)
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}
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params.push(limit)
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return core.query(
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`SELECT s.steam_id AS steamId,
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p.name AS name,
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SUM(s.kills) AS kills,
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SUM(s.deaths) AS deaths,
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SUM(s.npc_kills) AS npcKills,
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SUM(s.structures) AS structures,
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SUM(s.playtime_sec) AS playtimeSec,
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MAX(s.last_seen) AS lastSeen
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FROM ${STATS} s
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LEFT JOIN ${PLAYERS} p ON p.steam_id = s.steam_id
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WHERE ${where}
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GROUP BY s.steam_id, p.name
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ORDER BY SUM(s.${column}) DESC, MAX(s.last_seen) DESC
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LIMIT ?`,
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params,
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)
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}
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async function listWipes(serverId) {
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return core.query(
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`SELECT wipe_id AS wipeId, save_created_at AS saveCreatedAt,
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first_seen AS firstSeen, last_seen AS lastSeen
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FROM ${WIPES}
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WHERE server_id = ?
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ORDER BY wipe_id DESC`,
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[serverId],
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)
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}
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async function presenceFor(serverId) {
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return core.query(
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`SELECT steam_id AS steamId, name, sleeping, connected_at AS connectedAt
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FROM ${PRESENCE}
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WHERE server_id = ?
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ORDER BY name ASC`,
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[serverId],
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)
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}
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/**
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* Login attempts in `[from, to]` that no approval answered (D64).
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*
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* An attempt is answered by a `player.approved` for the same Steam id on the
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* same server stamped from `slackMs` before it to `windowMs` after it. The
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* slack is clock grain: both frames come off one game thread, and an approval
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* stamped a millisecond "early" is still the answer.
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*
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* Grouped on (steam id, t) because a cursor replayed after a crash can store the
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* same attempt twice, and one attempt is one denial however often it was
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* written down.
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*/
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async function unapprovedLogins({ serverId, from, to, windowMs, slackMs }) {
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return core.query(
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`SELECT a.steam_id AS steamId, a.t AS t,
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MAX(JSON_UNQUOTE(JSON_EXTRACT(a.raw, '$.name'))) AS name
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FROM ${EVENTS} a
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WHERE a.server_id = ? AND a.kind = 'player.login.attempt'
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AND a.steam_id IS NOT NULL AND a.t BETWEEN ? AND ?
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AND NOT EXISTS (
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SELECT 1 FROM ${EVENTS} b
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WHERE b.server_id = a.server_id AND b.kind = 'player.approved'
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AND b.steam_id = a.steam_id
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AND b.t BETWEEN a.t - ? AND a.t + ?
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)
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GROUP BY a.steam_id, a.t
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ORDER BY a.t ASC
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LIMIT 200`,
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[serverId, from, to, slackMs, windowMs],
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)
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}
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module.exports = {
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getCursor,
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setCursor,
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insertEvent,
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touchWipe,
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touchPlayer,
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addStats,
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addGathered,
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addTitleStats,
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addWeaponKills,
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replacePresence,
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pruneEvents,
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recentEvents,
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leaderboard,
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listWipes,
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presenceFor,
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unapprovedLogins,
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}
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