- 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
138 lines
4.7 KiB
JavaScript
138 lines
4.7 KiB
JavaScript
// ── Chat titles, read against the live standings (phase 17) ────────────────
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//
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// `titles.js` decides; this file fetches what it decides from. One answer per
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// server serves three readers — the push to the game, the web leaderboard and
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// the app's — so it is remembered briefly: the leaderboard is polled by every
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// open page, and each rule is a leaderboard query of its own.
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const serversDb = require('../servers/servers.db')
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const db = require('./titles.db')
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const lists = require('./lists')
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const titles = require('./titles')
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/** How long one server's answer is reused. The same as the push loop's tick. */
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const MEMO_MS = 30 * 1000
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const memo = new Map()
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/** A server's settings as the admin form reads them. */
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async function settingsFor(serverId) {
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const [mode, rules] = await Promise.all([db.getMode(serverId), db.listRules(serverId)])
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return shapeSettings(mode, rules)
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}
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function shapeSettings(mode, rules) {
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return {
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mode: titles.normaliseMode(mode && mode.mode),
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max: mode && Number(mode.max) ? Number(mode.max) : 2,
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rules: rules.map((r) => ({ stat: r.stat, topN: Number(r.topN), text: r.text, color: r.color })),
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}
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}
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/** Every server's settings, keyed by id, for the admin server list. */
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async function settingsByServer() {
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const [modes, rules] = await Promise.all([db.listModes(), db.listAllRules()])
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const out = new Map(modes.map((m) => [m.serverId, shapeSettings(m, [])]))
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for (const r of rules) {
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const s = out.get(r.serverId)
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if (s) s.rules.push({ stat: r.stat, topN: Number(r.topN), text: r.text, color: r.color })
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}
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return out
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}
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async function saveSettings(serverId, value) {
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await db.saveSettings(serverId, value)
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forget(serverId)
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}
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/** Forgets one server's answer, or every server's when a category was renamed. */
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function forget(serverId = null) {
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for (const key of memo.keys()) if (serverId === null || key.startsWith(`${serverId} `)) memo.delete(key)
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}
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/**
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* The categories as the admin screen shows them (D175): each one's label, the
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* shipped default, the admin's own title if any, and what rules show now.
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*/
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async function categories() {
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const own = new Map((await db.listCategories()).map((r) => [r.stat, r]))
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return titles.CATEGORY_IDS.map((stat) => {
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const row = own.get(stat)
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const def = titles.STATS[stat]
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return {
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stat,
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label: def.label,
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default: def.title,
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text: row ? row.text : null,
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current: row ? row.text : def.title,
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updatedAt: row ? row.updatedAt : null,
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}
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})
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}
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/**
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* Sets or resets one category's title. An empty text is the Reset. Every
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* server's answer is forgotten, because every server's rules may use it, and
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* the next push carries the new name (§4.6: "from the next push").
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*/
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async function setCategory(stat, text, userId = null) {
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if (text) await db.setCategory(stat, text, userId)
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else await db.clearCategory(stat)
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forget()
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}
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/**
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* Who holds which title on one server right now: a Map of Steam id to
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* `[{ text, color }]`, after the server's mode. Empty with no rules, and empty
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* with no current wipe — a title ranks the current wipe (D135), and a server that
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* has never said which wipe it is on has none to rank.
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*/
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async function heldFor(serverId, { wipeId, now = Date.now() } = {}) {
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if (!wipeId) return new Map()
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const key = `${serverId} ${wipeId}`
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const hit = memo.get(key)
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if (hit && now - hit.at < MEMO_MS) return hit.held
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const [settings, overrides] = await Promise.all([settingsFor(serverId), db.categoryTitles()])
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const rules = titles.resolveRules(settings.rules, overrides)
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const standings = {}
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// One query per STAT, at the deepest top N any rule on it asks for, rather
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// than one per rule: two rules on kills read the same rows.
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const depth = new Map()
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for (const r of rules) if (titles.STATS[r.stat]) depth.set(r.stat, Math.max(depth.get(r.stat) || 0, r.topN))
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await Promise.all(
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[...depth.entries()].map(async ([stat, limit]) => {
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const rows = await db.standings({ serverId, wipeId, source: titles.STATS[stat].source, lists, limit })
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// SUM() and MAX() come back as strings; the rules compare numbers.
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standings[stat] = rows.map((r) => ({ steamId: r.steamId, value: Number(r.value) || 0 }))
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}),
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)
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const held = titles.evaluate(rules, standings, settings)
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memo.set(key, { at: now, held })
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return held
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}
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/** The same, for a server by id, reading its current wipe from its last report. */
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async function currentFor(serverId) {
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const state = await serversDb.getState(serverId)
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return heldFor(serverId, { wipeId: state && state.wipeId ? state.wipeId : null })
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}
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module.exports = {
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MEMO_MS,
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settingsFor,
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settingsByServer,
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saveSettings,
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heldFor,
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currentFor,
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forget,
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categories,
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setCategory,
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}
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