feat(news): auto-push published news to the in-game Town Cryer News gump (2.1)
Phase 4: sync the site's published news posts into the Protocol 2.1 News gump. - uoLinkClient.postNews / deleteNews. - utils/newsGump.js — a STATE SYNC (not a one-shot announce leg): an article stays in the gump while its post is published news and is pulled when it leaves that state. buildArticle renders a compact gump-HTML block (centred title + plain-text excerpt — the gump supports only a small HTML subset) with a "more info" link to /site/news and an optional gump image from the `news_gump_image` setting. Every call is best-effort / never-throws. - Hooked into the posts pipeline alongside the existing announce enqueue: syncPost on create/update/publish (fresh publish announces; edits refresh silently; leaving published-news pulls the article), removePost on delete. - reassertAll() runs in uoLinkSocket.backfill on every WS (re)connect — reconciles the gump to our source of truth and recovers any article whose original live push failed (silent, so a reconnect never re-proclaims old news). Server 185/185, swagger regenerated. Refs .plans/protocol2-integration.md (Phase 4). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,7 @@ const settings = require('../../../model/settings/settings.model')
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const users = require('../../../model/users/users.model')
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const activity = require('../../../model/activity/activity.model')
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const announceJobs = require('../../../model/announceJobs/announceJobs.model')
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const newsGump = require('../../../utils/newsGump')
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const { cleanBody } = require('../../../utils/sanitizeHtml')
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const log = require('../../../utils/logger')('admin')
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@@ -22,6 +23,11 @@ const log = require('../../../utils/logger')('admin')
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// enqueueIfNeeded swallows its own errors, so a pipeline hiccup can't break save.
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async function announceIfNewlyPublished(post, transition) {
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await announceJobs.enqueueIfNeeded(post, transition)
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// Keep the in-game Town Cryer News gump in sync with the same transition: push
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// the article when it becomes published news, refresh it silently on an edit,
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// and pull it when it leaves published-news. Best-effort (never throws), so a
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// sidecar hiccup never breaks saving a post — same guarantee as the enqueue.
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await newsGump.syncPost(post, transition)
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}
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// ── Dashboard & site mode ─────────────────────────────────────────────
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@@ -173,8 +179,11 @@ async function publishPost(req, res) {
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async function deletePost(req, res) {
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const id = Number(req.params.id)
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try {
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const current = await posts.getById(id)
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await posts.remove(id)
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await activity.log({ req, action: 'post.delete', detail: { id } })
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// If it was live in the News gump, pull it (best-effort).
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if (newsGump.inGump(current)) await newsGump.removePost(id)
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return res.json({ id })
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} catch (err) {
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return res.status(500).json({ message: 'Internal Server Error' })
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124
server/src/utils/newsGump.js
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124
server/src/utils/newsGump.js
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@@ -0,0 +1,124 @@
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// ── Town Cryer News gump sync (Protocol 2.1) ───────────────────────────────
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//
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// Keeps the in-game Town Cryer *News* gump in sync with the site's published
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// news posts. Distinct from the scrolling town-crier lines (that's a one-shot
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// announce leg in announceWorker); this is a STATE SYNC — an article stays in the
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// gump while its post is published news, and is pulled when the post is
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// unpublished/deleted/re-categorised.
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//
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// The website is the source of truth. POST /news is idempotent (re-post replaces),
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// so a refresh or a reconnect re-assert is safe. Every call is best-effort and
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// never throws — a sidecar/shard hiccup must never break saving or deleting a
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// post. Reliability comes from reassertAll() on every WS (re)connect
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// (uoLinkSocket.backfill), which re-pushes the current published set silently and
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// closes the gap if an earlier live push failed.
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const posts = require('../model/posts/posts.model')
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const uoLinkClient = require('./uoLinkClient')
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const settings = require('../model/settings/settings.model')
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const { deriveExcerpt } = require('./sanitizeHtml')
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const log = require('./logger')('news-gump')
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const MAX_TITLE = 120
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const MAX_BODY = 900
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function baseUrl() {
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return (process.env.APP_BASE_URL || 'http://localhost:5173').replace(/\/+$/, '')
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}
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function clamp(value, max) {
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const s = String(value == null ? '' : value).replace(/\s+/g, ' ').trim()
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return s.length <= max ? s : `${s.slice(0, max - 1).trimEnd()}…`
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}
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// A post belongs in the gump exactly when it is published AND in the news category.
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function inGump(post) {
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return Boolean(post && post.published && post.category === 'news')
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}
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// Optional UO gump image id for news articles (a shard art id), from the
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// `news_gump_image` setting. Omitted → the sidecar uses a neutral scroll.
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async function gumpImage() {
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try {
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const raw = await settings.get('news_gump_image')
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const n = Number(raw)
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return Number.isInteger(n) && n > 0 ? n : undefined
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} catch {
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return undefined
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}
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}
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// Build the in-game News article from a post. Body is a compact gump-HTML block
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// (title centred + a plain-text excerpt) rather than the post's full rich HTML —
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// the UO gump only supports a small HTML subset, so we keep it predictable. The
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// "more info" URL is the public news list (news posts have no per-post route).
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async function buildArticle(post, { announce = true } = {}) {
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const title = clamp(post.title, MAX_TITLE)
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const excerpt = clamp(post.excerpt || deriveExcerpt(post.body, MAX_BODY) || '', MAX_BODY)
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const body = excerpt ? `<CENTER>${title}</CENTER><BR><BR>${excerpt}` : `<CENTER>${title}</CENTER>`
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return {
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id: String(post.id),
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title,
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body,
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image: await gumpImage(),
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url: `${baseUrl()}/site/news`,
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announce,
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}
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}
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// Push a post to the gump (only if it belongs there). announce=true has the criers
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// proclaim the title; false is a silent refresh/re-assert.
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async function pushPost(post, { announce = true } = {}) {
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if (!inGump(post)) return { ok: false, skipped: true }
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const res = await uoLinkClient.postNews(await buildArticle(post, { announce }))
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if (!res.ok) log.warn('news gump push failed', { id: post.id, status: res.status, error: res.error })
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return res
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}
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// Remove a post from the gump. A 404 (not present) is not an error worth noting.
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async function removePost(id) {
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const res = await uoLinkClient.deleteNews(String(id))
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if (!res.ok && res.status !== 404) {
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log.warn('news gump remove failed', { id, status: res.status, error: res.error })
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}
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return res
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}
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// Reconcile the gump after a post create/update/publish. `transition`
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// ({ wasPublished, wasNews }) tells a fresh publish (announce) from an in-place
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// edit (silent refresh) and catches a post leaving published-news (pull it).
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async function syncPost(post, transition = {}) {
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try {
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if (inGump(post)) {
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const wasInGump = Boolean(transition.wasPublished && transition.wasNews)
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await pushPost(post, { announce: !wasInGump })
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} else if (transition.wasPublished && transition.wasNews) {
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await removePost(post.id)
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}
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} catch (err) {
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log.warn('news gump sync failed', { id: post && post.id, message: err.message })
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}
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}
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// Re-push every currently-published news post, silently — run on each WS
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// (re)connect to reconcile the gump to our source of truth (also recovers any
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// article whose original live push failed). Best-effort; never throws.
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async function reassertAll() {
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try {
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const list = await posts.listAll('news')
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const published = (list || []).filter((p) => p.published)
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let pushed = 0
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for (const p of published) {
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const full = await posts.getById(p.id) // list projection may omit the body
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if (full) {
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await pushPost(full, { announce: false })
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pushed += 1
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}
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}
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if (pushed) log.info('re-asserted news gump articles', { count: pushed })
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} catch (err) {
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log.warn('news gump reassert failed', { message: err.message })
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}
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}
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module.exports = { inGump, buildArticle, pushPost, removePost, syncPost, reassertAll }
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@@ -118,6 +118,13 @@ const postTownCrier = ({ id, lines, durationSec }) =>
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call('/towncrier', { method: 'POST', body: { id, lines, durationSec } })
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const deleteTownCrier = (id) => call(`/towncrier/${encodeURIComponent(id)}`, { method: 'DELETE' })
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// Town Cryer News gump (Protocol 2.1). A full article (title/HTML body/image/URL)
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// in the in-game News window; re-posting the same id REPLACES it. `announce`
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// (default true on the sidecar) controls whether the criers proclaim the title.
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const postNews = ({ id, title, body, image, url, announce }) =>
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call('/news', { method: 'POST', body: { id: String(id), title, body, image, url, announce } })
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const deleteNews = (id) => call(`/news/${encodeURIComponent(id)}`, { method: 'DELETE' })
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// ── Staff write plane (§6) ─────────────────────────────────────────────────
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// Every call carries `actor` — the website username of the staff member — set by
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// the controller from the session, NEVER from the browser. The shard records it
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@@ -155,6 +162,8 @@ module.exports = {
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linkLookup,
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postTownCrier,
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deleteTownCrier,
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postNews,
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deleteNews,
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adminKick,
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adminBan,
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adminUnban,
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@@ -17,6 +17,7 @@ const uoLinkConfig = require('../model/uoLinkConfig/uoLinkConfig.model')
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const uoLinkClient = require('./uoLinkClient')
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const shardIngest = require('./shardIngest')
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const shardState = require('../model/shardState/shardState.model')
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const newsGump = require('./newsGump')
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const log = require('./logger')('uo-link-socket')
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const BACKOFF_MIN_MS = 1000
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@@ -102,6 +103,12 @@ async function backfill() {
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await shardState.setPresence(presence.data)
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log.info('snapshotted online population from /online', { count: presence.data.count })
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}
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// Re-assert our published news into the in-game Town Cryer News gump. The
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// website is the source of truth; this reconciles the gump on every
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// (re)connect (and recovers any article whose original live push failed).
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// Silent (announce:false) so a reconnect never re-proclaims old news.
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await newsGump.reassertAll()
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} catch (err) {
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log.warn('backfill failed (continuing on live feed)', { message: err.message })
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}
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