feat(scum): add map trajectory projection
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@@ -0,0 +1,103 @@
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package domain
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import "time"
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const SCUMMapTrajectoryMapID = "scum-island"
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// GameMapTrajectoryDeclaration is plugin-owned metadata used to safely project world coordinates.
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type GameMapTrajectoryDeclaration struct {
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MapID, MapVersion string
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WorldMinX, WorldMinY, WorldMaxX, WorldMaxY float64
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ImageWidth, ImageHeight, Precision, SampleDistance float64
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SampleIntervalSeconds, RetentionSeconds int
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}
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type GameMapTrackEntityKind string
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const (
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GameMapTrackEntityPlayer GameMapTrackEntityKind = "player"
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GameMapTrackEntityVehicle GameMapTrackEntityKind = "vehicle"
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)
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type GameMapTrackPoint struct {
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ID, EventID, ServerInstanceID, MapID, MapVersion, EntityID, GamePlayerRecordID, Source string
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EntityKind GameMapTrackEntityKind
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MapX, MapY float64
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OccurredAt, CollectedAt, ExpiresAt time.Time
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}
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type GameMapTrackPointFilter struct {
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ServerInstanceID, MapID, MapVersion, EntityID string
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EntityKind GameMapTrackEntityKind
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OccurredAfter, OccurredBefore time.Time
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Limit int
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}
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type GamePlayerVehicleSegment struct {
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ID, EventID, ServerInstanceID, GamePlayerRecordID, GamePlayerID, VehicleID, MapID, MapVersion string
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StartedAt, EndedAt, ExpiresAt time.Time
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}
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type GamePlayerVehicleSegmentFilter struct {
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ServerInstanceID, GamePlayerRecordID, VehicleID, MapID, MapVersion string
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OccurredAfter, OccurredBefore time.Time
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Limit int
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}
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type GameMapTrajectoryQuery struct {
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ServerInstanceID string
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From, To time.Time
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PlayerRecordIDs, VehicleIDs []string
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}
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type GameMapTrajectoryEntity struct {
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Kind GameMapTrackEntityKind
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EntityID, GamePlayerRecordID, Label string
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Points []GameMapTrackPoint
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CollectedAt time.Time
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Sources []string
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}
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type GameMapTrajectorySegment struct {
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GamePlayerRecordID, VehicleID string
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StartedAt, EndedAt time.Time
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}
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type GameMapTrajectoryView struct {
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Status, Reason string
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Map GameMapTrajectoryDeclaration
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From, To time.Time
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Players, Vehicles []GameMapTrajectoryEntity
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RideSegments []GameMapTrajectorySegment
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}
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func CopyGameMapTrajectoryDeclaration(v GameMapTrajectoryDeclaration) GameMapTrajectoryDeclaration {
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return v
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}
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func CopyGameMapTrackPoint(v GameMapTrackPoint) GameMapTrackPoint { return v }
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func CopyGameMapTrackPoints(v []GameMapTrackPoint) []GameMapTrackPoint {
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out := make([]GameMapTrackPoint, len(v))
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copy(out, v)
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return out
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}
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func CopyGamePlayerVehicleSegment(v GamePlayerVehicleSegment) GamePlayerVehicleSegment { return v }
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func CopyGamePlayerVehicleSegments(v []GamePlayerVehicleSegment) []GamePlayerVehicleSegment {
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out := make([]GamePlayerVehicleSegment, len(v))
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copy(out, v)
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return out
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}
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func CopyGameMapTrajectoryQuery(v GameMapTrajectoryQuery) GameMapTrajectoryQuery {
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v.PlayerRecordIDs = CopyStringSlice(v.PlayerRecordIDs)
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v.VehicleIDs = CopyStringSlice(v.VehicleIDs)
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return v
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}
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func CopyGameMapTrajectoryView(v GameMapTrajectoryView) GameMapTrajectoryView {
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v.Map = CopyGameMapTrajectoryDeclaration(v.Map)
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v.Players = append([]GameMapTrajectoryEntity(nil), v.Players...)
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v.Vehicles = append([]GameMapTrajectoryEntity(nil), v.Vehicles...)
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for i := range v.Players {
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v.Players[i].Points = CopyGameMapTrackPoints(v.Players[i].Points)
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v.Players[i].Sources = CopyStringSlice(v.Players[i].Sources)
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}
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for i := range v.Vehicles {
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v.Vehicles[i].Points = CopyGameMapTrackPoints(v.Vehicles[i].Points)
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v.Vehicles[i].Sources = CopyStringSlice(v.Vehicles[i].Sources)
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}
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v.RideSegments = append([]GameMapTrajectorySegment(nil), v.RideSegments...)
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return v
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}
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