feat: add controlled scum player state patches
This commit is contained in:
@@ -8,6 +8,88 @@ import (
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"strconv"
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)
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// serverGamePlayerState godoc
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// @Summary Get current SCUM player state
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// @Description Returns a version-scoped, browser-safe player-state snapshot; it never exposes a game database or raw storage fields.
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// @Tags game-players
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// @Produce json
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// @Success 200 {object} dto.GamePlayerStateResponse
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// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state [get]
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func (h *coreHandlers) serverGamePlayerState(w http.ResponseWriter, r *http.Request) {
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if r.Method != http.MethodGet {
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writeMethodNotAllowed(w, http.MethodGet)
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return
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}
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state, err := h.core.GetGamePlayerStateForSession(bearerToken(r), r.PathValue("playerId"))
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if err != nil {
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writeServiceError(w, err)
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return
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}
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if state.ServerInstanceID != r.PathValue("id") {
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writeServiceError(w, repo.ErrNotFound)
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return
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}
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writeJSON(w, http.StatusOK, dto.GamePlayerStateFromDomain(state))
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}
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// serverGamePlayerStatePatches godoc
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// @Summary Request or list controlled SCUM player state patches
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// @Description Creates reviewable skill/attribute patch requests only through the typed game-client bridge channel.
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// @Tags game-players
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// @Accept json
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// @Produce json
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// @Success 202 {object} dto.GamePlayerStatePatchResponse
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// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state-patches [get,post]
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func (h *coreHandlers) serverGamePlayerStatePatches(w http.ResponseWriter, r *http.Request) {
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switch r.Method {
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case http.MethodGet:
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patches, err := h.core.ListGamePlayerStatePatchesForSession(bearerToken(r), r.PathValue("playerId"))
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if err != nil {
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writeServiceError(w, err)
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return
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}
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writeJSON(w, http.StatusOK, dto.GamePlayerStatePatchesFromDomain(patches))
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case http.MethodPost:
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request, err := decodeJSON[dto.GamePlayerStatePatchRequest](r)
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if err != nil {
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writeDecodeError(w, err)
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return
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}
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patch, err := h.core.RequestGamePlayerStatePatchForSession(bearerToken(r), r.PathValue("playerId"), request.ToDomain())
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if err != nil {
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writeServiceError(w, err)
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return
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}
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writeJSON(w, http.StatusAccepted, dto.GamePlayerStatePatchFromDomain(patch))
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default:
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writeAPIError(w, http.StatusMethodNotAllowed, errorCodeMethodNotAllowed, "method not allowed", nil)
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}
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}
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// serverGamePlayerStatePatchApprove godoc
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// @Summary Approve a controlled SCUM player state patch
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// @Description Requires a platform administrator with access to the target server and dispatches only the declared typed bridge command.
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// @Tags game-players
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// @Produce json
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// @Success 202 {object} dto.GamePlayerStatePatchResponse
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// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state-patches/{patchId}/approve [post]
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func (h *coreHandlers) serverGamePlayerStatePatchApprove(w http.ResponseWriter, r *http.Request) {
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if r.Method != http.MethodPost {
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writeMethodNotAllowed(w, http.MethodPost)
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return
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}
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patch, err := h.core.ApproveGamePlayerStatePatchForSession(bearerToken(r), r.PathValue("patchId"))
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if err != nil {
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writeServiceError(w, err)
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return
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}
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if patch.ServerInstanceID != r.PathValue("id") || patch.GamePlayerRecordID != r.PathValue("playerId") {
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writeServiceError(w, repo.ErrNotFound)
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return
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}
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writeJSON(w, http.StatusAccepted, dto.GamePlayerStatePatchFromDomain(patch))
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}
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// serverGamePlayers godoc
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// @Summary List server-local game players
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// @Description Returns privacy-safe SCUM game player records visible to the current server operator.
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@@ -95,6 +95,9 @@ func (h *coreHandlers) register(mux *http.ServeMux) {
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mux.HandleFunc("/api/v1/server-instances/{id}/game-client-bridge/snapshots", h.serverGameClientBridgeSnapshots)
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mux.HandleFunc("/api/v1/server-instances/{id}/game-players", h.serverGamePlayers)
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mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}", h.serverGamePlayerDetail)
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mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state", h.serverGamePlayerState)
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mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state-patches", h.serverGamePlayerStatePatches)
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mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state-patches/{patchId}/approve", h.serverGamePlayerStatePatchApprove)
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mux.HandleFunc("/api/v1/server-instances/{id}/dependencies/check", h.serverDependenciesCheck)
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mux.HandleFunc("/api/v1/server-instances/{id}/dependencies/install", h.serverDependenciesInstall)
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mux.HandleFunc("/api/v1/server-instances/{id}/dependencies", h.serverDependencies)
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@@ -0,0 +1,114 @@
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package domain
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import "time"
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const SCUMPlayerStatePatchCommandType = "game-state.patch"
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const SCUMPlayerStateSnapshotType = "player.state"
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type GamePlayerStateFieldKind string
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const (
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GamePlayerStateFieldSkill GamePlayerStateFieldKind = "skill"
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GamePlayerStateFieldAttribute GamePlayerStateFieldKind = "attribute"
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)
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type GamePlayerStateFieldDefinition struct {
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Key string
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Label string
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Kind GamePlayerStateFieldKind
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Minimum float64
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Maximum float64
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}
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type GamePlayerStateCatalog struct {
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GameVersion string
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Fields []GamePlayerStateFieldDefinition
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}
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var SCUMPlayerStateCatalogs = []GamePlayerStateCatalog{{GameVersion: "0.9.700.90357", Fields: []GamePlayerStateFieldDefinition{{Key: "skills.running", Label: "跑步技能", Kind: GamePlayerStateFieldSkill, Minimum: 0, Maximum: 10}, {Key: "attributes.strength", Label: "力量属性", Kind: GamePlayerStateFieldAttribute, Minimum: 0, Maximum: 10}}}}
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type GamePlayerStateSnapshot struct {
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ServerInstanceID string
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GamePlayerRecordID string
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GamePlayerID string
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GameVersion string
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StateVersion string
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SafetyWindow string
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MaintenanceVerified bool
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PlayerOnline bool
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Fields map[string]float64
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ObservedAt time.Time
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}
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type GamePlayerStatePatchStatus string
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const (
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GamePlayerStatePatchPendingApproval GamePlayerStatePatchStatus = "pending-approval"
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GamePlayerStatePatchQueued GamePlayerStatePatchStatus = "queued"
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GamePlayerStatePatchExecutionFailed GamePlayerStatePatchStatus = "execution-failed"
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GamePlayerStatePatchExecutionUnknown GamePlayerStatePatchStatus = "execution-unknown"
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GamePlayerStatePatchConfirmationFailed GamePlayerStatePatchStatus = "confirmation-failed"
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GamePlayerStatePatchConfirmed GamePlayerStatePatchStatus = "confirmed"
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)
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type GamePlayerStatePatchChange struct {
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FieldKey string
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Before float64
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After float64
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}
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type GamePlayerStatePatch struct {
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ID string
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ServerInstanceID string
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GamePlayerRecordID string
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GamePlayerID string
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GameVersion string
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ExpectedStateVersion string
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SafetyWindow string
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Changes []GamePlayerStatePatchChange
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Reason string
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RequesterID string
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ApproverID string
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Status GamePlayerStatePatchStatus
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BridgeCommandID string
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ExecutionSummary string
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ConfirmedStateVersion string
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CreatedAt time.Time
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ApprovedAt time.Time
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CompletedAt time.Time
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UpdatedAt time.Time
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}
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type GamePlayerStatePatchFilter struct {
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ServerInstanceID string
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GamePlayerRecordID string
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Limit int
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}
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type GamePlayerStatePatchRequest struct {
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GameVersion string
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ExpectedStateVersion string
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SafetyWindow string
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Changes []GamePlayerStatePatchChange
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Reason string
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}
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func CopyGamePlayerStatePatch(value GamePlayerStatePatch) GamePlayerStatePatch {
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value.Changes = append([]GamePlayerStatePatchChange(nil), value.Changes...)
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return value
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}
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func SCUMPlayerStateCatalogForVersion(version string) (GamePlayerStateCatalog, bool) {
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for _, catalog := range SCUMPlayerStateCatalogs {
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if catalog.GameVersion == version {
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return catalog, true
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}
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}
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return GamePlayerStateCatalog{}, false
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}
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func GamePlayerStateFieldForVersion(version, key string) (GamePlayerStateFieldDefinition, bool) {
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catalog, ok := SCUMPlayerStateCatalogForVersion(version)
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if !ok {
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return GamePlayerStateFieldDefinition{}, false
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}
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for _, field := range catalog.Fields {
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if field.Key == key {
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return field, true
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}
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}
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return GamePlayerStateFieldDefinition{}, false
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}
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@@ -0,0 +1,91 @@
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package dto
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import (
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"browser.local/platform/domain"
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"time"
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)
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type GamePlayerStateFieldResponse struct {
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Key string `json:"key"`
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Label string `json:"label"`
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Kind string `json:"kind"`
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Minimum float64 `json:"minimum"`
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Maximum float64 `json:"maximum"`
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Value float64 `json:"value"`
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}
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type GamePlayerStateResponse struct {
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GameVersion string `json:"gameVersion"`
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StateVersion string `json:"stateVersion"`
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SafetyWindow string `json:"safetyWindow,omitempty"`
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MaintenanceVerified bool `json:"maintenanceVerified"`
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PlayerOnline bool `json:"playerOnline"`
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Supported bool `json:"supported"`
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Fields []GamePlayerStateFieldResponse `json:"fields"`
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ObservedAt time.Time `json:"observedAt"`
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}
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type GamePlayerStatePatchChangeRequest struct {
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FieldKey string `json:"fieldKey"`
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Before float64 `json:"before"`
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After float64 `json:"after"`
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}
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type GamePlayerStatePatchRequest struct {
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GameVersion string `json:"gameVersion"`
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ExpectedStateVersion string `json:"expectedStateVersion"`
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SafetyWindow string `json:"safetyWindow"`
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Changes []GamePlayerStatePatchChangeRequest `json:"changes"`
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Reason string `json:"reason"`
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}
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type GamePlayerStatePatchChangeResponse struct {
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FieldKey string `json:"fieldKey"`
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Before float64 `json:"before"`
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After float64 `json:"after"`
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}
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type GamePlayerStatePatchResponse struct {
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ID string `json:"id"`
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GameVersion string `json:"gameVersion"`
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ExpectedStateVersion string `json:"expectedStateVersion"`
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Changes []GamePlayerStatePatchChangeResponse `json:"changes"`
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Reason string `json:"reason"`
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RequesterID string `json:"requesterId"`
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ApproverID string `json:"approverId,omitempty"`
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Status string `json:"status"`
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BridgeCommandID string `json:"bridgeCommandId,omitempty"`
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ExecutionSummary string `json:"executionSummary,omitempty"`
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ConfirmedStateVersion string `json:"confirmedStateVersion,omitempty"`
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CreatedAt time.Time `json:"createdAt"`
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ApprovedAt time.Time `json:"approvedAt,omitempty"`
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CompletedAt time.Time `json:"completedAt,omitempty"`
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}
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type GamePlayerStatePatchListResponse struct {
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Items []GamePlayerStatePatchResponse `json:"items"`
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}
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func (request GamePlayerStatePatchRequest) ToDomain() domain.GamePlayerStatePatchRequest {
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changes := make([]domain.GamePlayerStatePatchChange, len(request.Changes))
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for i, change := range request.Changes {
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changes[i] = domain.GamePlayerStatePatchChange{FieldKey: change.FieldKey, Before: change.Before, After: change.After}
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}
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return domain.GamePlayerStatePatchRequest{GameVersion: request.GameVersion, ExpectedStateVersion: request.ExpectedStateVersion, SafetyWindow: request.SafetyWindow, Changes: changes, Reason: request.Reason}
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}
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func GamePlayerStateFromDomain(value domain.GamePlayerStateSnapshot) GamePlayerStateResponse {
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catalog, supported := domain.SCUMPlayerStateCatalogForVersion(value.GameVersion)
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fields := make([]GamePlayerStateFieldResponse, 0, len(catalog.Fields))
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for _, field := range catalog.Fields {
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fields = append(fields, GamePlayerStateFieldResponse{Key: field.Key, Label: field.Label, Kind: string(field.Kind), Minimum: field.Minimum, Maximum: field.Maximum, Value: value.Fields[field.Key]})
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}
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return GamePlayerStateResponse{GameVersion: value.GameVersion, StateVersion: value.StateVersion, SafetyWindow: value.SafetyWindow, MaintenanceVerified: value.MaintenanceVerified, PlayerOnline: value.PlayerOnline, Supported: supported, Fields: fields, ObservedAt: value.ObservedAt}
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}
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func GamePlayerStatePatchFromDomain(value domain.GamePlayerStatePatch) GamePlayerStatePatchResponse {
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changes := make([]GamePlayerStatePatchChangeResponse, len(value.Changes))
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for i, change := range value.Changes {
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changes[i] = GamePlayerStatePatchChangeResponse{FieldKey: change.FieldKey, Before: change.Before, After: change.After}
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}
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return GamePlayerStatePatchResponse{ID: value.ID, GameVersion: value.GameVersion, ExpectedStateVersion: value.ExpectedStateVersion, Changes: changes, Reason: value.Reason, RequesterID: value.RequesterID, ApproverID: value.ApproverID, Status: string(value.Status), BridgeCommandID: value.BridgeCommandID, ExecutionSummary: value.ExecutionSummary, ConfirmedStateVersion: value.ConfirmedStateVersion, CreatedAt: value.CreatedAt, ApprovedAt: value.ApprovedAt, CompletedAt: value.CompletedAt}
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}
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func GamePlayerStatePatchesFromDomain(values []domain.GamePlayerStatePatch) GamePlayerStatePatchListResponse {
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items := make([]GamePlayerStatePatchResponse, len(values))
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for i, value := range values {
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items[i] = GamePlayerStatePatchFromDomain(value)
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}
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return GamePlayerStatePatchListResponse{Items: items}
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}
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@@ -0,0 +1,27 @@
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package model
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import "time"
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// GamePlayerStatePatch is the model-first audit shape for one approved typed player-state change.
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type GamePlayerStatePatch struct {
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ID string `json:"id" db:"id"`
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ServerInstanceID string `json:"serverInstanceId" db:"server_instance_id"`
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GamePlayerRecordID string `json:"gamePlayerRecordId" db:"game_player_record_id"`
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GamePlayerID string `json:"gamePlayerId" db:"game_player_id"`
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GameVersion string `json:"gameVersion" db:"game_version"`
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ExpectedStateVersion string `json:"expectedStateVersion" db:"expected_state_version"`
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SafetyWindow string `json:"safetyWindow" db:"safety_window"`
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Reason string `json:"reason" db:"reason"`
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RequesterID string `json:"requesterId" db:"requester_id"`
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ApproverID string `json:"approverId" db:"approver_id"`
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Status string `json:"status" db:"status"`
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BridgeCommandID string `json:"bridgeCommandId" db:"bridge_command_id"`
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ExecutionSummary string `json:"executionSummary" db:"execution_summary"`
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ConfirmedStateVersion string `json:"confirmedStateVersion" db:"confirmed_state_version"`
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CreatedAt time.Time `json:"createdAt" db:"created_at"`
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ApprovedAt time.Time `json:"approvedAt" db:"approved_at"`
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CompletedAt time.Time `json:"completedAt" db:"completed_at"`
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UpdatedAt time.Time `json:"updatedAt" db:"updated_at"`
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}
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func (GamePlayerStatePatch) TableName() string { return "game_player_state_patches" }
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@@ -47,6 +47,7 @@ type StoreSnapshot struct {
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GamePlayerSessions []domain.GamePlayerSession `json:"gamePlayerSessions"`
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GameAccessAttempts []domain.GameAccessAttempt `json:"gameAccessAttempts"`
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GameSecuritySignals []domain.GameSecuritySignal `json:"gameSecuritySignals"`
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GamePlayerStatePatches []domain.GamePlayerStatePatch `json:"gamePlayerStatePatches"`
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}
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type FileStore struct {
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@@ -210,6 +211,9 @@ func (store *FileStore) GameAccessAttempts() GameAccessAttemptRepository {
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func (store *FileStore) GameSecuritySignals() GameSecuritySignalRepository {
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return &persistentRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]{repository: store.MemoryStore.gameSecuritySignals, persist: store.persist}
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}
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func (store *FileStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
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return &persistentRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]{repository: store.MemoryStore.gamePlayerStatePatches, persist: store.persist}
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}
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func (store *FileStore) load() error {
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data, err := os.ReadFile(store.path)
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@@ -283,7 +287,7 @@ func (store *FileStore) snapshot() StoreSnapshot {
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GameClientBridgeCommands: snapshotRepository(store.MemoryStore.bridgeCommands.memoryRepository),
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GameClientBridgeSnapshots: snapshotRepository(store.MemoryStore.bridgeSnapshots.memoryRepository),
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GameClientBridgeStreams: snapshotRepository(store.MemoryStore.bridgeStreams),
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GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals),
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GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals), GamePlayerStatePatches: snapshotRepository(store.MemoryStore.gamePlayerStatePatches),
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}
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}
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@@ -322,6 +326,7 @@ func (store *FileStore) loadSnapshot(snapshot StoreSnapshot) {
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loadRepository(store.MemoryStore.gamePlayerSessions, snapshot.GamePlayerSessions)
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loadRepository(store.MemoryStore.gameAccessAttempts, snapshot.GameAccessAttempts)
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loadRepository(store.MemoryStore.gameSecuritySignals, snapshot.GameSecuritySignals)
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loadRepository(store.MemoryStore.gamePlayerStatePatches, snapshot.GamePlayerStatePatches)
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}
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type mutableRepository[T any, F any] interface {
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@@ -186,6 +186,9 @@ func (store *MySQLStore) GameAccessAttempts() GameAccessAttemptRepository {
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func (store *MySQLStore) GameSecuritySignals() GameSecuritySignalRepository {
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return &persistentRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]{repository: store.MemoryStore.gameSecuritySignals, persist: store.persist}
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}
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func (store *MySQLStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
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return &persistentRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]{repository: store.MemoryStore.gamePlayerStatePatches, persist: store.persist}
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}
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func (store *MySQLStore) initialize() error {
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ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
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@@ -276,7 +279,7 @@ func (store *MySQLStore) snapshot() StoreSnapshot {
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GameClientBridgeCommands: snapshotRepository(store.MemoryStore.bridgeCommands.memoryRepository),
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GameClientBridgeSnapshots: snapshotRepository(store.MemoryStore.bridgeSnapshots.memoryRepository),
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GameClientBridgeStreams: snapshotRepository(store.MemoryStore.bridgeStreams),
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GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals),
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GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals), GamePlayerStatePatches: snapshotRepository(store.MemoryStore.gamePlayerStatePatches),
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}
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}
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@@ -315,4 +318,5 @@ func (store *MySQLStore) loadSnapshot(snapshot StoreSnapshot) {
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loadRepository(store.MemoryStore.gamePlayerSessions, snapshot.GamePlayerSessions)
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loadRepository(store.MemoryStore.gameAccessAttempts, snapshot.GameAccessAttempts)
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||||
loadRepository(store.MemoryStore.gameSecuritySignals, snapshot.GameSecuritySignals)
|
||||
loadRepository(store.MemoryStore.gamePlayerStatePatches, snapshot.GamePlayerStatePatches)
|
||||
}
|
||||
|
||||
+54
-39
@@ -259,6 +259,12 @@ type GameSecuritySignalRepository interface {
|
||||
Update(domain.GameSecuritySignal) error
|
||||
Delete(string) error
|
||||
}
|
||||
type GamePlayerStatePatchRepository interface {
|
||||
Create(domain.GamePlayerStatePatch) error
|
||||
Get(string) (domain.GamePlayerStatePatch, error)
|
||||
List(domain.GamePlayerStatePatchFilter) ([]domain.GamePlayerStatePatch, error)
|
||||
Update(domain.GamePlayerStatePatch) error
|
||||
}
|
||||
|
||||
type Store interface {
|
||||
Users() UserRepository
|
||||
@@ -295,43 +301,45 @@ type Store interface {
|
||||
GamePlayerSessions() GamePlayerSessionRepository
|
||||
GameAccessAttempts() GameAccessAttemptRepository
|
||||
GameSecuritySignals() GameSecuritySignalRepository
|
||||
GamePlayerStatePatches() GamePlayerStatePatchRepository
|
||||
}
|
||||
|
||||
type MemoryStore struct {
|
||||
users *memoryRepository[domain.User, domain.UserFilter]
|
||||
authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
|
||||
runSessions *memoryRepository[domain.RunControlSession, struct{}]
|
||||
aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
|
||||
gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
|
||||
serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
|
||||
runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
|
||||
jobs *memoryJobRepository
|
||||
artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
|
||||
runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
|
||||
componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
|
||||
runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
|
||||
clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
|
||||
clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
|
||||
clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
|
||||
clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
|
||||
dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
|
||||
buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
|
||||
updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
|
||||
logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
|
||||
auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
|
||||
metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
|
||||
backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
|
||||
alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
|
||||
pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
|
||||
aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
|
||||
bridgeCommands *memoryGameClientBridgeCommandRepository
|
||||
bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
|
||||
bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
|
||||
gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
|
||||
gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
|
||||
gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
|
||||
gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
|
||||
gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
|
||||
users *memoryRepository[domain.User, domain.UserFilter]
|
||||
authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
|
||||
runSessions *memoryRepository[domain.RunControlSession, struct{}]
|
||||
aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
|
||||
gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
|
||||
serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
|
||||
runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
|
||||
jobs *memoryJobRepository
|
||||
artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
|
||||
runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
|
||||
componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
|
||||
runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
|
||||
clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
|
||||
clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
|
||||
clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
|
||||
clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
|
||||
dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
|
||||
buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
|
||||
updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
|
||||
logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
|
||||
auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
|
||||
metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
|
||||
backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
|
||||
alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
|
||||
pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
|
||||
aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
|
||||
bridgeCommands *memoryGameClientBridgeCommandRepository
|
||||
bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
|
||||
bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
|
||||
gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
|
||||
gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
|
||||
gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
|
||||
gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
|
||||
gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
|
||||
gamePlayerStatePatches *memoryRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]
|
||||
}
|
||||
|
||||
func NewMemoryStore() *MemoryStore {
|
||||
@@ -469,11 +477,12 @@ func NewMemoryStore() *MemoryStore {
|
||||
domain.CopyGameClientBridgeSnapshotStream,
|
||||
matchGameClientBridgeSnapshotStream,
|
||||
),
|
||||
gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
|
||||
gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
|
||||
gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
|
||||
gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
|
||||
gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
|
||||
gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
|
||||
gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
|
||||
gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
|
||||
gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
|
||||
gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
|
||||
gamePlayerStatePatches: newMemoryRepository(func(v domain.GamePlayerStatePatch) string { return v.ID }, domain.CopyGamePlayerStatePatch, matchGamePlayerStatePatch),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -539,6 +548,9 @@ func (store *MemoryStore) GameAccessAttempts() GameAccessAttemptRepository {
|
||||
func (store *MemoryStore) GameSecuritySignals() GameSecuritySignalRepository {
|
||||
return store.gameSecuritySignals
|
||||
}
|
||||
func (store *MemoryStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
|
||||
return store.gamePlayerStatePatches
|
||||
}
|
||||
|
||||
type memoryRepository[T any, F any] struct {
|
||||
mu sync.RWMutex
|
||||
@@ -855,3 +867,6 @@ func matchGameAccessAttempt(v domain.GameAccessAttempt, f domain.GameAccessAttem
|
||||
func matchGameSecuritySignal(v domain.GameSecuritySignal, f domain.GameSecuritySignalFilter) bool {
|
||||
return (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID) && (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID)
|
||||
}
|
||||
func matchGamePlayerStatePatch(v domain.GamePlayerStatePatch, f domain.GamePlayerStatePatchFilter) bool {
|
||||
return (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID) && (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID)
|
||||
}
|
||||
|
||||
@@ -0,0 +1,284 @@
|
||||
package service
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math"
|
||||
"sort"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"browser.local/platform/domain"
|
||||
"browser.local/platform/repo"
|
||||
)
|
||||
|
||||
func (svc *CoreService) GetGamePlayerStateForSession(sessionID, playerID string) (domain.GamePlayerStateSnapshot, error) {
|
||||
player, err := svc.store.GamePlayers().Get(playerID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStateSnapshot{}, err
|
||||
}
|
||||
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
|
||||
return domain.GamePlayerStateSnapshot{}, err
|
||||
}
|
||||
return svc.currentGamePlayerState(player)
|
||||
}
|
||||
|
||||
func (svc *CoreService) RequestGamePlayerStatePatchForSession(sessionID, playerID string, request domain.GamePlayerStatePatchRequest) (domain.GamePlayerStatePatch, error) {
|
||||
player, err := svc.store.GamePlayers().Get(playerID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
user, err := svc.GetCurrentUser(sessionID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
state, err := svc.currentGamePlayerState(player)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if err = validateGamePlayerStatePatch(state, request); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
stamp := svc.now()
|
||||
patch := domain.GamePlayerStatePatch{ID: fmt.Sprintf("game-player-state-patch-%d", stamp.UnixNano()), ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: state.GameVersion, ExpectedStateVersion: state.StateVersion, SafetyWindow: state.SafetyWindow, Changes: append([]domain.GamePlayerStatePatchChange(nil), request.Changes...), Reason: strings.TrimSpace(request.Reason), RequesterID: user.ID, Status: domain.GamePlayerStatePatchPendingApproval, CreatedAt: stamp, UpdatedAt: stamp}
|
||||
if err = svc.store.GamePlayerStatePatches().Create(patch); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.request", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "player state patch awaiting platform administrator approval"); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
return domain.CopyGamePlayerStatePatch(patch), nil
|
||||
}
|
||||
|
||||
func (svc *CoreService) ApproveGamePlayerStatePatchForSession(sessionID, patchID string) (domain.GamePlayerStatePatch, error) {
|
||||
patch, err := svc.store.GamePlayerStatePatches().Get(patchID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
user, err := svc.GetCurrentUser(sessionID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if !isPlatformAdmin(user) {
|
||||
return domain.GamePlayerStatePatch{}, ErrForbidden
|
||||
}
|
||||
if err = svc.authorizeServerLifecycle(sessionID, patch.ServerInstanceID); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if patch.Status != domain.GamePlayerStatePatchPendingApproval {
|
||||
return domain.GamePlayerStatePatch{}, validationError("player state patch is not awaiting approval")
|
||||
}
|
||||
player, err := svc.store.GamePlayers().Get(patch.GamePlayerRecordID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if player.ServerInstanceID != patch.ServerInstanceID {
|
||||
return domain.GamePlayerStatePatch{}, repo.ErrNotFound
|
||||
}
|
||||
state, err := svc.currentGamePlayerState(player)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
request := domain.GamePlayerStatePatchRequest{GameVersion: patch.GameVersion, ExpectedStateVersion: patch.ExpectedStateVersion, SafetyWindow: patch.SafetyWindow, Changes: patch.Changes, Reason: patch.Reason}
|
||||
if err = validateGamePlayerStatePatch(state, request); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
instance, err := svc.store.ServerInstances().Get(patch.ServerInstanceID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
plugin, err := svc.store.GamePlugins().Get(instance.PluginID)
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
profileKey, ok := gameClientBridgeProfileKey(plugin)
|
||||
if !ok {
|
||||
return domain.GamePlayerStatePatch{}, validationError("SCUM controlled player state companion profile is unavailable")
|
||||
}
|
||||
command, err := svc.queueGameClientBridgeCommand(user.ID, domain.GameClientBridgeQueueRequest{ServerInstanceID: patch.ServerInstanceID, PluginID: instance.PluginID, ProfileKey: profileKey, CommandType: domain.SCUMPlayerStatePatchCommandType, Payload: gamePlayerStatePatchPayload(patch), IdempotencyKey: patch.ID, Priority: 10, ExpiresAt: svc.now().Add(2 * time.Minute)})
|
||||
if err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
stamp := svc.now()
|
||||
patch.ApproverID = user.ID
|
||||
patch.ApprovedAt = stamp
|
||||
patch.UpdatedAt = stamp
|
||||
patch.Status = domain.GamePlayerStatePatchQueued
|
||||
patch.BridgeCommandID = command.ID
|
||||
if err = svc.store.GamePlayerStatePatches().Update(patch); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.approve", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "platform administrator approved typed player state patch"); err != nil {
|
||||
return domain.GamePlayerStatePatch{}, err
|
||||
}
|
||||
return domain.CopyGamePlayerStatePatch(patch), nil
|
||||
}
|
||||
|
||||
func (svc *CoreService) ListGamePlayerStatePatchesForSession(sessionID, playerID string) ([]domain.GamePlayerStatePatch, error) {
|
||||
player, err := svc.store.GamePlayers().Get(playerID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
patches, err := svc.store.GamePlayerStatePatches().List(domain.GamePlayerStatePatchFilter{GamePlayerRecordID: player.ID})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
for i := range patches {
|
||||
if err := svc.reconcileGamePlayerStatePatch(&patches[i]); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
sort.Slice(patches, func(i, j int) bool { return patches[i].CreatedAt.After(patches[j].CreatedAt) })
|
||||
return patches, nil
|
||||
}
|
||||
|
||||
func (svc *CoreService) currentGamePlayerState(player domain.GamePlayer) (domain.GamePlayerStateSnapshot, error) {
|
||||
snapshots, err := svc.store.GameClientBridgeSnapshots().List(domain.GameClientBridgeSnapshotFilter{ServerInstanceID: player.ServerInstanceID, Type: domain.SCUMPlayerStateSnapshotType, Limit: 100})
|
||||
if err != nil {
|
||||
return domain.GamePlayerStateSnapshot{}, err
|
||||
}
|
||||
var latest domain.GameClientBridgeSnapshot
|
||||
found := false
|
||||
for _, snapshot := range snapshots {
|
||||
if strings.TrimSpace(stringValue(snapshot.Payload["playerId"])) != player.GamePlayerID {
|
||||
continue
|
||||
}
|
||||
if !found || snapshot.ObservedAt.After(latest.ObservedAt) {
|
||||
latest, found = snapshot, true
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
return domain.GamePlayerStateSnapshot{}, validationError("current player state snapshot is unavailable")
|
||||
}
|
||||
fields, ok := numberMap(latest.Payload["fields"])
|
||||
if !ok {
|
||||
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot fields are invalid")
|
||||
}
|
||||
state := domain.GamePlayerStateSnapshot{ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: strings.TrimSpace(stringValue(latest.Payload["gameVersion"])), StateVersion: strings.TrimSpace(stringValue(latest.Payload["stateVersion"])), SafetyWindow: strings.TrimSpace(stringValue(latest.Payload["safetyWindow"])), MaintenanceVerified: boolValue(latest.Payload["maintenanceVerified"]), PlayerOnline: boolValue(latest.Payload["playerOnline"]), Fields: fields, ObservedAt: latest.ObservedAt}
|
||||
if state.GameVersion == "" || state.StateVersion == "" {
|
||||
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot is incomplete")
|
||||
}
|
||||
return state, nil
|
||||
}
|
||||
|
||||
func validateGamePlayerStatePatch(state domain.GamePlayerStateSnapshot, request domain.GamePlayerStatePatchRequest) error {
|
||||
if _, ok := domain.SCUMPlayerStateCatalogForVersion(state.GameVersion); !ok {
|
||||
return validationError("SCUM server game version does not support controlled player state patches")
|
||||
}
|
||||
if request.GameVersion != state.GameVersion {
|
||||
return validationError("player state patch game version conflicts with current server state")
|
||||
}
|
||||
if request.ExpectedStateVersion != state.StateVersion {
|
||||
return validationError("player state patch conflicts with current state version")
|
||||
}
|
||||
if !state.MaintenanceVerified || state.PlayerOnline || state.SafetyWindow == "" || request.SafetyWindow != state.SafetyWindow {
|
||||
return validationError("player state patch requires a verified maintenance/offline safety window")
|
||||
}
|
||||
if reason := strings.TrimSpace(request.Reason); len(reason) < 4 || len(reason) > 240 {
|
||||
return validationError("player state patch reason must be 4 to 240 characters")
|
||||
}
|
||||
if len(request.Changes) == 0 || len(request.Changes) > 8 {
|
||||
return validationError("player state patch must contain 1 to 8 changes")
|
||||
}
|
||||
seen := map[string]bool{}
|
||||
for _, change := range request.Changes {
|
||||
field, ok := domain.GamePlayerStateFieldForVersion(state.GameVersion, change.FieldKey)
|
||||
if !ok || seen[change.FieldKey] {
|
||||
return validationError("player state patch field is not supported by the server version")
|
||||
}
|
||||
seen[change.FieldKey] = true
|
||||
before, exists := state.Fields[change.FieldKey]
|
||||
if !exists || before != change.Before || math.IsNaN(change.After) || math.IsInf(change.After, 0) || change.After < field.Minimum || change.After > field.Maximum {
|
||||
return validationError("player state patch has an invalid field value or stale before value")
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
func gamePlayerStatePatchPayload(patch domain.GamePlayerStatePatch) map[string]any {
|
||||
changes := make([]any, len(patch.Changes))
|
||||
for i, change := range patch.Changes {
|
||||
changes[i] = map[string]any{"fieldKey": change.FieldKey, "before": change.Before, "after": change.After}
|
||||
}
|
||||
return map[string]any{"playerId": patch.GamePlayerID, "gameVersion": patch.GameVersion, "expectedStateVersion": patch.ExpectedStateVersion, "safetyWindow": patch.SafetyWindow, "reason": patch.Reason, "changes": changes}
|
||||
}
|
||||
func gameClientBridgeProfileKey(plugin domain.GamePlugin) (string, bool) {
|
||||
for _, profile := range plugin.RuntimeProfiles.ClientManagers {
|
||||
if containsString(profile.Health.RequiredCapabilities, gameClientBridgeCapability) {
|
||||
return profile.Key, true
|
||||
}
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
func (svc *CoreService) reconcileGamePlayerStatePatch(patch *domain.GamePlayerStatePatch) error {
|
||||
if patch.Status != domain.GamePlayerStatePatchQueued || patch.BridgeCommandID == "" {
|
||||
return nil
|
||||
}
|
||||
command, err := svc.store.GameClientBridgeCommands().Get(patch.BridgeCommandID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
stamp := svc.now()
|
||||
changed := false
|
||||
if command.State == domain.GameClientBridgeCommandFailed {
|
||||
patch.Status = domain.GamePlayerStatePatchExecutionFailed
|
||||
patch.ExecutionSummary = command.Result.Summary
|
||||
changed = true
|
||||
} else if command.State == domain.GameClientBridgeCommandExpired || command.State == domain.GameClientBridgeCommandCancelled {
|
||||
patch.Status = domain.GamePlayerStatePatchExecutionUnknown
|
||||
patch.ExecutionSummary = command.Result.Summary
|
||||
changed = true
|
||||
} else if command.State == domain.GameClientBridgeCommandSucceeded {
|
||||
version := strings.TrimSpace(stringValue(command.Result.Payload["confirmedStateVersion"]))
|
||||
fields, ok := numberMap(command.Result.Payload["confirmedFields"])
|
||||
if version == "" || version == patch.ExpectedStateVersion || !ok || !confirmedPatchFields(patch.Changes, fields) {
|
||||
patch.Status = domain.GamePlayerStatePatchConfirmationFailed
|
||||
patch.ExecutionSummary = command.Result.Summary
|
||||
changed = true
|
||||
} else {
|
||||
patch.Status = domain.GamePlayerStatePatchConfirmed
|
||||
patch.ConfirmedStateVersion = version
|
||||
patch.ExecutionSummary = command.Result.Summary
|
||||
changed = true
|
||||
}
|
||||
}
|
||||
if !changed {
|
||||
return nil
|
||||
}
|
||||
patch.CompletedAt = stamp
|
||||
patch.UpdatedAt = stamp
|
||||
if err = svc.store.GamePlayerStatePatches().Update(*patch); err != nil {
|
||||
return err
|
||||
}
|
||||
_, err = svc.recordAuditEventWithID("component:scum-client-manager", "game-player-state.patch.result", "game-player-state-patch", patch.ID, domain.AuditResultSuccess, "typed player state patch terminal result recorded")
|
||||
return err
|
||||
}
|
||||
func confirmedPatchFields(changes []domain.GamePlayerStatePatchChange, fields map[string]float64) bool {
|
||||
for _, change := range changes {
|
||||
if value, ok := fields[change.FieldKey]; !ok || value != change.After {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
func stringValue(value any) string { text, _ := value.(string); return text }
|
||||
func boolValue(value any) bool { flag, _ := value.(bool); return flag }
|
||||
func numberMap(value any) (map[string]float64, bool) {
|
||||
raw, ok := value.(map[string]any)
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
out := map[string]float64{}
|
||||
for key, value := range raw {
|
||||
number, ok := value.(float64)
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
out[key] = number
|
||||
}
|
||||
return out, true
|
||||
}
|
||||
@@ -0,0 +1,109 @@
|
||||
package service
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"browser.local/platform/domain"
|
||||
)
|
||||
|
||||
func TestGamePlayerStatePatchRejectsUnknownVersionRangeAndUnsafeWindow(t *testing.T) {
|
||||
svc, _, player, request := gamePlayerStatePatchFixture(t)
|
||||
state, err := svc.currentGamePlayerState(player)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
unknown := request
|
||||
unknown.GameVersion = "0.0.0"
|
||||
if err := validateGamePlayerStatePatch(state, unknown); err == nil {
|
||||
t.Fatal("unknown version was accepted")
|
||||
}
|
||||
outOfRange := request
|
||||
outOfRange.Changes[0].After = 11
|
||||
if err := validateGamePlayerStatePatch(state, outOfRange); err == nil {
|
||||
t.Fatal("out-of-range field was accepted")
|
||||
}
|
||||
unsafe := state
|
||||
unsafe.PlayerOnline = true
|
||||
if err := validateGamePlayerStatePatch(unsafe, request); err == nil {
|
||||
t.Fatal("online player patch was accepted")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGamePlayerStatePatchApprovalAndFailedExecutionRemainAuditable(t *testing.T) {
|
||||
svc, session, player, request := gamePlayerStatePatchFixture(t)
|
||||
patch, err := svc.RequestGamePlayerStatePatchForSession(session, player.ID, request)
|
||||
if err != nil || patch.Status != domain.GamePlayerStatePatchPendingApproval || patch.Changes[0].Before != 4 || patch.Changes[0].After != 6 {
|
||||
t.Fatalf("request=%+v err=%v", patch, err)
|
||||
}
|
||||
approved, err := svc.ApproveGamePlayerStatePatchForSession(session, patch.ID)
|
||||
if err != nil || approved.Status != domain.GamePlayerStatePatchQueued || approved.ApproverID == "" {
|
||||
t.Fatalf("approved=%+v err=%v", approved, err)
|
||||
}
|
||||
claimed, err := svc.claimGameClientBridgeCommands(bridgeComponent(), 1)
|
||||
if err != nil || len(claimed) != 1 {
|
||||
t.Fatalf("claimed=%+v err=%v", claimed, err)
|
||||
}
|
||||
if _, err = svc.completeGameClientBridgeCommand(bridgeComponent(), domain.GameClientBridgeResultRequest{SessionToken: "session-token", CommandID: claimed[0].ID, FencingToken: claimed[0].Claim.FencingToken, Status: domain.GameClientBridgeResultFailed, Summary: "maintenance check changed"}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
patches, err := svc.ListGamePlayerStatePatchesForSession(session, player.ID)
|
||||
if err != nil || len(patches) != 1 || patches[0].Status != domain.GamePlayerStatePatchExecutionFailed || patches[0].ExecutionSummary == "" {
|
||||
t.Fatalf("patches=%+v err=%v", patches, err)
|
||||
}
|
||||
audits, err := svc.store.AuditEvents().List(domain.AuditEventFilter{ResourceID: patch.ID})
|
||||
if err != nil || len(audits) < 3 {
|
||||
t.Fatalf("audits=%+v err=%v", audits, err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestGamePlayerStatePatchRequiresReadAfterWriteConfirmation(t *testing.T) {
|
||||
svc, session, player, request := gamePlayerStatePatchFixture(t)
|
||||
patch, err := svc.RequestGamePlayerStatePatchForSession(session, player.ID, request)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err = svc.ApproveGamePlayerStatePatchForSession(session, patch.ID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
claimed, err := svc.claimGameClientBridgeCommands(bridgeComponent(), 1)
|
||||
if err != nil || len(claimed) != 1 {
|
||||
t.Fatalf("claimed=%+v err=%v", claimed, err)
|
||||
}
|
||||
if _, err = svc.completeGameClientBridgeCommand(bridgeComponent(), domain.GameClientBridgeResultRequest{SessionToken: "session-token", CommandID: claimed[0].ID, FencingToken: claimed[0].Claim.FencingToken, Status: domain.GameClientBridgeResultSucceeded, Summary: "confirmed after read", Payload: map[string]any{"confirmedStateVersion": "state-v2", "confirmedFields": map[string]any{"skills.running": float64(6)}}}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
patches, err := svc.ListGamePlayerStatePatchesForSession(session, player.ID)
|
||||
if err != nil || len(patches) != 1 || patches[0].Status != domain.GamePlayerStatePatchConfirmed || patches[0].ConfirmedStateVersion != "state-v2" {
|
||||
t.Fatalf("patches=%+v err=%v", patches, err)
|
||||
}
|
||||
}
|
||||
|
||||
func gamePlayerStatePatchFixture(t *testing.T) (*CoreService, string, domain.GamePlayer, domain.GamePlayerStatePatchRequest) {
|
||||
t.Helper()
|
||||
svc, clock := newGameClientBridgeService(t)
|
||||
plugin, _ := svc.store.GamePlugins().Get("game.scum")
|
||||
plugin.GameClientBridge.Commands = append(plugin.GameClientBridge.Commands, domain.GameClientBridgeCommandDeclaration{Type: domain.SCUMPlayerStatePatchCommandType, ApprovalLevel: domain.GameClientBridgeApprovalLevelPlatformAdmin, TimeoutSeconds: 120, MaxPayloadBytes: 4096})
|
||||
if err := svc.store.GamePlugins().Update(plugin); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
user := domain.User{ID: "state-admin", DisplayName: "State Admin", Email: "state-admin@example.test", Roles: []string{"platform-admin"}, Status: domain.UserStatusActive, PasswordHash: "secret-password", CreatedAt: *clock, UpdatedAt: *clock}
|
||||
if err := svc.store.Users().Create(user); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
auth, err := svc.issueAuthSession(user, "test")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err = svc.store.ServerInstances().Create(domain.ServerInstance{ID: "server-1", PluginID: "game.scum", OwnerUserID: user.ID}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
player := domain.GamePlayer{ID: "player-record-1", ServerInstanceID: "server-1", GamePlayerID: "steam-1", DisplayName: "Moon"}
|
||||
if err = svc.store.GamePlayers().Create(player); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
snapshot := domain.GameClientBridgeSnapshot{ID: "state-snapshot-1", ServerInstanceID: "server-1", PluginID: "game.scum", ProfileKey: "scum-client", Type: domain.SCUMPlayerStateSnapshotType, ObservedAt: *clock, Payload: map[string]any{"playerId": "steam-1", "gameVersion": "0.9.700.90357", "stateVersion": "state-v1", "safetyWindow": "maintenance-1", "maintenanceVerified": true, "playerOnline": false, "fields": map[string]any{"skills.running": float64(4), "attributes.strength": float64(5)}}}
|
||||
if err = svc.store.GameClientBridgeSnapshots().Create(snapshot); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return svc, auth.SessionID, player, domain.GamePlayerStatePatchRequest{GameVersion: "0.9.700.90357", ExpectedStateVersion: "state-v1", SafetyWindow: "maintenance-1", Changes: []domain.GamePlayerStatePatchChange{{FieldKey: "skills.running", Before: 4, After: 6}}, Reason: "修正受审核的角色跑步技能"}
|
||||
}
|
||||
@@ -205,6 +205,10 @@ type Core interface {
|
||||
QueryLogStream(domain.LogStreamCursorQuery) (domain.LogStreamCursorResult, error)
|
||||
ListGamePlayersForSession(string, domain.GamePlayerFilter) ([]domain.GamePlayer, error)
|
||||
GetGamePlayerProfileForSession(string, string) (domain.GamePlayerProfile, error)
|
||||
GetGamePlayerStateForSession(string, string) (domain.GamePlayerStateSnapshot, error)
|
||||
RequestGamePlayerStatePatchForSession(string, string, domain.GamePlayerStatePatchRequest) (domain.GamePlayerStatePatch, error)
|
||||
ApproveGamePlayerStatePatchForSession(string, string) (domain.GamePlayerStatePatch, error)
|
||||
ListGamePlayerStatePatchesForSession(string, string) ([]domain.GamePlayerStatePatch, error)
|
||||
CreateAuditEvent(domain.AuditEvent) (domain.AuditEvent, error)
|
||||
GetAuditEvent(string) (domain.AuditEvent, error)
|
||||
ListAuditEvents(domain.AuditEventFilter) ([]domain.AuditEvent, error)
|
||||
|
||||
Reference in New Issue
Block a user