feat: add controlled scum player state patches
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+54
-39
@@ -259,6 +259,12 @@ type GameSecuritySignalRepository interface {
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Update(domain.GameSecuritySignal) error
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Delete(string) error
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}
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type GamePlayerStatePatchRepository interface {
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Create(domain.GamePlayerStatePatch) error
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Get(string) (domain.GamePlayerStatePatch, error)
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List(domain.GamePlayerStatePatchFilter) ([]domain.GamePlayerStatePatch, error)
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Update(domain.GamePlayerStatePatch) error
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}
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type Store interface {
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Users() UserRepository
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@@ -295,43 +301,45 @@ type Store interface {
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GamePlayerSessions() GamePlayerSessionRepository
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GameAccessAttempts() GameAccessAttemptRepository
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GameSecuritySignals() GameSecuritySignalRepository
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GamePlayerStatePatches() GamePlayerStatePatchRepository
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}
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type MemoryStore struct {
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users *memoryRepository[domain.User, domain.UserFilter]
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authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
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runSessions *memoryRepository[domain.RunControlSession, struct{}]
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aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
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gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
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serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
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runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
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jobs *memoryJobRepository
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artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
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runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
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componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
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runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
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clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
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clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
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clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
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clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
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dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
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buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
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updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
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logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
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auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
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metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
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backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
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alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
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pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
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aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
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bridgeCommands *memoryGameClientBridgeCommandRepository
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bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
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bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
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gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
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gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
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gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
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gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
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gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
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users *memoryRepository[domain.User, domain.UserFilter]
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authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
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runSessions *memoryRepository[domain.RunControlSession, struct{}]
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aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
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gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
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serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
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runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
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jobs *memoryJobRepository
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artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
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runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
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componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
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runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
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clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
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clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
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clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
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clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
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dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
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buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
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updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
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logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
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auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
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metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
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backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
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alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
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pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
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aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
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bridgeCommands *memoryGameClientBridgeCommandRepository
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bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
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bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
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gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
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gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
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gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
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gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
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gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
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gamePlayerStatePatches *memoryRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]
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}
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func NewMemoryStore() *MemoryStore {
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@@ -469,11 +477,12 @@ func NewMemoryStore() *MemoryStore {
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domain.CopyGameClientBridgeSnapshotStream,
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matchGameClientBridgeSnapshotStream,
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),
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gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
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gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
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gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
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gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
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gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
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gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
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gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
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gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
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gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
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gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
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gamePlayerStatePatches: newMemoryRepository(func(v domain.GamePlayerStatePatch) string { return v.ID }, domain.CopyGamePlayerStatePatch, matchGamePlayerStatePatch),
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}
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}
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@@ -539,6 +548,9 @@ func (store *MemoryStore) GameAccessAttempts() GameAccessAttemptRepository {
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func (store *MemoryStore) GameSecuritySignals() GameSecuritySignalRepository {
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return store.gameSecuritySignals
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}
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func (store *MemoryStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
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return store.gamePlayerStatePatches
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}
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type memoryRepository[T any, F any] struct {
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mu sync.RWMutex
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@@ -855,3 +867,6 @@ func matchGameAccessAttempt(v domain.GameAccessAttempt, f domain.GameAccessAttem
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func matchGameSecuritySignal(v domain.GameSecuritySignal, f domain.GameSecuritySignalFilter) bool {
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return (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID) && (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID)
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}
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func matchGamePlayerStatePatch(v domain.GamePlayerStatePatch, f domain.GamePlayerStatePatchFilter) bool {
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return (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID) && (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID)
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}
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