mirror of
https://github.com/zkldi/Tachi.git
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173 lines
3.2 KiB
TypeScript
173 lines
3.2 KiB
TypeScript
/* eslint-disable no-await-in-loop */
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import db from "external/mongo/db";
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import CreateLogCtx from "lib/logger/logger";
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import {
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FormatGame,
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GetGameConfig,
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GetGamePTConfig,
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IDStrings,
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integer,
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StaticConfig,
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} from "tachi-common";
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import { CreateFolderID } from "utils/folder";
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const logger = CreateLogCtx(__filename);
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function StrRange(min: integer, max: integer) {
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const arr = [];
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for (let i = min; i <= max; i++) {
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arr.push(i.toString());
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}
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return arr;
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}
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// These are the games that have simple, discrete folders.
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const STATIC_LEVELS: Partial<Record<IDStrings, string[]>> = {
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"iidx:SP": StrRange(1, 12),
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"iidx:DP": StrRange(1, 12),
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"bms:7K": [],
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"bms:14K": [],
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"chunithm:Single": [
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"1",
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"2",
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"3",
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"4",
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"5",
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"6",
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"7",
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"7+",
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"8",
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"8+",
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"9",
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"9+",
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"10",
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"10+",
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"11",
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"11+",
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"12",
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"12+",
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"13",
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"13+",
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"14",
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"14+",
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],
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"maimai:Single": [
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"1",
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"2",
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"3",
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"4",
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"5",
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"6",
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"7",
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"7+",
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"8",
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"8+",
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"9",
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"9+",
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"10",
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"10+",
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"11",
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"11+",
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"12",
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"12+",
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"13",
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"13+",
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"14",
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],
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"museca:Single": StrRange(1, 15),
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"sdvx:Single": StrRange(1, 20),
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"ddr:SP": StrRange(1, 20),
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"ddr:DP": StrRange(1, 20),
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};
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async function InsertStaticLevelVersionFolders() {
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// Little known fact: I invented the cyclomatic complexity warning
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for (const { game, playtype } of GPTYielder()) {
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const gameConfig = GetGameConfig(game);
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const gptConfig = GetGamePTConfig(game, playtype);
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for (const version of gptConfig.supportedVersions) {
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// @ts-expect-error dont worry
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const staticLevels = STATIC_LEVELS[`${game}:${playtype}`];
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if (!staticLevels) {
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continue;
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}
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let inactive = false;
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if (
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!(
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gptConfig.currentGameOmniVersion === version ||
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gptConfig.currentLatestVersion === version ||
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gptConfig.currentLocalVersion === version
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)
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) {
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inactive = true;
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}
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await db.tables.insert({
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tableID: `${game}-${playtype}-${version}-levels`,
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description: `Levels for ${FormatGame(game, playtype)} in version ${version}.`,
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title: `${FormatGame(game, playtype)} (${version})`,
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folders: [],
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game,
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playtype,
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inactive,
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});
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for (const level of staticLevels) {
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const query = {
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level,
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versions: version,
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};
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const folderID = CreateFolderID(query, game, playtype);
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await db.folders.insert({
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folderID,
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game,
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playtype,
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title: `Level ${level} (${version})`,
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type: "charts",
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data: query,
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searchTerms: [],
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inactive,
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});
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await db.tables.update(
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{
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tableID: `${game}-${playtype}-${version}-levels`,
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},
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{
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$push: {
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folders: folderID,
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},
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}
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);
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logger.info(`Inserted ${gameConfig.name} Level ${level} (${version})`);
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}
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}
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}
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logger.info(`Done.`);
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}
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function* GPTYielder() {
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for (const game of StaticConfig.allSupportedGames) {
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const gameConfig = GetGameConfig(game);
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for (const playtype of gameConfig.validPlaytypes) {
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yield { game, playtype };
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}
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}
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}
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// Some games don't use "fixed" levels per se, and as such breaking
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// the folders up are quite hard. This is for *those* games.
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async function InsertCustomStuff() {}
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(async () => {
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await InsertStaticLevelVersionFolders();
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})();
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