package skill import ( "context" "errors" "fmt" "reflect" "strings" "time" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) var ( ErrSceneOwnerUnavailable = errors.New("scene skill owner is unavailable") ErrCharacterRequired = errors.New("scene skill character id is required") ErrSkillRecordMissing = errors.New("scene skill record is missing") ErrSeedInvalid = errors.New("scene skill seed is invalid") ErrLayoutBuilderRequired = errors.New("scene skill layout builder is required") ) type BackfillCommand struct { CharacterID string Seed dnfrepo.SkillRecord UpdatedAt time.Time } type SyncPointsCommand struct { CharacterID string TreeIndex int Target dnfrepo.SkillPointState UpdatedAt time.Time } type EnsureTreeCommand struct { CharacterID string TreeIndex int State dnfrepo.SkillTreeState Layout dnfrepo.SkillLayout UpdatedAt time.Time } type EnsureBaselineCommand struct { CharacterID string TreeCount int Levels map[uint16]int UpdatedAt time.Time } type LayoutBuilder func(dnfrepo.SkillRecord) (dnfrepo.SkillLayout, error) type EnsureLayoutCommand struct { CharacterID string TreeIndex int UpdatedAt time.Time Build LayoutBuilder } // SceneOwner owns missing-record backfill, SP/TP ledger repair, and missing // quick-layout persistence. Current-client protobuf projection and PVF layout // selection remain outside this repository boundary. type SceneOwner struct { skills dnfrepo.CharacterSkillUnitOfWork } func NewSceneOwner(repositories dnfrepo.Group) (*SceneOwner, error) { if repositories.CharacterSkills == nil { return nil, ErrSceneOwnerUnavailable } return &SceneOwner{skills: repositories.CharacterSkills}, nil } func (o *SceneOwner) Backfill(ctx context.Context, command BackfillCommand) (dnfrepo.SkillRecord, bool, error) { characterID := strings.TrimSpace(command.CharacterID) if characterID == "" { return dnfrepo.SkillRecord{}, false, ErrCharacterRequired } if strings.TrimSpace(command.Seed.CharacterID) != characterID || len(command.Seed.Skills) == 0 { return dnfrepo.SkillRecord{}, false, ErrSeedInvalid } if o == nil || o.skills == nil { return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable } ctx = normalizedSceneContext(ctx) if err := ctx.Err(); err != nil { return dnfrepo.SkillRecord{}, false, err } seed := dnfrepo.CloneSkill(command.Seed) seed.UpdatedAt = normalizedSceneTime(command.UpdatedAt) selected := dnfrepo.SkillRecord{} persisted := false err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error { current, found, err := skills.Load(ctx, characterID) if err != nil { return err } if found && len(current.Skills) > 0 { selected = dnfrepo.CloneSkill(current) return nil } if found { seed.Cooldowns = current.Cooldowns } if err := dnfrepo.SaveSkillFields( ctx, skills, seed, dnfrepo.SkillFieldSkills, dnfrepo.SkillFieldPoints, dnfrepo.SkillFieldTrees, dnfrepo.SkillFieldLayouts, ); err != nil { return err } selected = dnfrepo.CloneSkill(seed) persisted = true return nil }) if err != nil { return dnfrepo.SkillRecord{}, false, err } if len(selected.Skills) == 0 { return dnfrepo.SkillRecord{}, false, ErrSkillRecordMissing } return selected, persisted, nil } func (o *SceneOwner) SyncPoints(ctx context.Context, command SyncPointsCommand) (dnfrepo.SkillRecord, bool, error) { characterID := strings.TrimSpace(command.CharacterID) if characterID == "" { return dnfrepo.SkillRecord{}, false, ErrCharacterRequired } if o == nil || o.skills == nil { return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable } ctx = normalizedSceneContext(ctx) if err := ctx.Err(); err != nil { return dnfrepo.SkillRecord{}, false, err } selected := dnfrepo.SkillRecord{} persisted := false err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error { current, found, err := skills.Load(ctx, characterID) if err != nil { return err } if !found || len(current.Skills) == 0 { return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID) } state, treeFound := dnfrepo.SkillTree(current, command.TreeIndex) if !treeFound { return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, command.TreeIndex) } state.Points, persisted, err = SyncPointState(state.Points, command.Target) if err != nil { return err } if persisted { dnfrepo.SetSkillTree(¤t, command.TreeIndex, state) current.UpdatedAt = normalizedSceneTime(command.UpdatedAt) field := dnfrepo.SkillFieldPoints if command.TreeIndex != 0 { field = dnfrepo.SkillFieldTrees } if err := dnfrepo.SaveSkillFields(ctx, skills, current, field); err != nil { return err } } selected = dnfrepo.CloneSkill(current) return nil }) if err != nil { return dnfrepo.SkillRecord{}, false, err } return selected, persisted, nil } // EnsureTree creates only a missing alternate plan. Existing learned levels, // point ledgers, and layouts are left untouched. func (o *SceneOwner) EnsureTree(ctx context.Context, command EnsureTreeCommand) (dnfrepo.SkillRecord, bool, error) { characterID := strings.TrimSpace(command.CharacterID) if characterID == "" { return dnfrepo.SkillRecord{}, false, ErrCharacterRequired } if command.TreeIndex <= 0 || len(command.State.Skills) == 0 || len(command.Layout) == 0 { return dnfrepo.SkillRecord{}, false, ErrSeedInvalid } if o == nil || o.skills == nil { return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable } ctx = normalizedSceneContext(ctx) if err := ctx.Err(); err != nil { return dnfrepo.SkillRecord{}, false, err } selected := dnfrepo.SkillRecord{} persisted := false err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error { current, found, err := skills.Load(ctx, characterID) if err != nil { return err } if !found || len(current.Skills) == 0 { return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID) } if _, exists := dnfrepo.SkillTree(current, command.TreeIndex); exists { selected = dnfrepo.CloneSkill(current) return nil } current = dnfrepo.CloneSkill(current) dnfrepo.SetSkillTree(¤t, command.TreeIndex, command.State) if current.Layouts == nil { current.Layouts = make(map[int]dnfrepo.SkillLayout) } current.Layouts[command.TreeIndex] = cloneSceneLayout(command.Layout) current.UpdatedAt = normalizedSceneTime(command.UpdatedAt) if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldTrees, dnfrepo.SkillFieldLayouts); err != nil { return err } selected = dnfrepo.CloneSkill(current) persisted = true return nil }) if err != nil { return dnfrepo.SkillRecord{}, false, err } return selected, persisted, nil } // EnsureBaseline idempotently restores PVF-owned free skills in every current // EXE skill plan. It only raises missing/lower free levels and never spends or // refunds SP/TP, removes learned skills, or changes quick-slot layouts. func (o *SceneOwner) EnsureBaseline(ctx context.Context, command EnsureBaselineCommand) (dnfrepo.SkillRecord, bool, error) { characterID := strings.TrimSpace(command.CharacterID) if characterID == "" { return dnfrepo.SkillRecord{}, false, ErrCharacterRequired } if command.TreeCount <= 0 || len(command.Levels) == 0 { return dnfrepo.SkillRecord{}, false, ErrSeedInvalid } for skillID, level := range command.Levels { if skillID == 0 || level <= 0 { return dnfrepo.SkillRecord{}, false, ErrSeedInvalid } } if o == nil || o.skills == nil { return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable } ctx = normalizedSceneContext(ctx) if err := ctx.Err(); err != nil { return dnfrepo.SkillRecord{}, false, err } selected := dnfrepo.SkillRecord{} persisted := false err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error { current, found, err := skills.Load(ctx, characterID) if err != nil { return err } if !found || len(current.Skills) == 0 { return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID) } current = dnfrepo.CloneSkill(current) for tree := 0; tree < command.TreeCount; tree++ { state, treeFound := dnfrepo.SkillTree(current, tree) if !treeFound { return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, tree) } if state.Skills == nil { state.Skills = make(map[int64]dnfrepo.SkillState) } treeChanged := false for skillID, level := range command.Levels { stateEntry := state.Skills[int64(skillID)] if stateEntry.Enabled && stateEntry.Level >= level { continue } if stateEntry.Level < level { stateEntry.Level = level } stateEntry.Enabled = true state.Skills[int64(skillID)] = stateEntry treeChanged = true } if treeChanged { dnfrepo.SetSkillTree(¤t, tree, state) persisted = true } } if persisted { current.UpdatedAt = normalizedSceneTime(command.UpdatedAt) if err := dnfrepo.SaveSkillFields( ctx, skills, current, dnfrepo.SkillFieldSkills, dnfrepo.SkillFieldTrees, ); err != nil { return err } } selected = dnfrepo.CloneSkill(current) return nil }) if err != nil { return dnfrepo.SkillRecord{}, false, err } return selected, persisted, nil } func (o *SceneOwner) EnsureLayout(ctx context.Context, command EnsureLayoutCommand) (dnfrepo.SkillRecord, dnfrepo.SkillLayout, bool, error) { characterID := strings.TrimSpace(command.CharacterID) if characterID == "" { return dnfrepo.SkillRecord{}, nil, false, ErrCharacterRequired } if command.Build == nil { return dnfrepo.SkillRecord{}, nil, false, ErrLayoutBuilderRequired } if o == nil || o.skills == nil { return dnfrepo.SkillRecord{}, nil, false, ErrSceneOwnerUnavailable } ctx = normalizedSceneContext(ctx) if err := ctx.Err(); err != nil { return dnfrepo.SkillRecord{}, nil, false, err } selected := dnfrepo.SkillRecord{} var selectedLayout dnfrepo.SkillLayout persisted := false err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error { current, found, err := skills.Load(ctx, characterID) if err != nil { return err } if !found || len(current.Skills) == 0 { return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID) } layout, err := command.Build(dnfrepo.CloneSkill(current)) if err != nil { return err } selected = dnfrepo.CloneSkill(current) selectedLayout = cloneSceneLayout(layout) if existing := current.Layouts[command.TreeIndex]; reflect.DeepEqual(existing, layout) { return nil } if current.Layouts == nil { current.Layouts = make(map[int]dnfrepo.SkillLayout) } current.Layouts[command.TreeIndex] = cloneSceneLayout(layout) current.UpdatedAt = normalizedSceneTime(command.UpdatedAt) if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldLayouts); err != nil { return err } selected = dnfrepo.CloneSkill(current) persisted = true return nil }) if err != nil { return dnfrepo.SkillRecord{}, nil, false, err } return selected, selectedLayout, persisted, nil } func SyncPointState(current dnfrepo.SkillPointState, target dnfrepo.SkillPointState) (dnfrepo.SkillPointState, bool, error) { if current.TotalSP < 0 || current.RemainingSP < 0 || current.RemainingSP > current.TotalSP || current.TotalTP < 0 || current.RemainingTP < 0 || current.RemainingTP > current.TotalTP || target.TotalSP < 0 || target.TotalTP < 0 || target.SyncedLevel <= 0 { return dnfrepo.SkillPointState{}, false, fmt.Errorf( "invalid SP/TP ledger sync current=%+v target=%+v", current, target, ) } spentSP := current.TotalSP - current.RemainingSP spentTP := current.TotalTP - current.RemainingTP next := target next.RemainingSP = next.TotalSP - spentSP if next.RemainingSP < 0 { next.RemainingSP = 0 } next.RemainingTP = next.TotalTP - spentTP if next.RemainingTP < 0 { next.RemainingTP = 0 } return next, next != current, nil } func normalizedSceneContext(ctx context.Context) context.Context { if ctx == nil { return context.Background() } return ctx } func normalizedSceneTime(value time.Time) time.Time { value = value.UTC() if value.IsZero() { return time.Now().UTC() } return value } func cloneSceneLayout(layout dnfrepo.SkillLayout) dnfrepo.SkillLayout { if layout == nil { return nil } cloned := make(dnfrepo.SkillLayout, len(layout)) for slot, skillID := range layout { cloned[slot] = skillID } return cloned }