refactor: move the server-reset clock out of daily.ts
Ticks are about to stop being its only caller: the countdown needs the same grid, and daily.ts already imports time.ts, so asking for it the other way would close a cycle. time.ts is where it belongs anyway — it has held REGION_RESET_UTC_OFFSET all along, and serverOffsetUtc is that table's accessor. Nothing changes shape; `shift` is exported as `resetShiftMs` because dayKey now reads it across a module boundary. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
parent
c2fe249d83
commit
00c3f5e2da
+3
-64
@@ -1,7 +1,6 @@
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import { GAMES } from "./games.ts";
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import type { LaneId } from "./custom.ts";
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import type { GachaEvent, GameId, Region } from "./schema.ts";
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import { DAY, HOUR, REGION_RESET_UTC_OFFSET } from "./time.ts";
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import { DAY, resetShiftMs } from "./time.ts";
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/**
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* Events you have to come back to every day.
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@@ -17,13 +16,6 @@ import { DAY, HOUR, REGION_RESET_UTC_OFFSET } from "./time.ts";
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* against a fixed instant.
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*/
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/**
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* Gacha servers roll the day at 04:00 local server time, not midnight — a
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* player finishing at 02:00 is still on the previous day's dailies. Getting
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* this wrong ticks the wrong box for four hours every night.
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*/
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export const RESET_HOUR_LOCAL = 4;
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/**
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* A 180-day event is already a parse error (see AGENTS.md § Domain rules), so
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* this only ever fires on data that is wrong; it exists so a bad end date
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@@ -115,59 +107,6 @@ export function dailyOverride(
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return desired === detected ? undefined : desired;
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}
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/**
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* The UTC offset of the server clock a reader's day rolls on.
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*
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* The reader's region is always the question; a game can just answer it
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* differently. Most run a server per region and take the default. One that
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* serves two regions off a single machine lists the regions that differ in
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* `resetOffsets` — Endfield's European players sit on the Americas server, so
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* `europe` resolves to UTC-5 there and to UTC+1 everywhere else.
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*
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* A blanket per-game offset would be the wrong shape: it would drag the regions
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* that *do* have their own server onto somebody else's clock, which is a
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* different bug in the same place.
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*/
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export function serverOffsetUtc(region: Region, game?: LaneId): number {
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// A lane the reader invented (PRD F13) has no server map to know about, and
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// neither does an id that has outlived its game, so both take the regional
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// default rather than being looked up and crashing.
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const override =
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game === undefined ? undefined : GAMES[game as GameId]?.resetOffsets?.[region];
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return override ?? REGION_RESET_UTC_OFFSET[region];
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}
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/**
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* The hour of its own server day a game rolls over on.
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*
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* Almost always `RESET_HOUR_LOCAL`. A game that resets on a different hour says
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* so in `resetHourLocal` (`games.ts`) — Reverse: 1999 rolls at 05:00 — and that
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* cannot be folded into `serverOffsetUtc`: shifting a game's stated offset to
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* land the right reset instant would misreport the server clock to everything
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* else that asks for it.
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*
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* A lane the reader invented has no server to know about and takes the default,
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* for the same reason `serverOffsetUtc` does.
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*/
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export function resetHourFor(game?: LaneId): number {
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const override =
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game === undefined ? undefined : GAMES[game as GameId]?.resetHourLocal;
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return override ?? RESET_HOUR_LOCAL;
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}
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/**
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* Offset from UTC midnight to this game's reset instant.
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*
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* Everything downstream of this is a **localStorage key**. Moving the reset
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* hour, a region offset, or a game's own override re-labels the game-day some
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* already-logged ticks fall in — at most by one day, and never by deleting one,
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* but it is still the reader's streak moving under them. Treat a change here as
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* a data change, not a constant.
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*/
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function shift(region: Region, game?: LaneId): number {
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return serverOffsetUtc(region, game) * HOUR - resetHourFor(game) * HOUR;
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}
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/**
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* Which game-day an instant falls in, as `YYYY-MM-DD`.
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*
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@@ -179,12 +118,12 @@ function shift(region: Region, game?: LaneId): number {
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* that reads or writes a tick should pass it.
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*/
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export function dayKey(ms: number, region: Region, game?: LaneId): string {
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return new Date(ms + shift(region, game)).toISOString().slice(0, 10);
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return new Date(ms + resetShiftMs(region, game)).toISOString().slice(0, 10);
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}
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/** The next reset instant strictly after `ms`. */
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export function nextResetMs(ms: number, region: Region, game?: LaneId): number {
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const s = shift(region, game);
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const s = resetShiftMs(region, game);
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return Math.floor((ms + s) / DAY) * DAY + DAY - s;
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}
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+63
-2
@@ -1,5 +1,6 @@
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import type { DisplayEvent } from "./custom.ts";
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import type { Region } from "./schema.ts";
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import type { DisplayEvent, LaneId } from "./custom.ts";
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import { GAMES } from "./games.ts";
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import type { GameId, Region } from "./schema.ts";
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/**
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* Time is this product's entire subject, so the vocabulary lives in one place:
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@@ -20,6 +21,66 @@ export const REGION_RESET_UTC_OFFSET: Record<Region, number> = {
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europe: 1,
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};
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/**
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* Gacha servers roll the day at 04:00 local server time, not midnight — a
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* player finishing at 02:00 is still on the previous day's dailies. Getting
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* this wrong ticks the wrong box for four hours every night.
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*/
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export const RESET_HOUR_LOCAL = 4;
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/**
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* The UTC offset of the server clock a reader's day rolls on.
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*
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* The reader's region is always the question; a game can just answer it
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* differently. Most run a server per region and take the default. One that
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* serves two regions off a single machine lists the regions that differ in
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* `resetOffsets` — Endfield's European players sit on the Americas server, so
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* `europe` resolves to UTC-5 there and to UTC+1 everywhere else.
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*
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* A blanket per-game offset would be the wrong shape: it would drag the regions
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* that *do* have their own server onto somebody else's clock, which is a
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* different bug in the same place.
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*/
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export function serverOffsetUtc(region: Region, game?: LaneId): number {
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// A lane the reader invented (PRD F13) has no server map to know about, and
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// neither does an id that has outlived its game, so both take the regional
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// default rather than being looked up and crashing.
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const override =
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game === undefined ? undefined : GAMES[game as GameId]?.resetOffsets?.[region];
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return override ?? REGION_RESET_UTC_OFFSET[region];
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}
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/**
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* The hour of its own server day a game rolls over on.
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*
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* Almost always `RESET_HOUR_LOCAL`. A game that resets on a different hour says
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* so in `resetHourLocal` (`games.ts`) — Reverse: 1999 rolls at 05:00 — and that
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* cannot be folded into `serverOffsetUtc`: shifting a game's stated offset to
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* land the right reset instant would misreport the server clock to everything
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* else that asks for it.
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*
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* A lane the reader invented has no server to know about and takes the default,
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* for the same reason `serverOffsetUtc` does.
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*/
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export function resetHourFor(game?: LaneId): number {
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const override =
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game === undefined ? undefined : GAMES[game as GameId]?.resetHourLocal;
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return override ?? RESET_HOUR_LOCAL;
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}
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/**
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* Offset from UTC midnight to this game's reset instant.
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*
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* `dayKey` and everything downstream of it is a **localStorage key**. Moving the
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* reset hour, a region offset, or a game's own override re-labels the game-day
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* some already-logged ticks fall in — at most by one day, and never by deleting
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* one, but it is still the reader's streak moving under them. Treat a change
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* here as a data change, not a constant.
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*/
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export function resetShiftMs(region: Region, game?: LaneId): number {
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return serverOffsetUtc(region, game) * HOUR - resetHourFor(game) * HOUR;
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}
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export function guessRegion(
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timeZoneOffsetMinutes: number = -new Date().getTimezoneOffset(),
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): Region {
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