fix(daily): reset Endfield's European day on the server it's on
Endfield has two server groups, not three: Europe is served off the Americas machine on a fixed UTC-5, so a European player's day rolls at 09:00 UTC. We were resetting it six hours early, at 03:00, which ticked the wrong box every morning between those two instants. Adds GameMeta.resetOffsets, a sparse per-region override, and threads an optional `game` through every day-key function. Per region rather than per game on purpose: a blanket offset would drag Asia — which does have its own Endfield server — onto the Americas clock, moving day keys for readers who never had the bug. A regression test pins Asia's output as identical to before. Day keys are localStorage keys, so this re-labels ticks logged between 03:00 and 09:00 UTC by European Endfield players, one day backward. No tick is deleted and past days stay editable, but a streak can read as broken for a day. That is the cost of correcting a wrong reset; leaving it wrong is worse. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
parent
6c5546ba53
commit
e6e4f7085a
+51
-17
@@ -1,3 +1,4 @@
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import { GAMES } from "./games.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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@@ -113,9 +114,35 @@ export function dailyOverride(
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return desired === detected ? undefined : desired;
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}
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/** Offset from UTC midnight to this region's reset instant. */
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function shift(region: Region): number {
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return REGION_RESET_UTC_OFFSET[region] * HOUR - RESET_HOUR_LOCAL * HOUR;
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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?: GameId): number {
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const override = game === undefined ? undefined : GAMES[game].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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* 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?: GameId): number {
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return serverOffsetUtc(region, game) * HOUR - RESET_HOUR_LOCAL * HOUR;
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}
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/**
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@@ -123,20 +150,24 @@ function shift(region: Region): number {
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*
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* These are storage keys, and they are compared with `<` elsewhere in this
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* module, so the format is fixed and sortable on purpose.
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*
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* `game` is optional because a caller that has no particular game in hand — a
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* generic "what day is it here?" — still gets the regional answer. Anything
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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): string {
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return new Date(ms + shift(region)).toISOString().slice(0, 10);
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export function dayKey(ms: number, region: Region, game?: GameId): string {
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return new Date(ms + shift(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): number {
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const shifted = ms + shift(region);
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return Math.floor(shifted / DAY) * DAY + DAY - shift(region);
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export function nextResetMs(ms: number, region: Region, game?: GameId): number {
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const s = shift(region, game);
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return Math.floor((ms + s) / DAY) * DAY + DAY - s;
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}
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/** How long the reader has left to do today's dailies. */
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export function msUntilReset(ms: number, region: Region): number {
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return nextResetMs(ms, region) - ms;
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export function msUntilReset(ms: number, region: Region, game?: GameId): number {
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return nextResetMs(ms, region, game) - ms;
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}
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/**
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@@ -150,6 +181,7 @@ export function dailyDays(
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startsMs: number,
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endsMs: number | null,
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region: Region,
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game?: GameId,
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): string[] | null {
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if (endsMs === null) return null;
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@@ -158,11 +190,11 @@ export function dailyDays(
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// reset: an event ending at 04:00 gives you nothing on that final day.
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const last = endsMs - 1;
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let cursor = startsMs;
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if (last < startsMs) return [dayKey(startsMs, region)];
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if (last < startsMs) return [dayKey(startsMs, region, game)];
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while (cursor <= last && out.length < MAX_DAYS) {
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out.push(dayKey(cursor, region));
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cursor = nextResetMs(cursor, region);
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out.push(dayKey(cursor, region, game));
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cursor = nextResetMs(cursor, region, game);
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}
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return out;
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}
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@@ -197,12 +229,14 @@ export function dailySummary(input: {
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startsMs: number;
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endsMs: number | null;
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region: Region;
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/** Whose reset clock this runs on. Omitted falls back to the region's. */
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game?: GameId | undefined;
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now: number;
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logged: readonly string[];
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}): DailySummary {
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const { startsMs, endsMs, region, now, logged } = input;
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const days = dailyDays(startsMs, endsMs, region);
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const today = dayKey(now, region);
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const { startsMs, endsMs, region, game, now, logged } = input;
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const days = dailyDays(startsMs, endsMs, region, game);
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const today = dayKey(now, region, game);
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const ticked = new Set(logged);
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const inWindow = days === null ? logged.slice() : days.filter((d) => ticked.has(d));
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@@ -220,7 +254,7 @@ export function dailySummary(input: {
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? null
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: days.filter((d) => d < today && !ticked.has(d)).length,
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streak: streakOf(logged, today),
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msUntilReset: msUntilReset(now, region),
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msUntilReset: msUntilReset(now, region, game),
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};
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}
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