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]>
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co-authored by
Claude Opus 5
parent
6c5546ba53
commit
e6e4f7085a
+25
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@@ -1,4 +1,4 @@
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import type { GameId } from "./schema.ts";
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import type { GameId, Region } from "./schema.ts";
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export interface GameMeta {
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id: GameId;
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@@ -20,6 +20,24 @@ export interface GameMeta {
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* no hint at all.
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*/
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dailyTasks: string;
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/**
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* Server clock offsets that differ from the regional default, per region.
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*
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* Not every game runs one server per region. Where a game serves two of our
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* regions off a single machine, the reader's region is still the right
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* question — it just gets a different answer for that game than
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* `REGION_RESET_UTC_OFFSET` gives.
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*
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* Deliberately a sparse override rather than a full table: listing only the
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* regions that actually differ keeps the diff to the fact that changed, and
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* a region absent here keeps the default answer it has always had.
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*
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* This feeds `dayKey`, which is a **localStorage key**. Adding or changing an
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* entry re-labels the game-day some already-logged ticks fall in, for readers
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* in that region only — see `src/shared/daily.ts` § shift and
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* docs/DATA-MODEL.md.
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*/
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resetOffsets?: Partial<Record<Region, number>> | undefined;
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}
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export const GAMES: Record<GameId, GameMeta> = {
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@@ -28,7 +46,12 @@ export const GAMES: Record<GameId, GameMeta> = {
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zzz: { id: "zzz", name: "Zenless Zone Zero", short: "ZZZ", hue: "#F2A03D" , studio: "HoYoverse", dailyTasks: "Daily missions, battery" },
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wuwa: { id: "wuwa", name: "Wuthering Waves", short: "Wuwa", hue: "#3DD6A0" , studio: "Kuro Games", dailyTasks: "Daily activity, waveplate" },
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arknights: { id: "arknights", name: "Arknights", short: "Arknights", hue: "#9AA3B8" , studio: "Hypergryph", dailyTasks: "Daily missions, sanity" },
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endfield: { id: "endfield", name: "Arknights: Endfield", short: "Endfield", hue: "#E8635A" , studio: "Hypergryph", dailyTasks: "Daily missions" },
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// Endfield has two server groups, not three: Europe is served off the same
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// machine as the Americas, on a fixed UTC-5. So a European player's day rolls
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// at 09:00 UTC — 11:00 in Copenhagen in summer, 10:00 in winter — six hours
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// after the HoYo/Kuro pattern above. Asia has its own server and is unchanged,
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// and `america` already resolves to -5, so Europe is the only real override.
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endfield: { id: "endfield", name: "Arknights: Endfield", short: "Endfield", hue: "#E8635A" , studio: "Hypergryph", dailyTasks: "Daily missions", resetOffsets: { europe: -5 } },
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nte: { id: "nte", name: "Neverness to Everness", short: "NTE", hue: "#C77DFF" , studio: "Hotta Studio", dailyTasks: "Daily tasks" },
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};
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