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
@@ -83,7 +83,7 @@ src/client/ React app, service worker, manifest
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state/ progress, daily log, ignores, prefs, sort — all localStorage
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scripts/ build-feed.ts, parse-fixture.ts (offline), refresh-sources.ts (fetches)
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serve.ts static server + /api/health
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test/ 257 tests
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test/ 301 tests
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fixtures/<game>/ raw HTML + .expected.json per source — pinned, kept forever
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snapshots/ current page per source, rewritten by refresh — see its README
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```
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@@ -150,6 +150,13 @@ Two more key spaces have the same property, for the same reason:
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- **Game-day keys** (`dayKey`) are `YYYY-MM-DD` in *server-reset space*, not UTC — the day rolls at
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04:00 local server time. They are storage keys *and* they are compared with `<` and sorted, so the
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format is fixed. Changing the reset hour or the offsets moves every reader's streak by a day.
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A game whose server map differs lists the affected regions in `resetOffsets` (`games.ts`) —
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Endfield serves Europe off the Americas machine, so `europe` is UTC-5 there and its reset is
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09:00 UTC, not 03:00. Keep that override **per region**: a blanket per-game offset drags the
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regions that do have their own server onto someone else's clock. Every day-key function takes an
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optional `game` — **anything reading or writing a tick must pass it**, or it writes under one
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clock and reads under another. A day that drops out of `dailyDays` renders no pip, so a tick on it
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becomes unreachable; check real fixture windows before changing an offset.
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The sanitizer at the ingest boundary recomputes an event ID only when a sanitized title actually
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changed *and* the ID was minted the standard way. If a change to it starts moving IDs on real
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@@ -72,7 +72,7 @@ src/
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shared/
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schema.ts zod schemas — the contract, both sides ✓ built
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time.ts clocks, urgency, region resets, captions ✓ built
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games.ts per-game name and hue ✓ built
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games.ts per-game name, hue, and reset clock ✓ built
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feed.ts the /api/events.json wire contract ✓ built
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client/ ✓ all built
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main.tsx render + service worker registration
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@@ -243,6 +243,38 @@ server time, so a player finishing at 02:00 is still on the previous day's daili
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computed against the reader's chosen region (`RESET_HOUR_LOCAL`, `dayKey`). Keys sort
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lexicographically, which is what "how many days are left" and streak counting rely on.
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**Not every game has a server per region.** `GameMeta.resetOffsets` records the regions where a
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game's server clock differs from `REGION_RESET_UTC_OFFSET`. Endfield is the case this exists for: it
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has two server groups rather than three, and Europe is served off the Americas machine on a fixed
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UTC-5, so a European player's reset is 09:00 UTC — six hours after the HoYoverse/Kuro pattern.
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Every day-key function takes an optional `game` for this reason, and **anything reading or writing a
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tick must pass it**: a write under one clock and a read under another puts the tick on a day the
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reader cannot see.
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| Game | Reset (server local) | Server offset | Reset (UTC) | Copenhagen, summer / winter |
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|---|---|---|---|---|
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| Genshin, Star Rail, ZZZ, Wuwa, NTE | 04:00 | region (EU = UTC+1) | 03:00 | 05:00 / 04:00 |
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| Endfield, Europe | 04:00 | UTC-5 (on the Americas server) | 09:00 | 11:00 / 10:00 |
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| Endfield, Asia / Americas | 04:00 | regional default | 20:00 / 09:00 | — |
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These server offsets are **fixed and do not observe DST**, so the reader's local reset time moves by
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an hour across the European clock change while the UTC instant stays put.
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The override is deliberately **per region, not per game**. A blanket per-game offset is the wrong
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shape: it drags the regions that do have their own server onto somebody else's clock, moving day
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keys for readers who never had the bug. List only the regions that actually differ.
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Changing a value in that table is a **data change, not a constant change**: it re-labels the
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game-day some already-logged ticks fall in, for readers in that region. Two consequences to check
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before shipping one, both of which are invisible at runtime:
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- A tick logged inside the shifted window reads as the adjacent day, which can show as a one-day
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break in a streak. Recoverable — past days stay editable.
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- If the shift moves a window's boundary, a day can drop out of `dailyDays` entirely. A day that is
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not in `dailyDays` renders no pip, so a tick on it is **unreachable**: not deleted, but with no UI
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path back to it and nothing server-side to recover from. Check the real fixture windows for the
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affected game and region before changing an offset.
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Three rules this store keeps, for the same reason the rest of the client does — nothing else holds
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a copy:
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@@ -103,6 +103,7 @@ export function App() {
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startsMs: row.clock.startsMs,
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endsMs: row.clock.endsMs,
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region: prefs.region,
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game: row.event.game,
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now,
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logged: daily.daysFor(row.event.id),
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});
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@@ -35,13 +35,33 @@ export function Dailies({
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daysFor: (id: string) => string[];
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onToggleDay: (id: string, day: string) => void;
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}) {
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if (games.length === 0 && events.length === 0) return null;
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// Each game rolls on its own server clock, so "today" is asked per game
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// rather than once for the section — Endfield's European day can still be
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// yesterday's while every HoYo game has already turned over.
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const chores = games.map((id) => ({
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key: dailiesId(id),
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game: gameMeta(id),
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today: dayKey(now, region, id),
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resetsIn: msUntilReset(now, region, id),
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}));
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const repeating = events.map((event) => ({
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key: event.id,
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event,
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game: gameMeta(event.game),
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today: dayKey(now, region, event.game),
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resetsIn: msUntilReset(now, region, event.game),
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}));
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const today = dayKey(now, region);
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const doneEvents = events.filter((e) => daysFor(e.id).includes(today));
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const done = games.filter((g) => daysFor(dailiesId(g)).includes(today));
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const total = games.length + events.length;
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const complete = done.length + doneEvents.length;
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const items = [...chores, ...repeating];
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const total = items.length;
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const complete = items.filter((i) => daysFor(i.key).includes(i.today)).length;
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if (total === 0) return null;
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// With mixed reset clocks there is no single "resets in", so the header
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// reports the next one to land and says that it is the next one.
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const soonest = Math.min(...items.map((i) => i.resetsIn));
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const mixed = new Set(items.map((i) => i.resetsIn)).size > 1;
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return (
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<section className="border-b border-hairline px-4 py-4">
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@@ -50,45 +70,39 @@ export function Dailies({
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Today's dailies · {complete}/{total}
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</h2>
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<p className="tnum text-[0.6875rem] text-faint">
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resets in {formatRemaining(msUntilReset(now, region))}
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{mixed ? "next reset in " : "resets in "}
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{formatRemaining(soonest)}
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</p>
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</div>
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<ul className="mt-2.5 flex flex-wrap gap-1.5">
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{games.map((id) => {
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const game = gameMeta(id);
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const key = dailiesId(id);
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return (
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<li key={key}>
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<TickChip
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label={game.short}
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hue={game.hue}
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title={game.dailyTasks}
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ariaLabel={`${game.name} dailies — ${game.dailyTasks}`}
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days={daysFor(key)}
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today={today}
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onToggle={() => onToggleDay(key, today)}
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/>
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</li>
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);
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})}
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{chores.map((chore) => (
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<li key={chore.key}>
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<TickChip
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label={chore.game.short}
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hue={chore.game.hue}
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title={chore.game.dailyTasks}
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ariaLabel={`${chore.game.name} dailies — ${chore.game.dailyTasks}`}
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days={daysFor(chore.key)}
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today={chore.today}
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onToggle={() => onToggleDay(chore.key, chore.today)}
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/>
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</li>
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))}
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{events.map((event) => {
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const game = gameMeta(event.game);
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return (
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<li key={event.id}>
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<TickChip
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label={event.title}
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hue={game.hue}
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title={`${game.name} — ${event.title}`}
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ariaLabel={`${event.title} (${game.name})`}
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days={daysFor(event.id)}
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today={today}
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onToggle={() => onToggleDay(event.id, today)}
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/>
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</li>
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);
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})}
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{repeating.map((row) => (
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<li key={row.key}>
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<TickChip
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label={row.event.title}
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hue={row.game.hue}
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title={`${row.game.name} — ${row.event.title}`}
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ariaLabel={`${row.event.title} (${row.game.name})`}
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days={daysFor(row.key)}
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today={row.today}
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onToggle={() => onToggleDay(row.key, row.today)}
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/>
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</li>
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))}
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</ul>
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<p className="mt-2 text-[0.6875rem] leading-relaxed text-faint">
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@@ -3,7 +3,7 @@ import {
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msUntilReset,
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type DailySummary,
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} from "../../shared/daily.ts";
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import type { Region } from "../../shared/schema.ts";
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import type { GameId, Region } from "../../shared/schema.ts";
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import { formatRemaining } from "../../shared/time.ts";
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/**
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@@ -23,6 +23,7 @@ export function DailyChecklist({
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startsMs,
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endsMs,
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region,
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game,
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now,
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logged,
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onToggleDay,
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@@ -30,11 +31,13 @@ export function DailyChecklist({
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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 the days are counted on — not every game shares one. */
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game: GameId;
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now: number;
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logged: string[];
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onToggleDay: (day: string) => void;
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}) {
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const summary = dailySummary({ startsMs, endsMs, region, now, logged });
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const summary = dailySummary({ startsMs, endsMs, region, game, now, logged });
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const { days, today, doneToday, todayInWindow } = summary;
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const started = now >= startsMs;
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@@ -43,7 +46,7 @@ export function DailyChecklist({
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<div className="flex items-baseline justify-between gap-3">
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<p className="eyebrow">Daily checklist</p>
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<p className="tnum text-[0.6875rem] text-faint">
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resets in {formatRemaining(msUntilReset(now, region))}
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resets in {formatRemaining(msUntilReset(now, region, game))}
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</p>
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</div>
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@@ -151,6 +151,7 @@ export function EventDetail({
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startsMs={clock.startsMs}
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endsMs={clock.endsMs}
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region={region}
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game={event.game}
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now={now}
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logged={dailyDays}
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onToggleDay={(day) => onToggleDay(event.id, day)}
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+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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+25
-2
@@ -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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*/
|
||||
resetOffsets?: Partial<Record<Region, number>> | undefined;
|
||||
}
|
||||
|
||||
export const GAMES: Record<GameId, GameMeta> = {
|
||||
@@ -28,7 +46,12 @@ export const GAMES: Record<GameId, GameMeta> = {
|
||||
zzz: { id: "zzz", name: "Zenless Zone Zero", short: "ZZZ", hue: "#F2A03D" , studio: "HoYoverse", dailyTasks: "Daily missions, battery" },
|
||||
wuwa: { id: "wuwa", name: "Wuthering Waves", short: "Wuwa", hue: "#3DD6A0" , studio: "Kuro Games", dailyTasks: "Daily activity, waveplate" },
|
||||
arknights: { id: "arknights", name: "Arknights", short: "Arknights", hue: "#9AA3B8" , studio: "Hypergryph", dailyTasks: "Daily missions, sanity" },
|
||||
endfield: { id: "endfield", name: "Arknights: Endfield", short: "Endfield", hue: "#E8635A" , studio: "Hypergryph", dailyTasks: "Daily missions" },
|
||||
// Endfield has two server groups, not three: Europe is served off the same
|
||||
// machine as the Americas, on a fixed UTC-5. So a European player's day rolls
|
||||
// at 09:00 UTC — 11:00 in Copenhagen in summer, 10:00 in winter — six hours
|
||||
// after the HoYo/Kuro pattern above. Asia has its own server and is unchanged,
|
||||
// and `america` already resolves to -5, so Europe is the only real override.
|
||||
endfield: { id: "endfield", name: "Arknights: Endfield", short: "Endfield", hue: "#E8635A" , studio: "Hypergryph", dailyTasks: "Daily missions", resetOffsets: { europe: -5 } },
|
||||
nte: { id: "nte", name: "Neverness to Everness", short: "NTE", hue: "#C77DFF" , studio: "Hotta Studio", dailyTasks: "Daily tasks" },
|
||||
};
|
||||
|
||||
|
||||
@@ -133,6 +133,86 @@ describe("dayKey", () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe("a game whose server map differs from the default", () => {
|
||||
// Endfield has two server groups, not three: Europe is served off the
|
||||
// Americas machine on a fixed UTC-5, so a European player's 04:00 reset is
|
||||
// 09:00 UTC — six hours after the HoYo/Kuro Europe pattern. Asia has its own
|
||||
// server and is unaffected.
|
||||
const morning = at("2026-08-16T08:00:00Z");
|
||||
|
||||
test("the override beats the regional default for that region", () => {
|
||||
expect(dayKey(morning, "europe", "endfield")).toBe("2026-08-15");
|
||||
expect(dayKey(morning, "europe", "genshin")).toBe("2026-08-16");
|
||||
});
|
||||
|
||||
test("rolls exactly on 09:00 UTC in Europe", () => {
|
||||
expect(dayKey(at("2026-08-16T08:59:59Z"), "europe", "endfield")).toBe(
|
||||
"2026-08-15",
|
||||
);
|
||||
expect(dayKey(at("2026-08-16T09:00:00Z"), "europe", "endfield")).toBe(
|
||||
"2026-08-16",
|
||||
);
|
||||
expect(nextResetMs(morning, "europe", "endfield")).toBe(
|
||||
at("2026-08-16T09:00:00Z"),
|
||||
);
|
||||
});
|
||||
|
||||
test("a region with its own server keeps the answer it always had", () => {
|
||||
// The override is per region on purpose. A blanket per-game offset would
|
||||
// drag Asia — which genuinely has its own Endfield server — onto the
|
||||
// Americas clock, moving a reader's already-logged day keys by eleven
|
||||
// hours to fix a bug they never had.
|
||||
for (const region of ["asia", "america"] as const) {
|
||||
for (const hour of [0, 6, 9, 14, 20, 23]) {
|
||||
const t = at(`2026-08-16T${String(hour).padStart(2, "0")}:30:00Z`);
|
||||
expect(dayKey(t, region, "endfield")).toBe(dayKey(t, region));
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("a game with no override still follows its region", () => {
|
||||
// Europe is UTC+1, so 03:00 UTC. Asia rolled six hours before that.
|
||||
const instant = at("2026-08-16T02:00:00Z");
|
||||
expect(dayKey(instant, "europe", "genshin")).toBe("2026-08-15");
|
||||
expect(dayKey(instant, "asia", "genshin")).toBe("2026-08-16");
|
||||
// …and matches the answer given with no game at all.
|
||||
expect(dayKey(instant, "europe", "genshin")).toBe(dayKey(instant, "europe"));
|
||||
});
|
||||
|
||||
test("the checklist counts days on the clock that reader is actually on", () => {
|
||||
const start = at("2026-08-16T09:00:00Z"); // an endfield europe reset
|
||||
expect(dailyDays(start, start + 3 * DAY, "europe", "endfield")).toEqual([
|
||||
"2026-08-16",
|
||||
"2026-08-17",
|
||||
"2026-08-18",
|
||||
]);
|
||||
|
||||
const summary = dailySummary({
|
||||
startsMs: start,
|
||||
endsMs: start + 3 * DAY,
|
||||
region: "europe",
|
||||
game: "endfield",
|
||||
now: at("2026-08-17T08:00:00Z"), // still the 16th on a UTC-5 server
|
||||
logged: [],
|
||||
});
|
||||
expect(summary.today).toBe("2026-08-16");
|
||||
expect(summary.msUntilReset).toBe(HOUR);
|
||||
});
|
||||
|
||||
test("an Asia reader's checklist is byte-identical to before the override", () => {
|
||||
// The regression this guards: an Endfield event whose end lands between the
|
||||
// two candidate resets loses its final claimable day if the wrong clock is
|
||||
// used, and a day that leaves `dailyDays` can never be ticked or untucked
|
||||
// again — the pip is simply not rendered.
|
||||
const start = at("2026-08-06T04:00:00Z");
|
||||
const end = at("2026-08-19T22:00:00Z");
|
||||
expect(dailyDays(start, end, "asia", "endfield")).toEqual(
|
||||
dailyDays(start, end, "asia"),
|
||||
);
|
||||
expect(dailyDays(start, end, "asia", "endfield")).toContain("2026-08-20");
|
||||
});
|
||||
});
|
||||
|
||||
describe("nextResetMs", () => {
|
||||
test("is the next reset strictly after the instant given", () => {
|
||||
const reset = at("2026-08-15T20:00:00Z"); // asia
|
||||
|
||||
Reference in New Issue
Block a user