hensei-api/app/models/party.rb
Justin Edmund 4d3c1a800b
Update config files (#189)
* Update weapon series migration

This update fixes MigrateWeaponSeries from 20250218 such that it can be run on an empty database without throwing errors.

* Update .gitignore

Hide backups and logs directories, since we’ll be storing these in the project folder. Also hide mise’s .local directory.

* Change NewRelic log directory

Moved from log/ to logs/

* Add rake task for backing up/restoring prod db

* Rubocop fixes

* Fix error where :preview_state didn’t have an attribute

* Add supervisord ini

This uses my local paths, so we should try to abstract that away later.

* Ignore mise.toml
2025-02-27 23:13:57 -08:00

487 lines
15 KiB
Ruby

# frozen_string_literal: true
##
# This file defines the Party model which represents a party in the application.
# It encapsulates the logic for managing party records including associations with
# characters, weapons, summons, and other related models. The Party model handles
# validations, nested attributes, preview generation, and various business logic
# to ensure consistency and integrity of party data.
#
# @note The model uses ActiveRecord associations, enums, and custom validations.
#
# @!attribute [rw] preview_state
# @return [Integer] the current state of the preview, represented as an enum:
# - 0: pending
# - 1: queued
# - 2: in_progress
# - 3: generated
# - 4: failed
# @!attribute [rw] element
# @return [Integer] the elemental type associated with the party.
# @!attribute [rw] clear_time
# @return [Integer] the clear time for the party.
# @!attribute [rw] master_level
# @return [Integer, nil] the master level of the party.
# @!attribute [rw] button_count
# @return [Integer, nil] the button count, if applicable.
# @!attribute [rw] chain_count
# @return [Integer, nil] the chain count, if applicable.
# @!attribute [rw] turn_count
# @return [Integer, nil] the turn count, if applicable.
# @!attribute [rw] ultimate_mastery
# @return [Integer, nil] the ultimate mastery level, if applicable.
# @!attribute [rw] visibility
# @return [Integer] the visibility of the party:
# - 1: Public
# - 2: Unlisted
# - 3: Private
# @!attribute [rw] shortcode
# @return [String] a unique shortcode for the party.
# @!attribute [rw] edit_key
# @return [String] an edit key for parties without an associated user.
#
# @!attribute [r] source_party
# @return [Party, nil] the original party if this is a remix.
# @!attribute [r] remixes
# @return [Array<Party>] a collection of parties remixed from this party.
# @!attribute [r] user
# @return [User, nil] the user who created the party.
# @!attribute [r] raid
# @return [Raid, nil] the associated raid.
# @!attribute [r] job
# @return [Job, nil] the associated job.
# @!attribute [r] accessory
# @return [JobAccessory, nil] the accessory used in the party.
# @!attribute [r] skill0
# @return [JobSkill, nil] the primary skill.
# @!attribute [r] skill1
# @return [JobSkill, nil] the secondary skill.
# @!attribute [r] skill2
# @return [JobSkill, nil] the tertiary skill.
# @!attribute [r] skill3
# @return [JobSkill, nil] the quaternary skill.
# @!attribute [r] guidebook1
# @return [Guidebook, nil] the first guidebook.
# @!attribute [r] guidebook2
# @return [Guidebook, nil] the second guidebook.
# @!attribute [r] guidebook3
# @return [Guidebook, nil] the third guidebook.
# @!attribute [r] characters
# @return [Array<GridCharacter>] the characters associated with this party.
# @!attribute [r] weapons
# @return [Array<GridWeapon>] the weapons associated with this party.
# @!attribute [r] summons
# @return [Array<GridSummon>] the summons associated with this party.
# @!attribute [r] favorites
# @return [Array<Favorite>] the favorites that include this party.
class Party < ApplicationRecord
include GranblueEnums
# Define preview_state as an enum.
attribute :preview_state, :integer
enum :preview_state, { pending: 0, queued: 1, in_progress: 2, generated: 3, failed: 4 }
# ActiveRecord Associations
belongs_to :source_party,
class_name: 'Party',
foreign_key: :source_party_id,
optional: true
has_many :remixes, -> { order(created_at: :desc) },
class_name: 'Party',
foreign_key: 'source_party_id',
inverse_of: :source_party,
dependent: :nullify
belongs_to :user, optional: true
belongs_to :raid, optional: true
belongs_to :job, optional: true
belongs_to :accessory,
foreign_key: 'accessory_id',
class_name: 'JobAccessory',
optional: true
belongs_to :skill0,
foreign_key: 'skill0_id',
class_name: 'JobSkill',
optional: true
belongs_to :skill1,
foreign_key: 'skill1_id',
class_name: 'JobSkill',
optional: true
belongs_to :skill2,
foreign_key: 'skill2_id',
class_name: 'JobSkill',
optional: true
belongs_to :skill3,
foreign_key: 'skill3_id',
class_name: 'JobSkill',
optional: true
belongs_to :guidebook1,
foreign_key: 'guidebook1_id',
class_name: 'Guidebook',
optional: true
belongs_to :guidebook2,
foreign_key: 'guidebook2_id',
class_name: 'Guidebook',
optional: true
belongs_to :guidebook3,
foreign_key: 'guidebook3_id',
class_name: 'Guidebook',
optional: true
has_many :characters,
foreign_key: 'party_id',
class_name: 'GridCharacter',
counter_cache: true,
dependent: :destroy,
inverse_of: :party
has_many :weapons,
foreign_key: 'party_id',
class_name: 'GridWeapon',
counter_cache: true,
dependent: :destroy,
inverse_of: :party
has_many :summons,
foreign_key: 'party_id',
class_name: 'GridSummon',
counter_cache: true,
dependent: :destroy,
inverse_of: :party
has_many :favorites, dependent: :destroy
accepts_nested_attributes_for :characters
accepts_nested_attributes_for :summons
accepts_nested_attributes_for :weapons
before_create :set_shortcode
before_create :set_edit_key
after_commit :update_element!, on: %i[create update]
after_commit :update_extra!, on: %i[create update]
# Amoeba configuration
amoeba do
set weapons_count: 0
set characters_count: 0
set summons_count: 0
nullify :description
nullify :shortcode
nullify :edit_key
include_association :characters
include_association :weapons
include_association :summons
end
# ActiveRecord Validations
validate :skills_are_unique
validate :guidebooks_are_unique
# For element, validate numericality and inclusion using the allowed values from GranblueEnums.
validates :element,
numericality: { only_integer: true },
inclusion: {
in: GranblueEnums::ELEMENTS.values,
message: "must be one of #{GranblueEnums::ELEMENTS.map { |name, value| "#{value} (#{name})" }.join(', ')}"
},
allow_nil: true
validates :clear_time, numericality: { only_integer: true }
validates :master_level, numericality: { only_integer: true }, allow_nil: true
validates :button_count, numericality: { only_integer: true }, allow_nil: true
validates :chain_count, numericality: { only_integer: true }, allow_nil: true
validates :turn_count, numericality: { only_integer: true }, allow_nil: true
validates :ultimate_mastery, numericality: { only_integer: true }, allow_nil: true
# Validate visibility (allowed values: 1, 2, or 3).
validates :visibility,
numericality: { only_integer: true },
inclusion: {
in: [1, 2, 3],
message: 'must be 1 (Public), 2 (Unlisted), or 3 (Private)'
}
after_commit :schedule_preview_generation, if: :should_generate_preview?
#########################
# Public API Methods
#########################
##
# Checks if the party is a remix of another party.
#
# @return [Boolean] true if the party is a remix; false otherwise.
def remix?
!source_party.nil?
end
##
# Returns the blueprint class used for rendering the party.
#
# @return [Class] the PartyBlueprint class.
def blueprint
PartyBlueprint
end
##
# Determines if the party is public.
#
# @return [Boolean] true if the party is public; false otherwise.
def public?
visibility == 1
end
##
# Determines if the party is unlisted.
#
# @return [Boolean] true if the party is unlisted; false otherwise.
def unlisted?
visibility == 2
end
##
# Determines if the party is private.
#
# @return [Boolean] true if the party is private; false otherwise.
def private?
visibility == 3
end
##
# Checks if the party is favorited by a given user.
#
# @param user [User, nil] the user to check for favoritism.
# @return [Boolean] true if the party is favorited by the user; false otherwise.
def favorited?(user)
return false unless user
Rails.cache.fetch("party_#{id}_favorited_by_#{user.id}", expires_in: 1.hour) do
user.favorite_parties.include?(self)
end
end
##
# Determines if the party meets the minimum requirements for preview generation.
#
# The party must have at least one weapon, one character, and one summon.
#
# @return [Boolean] true if the party is ready for preview; false otherwise.
def ready_for_preview?
return false if weapons_count < 1 # At least 1 weapon
return false if characters_count < 1 # At least 1 character
return false if summons_count < 1 # At least 1 summon
true
end
##
# Determines whether a new preview should be generated for the party.
#
# The method checks various conditions such as preview state, expiration, and content changes.
#
# @return [Boolean] true if a preview generation should be triggered; false otherwise.
def should_generate_preview?
return false unless ready_for_preview?
return true if preview_pending?
return true if preview_failed_and_stale?
return true if preview_generated_and_expired?
return true if preview_content_changed_and_stale?
false
end
##
# Checks whether the current preview has expired based on a predefined expiry period.
#
# @return [Boolean] true if the preview is expired; false otherwise.
def preview_expired?
preview_generated_at.nil? ||
preview_generated_at < PreviewService::Coordinator::PREVIEW_EXPIRY.ago
end
##
# Determines if the content relevant for preview generation has changed.
#
# @return [Boolean] true if any preview-relevant attributes have changed; false otherwise.
def preview_content_changed?
saved_changes.keys.any? { |attr| preview_relevant_attributes.include?(attr) }
end
##
# Schedules the generation of a party preview if applicable.
#
# This method updates the preview state to 'queued' and enqueues a background job
# to generate the preview.
#
# @return [void]
def schedule_preview_generation
return if %w[queued in_progress].include?(preview_state.to_s)
update_column(:preview_state, self.class.preview_states[:queued])
GeneratePartyPreviewJob.perform_later(id)
end
private
#########################
# Preview Generation Helpers
#########################
##
# Checks if the preview is pending.
#
# @return [Boolean] true if preview_state is nil or 'pending'.
def preview_pending?
preview_state.nil? || preview_state == 'pending'
end
##
# Checks if the preview generation failed and the preview is stale.
#
# @return [Boolean] true if preview_state is 'failed' and preview_generated_at is older than 5 minutes.
def preview_failed_and_stale?
preview_state == 'failed' && preview_generated_at < 5.minutes.ago
end
##
# Checks if the generated preview is expired.
#
# @return [Boolean] true if preview_state is 'generated' and the preview is expired.
def preview_generated_and_expired?
preview_state == 'generated' && preview_expired?
end
##
# Checks if the preview content has changed and the preview is stale.
#
# @return [Boolean] true if the preview content has changed and preview_generated_at is nil or older than 5 minutes.
def preview_content_changed_and_stale?
preview_content_changed? && (preview_generated_at.nil? || preview_generated_at < 5.minutes.ago)
end
#########################
# Uniqueness Validation Helpers
#########################
##
# Validates uniqueness for a given set of associations.
#
# @param associations [Array<Object, nil>] an array of associated objects.
# @param attribute_names [Array<Symbol>] the corresponding attribute names for each association.
# @param error_key [Symbol] the key for a generic error.
# @return [void]
def validate_uniqueness_of_associations(associations, attribute_names, error_key)
filtered = associations.compact
return if filtered.uniq.length == filtered.length
associations.each_with_index do |assoc, index|
next if assoc.nil?
errors.add(attribute_names[index], 'must be unique') if associations[0...index].include?(assoc)
end
errors.add(error_key, 'must be unique')
end
##
# Validates that the selected skills are unique.
#
# @return [void]
def skills_are_unique
validate_uniqueness_of_associations([skill0, skill1, skill2, skill3],
%i[skill0 skill1 skill2 skill3],
:job_skills)
end
##
# Validates that the selected guidebooks are unique.
#
# @return [void]
def guidebooks_are_unique
validate_uniqueness_of_associations([guidebook1, guidebook2, guidebook3],
%i[guidebook1 guidebook2 guidebook3],
:guidebooks)
end
##
# Provides a list of attributes that are relevant for determining if the preview content has changed.
#
# @return [Array<String>] an array of attribute names.
def preview_relevant_attributes
%w[
name job_id element weapons_count characters_count summons_count
full_auto auto_guard charge_attack clear_time
]
end
#########################
# Miscellaneous Helpers
#########################
##
# Updates the party's element based on its main weapon.
#
# Finds the main weapon (position -1) and updates the party's element if it differs.
#
# @return [void]
def update_element!
main_weapon = weapons.detect { |gw| gw.position.to_i == -1 }
new_element = main_weapon&.weapon&.element
update_column(:element, new_element) if new_element.present? && element != new_element
end
##
# Updates the party's extra flag based on weapon positions.
#
# Sets the extra flag to true if any weapon is in an extra position, otherwise false.
#
# @return [void]
def update_extra!
new_extra = weapons.any? { |gw| GridWeapon::EXTRA_POSITIONS.include?(gw.position.to_i) }
update_column(:extra, new_extra) if extra != new_extra
end
##
# Sets a unique shortcode for the party before creation.
#
# Generates a random string and assigns it to the shortcode attribute.
#
# @return [void]
def set_shortcode
self.shortcode = random_string
end
##
# Sets an edit key for the party before creation if no associated user is present.
#
# The edit key is generated using a SHA1 hash based on the current time and a random value.
#
# @return [void]
def set_edit_key
return if user
self.edit_key ||= Digest::SHA1.hexdigest([Time.now, rand].join)
end
##
# Generates a random alphanumeric string used for the party shortcode.
#
# @return [String] a random string of 6 characters.
def random_string
num_chars = 6
o = [('a'..'z'), ('A'..'Z'), (0..9)].map(&:to_a).flatten
(0...num_chars).map { o[rand(o.length)] }.join
end
end