* Update gitignore There is a mystery postgres folder and we are going to ignore it * Add migrations * Update preview state default to pending * Adds indexes * Adds PgHero and PgStatements * Update .gitignore * Update Gemfile Production: - `newrelic_rpm` Development: - `pg_query` - `prosopite` * Configure Sidekiq Create job for cleaning up party previews * Configure Prosopite and remove CacheFreeLogger * Enable query logging * Update api_controller.rb Add N+1 detectioin via Prosopite in development/test environments * Refactor canonical object blueprints * Refactor grid object blueprints * Remove N+1 from grid object models Reimplementing `character` `summon` and `weapon` was making N+1s which made queries really slow * Add counter caches to party * Add preview generation helpers The Party model can respond to queries about its preview state with the following models: - `schedule_preview_generation` - `preview_content_changed?` - `preview_expired?` - `should_generate_preview?` - `ready_for_preview?` - `needs_preview_generation?` - `preview_relevant_attributes` Removes the following methods: - `schedule_preview_regeneration` - `preview_relevant_changes?` * Add cache to is_favorited(user) * Refactored PartyBlueprint to minimize N+1s * Remove preview expiry constants These are defined in the Coordinator instead * Add method comments * Create parties_controller.rbs * Update logic and logs * Updates excluded methods and calculate_count * Use `includes` instead of `joins` * Use a less-insane way of counting * Adds a helper method for party privacy * Update filter condition helpers Just minor refactoring * Fix old view name in PartyBlueprint * Refactor parties#create * Remove redundant return * Update parties_controller.rbs * Update parties#index * Update parties_controller.rb Updates apply_includes and apply_excludes, along with modifying id_to_table and build_query * Update parties_controller.rb Adds the rest of the changes, too tired to write them all out. Some preview generation, some filtering * Refactor parties#index and parties#favorites These are mostly the same methods, so we remove common code into build_parties_query and render_paginated_parties * Alias table name to object to maintain API consistency * Maintain API consistency with raid blueprint * Optimize party loading by adding eager loading to `set_from_slug` - Refactored `set_from_slug` to use `includes` for eager loading associated models: - `user`, `job`, `raid` (with `group`) - `characters` (with `character` and `awakening`) - `weapons` (with `weapon`, `awakenings`, `weapon_key1`, `weapon_key2`, `weapon_key3`) - `summons` (with `summon`) - `guidebooks` (`guidebook1`, `guidebook2`, `guidebook3`) - `source_party`, `remixes`, `skills`, and `accessory` - This change improves query efficiency by reducing N+1 queries and ensures all relevant associations are preloaded. - Removed redundant favorite check as it was not necessary in this context. * Refactor grid blueprints - **GridCharacterBlueprint:** - Removed `:minimal` view restriction on `party` association. - Improved nil checks for `ring1`, `ring2`, and `earring` to prevent errors. - Converted string values in `awakening_level`, `over_mastery`, and `aetherial_mastery` fields to integers for consistency. - Ensured `over_mastery` and `aetherial_mastery` only include valid entries, filtering out blank or zero-modifier values. - **GridWeaponBlueprint:** - Removed `:minimal` view restriction on `party` association. - Ensured `weapon` association exists before accessing `ax`, `series`, or `awakening`. - Improved conditional checks for `weapon_keys` to prevent errors when `weapon` or `series` is nil. - Converted `awakening_level` field to integer for consistency. - **GridCharacterBlueprint:** - Removed `:minimal` view restriction on `party` association. * Update raid blueprints - Show flat representation of raid group in RaidBlueprint's nested view - Show nested representation of raid in RaidGroupBlueprint's full view * Move n+1 detection to around_action hook * Improve handling mastery bonuses - Improved handling of nested attributes: - Replaced old mastery structure with new `rings` and `awakening` assignments. - Added `new_rings` and `new_awakening` virtual attributes for easier updates. - Updated `assign_attributes` to exclude `rings` and `awakening` to prevent conflicts. - Enhanced parameter transformation: - Introduced `transform_character_params` to process `rings`, `awakening`, and `earring` more reliably. - Ensured proper type conversion (`to_i`) for numeric values in `uncap_level`, `transcendence_step`, and `awakening_level`. - Improved error handling for missing values by setting defaults where needed. - Optimized database queries: - Added `.includes(:awakening)` to `set` to prevent N+1 query issues. - Updated strong parameters: - Changed `rings` from individual keys (`ring1`, `ring2`, etc.) to a structured array format. - Refactored permitted attributes to align with the new nested structure. * Eager-load jobs when querying job skills * Eager load raids/groups when querying * Update users_controller.rb More efficient way of denoting favorited parties. * Update awakening.rb - Removes explicitly defined associations and adds ActiveRecord associations instead * Update party.rb - Removes favorited accessor - Renames derivative_parties to remixes and adds in-built sort * Update weapon_awakening.rb - Removes redefined explicit associations * Update grid_character.rb - Adds code transforming incoming ring and awakening values into something the db understands * Update character.rb Add explicit Awakenings enum * Update coordinator.rb Adds 'queued' as a state for generation
223 lines
8.4 KiB
Ruby
223 lines
8.4 KiB
Ruby
# frozen_string_literal: true
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module Api
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module V1
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class GridCharactersController < Api::V1::ApiController
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attr_reader :party, :incoming_character, :current_characters
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before_action :find_party, only: :create
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before_action :set, only: %i[update destroy]
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before_action :authorize, only: %i[create update destroy]
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before_action :find_incoming_character, only: :create
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before_action :find_current_characters, only: :create
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def create
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if !conflict_characters.nil? && conflict_characters.length.positive?
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# Render a template with the conflicting and incoming characters,
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# as well as the selected position, so the user can be presented with
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# a decision.
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# Up to 3 characters can be removed at the same time
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conflict_view = render_conflict_view(conflict_characters, incoming_character, character_params[:position])
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render json: conflict_view
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else
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# Destroy the grid character in the position if it is already filled
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if GridCharacter.where(party_id: party.id, position: character_params[:position]).exists?
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character = GridCharacter.where(party_id: party.id, position: character_params[:position]).limit(1)[0]
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character.destroy
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end
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# Then, create a new grid character
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character = GridCharacter.create!(character_params.merge(party_id: party.id,
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character_id: incoming_character.id))
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if character.save!
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grid_character_view = render_grid_character_view(character)
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render json: grid_character_view, status: :created
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end
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end
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end
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def update
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permitted = character_params.to_h.deep_symbolize_keys
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puts "Permitted:"
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ap permitted
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# For the new nested structure, assign them to the virtual attributes:
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@character.new_rings = permitted[:rings] if permitted[:rings].present?
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@character.new_awakening = permitted[:awakening] if permitted[:awakening].present?
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# For the rest of the attributes, you can assign them normally.
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@character.assign_attributes(permitted.except(:rings, :awakening))
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if @character.save
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render json: GridCharacterBlueprint.render(@character, view: :nested)
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else
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render_validation_error_response(@character)
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end
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end
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def resolve
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incoming = Character.find(resolve_params[:incoming])
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conflicting = resolve_params[:conflicting].map { |id| GridCharacter.find(id) }
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party = conflicting.first.party
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# Destroy each conflicting character
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conflicting.each { |character| GridCharacter.destroy(character.id) }
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# Destroy the character at the desired position if it exists
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existing_character = GridCharacter.where(party: party.id, position: resolve_params[:position]).first
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GridCharacter.destroy(existing_character.id) if existing_character
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if incoming.special
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uncap_level = 3
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uncap_level = 5 if incoming.ulb
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uncap_level = 4 if incoming.flb
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else
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uncap_level = 4
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uncap_level = 6 if incoming.ulb
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uncap_level = 5 if incoming.flb
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end
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character = GridCharacter.create!(party_id: party.id, character_id: incoming.id,
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position: resolve_params[:position], uncap_level: uncap_level)
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render json: GridCharacterBlueprint.render(character, view: :nested), status: :created if character.save!
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end
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def update_uncap_level
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character = GridCharacter.find(character_params[:id])
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render_unauthorized_response if current_user && (character.party.user != current_user)
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character.uncap_level = character_params[:uncap_level]
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character.transcendence_step = character_params[:transcendence_step]
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return unless character.save!
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render json: GridCharacterBlueprint.render(character, view: :nested, root: :grid_character)
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end
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# TODO: Implement removing characters
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def destroy
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render_unauthorized_response if @character.party.user != current_user
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return render json: GridCharacterBlueprint.render(@character, view: :destroyed) if @character.destroy
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end
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private
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def conflict_characters
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@conflict_characters ||= find_conflict_characters(incoming_character)
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end
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def find_conflict_characters(incoming_character)
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# Check all character ids on incoming character against current characters
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conflict_ids = (current_characters & incoming_character.character_id)
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return unless conflict_ids.length.positive?
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# Find conflicting character ids in party characters
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party.characters.filter do |c|
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c if (conflict_ids & c.character.character_id).length.positive?
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end.flatten
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end
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def find_current_characters
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# Make a list of all character IDs
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@current_characters = party.characters.map do |c|
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Character.find(c.character.id).character_id
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end.flatten
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end
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def set
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@character = GridCharacter.includes(:awakening).find(params[:id])
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end
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def find_incoming_character
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@incoming_character = Character.find(character_params[:character_id])
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end
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def find_party
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@party = Party.find(character_params[:party_id])
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render_unauthorized_response if current_user && (party.user != current_user)
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end
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def authorize
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# Create
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unauthorized_create = @party && (@party.user != current_user || @party.edit_key != edit_key)
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unauthorized_update = @character && @character.party && (@character.party.user != current_user || @character.party.edit_key != edit_key)
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render_unauthorized_response if unauthorized_create || unauthorized_update
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end
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def transform_character_params(raw_params)
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# Convert to a symbolized hash for convenience.
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raw = raw_params.deep_symbolize_keys
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# Only update keys that were provided.
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transformed = raw.slice(:uncap_level, :transcendence_step, :perpetuity)
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transformed[:uncap_level] = raw[:uncap_level].to_i if raw[:uncap_level].present?
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transformed[:transcendence_step] = raw[:transcendence_step].to_i if raw[:transcendence_step].present?
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# Process rings if provided.
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transformed.merge!(transform_rings(raw[:rings])) if raw[:rings].present?
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# Process earring if provided.
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transformed[:earring] = raw[:earring] if raw[:earring].present?
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# Process awakening if provided.
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if raw[:awakening].present?
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transformed[:awakening_id] = raw[:awakening][:id]
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# Default to 1 if level is missing (to satisfy validations)
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transformed[:awakening_level] = raw[:awakening][:level].present? ? raw[:awakening][:level].to_i : 1
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end
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transformed
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end
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def transform_rings(rings)
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default_ring = { modifier: nil, strength: nil }
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# Ensure rings is an array of hashes.
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rings_array = Array(rings).map(&:to_h)
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# Pad the array to exactly four rings if needed.
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rings_array.fill(default_ring, rings_array.size...4)
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{
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ring1: rings_array[0],
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ring2: rings_array[1],
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ring3: rings_array[2],
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ring4: rings_array[3]
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}
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end
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# Specify whitelisted properties that can be modified.
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def character_params
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params.require(:character).permit(
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:id,
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:party_id,
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:character_id,
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:position,
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:uncap_level,
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:transcendence_step,
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:perpetuity,
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awakening: %i[id level],
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rings: %i[modifier strength],
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earring: %i[modifier strength]
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)
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end
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def resolve_params
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params.require(:resolve).permit(:position, :incoming, conflicting: [])
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end
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def render_conflict_view(conflict_characters, incoming_character, incoming_position)
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ConflictBlueprint.render(nil,
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view: :characters,
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conflict_characters: conflict_characters,
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incoming_character: incoming_character,
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incoming_position: incoming_position)
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end
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def render_grid_character_view(grid_character)
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GridCharacterBlueprint.render(grid_character, view: :nested)
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end
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end
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end
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end
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