* 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
120 lines
2.8 KiB
Ruby
120 lines
2.8 KiB
Ruby
# frozen_string_literal: true
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class Character < ApplicationRecord
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include PgSearch::Model
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multisearchable against: %i[name_en name_jp],
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additional_attributes: lambda { |character|
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{
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name_en: character.name_en,
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name_jp: character.name_jp,
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granblue_id: character.granblue_id,
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element: character.element
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}
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}
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pg_search_scope :en_search,
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against: %i[name_en nicknames_en],
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using: {
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tsearch: {
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prefix: true,
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dictionary: 'simple'
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},
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trigram: {
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threshold: 0.18
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}
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}
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pg_search_scope :ja_search,
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against: %i[name_jp nicknames_jp],
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using: {
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tsearch: {
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prefix: true,
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dictionary: 'simple'
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}
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}
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AWAKENINGS = [
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{ slug: 'character-balanced', name_en: 'Balanced', name_jp: 'バランス', order: 0 },
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{ slug: 'character-atk', name_en: 'Attack', name_jp: '攻撃', order: 1 },
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{ slug: 'character-def', name_en: 'Defense', name_jp: '防御', order: 2 },
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{ slug: 'character-multi', name_en: 'Multiattack', name_jp: '連続攻撃', order: 3 }
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].freeze
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def blueprint
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CharacterBlueprint
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end
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def display_resource(character)
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character.name_en
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end
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# enum rarities: {
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# R: 1,
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# SR: 2,
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# SSR: 3
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# }
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# enum elements: {
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# Null: 0,
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# Wind: 1,
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# Fire: 2,
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# Water: 3,
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# Earth: 4,
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# Dark: 5,
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# Light: 6
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# }
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# enum proficiency1s: {
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# Sabre: 1,
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# Dagger: 2,
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# Axe: 3,
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# Spear: 4,
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# Bow: 5,
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# Staff: 6,
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# Melee: 7,
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# Harp: 8,
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# Gun: 9,
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# Katana: 10
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# }, _prefix: "proficiency1"
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# enum proficiency2s: {
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# None: 0,
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# Sabre: 1,
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# Dagger: 2,
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# Axe: 3,
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# Spear: 4,
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# Bow: 5,
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# Staff: 6,
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# Melee: 7,
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# Harp: 8,
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# Gun: 9,
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# Katana: 10,
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# }, _default: :None, _prefix: "proficiency2"
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# enum race1s: {
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# Unknown: 0,
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# Human: 1,
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# Erune: 2,
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# Draph: 3,
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# Harvin: 4,
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# Primal: 5
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# }, _prefix: "race1"
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# enum race2s: {
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# Unknown: 0,
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# Human: 1,
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# Erune: 2,
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# Draph: 3,
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# Harvin: 4,
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# Primal: 5,
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# None: 6
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# }, _default: :None, _prefix: "race2"
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# enum gender: {
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# Unknown: 0,
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# Male: 1,
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# Female: 2,
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# "Male/Female": 3
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# }
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end
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