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migrate_game.rb
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migrate_game.rb
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# frozen_string_literal: true
# rubocop:disable all
require_relative 'models'
Dir['./models/**/*.rb'].sort.each { |file| require file }
Sequel.extension :pg_json_ops
require_relative 'lib/engine'
$broken = {}
def switch_actions(actions, first, second)
first_idx = actions.index(first)
second_idx = actions.index(second)
id = second['id']
second['id'] = first['id']
first['id'] = id
actions[first_idx] = second
actions[second_idx] = first
return [first, second]
end
# Switches the position of two blocks of actions.
# If an array of actions `[abcdeFGHIjklMNopq]` is passed with ranges `6..9` and
# `13..14` then this will modify the array order to be `[abcdeMNjklFGHIopq]`.
# @param actions [Array] Array of actions.
# @param first_block [Range] ID range of the first block of actions.
# @param second_block [Range] ID range of the second block of actions.
def switch_action_blocks(actions, first_block, second_block)
raise RangeError if second_block.first <= first_block.last
raise RangeError if first_block.size.zero? || second_block.size.zero?
middle_block = (first_block.last + 1)..(second_block.first - 1)
start_idx = actions[first_block.first]['id']
reordered = actions[second_block] + actions[middle_block] + actions[first_block]
reordered.each_with_index { |action, i | action['id'] = start_idx + i }
actions[first_block.first..second_block.last] = reordered
end
# Moves an auto_actions array from one action to another. If both actions have
# auto_actions arrays then they will be switched. If neither have auto_actions
# then nothing is changed.
# @param actions [Array] Array of actions.
# @param from [Integer] Index of the action with the auto_actions.
# @param to [Integer] Index of the action to move the auto_actions to.
def move_auto_actions(actions, from, to)
from, to = [from, to].minmax # In case from > to
first = actions[from]
second = actions[to]
auto_actions1 = first['auto_actions']
auto_actions2 = second['auto_actions']
return if auto_actions1.nil? && auto_actions2.nil?
if auto_actions1.nil?
second.delete('auto_actions')
else
second['auto_actions'] = auto_actions1
end
if auto_actions2.nil?
first.delete('auto_actions')
else
first['auto_actions'] = auto_actions2
end
end
# If inserting/deleting actions, modify the given `actions` and return `nil`
#
# If editing existing actions, modify them on `actions` in place, and return an
# array containing the just the modified actions (so the modified actions will
# be in both the originally given `actions` and in the returned array)
def repair(game, original_actions, actions, broken_action, data, pry_db: false)
optionalish_actions = %w[message buy_company]
broken_action_idx = actions.index(broken_action)
action = broken_action['original_id'] || broken_action['id']
step = game.active_step
prev_actions = actions[0..broken_action_idx - 1]
prev_action = prev_actions[prev_actions.rindex { |a| !optionalish_actions.include?(a['type']) }]
next_actions = actions[broken_action_idx + 1..]
next_action = next_actions.find { |a| !optionalish_actions.include?(a['type']) }
current_entity = step.current_entity
entity_id = broken_action['entity']
entity = game.corporation_by_id(entity_id) ||
game.company_by_id(entity_id) ||
game.player_by_id(entity_id)
step_actions = step.actions(current_entity)
################
# BEGIN REPAIR #
################
# When a new migration is needed for something more than adding/removing pass
# actions, delete blocks here for completed migrations and add a new commented
# block; see the history of this file for examples of previous migrations.
if pry_db
require 'pry-byebug'
binding.pry
end
# Generic handling for when a change just needs pass actions to be
# inserted/deleted
# action seems ok, try deleting auto_action pass
if broken_action['entity'] == game.current_entity.id &&
game.round.actions_for(game.current_entity).include?(broken_action['type']) &&
(broken_action['auto_actions'] || []).map { |aa| aa['type'] } == ['pass']
actions[broken_action_idx].delete('auto_actions')
puts ' patched: removed auto_action pass from broken_action'
return [actions[broken_action_idx]]
end
# fix entity for pass action
if broken_action['type'] == 'pass' && game.current_entity.id != broken_action['entity']
entity_type =
if game.current_entity.company?
'company'
else
broken_action['entity_type']
end
puts " patched: changed entity of broken pass from #{broken_action['entity']} to #{game.current_entity.id} in current_action"
actions[broken_action_idx]['entity'] = game.current_entity.id
actions[broken_action_idx]['entity_type'] = entity_type
return [actions[broken_action_idx]]
end
# delete pass from current_action
if broken_action['type'] == 'pass' && !step_actions.include?('pass')
actions.delete(broken_action)
puts ' patched: deleted pass from current_action'
return
end
# delete pass from current_action, move its auto_actions to prev_action
if broken_action['type'] == 'pass' && broken_action.include?('auto_actions')
if (auto_actions = broken_action.delete('auto_actions'))
actions[broken_action_idx - 1]['auto_actions'] = auto_actions
end
puts ' patched: deleted pass from current_action, moved auto_actions to pre_action'
return
end
# delete pass from prev_action when the broken_action would have worked in
# that spot
if !step_actions.include?(broken_action['type']) &&
prev_action['type'] == 'pass' &&
(g = Engine::Game.load(data, actions: prev_actions[..-2]))
.round
.actions_for(g.corporation_by_id(broken_action['entity']) || g.company_by_id(broken_action['entity']))
.include?(broken_action['type'])
actions.delete(prev_action)
puts ' patched: deleted pass from prev_action'
return
end
# delete pass from prev_action, move its auto_action pass to the prior action
if !step_actions.include?(broken_action['type']) &&
prev_action['type'] == 'pass' &&
(prev_action['auto_actions'] || []).map { |aa| aa['type'] } == ['pass'] &&
!actions[broken_action_idx - 2].include?('auto_actions')
actions[broken_action_idx - 2]['auto_actions'] = prev_action.delete('auto_actions')
actions.delete(prev_action)
puts ' patched: deleted pass from prev_action and moved pass auto_action to prior action'
return
end
# insert pass
if (!step_actions.include?(broken_action['type']) && step_actions.include?('pass')) ||
broken_action['entity'] != current_entity.id
pass = Engine::Action::Pass.new(current_entity)
pass.user = pass.entity.player.id
actions.insert(broken_action_idx, pass.to_h)
puts ' patched: inserted pass'
return
end
################
# END REPAIR #
################
raise Exception, "Cannot fix Game #{game.id} at action #{action}"
end
def attempt_repair(actions, debug, data, pry_db: false)
repairs = []
rewritten = false
ever_repaired = false
iteration = 0
loop do
game = yield
game.instance_variable_set(:@loading, true)
# Locate the break
repaired = false
filtered_actions, _active_undos = game.class.filtered_actions(actions)
filtered_actions.compact!
filtered_actions.each.with_index do |action, _index|
action = action.copy(game) if action.is_a?(Engine::Action::Base)
begin
game.process_action(action).maybe_raise!
rescue Exception => e
puts e.backtrace if debug
iteration += 1
puts " iteration #{iteration}; action #{action['id']}; #{game.active_step.type} step; #{action['entity']}, #{action['type']}"
raise Exception, "Stuck in infinite loop?" if iteration > 100
ever_repaired = true
inplace_actions = repair(game, actions, filtered_actions, action, data, pry_db: pry_db)
repaired = true
if inplace_actions
repairs += inplace_actions
else
rewritten = true
# Added or moved actions... destroy undo states and renumber.
filtered_actions.each_with_index do |a, idx|
a['original_id'] = a['id'] unless a.include?('original_id')
a['id'] = idx + 1
end
actions = filtered_actions
end
break
end
end
break unless repaired
end
repairs = nil if rewritten
return [actions, repairs] if ever_repaired
end
def migrate_data(data, debug=true)
begin
data['actions'], repairs = attempt_repair(data['actions'], debug, data) do
Engine::Game.load(data, actions: []).maybe_raise!
end
rescue Exception => e
puts 'Failed to fix :(', e
return data
end
# running a migration on a game without issues returns nil actions
return unless data['actions']
data
end
# This doesn't write to the database
def migrate_db_actions_in_mem(data, debug=false)
original_actions = data.actions.map(&:to_h)
begin
actions, repairs = attempt_repair(original_actions, debug, data) do
Engine::Game.load(data, actions: []).maybe_raise!
end
puts repairs
return actions || original_actions
rescue Exception => e
puts 'Something went wrong', e
#raise e
end
return original_actions
end
def migrate_db_actions(data, pin=nil, dry_run=false, debug=false, pry_db: false, require_pin: false)
raise Exception, "pin is not valid" if !pin && require_pin
puts "\nGame #{data.id}"
original_actions = data.actions.map(&:to_h)
begin
actions, repairs = attempt_repair(original_actions, debug, data, pry_db: pry_db) do
Engine::Game.load(data, actions: []).maybe_raise!
end
if actions && !dry_run
if repairs
puts ' saving changed actions'
repairs.each do |action|
# Find the action index
idx = actions.index(action)
data.actions[idx].action = action
data.actions[idx].save
end
else # Full rewrite.
puts ' game fixed, rewriting all actions'
DB.transaction do
Action.where(game: data).delete
game = Engine::Game.load(data, actions: []).maybe_raise!
# Set back to loading
game.instance_variable_set(:@loading, true)
actions.each do |action|
game.process_action(action)
game.maybe_raise!
Action.create(
game: data,
user: action.key?('user') ? User[action['user']] : data.user,
action_id: game.actions.last.id,
action: action,
)
end
end
end
end
return actions || original_actions
rescue Exception => e
$broken[data.id]=e
puts e.backtrace if debug
puts " #{e}"
if !dry_run
if pin == :delete || pin == :archive
puts " Archiving #{data.id}"
data.archive!
else
if pin
puts " Pinning #{data.id} to #{pin}"
data.settings['pin'] = pin
data.save
else
puts " Skipping pin (none given)"
end
end
else
puts " Needs pinning #{data.id} to #{pin}"
end
end
return original_actions
end
def migrate_json(filename, debug=true)
puts "Loading #{filename} for migration"
data = migrate_data(JSON.parse(File.read(filename)), debug)
if data
File.write(filename, JSON.pretty_generate(data))
else
puts 'Nothing to do, game works'
end
end
def db_to_json(id, filename)
game = Game[id]
json = game.to_h(include_actions: true)
File.write(filename, JSON.pretty_generate(json))
end
def migrate_db_to_json(id, filename)
game = Game[id]
json = game.to_h(include_actions: true)
json['actions'] = migrate_db_actions(game)
File.write(filename, JSON.pretty_generate(json))
end
# Pass pin=:archive to archive failed games
def migrate_title(title, pin, dry_run=false, debug = false, require_pin: false)
DB[:games].order(:id).where(Sequel.pg_jsonb_op(:settings).has_key?('pin') => false, status: %w[active finished], title: title).select(:id).paged_each(rows_per_fetch: 1) do |game|
games = Game.eager(:user, :players, :actions).where(id: [game[:id]]).all
games.each {|data|
migrate_db_actions(data, pin, dry_run, debug, require_pin: require_pin)
}
end
end
def migrate_all(pin=nil, dry_run=false, debug = false, pry_db: false, game_ids: nil, require_pin: false, status: %w[active finished])
# can uncomment this for less noise in dev; don't commit it uncommented as
# that breaks the script in prod
# DB.loggers.first.level = Logger::FATAL
where_args = {
Sequel.pg_jsonb_op(:settings).has_key?('pin') => false,
status: status,
}
where_args[:id] = game_ids if game_ids
DB[:games].order(:id).where(**where_args).select(:id).paged_each(rows_per_fetch: 1) do |game|
games = Game.eager(:user, :players, :actions).where(id: [game[:id]]).all
games.each {|data|
migrate_db_actions(data, pin, dry_run, debug, pry_db: pry_db, require_pin: require_pin)
}
end
end