feat: v0.6.0 — data foundation: Drizzle ORM + SQLite (sql.js/WASM) persistence, first-run seed, read-only GET /api/state snapshot
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import { randomInt } from 'node:crypto';
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import fs from 'node:fs/promises';
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import path from 'node:path';
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import { drizzle, type SQLJsDatabase } from 'drizzle-orm/sql-js';
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import initSqlJs, { type Database as RawSqlJsDatabase } from 'sql.js';
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import { loadAirportsGeoJson } from '@/lib/airports';
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import { buildSeed, mulberry32 } from '@/lib/game/seed';
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import * as schema from './schema';
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// SQLite via sql.js (WASM) — no native compilation, so it builds and runs in the
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// alpine Docker image without a toolchain. Trade-off: the DB lives in memory and
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// every write must be exported to disk; persist() does that atomically (tmp file
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// + rename) and is called after each mutation.
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export interface GameDb {
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db: SQLJsDatabase<typeof schema>;
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raw: RawSqlJsDatabase;
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file: string;
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}
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// CREATE TABLE statements mirroring lib/db/schema.ts — keep in sync.
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const DDL = `
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CREATE TABLE IF NOT EXISTS planes (
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id TEXT PRIMARY KEY NOT NULL,
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model TEXT NOT NULL,
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status TEXT NOT NULL,
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fuel REAL NOT NULL,
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max_fuel REAL NOT NULL,
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location_icao TEXT NOT NULL,
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contract_id TEXT,
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lat REAL NOT NULL,
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lon REAL NOT NULL
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);
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CREATE TABLE IF NOT EXISTS contracts (
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id TEXT PRIMARY KEY NOT NULL,
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origin_icao TEXT NOT NULL,
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dest_icao TEXT NOT NULL,
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reward REAL NOT NULL,
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cargo_type TEXT NOT NULL,
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cargo_count INTEGER NOT NULL,
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deadline_sim_time INTEGER NOT NULL,
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status TEXT NOT NULL,
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plane_id TEXT,
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created_sim_time INTEGER NOT NULL
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);
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CREATE TABLE IF NOT EXISTS account (
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cash REAL NOT NULL,
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reputation REAL NOT NULL
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);
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CREATE TABLE IF NOT EXISTS sim_state (
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clock_ms INTEGER NOT NULL,
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time_scale REAL NOT NULL,
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paused INTEGER NOT NULL
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);
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`;
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// FLIGHT_DB_PATH override exists so unit tests can point at a temp file instead
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// of the real ./db/flight.db.
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export function defaultDbPath(): string {
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return process.env.FLIGHT_DB_PATH ?? path.join(process.cwd(), 'db', 'flight.db');
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}
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async function open(file: string): Promise<GameDb> {
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const SQL = await initSqlJs();
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let bytes: Buffer | undefined;
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try {
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bytes = await fs.readFile(file);
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} catch (err) {
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if ((err as NodeJS.ErrnoException).code !== 'ENOENT') throw err;
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}
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const raw = bytes ? new SQL.Database(new Uint8Array(bytes)) : new SQL.Database();
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raw.exec(DDL);
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const instance: GameDb = { db: drizzle(raw, { schema }), raw, file };
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// First-run seed: only when the DB is empty (no account row yet).
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const res = raw.exec('SELECT COUNT(*) FROM account');
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if (Number(res[0]?.values?.[0]?.[0] ?? 0) === 0) {
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await seedEmpty(instance);
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}
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return instance;
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}
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async function seedEmpty(instance: GameDb): Promise<void> {
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const fc = await loadAirportsGeoJson();
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const airports = fc.features.map((f) => ({
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icao: f.properties.icao,
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name: f.properties.name,
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lat: f.properties.lat,
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lon: f.properties.lon,
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}));
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// Random per-install seed; tests call buildSeed directly with a fixed RNG.
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const rng = mulberry32(randomInt(0, 2 ** 31));
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const data = buildSeed({ airports, rng, nowMs: Date.now() });
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await instance.db.insert(schema.planes).values(data.plane);
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await instance.db.insert(schema.contracts).values(data.contracts);
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await instance.db.insert(schema.account).values(data.account);
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await instance.db.insert(schema.simState).values(data.simState);
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await persist(instance);
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}
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// Durably save the in-memory DB: export bytes, write to a temp file, rename over
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// the target so a crash mid-write never leaves a truncated DB.
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export async function persist(instance: GameDb): Promise<void> {
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const bytes = instance.raw.export();
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await fs.mkdir(path.dirname(instance.file), { recursive: true });
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const tmp = `${instance.file}.tmp`;
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await fs.writeFile(tmp, Buffer.from(bytes));
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await fs.rename(tmp, instance.file);
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}
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// Singleton for the app process; openGameDb() is the uncached variant (tests).
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let ready: Promise<GameDb> | null = null;
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export function getGameDb(): Promise<GameDb> {
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if (!ready) ready = open(defaultDbPath());
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return ready;
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}
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export async function openGameDb(file: string): Promise<GameDb> {
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return open(file);
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}
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