v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)
CI / build + unit + e2e (pull_request) Successful in 2m34s
CI / build + unit + e2e (pull_request) Successful in 2m34s
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+9
-1
@@ -2,6 +2,7 @@
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import { mkdirSync } from 'node:fs';
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import path from 'node:path';
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import Database from 'better-sqlite3';
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import { migrateRegionStats } from '../shared/protocol';
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import type { GameState } from '../shared/types';
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export interface Db {
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@@ -39,7 +40,7 @@ export function openDb(filePath: string): Db {
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const row = byId.get(id) as { data: string } | undefined;
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if (!row) return null;
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try {
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const state = JSON.parse(row.data) as GameState;
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let state = JSON.parse(row.data) as GameState;
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// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
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// with it defaulted: a legacy game has no no-man's-land regions.
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if (state.unowned === undefined) state.unowned = [];
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@@ -48,6 +49,13 @@ export function openDb(filePath: string): Db {
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if (state.pendingNationOps === undefined) state.pendingNationOps = [];
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// (v0.27, #44) Same for map markers: a legacy game has none placed.
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if (state.markers === undefined) state.markers = [];
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// (v0.28, #46) Rows saved before per-region stats existed are migrated
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// ONCE at load time (and never re-migrated afterwards — the field is
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// then present): each owned region is seeded with a copy of its owner's
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// nation-level stats and the nations' stats are recomputed as the
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// (uniform-weight) area×population-weighted median, so no data is lost
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// and a single-region nation keeps exactly its old stats.
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state = migrateRegionStats(state);
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return state;
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} catch {
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return null;
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