Began migrating the rest of the codebase to the new computation engine
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@@ -0,0 +1,117 @@
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import { Meteor } from 'meteor/meteor'
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import { isEqual, forOwn } from 'lodash';
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import CreatureProperties from '/imports/api/creature/creatureProperties/CreatureProperties.js';
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import propertySchemasIndex from '/imports/api/properties/computedOnlyPropertySchemasIndex.js';
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export default function writeAlteredProperties(computation){
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let bulkWriteOperations = [];
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// Loop through all properties on the memo
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forOwn(computation.propsById, changed => {
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let schema = propertySchemasIndex[changed.type];
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if (!schema){
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console.warn('No schema for ' + changed.type);
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return;
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}
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let id = changed._id;
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let op = undefined;
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let original = computation.originalPropsById[id];
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let keys = [
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'inactive',
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'deactivatedBySelf',
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'deactivatedByAncestor',
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'deactivatedByToggle',
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'damage',
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...schema.objectKeys(),
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];
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op = addChangedKeysToOp(op, keys, original, changed);
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if (op){
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bulkWriteOperations.push(op);
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}
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});
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writePropertiesSequentially(bulkWriteOperations);
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}
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function addChangedKeysToOp(op, keys, original, changed) {
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// Loop through all keys that can be changed by computation
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// and compile an operation that sets all those keys
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for (let key of keys){
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if (!isEqual(original[key], changed[key])){
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if (!op) op = newOperation(original._id, changed.type);
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let value = changed[key];
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if (value === undefined){
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// Unset values that become undefined
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addUnsetOp(op, key);
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} else {
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// Set values that changed to something else
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addSetOp(op, key, value);
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}
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}
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}
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return op;
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}
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function newOperation(_id, type){
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let newOp = {
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updateOne: {
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filter: {_id},
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update: {},
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}
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};
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if (Meteor.isClient){
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newOp.type = type;
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}
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return newOp;
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}
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function addSetOp(op, key, value){
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if (op.updateOne.update.$set){
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op.updateOne.update.$set[key] = value;
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} else {
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op.updateOne.update.$set = {[key]: value};
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}
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}
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function addUnsetOp(op, key){
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if (op.updateOne.update.$unset){
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op.updateOne.update.$unset[key] = 1;
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} else {
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op.updateOne.update.$unset = {[key]: 1};
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}
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}
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// We use this instead of bulkWriteProperties because it functions with latency
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// compensation without needing to roll back changes, which causes multiple
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// expensive redraws of the character sheet
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function writePropertiesSequentially(bulkWriteOps){
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bulkWriteOps.forEach(op => {
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let updateOneOrMany = op.updateOne || op.updateMany;
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CreatureProperties.update(updateOneOrMany.filter, updateOneOrMany.update, {
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// The bulk code is bypassing validation, so do the same here
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// selector: {type: op.type} // include this if bypass is off
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bypassCollection2: true,
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});
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});
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}
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// This is more efficient on the database, but significantly less efficient
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// in the UI because of incompatibility with latency compensation. If the
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// duplicate redraws can be fixed, this is a strictly better way of processing
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// writes
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function bulkWriteProperties(bulkWriteOps){
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if (!bulkWriteOps.length) return;
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// bulkWrite is only available on the server
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if (Meteor.isServer){
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CreatureProperties.rawCollection().bulkWrite(
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bulkWriteOps,
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{ordered : false},
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function(e){
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if (e) {
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console.error('Bulk write failed: ');
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console.error(e);
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}
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}
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);
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} else {
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writePropertiesSequentially(bulkWriteOps);
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}
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}
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