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elysium/apps/api/src/routes/debug.ts
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fix: sort injected entries by canonical defaults order after sync
2026-03-23 18:18:59 -07:00

800 lines
24 KiB
TypeScript

/**
* @file Debug routes for administrative player state corrections.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
import { createHmac } from "node:crypto";
import {
STORY_CHAPTERS,
isStoryChapterUnlocked,
type GameState,
} from "@elysium/types";
import { Hono } from "hono";
import { defaultAchievements } from "../data/achievements.js";
import { defaultAdventurers } from "../data/adventurers.js";
import { defaultBosses } from "../data/bosses.js";
import { defaultEquipment } from "../data/equipment.js";
import { defaultExplorations } from "../data/explorations.js";
import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js";
import { currentSchemaVersion } from "../data/schemaVersion.js";
import { defaultUpgrades } from "../data/upgrades.js";
import { defaultZones } from "../data/zones.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
/**
* Computes the HMAC-SHA256 of data using the given secret.
* @param data - The data string to sign.
* @param secret - The HMAC secret key.
* @returns The hex-encoded HMAC digest.
*/
const computeHmac = (data: string, secret: string): string => {
return createHmac("sha256", secret).update(data).
digest("hex");
};
/**
* Unlocks any zones whose required boss and quest conditions are satisfied.
* @param state - The player's current game state (mutated directly).
* @returns The number of zones that were unlocked.
*/
const applyZoneUnlocks = (state: GameState): number => {
let count = 0;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status !== "locked") {
continue;
}
const requiredBossDefeated
= zoneDefinition.unlockBossId === null
|| state.bosses.some((b) => {
return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
});
const requiredQuestCompleted
= zoneDefinition.unlockQuestId === null
|| state.quests.some((q) => {
return (
q.id === zoneDefinition.unlockQuestId && q.status === "completed"
);
});
if (requiredBossDefeated && requiredQuestCompleted) {
zoneInState.status = "unlocked";
count = count + 1;
}
}
return count;
};
interface QuestUnlockCheck {
questId: string;
zoneId: string;
prerequisiteIds: Array<string>;
state: GameState;
completedQuestIds: Set<string>;
}
/**
* Determines whether a quest should be made available given the current state.
* @param options - The options for the quest unlock check.
* @param options.questId - The ID of the quest to check.
* @param options.zoneId - The zone the quest belongs to.
* @param options.prerequisiteIds - The quest IDs that must be completed first.
* @param options.state - The current game state.
* @param options.completedQuestIds - Set of already-completed quest IDs.
* @returns True when the quest should be unlocked.
*/
const shouldUnlockQuest = ({
questId,
zoneId,
prerequisiteIds,
state,
completedQuestIds,
}: QuestUnlockCheck): boolean => {
const questInState = state.quests.find((q) => {
return q.id === questId;
});
if (!questInState || questInState.status !== "locked") {
return false;
}
const zoneInState = state.zones.find((z) => {
return z.id === zoneId;
});
if (!zoneInState || zoneInState.status === "locked") {
return false;
}
return prerequisiteIds.every((id) => {
return completedQuestIds.has(id);
});
};
/**
* Makes available any quests whose zone is unlocked and prerequisites are met.
* @param state - The player's current game state (mutated directly).
* @returns The number of quests that were made available.
*/
const applyQuestUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const questDefinition of defaultQuests) {
if (
!shouldUnlockQuest({
completedQuestIds: completedQuestIds,
prerequisiteIds: questDefinition.prerequisiteIds,
questId: questDefinition.id,
state: state,
zoneId: questDefinition.zoneId,
})
) {
continue;
}
const questInState = state.quests.find((q) => {
return q.id === questDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (questInState) {
questInState.status = "available";
count = count + 1;
}
}
return count;
};
interface BossUnlockCheck {
bossId: string;
previousBossId: string | undefined;
isFirstInZone: boolean;
prestigeRequirement: number;
state: GameState;
prestigeCount: number;
}
/**
* Determines whether a boss should be made available given the current state.
* @param options - The options for the boss unlock check.
* @param options.bossId - The ID of the boss to check.
* @param options.previousBossId - The ID of the previous boss in the zone.
* @param options.isFirstInZone - Whether this boss is the first in its zone.
* @param options.prestigeRequirement - The prestige level required for this boss.
* @param options.state - The current game state.
* @param options.prestigeCount - The player's current prestige count.
* @returns True when the boss should be made available.
*/
const shouldUnlockBoss = ({
bossId,
previousBossId,
isFirstInZone,
prestigeRequirement,
state,
prestigeCount,
}: BossUnlockCheck): boolean => {
const bossInState = state.bosses.find((b) => {
return b.id === bossId;
});
if (!bossInState || bossInState.status !== "locked") {
return false;
}
if (prestigeRequirement > prestigeCount) {
return false;
}
if (isFirstInZone) {
return true;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (previousBossId === undefined) {
return false;
}
const previousBossInState = state.bosses.find((b) => {
return b.id === previousBossId;
});
return previousBossInState?.status === "defeated";
};
/**
* Makes available any bosses that should be accessible based on zone status
* and sequential defeat order within each zone.
* @param state - The player's current game state (mutated directly).
* @returns The number of bosses that were made available.
*/
const applyBossUnlocks = (state: GameState): number => {
let count = 0;
const prestigeCount = state.prestige.count;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status === "locked") {
continue;
}
const bossesInZone = defaultBosses.filter((b) => {
return b.zoneId === zoneDefinition.id;
});
for (let index = 0; index < bossesInZone.length; index = index + 1) {
const bossDefinition = bossesInZone[index];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (!bossDefinition) {
continue;
}
const previousBossDefinition = bossesInZone[index - 1];
const unlock = shouldUnlockBoss({
bossId: bossDefinition.id,
isFirstInZone: index === 0,
prestigeCount: prestigeCount,
prestigeRequirement: bossDefinition.prestigeRequirement,
previousBossId: previousBossDefinition?.id,
state: state,
});
if (unlock) {
const bossInState = state.bosses.find((b) => {
return b.id === bossDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (bossInState) {
bossInState.status = "available";
count = count + 1;
}
}
}
}
return count;
};
/**
* Unlocks any adventurer tiers that were granted as rewards for completed quests
* but are still locked in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of adventurer tiers that were unlocked.
*/
const applyAdventurerUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
const earnedAdventurerIds = new Set<string>();
for (const questDefinition of defaultQuests) {
if (!completedQuestIds.has(questDefinition.id)) {
continue;
}
for (const reward of questDefinition.rewards) {
if (reward.type === "adventurer" && reward.targetId !== undefined) {
earnedAdventurerIds.add(reward.targetId);
}
}
}
for (const adventurer of state.adventurers) {
if (!adventurer.unlocked && earnedAdventurerIds.has(adventurer.id)) {
adventurer.unlocked = true;
count = count + 1;
}
}
return count;
};
/**
* Collects all upgrade IDs the player has legitimately earned via boss defeats
* and completed quest rewards, sourcing reward data from game definitions.
* @param state - The player's current game state.
* @returns A set of earned upgrade IDs.
*/
const collectEarnedUpgradeIds = (state: GameState): Set<string> => {
const earnedIds = new Set<string>();
const defeatedBossIds = new Set(
state.bosses.
filter((b) => {
return b.status === "defeated";
}).
map((b) => {
return b.id;
}),
);
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const bossDefinition of defaultBosses) {
if (!defeatedBossIds.has(bossDefinition.id)) {
continue;
}
for (const upgradeId of bossDefinition.upgradeRewards) {
earnedIds.add(upgradeId);
}
}
for (const questDefinition of defaultQuests) {
if (!completedQuestIds.has(questDefinition.id)) {
continue;
}
for (const reward of questDefinition.rewards) {
if (reward.type === "upgrade" && reward.targetId !== undefined) {
earnedIds.add(reward.targetId);
}
}
}
return earnedIds;
};
/**
* Unlocks any upgrades that were granted as rewards for defeated bosses or
* completed quests but are still locked in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of upgrades that were unlocked.
*/
const applyUpgradeUnlocks = (state: GameState): number => {
let count = 0;
const earnedUpgradeIds = collectEarnedUpgradeIds(state);
for (const upgrade of state.upgrades) {
if (!upgrade.unlocked && earnedUpgradeIds.has(upgrade.id)) {
upgrade.unlocked = true;
count = count + 1;
}
}
return count;
};
/**
* Marks as owned any equipment that was granted as a reward for defeated bosses
* but is still unowned in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of equipment items that were marked as owned.
*/
const applyEquipmentUnlocks = (state: GameState): number => {
let count = 0;
const defeatedBossIds = new Set(
state.bosses.
filter((b) => {
return b.status === "defeated";
}).
map((b) => {
return b.id;
}),
);
const earnedEquipmentIds = new Set<string>();
for (const bossDefinition of defaultBosses) {
if (!defeatedBossIds.has(bossDefinition.id)) {
continue;
}
for (const equipmentId of bossDefinition.equipmentRewards) {
earnedEquipmentIds.add(equipmentId);
}
}
for (const item of state.equipment) {
if (!item.owned && earnedEquipmentIds.has(item.id)) {
item.owned = true;
count = count + 1;
}
}
return count;
};
/**
* Unlocks any story chapters whose conditions are met by the current game state
* but are still absent from the player's unlockedChapterIds list.
* @param state - The player's current game state (mutated directly).
* @returns The number of story chapters that were unlocked.
*/
const applyStoryUnlocks = (state: GameState): number => {
if (state.story === undefined) {
return 0;
}
let count = 0;
const alreadyUnlocked = new Set(state.story.unlockedChapterIds);
for (const chapter of STORY_CHAPTERS) {
if (alreadyUnlocked.has(chapter.id)) {
continue;
}
if (isStoryChapterUnlocked(chapter, state)) {
state.story.unlockedChapterIds.push(chapter.id);
count = count + 1;
}
}
return count;
};
/**
* Makes available any exploration areas whose parent zone is now unlocked.
* @param state - The player's current game state (mutated directly).
* @returns The number of exploration areas that were made available.
*/
const applyExplorationUnlocks = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
let count = 0;
const unlockedZoneIds = new Set(
state.zones.
filter((z) => {
return z.status === "unlocked";
}).
map((z) => {
return z.id;
}),
);
for (const areaDefinition of defaultExplorations) {
if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
continue;
}
const areaInState = state.exploration.areas.find((a) => {
return a.id === areaDefinition.id;
});
if (areaInState && areaInState.status === "locked") {
areaInState.status = "available";
count = count + 1;
}
}
return count;
};
/**
* Applies all missing unlock corrections to a game state in-place.
* Delegates to per-category helpers and aggregates the results.
* @param state - The player's current game state (mutated directly).
* @returns Counts of each entity type that was corrected.
*/
const applyForceUnlocks = (
state: GameState,
): {
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
} => {
const zonesUnlocked = applyZoneUnlocks(state);
const questsUnlocked = applyQuestUnlocks(state);
const bossesUnlocked = applyBossUnlocks(state);
const explorationUnlocked = applyExplorationUnlocks(state);
const adventurersUnlocked = applyAdventurerUnlocks(state);
const upgradesUnlocked = applyUpgradeUnlocks(state);
const equipmentUnlocked = applyEquipmentUnlocks(state);
const storyUnlocked = applyStoryUnlocks(state);
return {
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
};
};
/**
* Injects any entries from a defaults array that are missing from an existing
* saved array (matched by `id`), cloning each new entry before pushing.
* @param existing - The player's saved array (mutated in place).
* @param defaults - The current default data array to compare against.
* @returns The number of entries that were added.
*/
const injectMissingEntries = <T extends { id: string }>(
existing: Array<T>,
defaults: Array<T>,
): number => {
const existingIds = new Set(existing.map((item) => {
return item.id;
}));
let added = 0;
for (const item of defaults) {
if (!existingIds.has(item.id)) {
existing.push(structuredClone(item));
added = added + 1;
}
}
const defaultOrder = new Map(defaults.map((item, index) => {
return [ item.id, index ] as const;
}));
existing.sort((itemA, itemB) => {
return (defaultOrder.get(itemA.id) ?? Number.MAX_SAFE_INTEGER)
- (defaultOrder.get(itemB.id) ?? Number.MAX_SAFE_INTEGER);
});
return added;
};
/**
* Injects any exploration areas from the defaults that are missing from the
* player's exploration state, seeding each new area as locked.
* @param state - The player's current game state (mutated in place).
* @returns The number of exploration areas that were added.
*/
const injectMissingExplorationAreas = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
const existingIds = new Set(state.exploration.areas.map((area) => {
return area.id;
}));
let added = 0;
for (const area of defaultExplorations) {
if (!existingIds.has(area.id)) {
state.exploration.areas.push({ id: area.id, status: "locked" });
added = added + 1;
}
}
return added;
};
/* eslint-disable stylistic/max-len -- Long function call lines cannot be shortened without losing alignment */
/**
* Syncs a player's save with the current game data, injecting any content
* entries that are missing because they were added after the save was created.
* @param state - The player's current game state (mutated in place).
* @returns Counts of how many entries were added per content type.
*/
const syncNewContent = (
state: GameState,
): {
achievementsAdded: number;
adventurersAdded: number;
bossesAdded: number;
equipmentAdded: number;
explorationAreasAdded: number;
questsAdded: number;
upgradesAdded: number;
zonesAdded: number;
} => {
return {
achievementsAdded: injectMissingEntries(state.achievements, defaultAchievements),
adventurersAdded: injectMissingEntries(state.adventurers, defaultAdventurers),
bossesAdded: injectMissingEntries(state.bosses, defaultBosses),
equipmentAdded: injectMissingEntries(state.equipment, defaultEquipment),
explorationAreasAdded: injectMissingExplorationAreas(state),
questsAdded: injectMissingEntries(state.quests, defaultQuests),
upgradesAdded: injectMissingEntries(state.upgrades, defaultUpgrades),
zonesAdded: injectMissingEntries(state.zones, defaultZones),
};
};
/* eslint-enable stylistic/max-len -- Re-enable after long lines */
const debugRouter = new Hono<HonoEnvironment>();
debugRouter.use(authMiddleware);
debugRouter.post("/force-unlocks", async(context) => {
try {
const discordId = context.get("discordId");
const gameStateRecord = await prisma.gameState.findUnique({
where: { discordId },
});
if (!gameStateRecord) {
return context.json({ error: "No game state found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
const state = gameStateRecord.state as unknown as GameState;
const {
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
} = applyForceUnlocks(state);
const updatedAt = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: updatedAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
signature,
state,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
});
} catch (error) {
void logger.error(
"debug_force_unlocks",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
debugRouter.post("/sync-new-content", async(context) => {
try {
const discordId = context.get("discordId");
const gameStateRecord = await prisma.gameState.findUnique({
where: { discordId },
});
if (!gameStateRecord) {
return context.json({ error: "No game state found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
const state = gameStateRecord.state as unknown as GameState;
const {
achievementsAdded,
adventurersAdded,
bossesAdded,
equipmentAdded,
explorationAreasAdded,
questsAdded,
upgradesAdded,
zonesAdded,
} = syncNewContent(state);
const updatedAt = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: updatedAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
achievementsAdded,
adventurersAdded,
bossesAdded,
equipmentAdded,
explorationAreasAdded,
questsAdded,
signature,
state,
upgradesAdded,
zonesAdded,
});
} catch (error) {
void logger.error(
"debug_sync_new_content",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
debugRouter.post("/hard-reset", async(context) => {
try {
const discordId = context.get("discordId");
const playerRecord = await prisma.player.findUnique({
where: { discordId },
});
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
characterName: playerRecord.characterName,
createdAt: playerRecord.createdAt,
discordId: playerRecord.discordId,
discriminator: playerRecord.discriminator,
lastSavedAt: Date.now(),
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
lifetimeClicks: playerRecord.lifetimeClicks,
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
totalClicks: 0,
totalGoldEarned: 0,
username: playerRecord.username,
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
update: { state: freshState as object, updatedAt: createdAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
offlineGold: 0,
offlineSeconds: 0,
schemaOutdated: false,
signature: signature,
state: freshState,
});
} catch (error) {
void logger.error(
"debug_hard_reset",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { debugRouter };