forked from Hay1tsme/artemis
use SQL's limit/offset pagination for nextIndex/maxCount requests (#185)
Instead of retrieving the entire list of items/characters/scores/etc. at once (and even store them in memory), use SQL's `LIMIT ... OFFSET ...` pagination so we only take what we need.
Currently only CHUNITHM uses this, but this will also affect maimai DX and O.N.G.E.K.I. once the PR is ready.
Also snuck in a fix for CHUNITHM/maimai DX's `GetUserRivalMusicApi` to respect the `userRivalMusicLevelList` sent by the client.
### How this works
Say we have a `GetUserCharacterApi` request:
```json
{
"userId": 10000,
"maxCount": 700,
"nextIndex": 0
}
```
Instead of getting the entire character list from the database (which can be very large if the user force unlocked everything), add limit/offset to the query:
```python
select(character)
.where(character.c.user == user_id)
.order_by(character.c.id.asc())
.limit(max_count + 1)
.offset(next_index)
```
The query takes `maxCount + 1` items from the database to determine if there is more items than can be returned:
```python
rows = ...
if len(rows) > max_count:
# return only max_count rows
next_index += max_count
else:
# return everything left
next_index = -1
```
This has the benefit of not needing to load everything into memory (and also having to store server state, as seen in the [`SCORE_BUFFER` list](2274b42358/titles/chuni/base.py (L13)
).)
Reviewed-on: Hay1tsme/artemis#185
Co-authored-by: beerpsi <beerpsi@duck.com>
Co-committed-by: beerpsi <beerpsi@duck.com>
This commit is contained in:
@ -1,4 +1,4 @@
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from enum import Enum
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from enum import Enum, IntEnum
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class ChuniConstants:
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@ -81,12 +81,31 @@ class ChuniConstants:
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return cls.VERSION_NAMES[ver]
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class MapAreaConditionType(Enum):
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UNLOCKED = 0
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class MapAreaConditionType(IntEnum):
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"""Condition types for the GetGameMapAreaConditionApi endpoint. Incomplete.
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For the MAP_CLEARED/MAP_AREA_CLEARED/TROPHY_OBTAINED conditions, the conditionId
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is the map/map area/trophy.
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For the RANK_*/ALL_JUSTICE conditions, the conditionId is songId * 100 + difficultyId.
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For example, Halcyon [ULTIMA] would be 173 * 100 + 4 = 17304.
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"""
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ALWAYS_UNLOCKED = 0
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MAP_CLEARED = 1
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MAP_AREA_CLEARED = 2
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TROPHY_OBTAINED = 3
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RANK_SSS = 19
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RANK_SSP = 20
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RANK_SS = 21
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RANK_SP = 22
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RANK_S = 23
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ALL_JUSTICE = 28
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class MapAreaConditionLogicalOperator(Enum):
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AND = 1
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@ -102,11 +121,36 @@ class AvatarCategory(Enum):
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FRONT = 6
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BACK = 7
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class ItemKind(Enum):
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class ItemKind(IntEnum):
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NAMEPLATE = 1
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FRAME = 2
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"""
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"Frame" is the background for the gauge/score/max combo display
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shown during gameplay. This item cannot be equipped (as of LUMINOUS)
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and is hardcoded to the current game's version.
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"""
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TROPHY = 3
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SKILL = 4
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TICKET = 5
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"""A statue is also a ticket."""
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PRESENT = 6
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MUSIC_UNLOCK = 7
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MAP_ICON = 8
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SYSTEM_VOICE = 9
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AVATAR_ACCESSORY = 11
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SYMBOL_CHAT = 10
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AVATAR_ACCESSORY = 11
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ULTIMA_UNLOCK = 12
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"""This only applies to ULTIMA difficulties that are *not* unlocked by
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SS-ing EXPERT+MASTER.
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"""
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class FavoriteItemKind(IntEnum):
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MUSIC = 1
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RIVAL = 2
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CHARACTER = 3
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