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Add systems for local world persistence (#553)
* chore: Change vscode workspace settings to work with omnisharp * refactor(.NET): Use connection string builder to init sqlite database * docs(.NET): Add method documentation to most things that matter * docs(.NET): Add more docs I forgot to commit apparently * feat: Add PoC world database structure ^& http listener * fix: Send a response if VRCX isn't initialized rather than hanging * feat: Initialize world db schema on startup * feat: Allow worlds to store data in db through logfile * use existing current location for worldDB * Add tooltips * chore: Make it so vscode can format C# files without prettier * refactor: Add sqlite-net to (eventually) replace sqlite impl * refactor: Make use of sqlite-net for world database * docs: Add todo for fixing some random exception * refactor: Remove now-unused SQLiteWorld * refactor: Fix DB init query and change table structure again * refactor: Add WorldDataRequest, add attributes for camelcase json keys * Support current user location from API in addition to gameLog * Change current location check for worldDB * feat: Take store requests in JSON, identify worlds by GUID on store. * refactor: Remove unused worldId param from connection key generator * docs: Add more documentation to the methods for the world database * fix: Hey wait that's not a primary key * feat: Add a 10MB data cap for worlds shared across all of their rows. * fix: Don't calculate size of world date twice when inserting * refactor: Discard the guid variable since we only check for validity * docs: Add docs/comments for new data cap functionality * feat: Implement /getbulk API endpoint * fix: Correct WorldDB init query typo * fix: Update data entries properly instead of using 'OR REPLACE' * refactor: Move endpoint processing to separate methods * refactor: Add another check for error 503, remove old code * feat: Add debug capability to /vrcx/getbulk * fix: Correct the usage of getUser in actuallyGetCurrentLocation * feat: Add store errors, implement external reading, stop 404ing * docs: Add docs for new world db funcs * refactor: Change world db server listen port to 22500 * fix: Use getUser correctly, dumb dumb * fix: This error set shouldn't be here * feat: Future-proof api endpoints. Add /status endpoint --------- Co-authored-by: Natsumi <cmcooper123@hotmail.com>
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@@ -2092,6 +2092,47 @@ speechSynthesis.getVoices();
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});
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});
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API.getUserApiCurrentLocation = function () {
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return this.currentUser?.presence?.world;
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};
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// TODO: traveling to world checks
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API.actuallyGetCurrentLocation = async function () {
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const gameLogLocation = $app.lastLocation.location;
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console.log('gameLog Location', gameLogLocation);
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const presence = this.currentUser.presence;
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let presenceLocation = this.currentUser.$locationTag;
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if (presenceLocation === 'traveling') {
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console.log("User is traveling, using $travelingToLocation", this.currentUser.$travelingToLocation);
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presenceLocation = this.currentUser.$travelingToLocation;
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}
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console.log('presence Location', presenceLocation);
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// We want to use presence if it's valid to avoid extra API calls, but its prone to being outdated when this function is called.
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// So we check if the presence location is the same as the gameLog location; If it is, the presence is (probably) valid and we can use it.
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// If it's not, we need to get the user manually to get the correct location.
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// If the user happens to be offline or the api is just being dumb, we assume that the user logged into VRCX is different than the one in-game and return the gameLog location.
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// This is really dumb.
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if (presenceLocation === gameLogLocation) {
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console.log('ok presence return');
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return presence.world;
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}
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let args = await this.getUser({ userId: this.currentUser.id });
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let user = args.json
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console.log('presence bad, got user', user);
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if (!$app.isRealInstance(user.location)) {
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console.warn(
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'presence invalid, user offline and/or instance invalid. returning gamelog location: ',
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gameLogLocation
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);
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return gameLogLocation;
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}
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console.warn('presence outdated, got user api location instead: ', user.location);
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return this.parseLocation(user.location).worldId;
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};
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API.applyWorld = function (json) {
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var ref = this.cachedWorlds.get(json.id);
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if (typeof ref === 'undefined') {
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