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https://github.com/smogon/pokemon-showdown.git
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ESLint has a whole new config format, so I figure it's a good time to make the config system saner. - First, we no longer have separate eslint-no-types configs. Lint performance shouldn't be enough of a problem to justify the relevant maintenance complexity. - Second, our base config should work out-of-the-box now. `npx eslint` will work as expected, without any CLI flags. You should still use `npm run lint` which adds the `--cached` flag for performance. - Third, whatever updates I did fixed style linting, which apparently has been bugged for quite some time, considering all the obvious mixed-tabs-and-spaces issues I found in the upgrade. Also here are some changes to our style rules. In particular: - Curly brackets (for objects etc) now have spaces inside them. Sorry for the huge change. ESLint doesn't support our old style, and most projects use Prettier style, so we might as well match them in this way. See https://github.com/eslint-stylistic/eslint-stylistic/issues/415 - String + number concatenation is no longer allowed. We now consistently use template strings for this.
82 lines
2.8 KiB
TypeScript
82 lines
2.8 KiB
TypeScript
/**
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* SQL transactions for the Trivia plugin.
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*/
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import type { TransactionEnvironment } from '../../../lib/sql';
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import type { TriviaHistory, TriviaQuestion } from './trivia';
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export const transactions = {
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addHistory: (
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args: { history: Iterable<TriviaHistory>, gameHistoryInsertion: string, scoreHistoryInsertion: string },
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env: TransactionEnvironment
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) => {
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const gameHistoryInsertion = env.statements.get(args.gameHistoryInsertion);
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const scoreHistoryInsertion = env.statements.get(args.scoreHistoryInsertion);
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if (!gameHistoryInsertion || !scoreHistoryInsertion) throw new Error('Statements not found');
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for (const game of args.history) {
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const { lastInsertRowid } = gameHistoryInsertion.run(
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game.mode, game.length, game.category, game.startTime, game.creator, Number(game.givesPoints)
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);
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for (const userid in game.scores) {
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scoreHistoryInsertion.run(lastInsertRowid, userid, game.scores[userid]);
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}
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}
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return true;
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},
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editQuestion(
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args: { oldQuestionText: string, newQuestionText?: string, newAnswers?: string[] },
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env: TransactionEnvironment,
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) {
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// Question editing is likely to be infrequent, so I've optimized for readability and proper argument checking
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// rather than performance (i.e. not passing in prepared statements).
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const { oldQuestionText, newQuestionText, newAnswers } = args;
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if (newAnswers) {
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const questionID = (env.db
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.prepare('SELECT question_id FROM trivia_questions WHERE question = ?')
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.get(oldQuestionText) as AnyObject | null)?.question_id;
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if (!questionID) throw new Error('Question not found');
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env.db.prepare('DELETE FROM trivia_answers WHERE question_id = ?').run(questionID);
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const insert = env.db.prepare('INSERT INTO trivia_answers (question_id, answer) VALUES (?, ?)');
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for (const answer of newAnswers) {
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insert.run([questionID, answer]);
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}
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}
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if (newQuestionText) {
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env.db
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.prepare(`UPDATE trivia_questions SET question = ? WHERE question = ?`)
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.run([newQuestionText, oldQuestionText]);
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}
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},
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addQuestions: (
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args: {
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questions: Iterable<TriviaQuestion>,
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questionInsertion: string,
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answerInsertion: string,
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isSubmission: boolean,
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},
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env: TransactionEnvironment
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) => {
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const questionInsertion = env.statements.get(args.questionInsertion);
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const answerInsertion = env.statements.get(args.answerInsertion);
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if (!questionInsertion || !answerInsertion) throw new Error('Statements not found');
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const isSubmissionForSQLite = Number(args.isSubmission);
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for (const question of args.questions) {
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const { lastInsertRowid } = questionInsertion.run(
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question.question, question.category, question.addedAt, question.user, isSubmissionForSQLite
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);
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for (const answer of question.answers) {
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answerInsertion.run(lastInsertRowid, answer);
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}
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}
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return true;
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},
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};
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