initial commit of the paytime session frontend
This commit is contained in:
@@ -0,0 +1,360 @@
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import { query } from '@/lib/db';
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// map_end_dt was dropped from the schema — it was redundant with (and
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// occasionally got out of sync with) the next row's map_start_dt, since a
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// map's end is definitionally when the next one begins. This subquery
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// derives the same information: NULL for the currently-running map (no
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// later row exists yet), otherwise the next map's start time.
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const NEXT_MAP_START = (alias: string) =>
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`(SELECT MIN(m2.map_start_dt) FROM playtime_display_map_history m2 WHERE m2.map_start_dt > ${alias}.map_start_dt)`;
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// Tickrate changes sometimes require a very quick map restart, which
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// produces a second map_history row for the same map seconds later. Treat
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// anything under 2 minutes as such an artifact rather than a real play —
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// applied everywhere a map_history row is being counted/listed as an
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// actual occurrence. The currently-running map (no next row yet) is always
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// included since we can't know its eventual duration yet.
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const REAL_MAP_PERIOD = `(
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${NEXT_MAP_START('m')} IS NULL
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OR TIMESTAMPDIFF(MINUTE, m.map_start_dt, ${NEXT_MAP_START('m')}) >= 2
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)`;
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export interface PlayerRecord {
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steamid: string;
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current_name: string;
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current_country: string | null;
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player_tier: number;
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first_seen: string;
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last_seen: string;
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}
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export interface NameHistoryEntry {
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player_name: string;
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first_seen: string;
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last_seen: string;
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}
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export interface SessionEntry {
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session_id: number;
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session_start_dt: string;
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session_end_dt: string | null;
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session_active_minutes: number | null;
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maps_played: string | null; // comma-separated map names overlapping this session
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}
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export async function getPlayer(steamid: string): Promise<PlayerRecord | null> {
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const rows = await query<PlayerRecord>(
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`SELECT steamid, current_name, current_country, player_tier, first_seen, last_seen
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FROM playtime_display_players
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WHERE steamid = ?`,
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[steamid],
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);
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return rows[0] ?? null;
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}
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export async function getNameHistory(steamid: string): Promise<NameHistoryEntry[]> {
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return query<NameHistoryEntry>(
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`SELECT player_name, first_seen, last_seen
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FROM playtime_display_name_history
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WHERE steamid = ?
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ORDER BY last_seen DESC`,
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[steamid],
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);
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}
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export async function getSessions(steamid: string, limit = 100): Promise<SessionEntry[]> {
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// The maps_played subquery finds every map_history period that overlaps
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// this session's [start, end] window (same overlap logic used elsewhere
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// in the app), and concatenates the names. A session can span more than
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// one map if the player stayed connected through a map change.
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return query<SessionEntry>(
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`SELECT
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s.session_id,
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s.session_start_dt,
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s.session_end_dt,
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s.session_active_minutes,
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(
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SELECT GROUP_CONCAT(DISTINCT m.map_name ORDER BY m.map_start_dt SEPARATOR ', ')
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FROM playtime_display_map_history m
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WHERE m.map_start_dt < COALESCE(s.session_end_dt, NOW())
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AND COALESCE(${NEXT_MAP_START('m')}, NOW()) > s.session_start_dt
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AND ${REAL_MAP_PERIOD}
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) AS maps_played
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FROM playtime_display_sessions s
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WHERE s.steamid = ?
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ORDER BY s.session_start_dt DESC
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LIMIT ?`,
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[steamid, limit],
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);
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}
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export interface MapPopulationPoint {
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map_id: number;
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map_name: string;
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map_start_dt: string;
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players_online_at_start: number;
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}
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export async function getMapPopulationSeries(limit = 40): Promise<MapPopulationPoint[]> {
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// Player count at the moment each map period started — one data point per
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// map, letting the frontend chart whether population trends up or down
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// across the rotation. Fetched most-recent-first (for the LIMIT), then
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// the caller should reverse it back to chronological order for display.
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const rows = await query<MapPopulationPoint>(
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`SELECT m.map_id, m.map_name, m.map_start_dt,
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(SELECT COUNT(*) FROM playtime_display_sessions s
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WHERE s.session_start_dt < m.map_start_dt
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AND (s.session_end_dt IS NULL OR s.session_end_dt > m.map_start_dt)
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) AS players_online_at_start
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FROM playtime_display_map_history m
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WHERE ${REAL_MAP_PERIOD}
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ORDER BY m.map_start_dt DESC
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LIMIT ?`,
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[limit],
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);
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return rows.reverse();
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}
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export interface CountrySummary {
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current_country: string;
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player_count: number;
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}
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export async function getCountriesSummary(): Promise<CountrySummary[]> {
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// Players with no resolved country are excluded — there's no meaningful
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// "unknown" country page to select.
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return query<CountrySummary>(
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`SELECT current_country, COUNT(*) AS player_count
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FROM playtime_display_players
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WHERE current_country IS NOT NULL
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GROUP BY current_country
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ORDER BY player_count DESC, current_country ASC`,
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);
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}
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export interface CountryPlayer {
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steamid: string;
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current_name: string;
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last_seen: string;
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total_minutes: number | null;
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}
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export async function getPlayersByCountry(
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countryCode: string,
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sort: 'playtime' | 'recent',
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): Promise<CountryPlayer[]> {
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const orderBy = sort === 'playtime' ? 'total_minutes DESC' : 'p.last_seen DESC';
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return query<CountryPlayer>(
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`SELECT p.steamid, p.current_name, p.last_seen,
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(SELECT COALESCE(session_end_playtime_minutes, session_start_playtime_minutes)
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FROM playtime_display_sessions s
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WHERE s.steamid = p.steamid
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ORDER BY s.session_id DESC
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LIMIT 1
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) AS total_minutes
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FROM playtime_display_players p
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WHERE p.current_country = ?
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ORDER BY ${orderBy}
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LIMIT 200`,
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[countryCode],
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);
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}
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export interface MapSummary {
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map_name: string;
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times_played: number;
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last_played: string;
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}
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export interface MapPeriod {
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map_id: number;
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map_name: string;
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map_start_dt: string;
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map_end_dt: string | null;
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}
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export interface MapPresentPlayer {
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steamid: string;
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current_name: string;
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current_country: string | null;
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session_start_dt: string;
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session_end_dt: string | null;
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}
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export interface MapVoteRow {
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vote_id: number;
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vote_time: string;
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result: string | null;
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steamid: string;
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current_name: string;
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vote_choice: string;
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vote_weight: number;
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}
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export async function searchMapNames(q: string, limit = 50): Promise<MapSummary[]> {
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const like = `%${q}%`;
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return query<MapSummary>(
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`SELECT m.map_name, COUNT(*) AS times_played, MAX(m.map_start_dt) AS last_played
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FROM playtime_display_map_history m
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WHERE m.map_name LIKE ?
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AND ${REAL_MAP_PERIOD}
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GROUP BY m.map_name
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ORDER BY last_played DESC
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LIMIT ?`,
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[like, limit],
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);
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}
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export async function getMapPeriods(mapName: string): Promise<MapPeriod[]> {
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return query<MapPeriod>(
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`SELECT m.map_id, m.map_name, m.map_start_dt, ${NEXT_MAP_START('m')} AS map_end_dt
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FROM playtime_display_map_history m
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WHERE m.map_name = ?
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AND ${REAL_MAP_PERIOD}
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ORDER BY m.map_start_dt DESC`,
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[mapName],
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);
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}
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export async function getMapPeriod(mapId: number): Promise<MapPeriod | null> {
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const rows = await query<MapPeriod>(
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`SELECT m.map_id, m.map_name, m.map_start_dt, ${NEXT_MAP_START('m')} AS map_end_dt
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FROM playtime_display_map_history m
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WHERE m.map_id = ?`,
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[mapId],
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);
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return rows[0] ?? null;
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}
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export async function getPlayersPresentDuringMap(mapId: number): Promise<MapPresentPlayer[]> {
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return query<MapPresentPlayer>(
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`SELECT s.steamid, COALESCE(p.current_name, s.player_name) AS current_name,
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p.current_country, s.session_start_dt, s.session_end_dt
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FROM playtime_display_sessions s
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LEFT JOIN playtime_display_players p ON p.steamid = s.steamid
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JOIN playtime_display_map_history m ON m.map_id = ?
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WHERE s.session_start_dt < COALESCE(${NEXT_MAP_START('m')}, NOW())
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AND (s.session_end_dt IS NULL OR s.session_end_dt > m.map_start_dt)
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ORDER BY s.session_start_dt`,
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[mapId],
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);
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}
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export async function getMapVotes(mapId: number): Promise<MapVoteRow[]> {
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return query<MapVoteRow>(
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`SELECT e.vote_id, e.vote_time, e.result,
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c.steamid, COALESCE(p.current_name, c.steamid) AS current_name, c.vote_choice, c.vote_weight
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FROM playtime_display_map_vote_events e
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JOIN playtime_display_map_vote_choices c ON c.vote_id = e.vote_id
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LEFT JOIN playtime_display_players p ON p.steamid = c.steamid
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WHERE e.map_id = ?
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ORDER BY e.vote_time, c.vote_weight DESC`,
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[mapId],
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);
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}
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export async function getAdjacentMaps(
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mapStartDt: string,
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): Promise<{ prev: MapPeriod | null; next: MapPeriod | null }> {
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const [prevRows, nextRows] = await Promise.all([
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query<MapPeriod>(
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`SELECT m.map_id, m.map_name, m.map_start_dt, ${NEXT_MAP_START('m')} AS map_end_dt
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FROM playtime_display_map_history m
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WHERE m.map_start_dt < ?
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AND ${REAL_MAP_PERIOD}
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ORDER BY m.map_start_dt DESC
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LIMIT 1`,
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[mapStartDt],
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),
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query<MapPeriod>(
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`SELECT m.map_id, m.map_name, m.map_start_dt, ${NEXT_MAP_START('m')} AS map_end_dt
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FROM playtime_display_map_history m
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WHERE m.map_start_dt > ?
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AND ${REAL_MAP_PERIOD}
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ORDER BY m.map_start_dt ASC
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LIMIT 1`,
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[mapStartDt],
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),
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]);
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return { prev: prevRows[0] ?? null, next: nextRows[0] ?? null };
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}
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export interface CurrentPlayer {
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steamid: string;
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current_name: string;
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}
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/**
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* "Currently online" defined explicitly: a session whose last heartbeat
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* (session_end_dt) was within the last N minutes. This runs NOW() inside
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* MySQL itself rather than passing a JS-computed timestamp, so it's immune
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* to any Node/MySQL timezone mismatch — same check the admin already
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* validated by hand (27 vs a real count of 29).
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*
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* This is deliberately separate from the historical bucket-overlap queries
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* used elsewhere (population-over-time chart, getPlayersAtTime): those have
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* no freshness concept at all, which is correct for a genuinely historical
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* point in time, but wrong for "right now" — a session whose heartbeat
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* stopped an hour ago (player disconnected without a clean close) would
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* still satisfy a historical overlap check forever, silently inflating
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* "currently online" counts.
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*/
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export async function getCurrentPlayers(freshnessMinutes = 3): Promise<CurrentPlayer[]> {
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// Capped at 64 — the game's hard player limit. In principle this query
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// should never find more than that many truly-simultaneous players, but
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// rapid reconnects within the freshness window could in theory produce
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// more distinct steamids than were ever actually online at once. Ordering
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// by most-recent heartbeat and capping keeps the freshest 64, discarding
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// anything older if that edge case ever occurs.
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//
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// LEFT JOIN (not INNER) + COALESCE fallback to the session's own stored
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// player_name: an INNER JOIN here was silently dropping any session whose
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// matching players row wasn't found, undercounting "currently online"
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// for reasons unrelated to whether the player is actually connected.
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return query<CurrentPlayer>(
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`SELECT s.steamid, COALESCE(MAX(p.current_name), MAX(s.player_name)) AS current_name
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FROM playtime_display_sessions s
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LEFT JOIN playtime_display_players p ON p.steamid = s.steamid
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WHERE s.session_end_dt > NOW() - INTERVAL ? MINUTE
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GROUP BY s.steamid
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ORDER BY MAX(s.session_end_dt) DESC
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LIMIT 64`,
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[freshnessMinutes],
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);
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}
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export interface PlayerAtTime {
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steamid: string;
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current_name: string;
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}
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export async function getPlayersAtTime(atIso: string): Promise<PlayerAtTime[]> {
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return query<PlayerAtTime>(
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`SELECT s.steamid, COALESCE(MAX(p.current_name), MAX(s.player_name)) AS current_name
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FROM playtime_display_sessions s
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LEFT JOIN playtime_display_players p ON p.steamid = s.steamid
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WHERE s.session_start_dt <= ?
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AND (s.session_end_dt IS NULL OR s.session_end_dt >= ?)
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GROUP BY s.steamid`,
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[atIso, atIso],
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);
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}
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/**
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* A player's current total playtime is just the counter snapshot on their
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* most recent session row — session_end_playtime_minutes if that session
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* has had at least one heartbeat/close, otherwise session_start_playtime_minutes
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* (covers the brief window right after connect, before the first update).
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* No need to touch `player_time` at all — this value already reflects it.
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*/
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export async function getTotalPlaytimeMinutes(steamid: string): Promise<number | null> {
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const rows = await query<{ minutes: number | null }>(
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`SELECT COALESCE(session_end_playtime_minutes, session_start_playtime_minutes) AS minutes
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FROM playtime_display_sessions
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WHERE steamid = ?
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ORDER BY session_id DESC
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LIMIT 1`,
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[steamid],
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);
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return rows[0]?.minutes ?? null;
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}
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