The Go cutover omitted get_character_inventory; the React InventoryWindow
fetches GET /inventory/{name} and got 404 -> empty. Port the endpoint:
per-character items with placement (current_wielded_location/container_id/
items_capacity), mana (current_mana/max_mana from original_json IntValues),
icon overlays, and join-table combat/req/enh/rating stats; material-prefixed
name. Returns {character_name,item_count,items}.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Completes the Go backend so it can fully replace Python in production:
tracker-go website layer (serves the unchanged frontend):
- static file serving + SPA fallback + /icons (website.go)
- login/logout with itsdangerous cookie ISSUING (bcrypt, Python-interop) and the
/me handler (auth.go issueSessionCookie + website.go)
- admin user CRUD (website_admin.go) and the issue-board write side (website_issues.go)
- request-scoped user context + requireAdmin (auth.go)
cutover ingest (gated off during the parallel run, required for a clean cutover):
- inventory forwarding: full_inventory -> /process-inventory, inventory_delta ->
item POST/DELETE, per-character serialized, fire-and-forget (inventory_forward.go)
- death/idle Discord alerts via DISCORD_ACLOG_WEBHOOK (aclog.go)
- SKIP_SCHEMA_INIT so write mode against the prod DBs runs no DDL (tracker-go + inventory-go)
two bugs found live and fixed:
- coerceNum: the plugin sends kills_per_hour/deaths/total_deaths/prismatic_taper_count
as STRINGS; pydantic coerced them, Go's number helpers wrote null/0 (reads.go/ingest.go)
- telemetry is broadcast TYPELESS so the browser ignores it and uses the /live poll;
broadcasting it typed flapped the per-player counters 0<->value (ingest.go stripType)
docker-compose.cutover.yml: reversible override flipping the Go services to write
mode against the production DBs and repointing the Discord bot at the Go /ws/live.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Full Go port of suitbuilder.py's ConstraintSatisfactionSolver (the LIVE solver
behind the suitbuilder UI; main.py's /optimize/suits is legacy/unused):
- suit_model.go: CoverageMask + reductions, SuitItem/ItemBucket/SuitState,
SpellBitmapIndex, ScoringWeights, SearchConstraints, CompletedSuit.to_dict,
ItemPreFilter, set name<->id maps. Every sort carries (character_name, name)
tiebreakers for deterministic results.
- suit_solver.go: the 5-phase pipeline — load_items (fed in-process by the Go
/search/items), create_buckets (+multi-slot/generic-jewelry expansion),
apply_reduction_options, sort_buckets, and the depth-first recursive_search
with both Mag-SuitBuilder pruning rules, can_add_item constraints (set limits,
jewelry spell contribution, strict spell mode), scoring, and finalize.
- suit_http.go: POST /suitbuilder/search (SSE: phase/log/suit/progress/complete),
GET /suitbuilder/characters, GET /suitbuilder/sets.
- search.go: refactor handleSearchItems -> shared runSearch (the solver reuses
it so both see identical rows); emit slot_name (get_sophisticated_slot_options
+ translate_equipment_slot); fix the trinket slot_names clause to exclude
%bracelet% (matches Python).
- slotname.go: the EquipMask-based slot translation, loaded from the enum DB.
Validation: 9/9 scenarios stream byte-identical suits vs the Python service on
production data (no-spell, multi-character, locked slots with/without spells,
spell constraints, alternate set pairs, primary-only). ~45x faster than Python.
Three subtle bugs found and fixed during validation:
- slot_name is load-bearing, not display: jewelry's computed_slot_name is empty,
so load_items falls back to slot_name to bucket rings/neck/wrists/trinket.
- Python scoring uses floor division (total_armor // 100); total_armor goes
negative (non-armor items carry armor_level -1) so Go's truncation was +1 off.
- the trinket fetch must exclude bracelets or they duplicate the Wrist buckets.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the remaining search-result enrichment that the suitbuilder solver (and the
item-detail UI) depend on, validated byte-exact against the Python service on
production data:
- Load the SpellTable (spells.values, 6266 entries) from the enum DB and port
translate_spell (id -> {id,name,description,school,difficulty,duration,mana,
family}, Unknown_Spell_<id> fallback, "" defaults).
- Emit `spells` (full dicts) and `spell_names` from the ordered passive Spells
array (original_json->'Spells', array order + duplicates preserved), exactly
as enrich_db_item/extract_item_properties do — NOT from item_spells. Only set
when the item has spells. A jsonb_typeof guard keeps non-array Spells safe.
- Add the shirt_only / pants_only / underwear_only filters as CTE-body WHERE
injections (coverage-bit logic on key 218103821), mirroring main.py.
Validation (char Plant Enjoyer, all chars): spell_names 0 mismatches (8 spell
items), spells[].name 0 mismatches, shirt_only/pants_only item sets identical
(0 only-py / 0 only-go). Normal-search total_count still matches Python.
Note: for shirt/pants/slot filters Python's total_count is inconsistent with its
own items (separate count CTE lacks the injection); Go uses one CTE so the count
is self-consistent. Deliberately not replicating that Python bug.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wires the validated item-processor into the ingestion endpoints, writing to an
isolated inventory-go-db (never production):
- schema.go: faithful 7-table replica of inventory-service/database.py.
- ingest.go: /process-inventory (full replace), POST/DELETE single item, with the
exact delete-then-insert flow, dynamic INSERT builder (quotes reserved "unique"),
spell union (is_active), and item_raw_data verbatim. enhancements always inserts.
- compose: isolated inventory-go-db (postgres:14, 127.0.0.1:5435) + read-write
inventory-go-shadow (:8773) that owns it; schema init on boot.
Validated by ingesting a recently-ingested character's items (from production's
original_json) into the shadow DB and diffing vs production: byte-identical —
items 243, combat 243, enhancements 243, ratings 6, requirements 19, spells 52
all match; 0 per-column mismatches across 243 items.
Finding: older production normalized rows can be STALE (predate the code reading
Decal keys 218103832/218103835); Go matches the CURRENT Python code, so validate
ingestion against recently-ingested characters.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the core item processing: raw item JSON -> normalized columns for all 7
tables, with the exact per-table sentinel->NULL rules, material/item_set string
translation, the Spells/ActiveSpells union (is_active), and compute_base_values
(the spell_effects buff-reversal for base_armor_level/base_max_damage/
base_attack_bonus/etc., with the data embedded and the 167772170-vs-167772172
attack-bonus id discrepancy preserved). loadEnums now also loads MaterialType.
A loopback POST /debug/process returns the normalized columns for validation.
Validated against production's STORED rows (read-only, no writes): 0 mismatches
across 200 items for every sampled column of items, item_enhancements (incl.
translated material + set), item_combat_stats (incl. base_* values), and
item_ratings.
This unlocks ingestion (the processor produces the rows) and the remaining
search-response enrichment (spells/weapon/mana from the same extractor).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Loads the ObjectClass enum map and adds object_class_name via translate_object_class,
including the context-aware Gem(11) classification (crystal/mana stone/gem/aetheria
by item name, using the original name before the material prefix). The rare
aetheria-by-IntValues path is documented as not reproduced (needs original_json).
Validated vs Python: 0 mismatches over 600 rows (3 queries incl. a 'crystal' text
search that exercises the gem context) for object_class_name, name, material_name,
item_set_name, value.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the search CTE (items_with_slots: combat/req/enh joins + the rating
extractions from item_raw_data.int_values JSONB via GREATEST/COALESCE, coverage
mask, computed_spell_names), the SQL filters, sort mapping, pagination, and the
DISTINCT count query. Returns each row's direct DB columns + computed booleans
(is_equipped/bonded/attuned/rare, condition_percent).
Validated vs the Python service on the production DB: total_count EXACT across
13 filter combinations (armor/jewelry/min_armor/min_damage/text/material/
min_value/is_rare/rating/equipped/character/workmanship), and 50-row alignment
with 0 direct-column mismatches (same SQL sort order, same rows).
Deferred to later slices: deep per-row enrichment (extract_item_properties:
material_name/spells/slot_name/object_class_name/...), and the enum-dependent
filters (has_spell/spell_contains/legendary_cantrips, slot_names, item_set,
weapon_type, underwear).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
First slice of the inventory-service port, running in parallel READ-ONLY against
the production inventory_db (never written):
- main.go/store.go: pgx pool (forced read-only), enum-DB loader extracting
AttributeSetInfo for set-name resolution, /health, /sets/list, /characters/list.
- Dockerfile + compose service inventory-go (127.0.0.1:8772, enum JSON mounted).
Validated vs the Python service on the same DB: /characters/list 167 chars exact
counts; /sets/list 76 sets EXACT match (ids, names, counts).
Remaining (large): /search/items (40+ filters + enrich_db_item), inventory
fetch, item-processing ingestion (extract_item_properties), and the suitbuilder
solver.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>