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chore: Migrate to namespace
This commit is contained in:
@@ -2,6 +2,7 @@ import { z } from "zod";
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import { fn } from "../utils";
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import { Game } from "../game";
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import { Actor } from "../actor";
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import { Database } from "../drizzle";
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import { createEvent } from "../event";
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import { gamesTable } from "../game/game.sql";
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import { createSelectSchema } from "drizzle-zod";
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@@ -10,129 +11,124 @@ import { imagesTable } from "../images/images.sql";
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import { and, eq, isNull, sql } from "drizzle-orm";
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import { baseGamesTable } from "../base-game/base-game.sql";
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import { categoriesTable } from "../categories/categories.sql";
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import { createTransaction, useTransaction } from "../drizzle/transaction";
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export namespace Library {
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export const Info = createSelectSchema(steamLibraryTable)
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.omit({ timeCreated: true, timeDeleted: true, timeUpdated: true })
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export const Info = createSelectSchema(steamLibraryTable).omit({
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timeCreated: true,
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timeDeleted: true,
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timeUpdated: true,
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});
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export type Info = z.infer<typeof Info>;
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export type Info = z.infer<typeof Info>;
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export const Events = {
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Add: createEvent(
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"library.add",
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z.object({
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appID: z.number(),
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lastPlayed: z.date().nullable(),
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totalPlaytime: z.number(),
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}),
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),
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};
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export const Events = {
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Add: createEvent(
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"library.add",
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z.object({
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appID: z.number(),
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lastPlayed: z.date().nullable(),
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totalPlaytime: z.number(),
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}),
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),
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};
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export const add = fn(
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Info.partial({ ownerSteamID: true }),
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async (input) =>
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createTransaction(async (tx) => {
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const ownerSteamID = input.ownerSteamID ?? Actor.steamID()
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const result =
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await tx
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.select()
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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eq(steamLibraryTable.ownerSteamID, ownerSteamID),
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isNull(steamLibraryTable.timeDeleted)
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)
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)
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.limit(1)
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.execute()
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.then(rows => rows.at(0))
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if (result) return result.baseGameID
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await tx
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.insert(steamLibraryTable)
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.values({
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ownerSteamID: ownerSteamID,
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baseGameID: input.baseGameID,
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lastPlayed: input.lastPlayed,
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totalPlaytime: input.totalPlaytime,
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})
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.onConflictDoUpdate({
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target: [steamLibraryTable.ownerSteamID, steamLibraryTable.baseGameID],
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set: {
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timeDeleted: null,
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lastPlayed: input.lastPlayed,
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totalPlaytime: input.totalPlaytime,
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}
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})
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})
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)
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export const remove = fn(
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Info,
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(input) =>
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useTransaction(async (tx) =>
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tx
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.update(steamLibraryTable)
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.set({ timeDeleted: sql`now()` })
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.where(
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and(
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eq(steamLibraryTable.ownerSteamID, input.ownerSteamID),
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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)
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)
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)
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)
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export const list = () =>
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useTransaction(async (tx) =>
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tx
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.select({
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games: baseGamesTable,
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categories: categoriesTable,
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images: imagesTable
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})
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.ownerSteamID, Actor.steamID()),
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isNull(steamLibraryTable.timeDeleted)
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)
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)
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.innerJoin(
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baseGamesTable,
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eq(baseGamesTable.id, steamLibraryTable.baseGameID),
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)
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.leftJoin(
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gamesTable,
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eq(gamesTable.baseGameID, baseGamesTable.id),
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)
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.leftJoin(
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categoriesTable,
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and(
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eq(categoriesTable.slug, gamesTable.categorySlug),
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eq(categoriesTable.type, gamesTable.categoryType),
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)
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)
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// Joining imagesTable 1-N with gamesTable multiplies rows; the subsequent Game.serialize has to uniqueBy to undo this.
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// For large libraries with many screenshots the Cartesian effect can significantly bloat the result and network payload.
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// One option is to aggregate the images in SQL before joining to keep exactly one row per game:
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// .leftJoin(
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// sql<typeof imagesTable.$inferSelect[]>`(SELECT * FROM images WHERE base_game_id = ${gamesTable.baseGameID} AND time_deleted IS NULL ORDER BY type, position)`.as("images"),
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// sql`TRUE`
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// )
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.leftJoin(
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imagesTable,
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and(
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eq(imagesTable.baseGameID, gamesTable.baseGameID),
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isNull(imagesTable.timeDeleted),
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)
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)
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.execute()
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.then(rows => Game.serialize(rows))
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export const add = fn(Info.partial({ ownerSteamID: true }), async (input) =>
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Database.transaction(async (tx) => {
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const ownerSteamID = input.ownerSteamID ?? Actor.steamID();
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const result = await tx
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.select()
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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eq(steamLibraryTable.ownerSteamID, ownerSteamID),
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isNull(steamLibraryTable.timeDeleted),
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),
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)
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.limit(1)
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.execute()
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.then((rows) => rows.at(0));
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}
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if (result) return result.baseGameID;
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await tx
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.insert(steamLibraryTable)
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.values({
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ownerSteamID: ownerSteamID,
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baseGameID: input.baseGameID,
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lastPlayed: input.lastPlayed,
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totalPlaytime: input.totalPlaytime,
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})
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.onConflictDoUpdate({
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target: [
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steamLibraryTable.ownerSteamID,
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steamLibraryTable.baseGameID,
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],
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set: {
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timeDeleted: null,
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lastPlayed: input.lastPlayed,
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totalPlaytime: input.totalPlaytime,
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},
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});
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}),
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);
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export const remove = fn(Info, (input) =>
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Database.transaction(async (tx) =>
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tx
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.update(steamLibraryTable)
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.set({ timeDeleted: sql`now()` })
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.where(
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and(
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eq(steamLibraryTable.ownerSteamID, input.ownerSteamID),
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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),
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),
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),
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);
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export const list = () =>
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Database.transaction(async (tx) =>
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tx
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.select({
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games: baseGamesTable,
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categories: categoriesTable,
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images: imagesTable,
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})
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.ownerSteamID, Actor.steamID()),
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isNull(steamLibraryTable.timeDeleted),
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),
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)
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.innerJoin(
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baseGamesTable,
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eq(baseGamesTable.id, steamLibraryTable.baseGameID),
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)
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.leftJoin(gamesTable, eq(gamesTable.baseGameID, baseGamesTable.id))
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.leftJoin(
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categoriesTable,
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and(
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eq(categoriesTable.slug, gamesTable.categorySlug),
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eq(categoriesTable.type, gamesTable.categoryType),
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),
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)
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// Joining imagesTable 1-N with gamesTable multiplies rows; the subsequent Game.serialize has to uniqueBy to undo this.
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// For large libraries with many screenshots the Cartesian effect can significantly bloat the result and network payload.
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// One option is to aggregate the images in SQL before joining to keep exactly one row per game:
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// .leftJoin(
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// sql<typeof imagesTable.$inferSelect[]>`(SELECT * FROM images WHERE base_game_id = ${gamesTable.baseGameID} AND time_deleted IS NULL ORDER BY type, position)`.as("images"),
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// sql`TRUE`
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// )
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.leftJoin(
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imagesTable,
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and(
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eq(imagesTable.baseGameID, gamesTable.baseGameID),
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isNull(imagesTable.timeDeleted),
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),
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)
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.execute()
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.then((rows) => Game.serialize(rows)),
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);
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}
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