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Create migration handler
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3 changed files with 88 additions and 40 deletions
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@ -1,7 +1,15 @@
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export class Migration_2_5_2 {
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version = '2.5.2';
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import { MigrationHandlerBase } from './base.mjs';
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async updateEffect(effectSource, item) {
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export class Migration_2_5_2 extends MigrationHandlerBase {
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version = '2.5.2';
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documentNames = ['Actor', 'Item'];
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/** @protected */
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_preMigrate() {
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}
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async updateEffectSource(effectSource, item) {
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let shouldUpdate = false;
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const newChanges = [];
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const srdItem = item?._stats.compendiumSource ?
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64
module/systemRegistration/migration-handlers/base.mjs
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64
module/systemRegistration/migration-handlers/base.mjs
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@ -0,0 +1,64 @@
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/**
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* The base class of an async migration.
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* These are generally run between versions for things that require compendiums or must be done in post.
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* The migrate() functions calls the various updateXSource() functions.
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* Generally a subclass will override the version and the updateXSource() functions.
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*/
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export class MigrationHandlerBase {
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version = null;
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async migrate() {
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// todo: handle migrations, but have a way for a migration handler to specify if migrations are handled
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// todo: handle more than just migrating effects. Right now this can only migrate effects
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// NOTE: the preload is hardcoded, we should not hardcode it
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// note: last update costs as 5 on the progress
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const numActors = game.actors.length;
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const numItems = game.items.length;
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const finalUpdateProgress = 5;
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const DhProgress = game.system.api.applications.ui.DhProgress;
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const preRunProgress = game.packs.size;
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const progress = DhProgress.createMigrationProgress(
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preRunProgress + numActors + numItems + finalUpdateProgress
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);
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// Preload. Avoid hardcoding in the future
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for (const pack of game.packs) {
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await pack.getDocuments();
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progress.advance();
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}
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const batch = [];
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const updateItem = async item => {
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const itemUpdates = [];
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for (const effect of item.effects) {
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const changes = await this.updateEffectSource(effect.toObject(), effect.parent);
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if (changes) itemUpdates.push(changes);
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}
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if (itemUpdates.length) {
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batch.push({
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action: 'update',
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documentName: 'ActiveEffect',
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updates: itemUpdates,
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parent: item
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});
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}
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};
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for (const actor of game.actors) {
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for (const item of actor.items) {
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await updateItem(item);
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}
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progress.advance();
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}
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for (const item of game.items) {
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await updateItem(item);
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progress.advance();
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}
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await foundry.documents.modifyBatch(batch);
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progress.advance({ by: finalUpdateProgress });
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}
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}
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@ -322,42 +322,18 @@ export async function runMigrations() {
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lastMigrationVersion = '2.1.0';
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}
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if (foundry.utils.isNewerVersion('2.5.2', lastMigrationVersion)) {
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const progress = game.system.api.applications.ui.DhProgress.createMigrationProgress(game.packs.size + 5);
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for (const pack of game.packs) {
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await pack.getDocuments();
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progress.advance();
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}
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// todo: introduce a runner class that can handle passing on to the different update functions
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const handler = new Migration_2_5_2();
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const batch = [];
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for (const actor of game.actors) {
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for (const item of actor.items) {
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const updates = [];
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for (const effect of item.effects) {
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const update = await handler.updateEffect(effect.toObject(), effect.parent);
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if (update) {
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updates.push(update);
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}
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}
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if (updates.length) {
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batch.push({ item, updates });
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}
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}
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}
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for (const updateData of batch) {
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await updateData.item.updateEmbeddedDocuments('ActiveEffect', updateData.updates);
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}
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progress.advance({ by: 5 });
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lastMigrationVersion = '2.5.2';
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}
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//#endregion
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LastMigrationVersion, lastMigrationVersion);
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/* -------------------------------------------- */
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/* New Style migrations below this point */
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/* -------------------------------------------- */
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const migrations = [
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new Migration_2_5_2()
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].filter(m => m.version && foundry.utils.isNewerVersion(m.version, lastMigrationVersion));
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for (const handler of migrations) {
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await handler.migrate();
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LastMigrationVersion, handler.version);
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}
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}
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