Create migration handler

This commit is contained in:
Carlos Fernandez 2026-07-11 18:05:10 -04:00
parent 17c09c76b0
commit 01a6ce7d78
3 changed files with 88 additions and 40 deletions

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@ -1,7 +1,15 @@
export class Migration_2_5_2 {
version = '2.5.2';
import { MigrationHandlerBase } from './base.mjs';
async updateEffect(effectSource, item) {
export class Migration_2_5_2 extends MigrationHandlerBase {
version = '2.5.2';
documentNames = ['Actor', 'Item'];
/** @protected */
_preMigrate() {
}
async updateEffectSource(effectSource, item) {
let shouldUpdate = false;
const newChanges = [];
const srdItem = item?._stats.compendiumSource ?

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@ -0,0 +1,64 @@
/**
* The base class of an async migration.
* These are generally run between versions for things that require compendiums or must be done in post.
* The migrate() functions calls the various updateXSource() functions.
* Generally a subclass will override the version and the updateXSource() functions.
*/
export class MigrationHandlerBase {
version = null;
async migrate() {
// todo: handle migrations, but have a way for a migration handler to specify if migrations are handled
// todo: handle more than just migrating effects. Right now this can only migrate effects
// NOTE: the preload is hardcoded, we should not hardcode it
// note: last update costs as 5 on the progress
const numActors = game.actors.length;
const numItems = game.items.length;
const finalUpdateProgress = 5;
const DhProgress = game.system.api.applications.ui.DhProgress;
const preRunProgress = game.packs.size;
const progress = DhProgress.createMigrationProgress(
preRunProgress + numActors + numItems + finalUpdateProgress
);
// Preload. Avoid hardcoding in the future
for (const pack of game.packs) {
await pack.getDocuments();
progress.advance();
}
const batch = [];
const updateItem = async item => {
const itemUpdates = [];
for (const effect of item.effects) {
const changes = await this.updateEffectSource(effect.toObject(), effect.parent);
if (changes) itemUpdates.push(changes);
}
if (itemUpdates.length) {
batch.push({
action: 'update',
documentName: 'ActiveEffect',
updates: itemUpdates,
parent: item
});
}
};
for (const actor of game.actors) {
for (const item of actor.items) {
await updateItem(item);
}
progress.advance();
}
for (const item of game.items) {
await updateItem(item);
progress.advance();
}
await foundry.documents.modifyBatch(batch);
progress.advance({ by: finalUpdateProgress });
}
}

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@ -322,42 +322,18 @@ export async function runMigrations() {
lastMigrationVersion = '2.1.0';
}
if (foundry.utils.isNewerVersion('2.5.2', lastMigrationVersion)) {
const progress = game.system.api.applications.ui.DhProgress.createMigrationProgress(game.packs.size + 5);
for (const pack of game.packs) {
await pack.getDocuments();
progress.advance();
}
// todo: introduce a runner class that can handle passing on to the different update functions
const handler = new Migration_2_5_2();
const batch = [];
for (const actor of game.actors) {
for (const item of actor.items) {
const updates = [];
for (const effect of item.effects) {
const update = await handler.updateEffect(effect.toObject(), effect.parent);
if (update) {
updates.push(update);
}
}
if (updates.length) {
batch.push({ item, updates });
}
}
}
for (const updateData of batch) {
await updateData.item.updateEmbeddedDocuments('ActiveEffect', updateData.updates);
}
progress.advance({ by: 5 });
lastMigrationVersion = '2.5.2';
}
//#endregion
await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LastMigrationVersion, lastMigrationVersion);
/* -------------------------------------------- */
/* New Style migrations below this point */
/* -------------------------------------------- */
const migrations = [
new Migration_2_5_2()
].filter(m => m.version && foundry.utils.isNewerVersion(m.version, lastMigrationVersion));
for (const handler of migrations) {
await handler.migrate();
await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LastMigrationVersion, handler.version);
}
}