daggerheart/module/systemRegistration/migration-handlers/base.mjs
Carlos Fernandez e3e1ae2706 Minor cleanup
2026-07-11 18:07:18 -04:00

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No EOL
2.2 KiB
JavaScript

/**
* 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
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 });
}
}