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63 lines
No EOL
2.2 KiB
JavaScript
63 lines
No EOL
2.2 KiB
JavaScript
/**
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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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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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} |