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refactor(channelserver): extract CharacterRepository for characters table access
Centralizes all characters table SQL behind a CharacterRepository struct in repo_character.go. The 4 existing helpers (loadCharacterData, saveCharacterData, readCharacterInt, adjustCharacterInt) now delegate to the repository, keeping identical signatures so all ~70 callsites remain unchanged. Direct queries in handlers_session.go, sys_channel_server.go (DisconnectUser), and handlers_mail.go are also migrated. Pure refactor with zero behavior change — first step toward eliminating the ~130 scattered character queries identified in anti-patterns #9.
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@@ -71,16 +71,18 @@ func handleMsgSysLogin(s *Session, p mhfpacket.MHFPacket) {
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s.token = pkt.LoginTokenString
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s.Unlock()
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if err := s.server.db.QueryRow("SELECT user_id FROM characters WHERE id=$1", s.charID).Scan(&s.userID); err != nil {
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userID, err := s.server.charRepo.GetUserID(s.charID)
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if err != nil {
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s.logger.Error("Failed to resolve user ID for character", zap.Error(err), zap.Uint32("charID", s.charID))
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doAckSimpleFail(s, pkt.AckHandle, make([]byte, 4))
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return
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}
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s.userID = userID
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bf := byteframe.NewByteFrame()
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bf.WriteUint32(uint32(TimeAdjusted().Unix())) // Unix timestamp
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_, err := s.server.db.Exec("UPDATE servers SET current_players=$1 WHERE server_id=$2", len(s.server.sessions), s.server.ID)
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_, err = s.server.db.Exec("UPDATE servers SET current_players=$1 WHERE server_id=$2", len(s.server.sessions), s.server.ID)
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if err != nil {
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s.logger.Error("Failed to update current players", zap.Error(err))
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doAckSimpleFail(s, pkt.AckHandle, make([]byte, 4))
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@@ -94,8 +96,7 @@ func handleMsgSysLogin(s *Session, p mhfpacket.MHFPacket) {
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return
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}
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_, err = s.server.db.Exec("UPDATE characters SET last_login=$1 WHERE id=$2", TimeAdjusted().Unix(), s.charID)
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if err != nil {
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if err = s.server.charRepo.UpdateLastLogin(s.charID, TimeAdjusted().Unix()); err != nil {
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s.logger.Error("Failed to update last login", zap.Error(err))
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doAckSimpleFail(s, pkt.AckHandle, make([]byte, 4))
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return
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@@ -238,8 +239,10 @@ func logoutPlayer(s *Session) {
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var rpGained int
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if s.charID != 0 {
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if err := s.server.db.QueryRow("SELECT time_played FROM characters WHERE id = $1", s.charID).Scan(&timePlayed); err != nil {
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if val, err := s.server.charRepo.ReadInt(s.charID, "time_played"); err != nil {
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s.logger.Error("Failed to read time_played, RP accrual may be inaccurate", zap.Error(err))
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} else {
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timePlayed = val
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}
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sessionTime = int(TimeAdjusted().Unix()) - int(s.sessionStart)
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timePlayed += sessionTime
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@@ -275,7 +278,7 @@ func logoutPlayer(s *Session) {
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}
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// Update time_played and guild treasure hunt
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if _, err := s.server.db.Exec("UPDATE characters SET time_played = $1 WHERE id = $2", timePlayed, s.charID); err != nil {
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if err := s.server.charRepo.UpdateTimePlayed(s.charID, timePlayed); err != nil {
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s.logger.Error("Failed to update time played", zap.Error(err))
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}
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if _, err := s.server.db.Exec(`UPDATE guild_characters SET treasure_hunt=NULL WHERE character_id=$1`, s.charID); err != nil {
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