P0(9 条全修): - 多通道项目奖牌重复计数:domain 层按 (EventID,CategoryID,EntryID/Subject) 去重, 通道优先级 athlete→team→id - 「只排名不计分」项目(scored:false)不再进奖牌榜,REST/WS/导出口径统一 - aggregate 流水 entry_id 恒 NULL 导致重算后分数翻倍:作废范围改按 event+category 定位 - 已发布成绩仍可被「存草稿」覆盖并清空 rank:服务端 409 STATE_INVALID + 前端禁编辑 - voidResult / 规则导入重算后名次不回写:接住 Ranked 调 applyComputedRanks - 赛事包覆盖导入可能「旧项目已删、新项目没成」:先改名成功再清理,失败回滚 - 导入赛事包可覆盖正在运行的赛事目录:name==当前项目直接 400 - Console spawn 失败后守护器永久卡死:清 child/pid + 调度重启 + stop 超时兜底 - /ws 快照向非 admin 下发 admin-only 配置:按角色裁剪 settings P1(计分口径 / 契约 / 现场): - standings.tieBreak 三处接线;profiles[].recordBonusMode 生效;破纪录校验 RecordEligible 与 entry 归属;破纪录登记校验已发布成绩 - export.loadRanked 与主路径对齐;ListBackups reason 解析;CLI backup 前缀修正 (原来只增不减会撑爆磁盘);单位积分明细/导出统一权重折算;停用单位展示 - 规则导入原子化(重算并入同一事务)+ 返回 compatible/affectedEventCount/ recalculatedLedgerRows;登录审计 user_id 修正 - WS 策略性断开用 Close(code,reason);HelloMessage 补 page/instanceId; 实例注册表清理;settings/单位/项目写操作补 change_log 触发大屏刷新 - 大屏:全量快照不再被版本守卫丢弃;个人积分榜刷新;公告返回页/轮播;行数截断; REST 竞态;1008 停止重连;握手超时;时区补 Z;401 仅 AUTH_REQUIRED 才登出 - 管理端:published 行禁编辑;saveDraft 补 unit(1:06.33 显示);前端预览改用服务端 points;空成绩行不再恒「已修改」;修订详情按 id 拉取;切项目请求序号与 dirty 保护; 发布后刷新项目状态;NAV/路由按角色过滤;recorder 不再打 admin-only 接口 - Console:大屏窗口销毁后重建;大屏 URL 复用 host 归一化;backup.bat 改纯 ASCII (已在 Meowhome 实跑验证) 自检:服务端 gofmt/build/vet 通过、12 包测试全绿;前端 vue-tsc + build 通过、 node --test 24/24;console check-syntax 12 文件通过。
411 lines
11 KiB
Go
411 lines
11 KiB
Go
package domain
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import "sort"
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// 榜单排序键,取值与规则包 standings.tieBreak 一致。
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// 定义在 domain 是为了让 rules 包复用同一套键名,避免两边各写一份常量。
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const (
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TieBreakPoints = "points"
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TieBreakGold = "gold"
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TieBreakSilver = "silver"
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TieBreakBronze = "bronze"
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TieBreakTeamCode = "teamCode"
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TieBreakName = "name"
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)
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// TieBreak 未配置时的口径,与 devdocs 02 §5.2 一致。
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var (
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defaultTeamTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakTeamCode}
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defaultAthleteTieBreak = []string{TieBreakPoints, TieBreakGold, TieBreakSilver, TieBreakBronze, TieBreakName}
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)
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// StandingsInput 是排名聚合的输入:流水 + 名次明细 + 单位/运动员基础信息。
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type StandingsInput struct {
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Teams []Team
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Athletes []Athlete
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Ledger []LedgerEntry
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Ranked []RankedResult
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// TieBreak 是排序键顺序(如 points/gold/silver/bronze/teamCode/name);
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// 空表示用默认口径。配置里的键优先,其余按默认顺序补齐,保证结果全序。
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TieBreak []string
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// IndividualToTeamWeight 个人积分折算进单位总分的系数;<=0 时按 1 处理。
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IndividualToTeamWeight float64
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// ExcludeTeamEventMedals 为 true 时团体奖牌榜不计团体项目奖牌;默认计入。
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ExcludeTeamEventMedals bool
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}
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type medalTally struct {
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gold, silver, bronze int
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}
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// rankMedal 把名次映射成奖牌:1 金 / 2 银 / 3 铜,其余无名次。
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func rankMedal(rank int) int {
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switch rank {
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case 1:
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return 1
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case 2:
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return 2
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case 3:
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return 3
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default:
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return 0
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}
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}
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// BuildTeamStandings 生成总积分榜。
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// 总分 = Σ(仅记单位的流水) + 系数 × Σ(记到个人的流水);排序按 in.TieBreak,缺省为总分 → 金 → 银 → 铜 → 单位编码。
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func BuildTeamStandings(in StandingsInput) []StandingsRow {
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weight := effectiveWeight(in.IndividualToTeamWeight)
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sums := SumByTeam(in.Ledger, weight)
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medals := teamMedals(in)
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rows := make([]StandingsRow, 0, len(in.Teams))
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seen := make(map[int64]bool, len(in.Teams))
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for _, t := range in.Teams {
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if seen[t.ID] {
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continue
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}
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seen[t.ID] = true
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rows = append(rows, buildTeamRow(t, sums[t.ID], medals[t.ID]))
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}
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// 兜底:流水/奖牌里出现但单位表没提供的单位也要上榜,否则分数会被静默吞掉。
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for id := range sums {
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if !seen[id] {
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seen[id] = true
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rows = append(rows, buildTeamRow(Team{ID: id}, sums[id], medals[id]))
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}
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}
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for id, m := range medals {
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if !seen[id] {
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seen[id] = true
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rows = append(rows, buildTeamRow(Team{ID: id}, sums[id], m))
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}
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}
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sort.SliceStable(rows, func(i, j int) bool { return lessTeamRow(rows[i], rows[j], in.TieBreak) })
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for i := range rows {
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rows[i].Rank = i + 1
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}
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return rows
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}
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// BuildMedalStandings 生成团体奖牌榜。
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// 排序口径与总积分榜一致(总分优先),只是列不同,保证两块榜的单位顺序不会打架。
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func BuildMedalStandings(in StandingsInput) []MedalRow {
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teamRows := BuildTeamStandings(in)
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out := make([]MedalRow, len(teamRows))
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for i, r := range teamRows {
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out[i] = MedalRow{
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Rank: r.Rank,
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TeamID: r.TeamID,
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Code: r.Code,
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Name: r.Name,
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ShortName: r.ShortName,
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Points: r.Points,
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Gold: r.Gold,
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Silver: r.Silver,
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Bronze: r.Bronze,
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Total: r.Gold + r.Silver + r.Bronze,
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}
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}
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return out
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}
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// BuildAthleteStandings 生成个人积分奖牌榜。
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// 排序按 in.TieBreak,缺省为总分 → 金 → 银 → 铜 → 姓名;个人榜的奖牌只统计个人项目(团体项目奖牌归团体榜)。
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func BuildAthleteStandings(in StandingsInput) []AthleteStandingsRow {
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points := SumByAthlete(in.Ledger)
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medals := athleteMedals(in)
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names := make(map[int64]string, len(in.Athletes))
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teams := make(map[int64]int64, len(in.Athletes))
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for _, a := range in.Athletes {
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names[a.ID] = a.Name
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teams[a.ID] = a.TeamID
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}
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for _, rr := range in.Ranked {
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if rr.AthleteID == 0 {
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continue
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}
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if names[rr.AthleteID] == "" {
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names[rr.AthleteID] = rr.AthleteName
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}
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if _, ok := teams[rr.AthleteID]; !ok {
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teams[rr.AthleteID] = rr.TeamID
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}
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}
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teamByID := make(map[int64]Team, len(in.Teams))
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for _, t := range in.Teams {
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teamByID[t.ID] = t
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}
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seen := make(map[int64]bool, len(points)+len(medals))
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ids := make([]int64, 0, len(points)+len(medals))
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add := func(id int64) {
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if id == 0 || seen[id] {
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return
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}
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seen[id] = true
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ids = append(ids, id)
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}
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for id := range points {
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add(id)
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}
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for id := range medals {
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add(id)
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}
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rows := make([]AthleteStandingsRow, 0, len(ids))
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for _, id := range ids {
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t := teamByID[teams[id]]
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m := medals[id]
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rows = append(rows, AthleteStandingsRow{
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AthleteID: id,
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Name: names[id],
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TeamID: teams[id],
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TeamCode: t.Code,
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TeamName: t.Name,
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Points: points[id],
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Gold: m.gold,
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Silver: m.silver,
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Bronze: m.bronze,
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Medals: m.gold + m.silver + m.bronze,
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})
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}
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sort.SliceStable(rows, func(i, j int) bool { return lessAthleteRow(rows[i], rows[j], in.TieBreak) })
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for i := range rows {
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rows[i].Rank = i + 1
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}
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return rows
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}
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func effectiveWeight(weight float64) float64 {
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if weight <= 0 {
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return 1
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}
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return weight
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}
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func buildTeamRow(t Team, p TeamPoints, m medalTally) StandingsRow {
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return StandingsRow{
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TeamID: t.ID,
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Code: t.Code,
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Name: t.Name,
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ShortName: t.ShortName,
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Points: p.Total,
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TeamOnlyPoints: p.TeamOnly,
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IndividualPoints: p.Individual,
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Gold: m.gold,
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Silver: m.silver,
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Bronze: m.bronze,
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Medals: m.gold + m.silver + m.bronze,
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}
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}
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// channelBefore 是计分通道的优先级比较(口径固定,必须确定性):
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// 个人通道优先于团体通道;同为个人/团体时取通道 id 小者。
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// 奖牌去重与破纪录口径共用这套优先级,保证同一份输入每次选出同一个通道。
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func channelBefore(scopeA Scope, idA int64, scopeB Scope, idB int64) bool {
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if scopeA != scopeB {
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return scopeA == ScopeAthlete
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}
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return idA < idB
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}
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// medalKey 是奖牌去重键:同一报名项在同一小项、同一组别只记一枚奖牌。
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// 聚合通道不对应单条报名项(EntryID=0),改用名次主体(个人/单位)去重。
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type medalKey struct {
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eventID int64
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categoryID int64
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entryID int64
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scope Scope
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subject int64
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unique int // 退化数据(EntryID 与主体都为空)没有可识别身份,按输入顺序各占一个键
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}
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// medalKeyOf 计算一条名次明细的去重键;index 用于给无法识别主体的退化数据兜底。
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func medalKeyOf(rr RankedResult, index int) medalKey {
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k := medalKey{eventID: rr.EventID, categoryID: rr.CategoryID, entryID: rr.EntryID}
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if k.entryID != 0 {
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return k
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}
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k.scope = rr.Scope
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if rr.Scope == ScopeAthlete {
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k.subject = rr.AthleteID
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} else {
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k.subject = rr.TeamID
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}
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if k.subject == 0 {
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k.unique = index + 1
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}
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return k
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}
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// pickMedalChannels 把按通道展开的名次明细去重成「每个报名项一条」:
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// 只保留优先级最高的通道名次,否则双通道项目一条成绩会拿两枚奖牌。
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func pickMedalChannels(ranked []RankedResult, excludeTeam bool) []RankedResult {
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best := make(map[medalKey]RankedResult, len(ranked))
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order := make([]medalKey, 0, len(ranked))
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for i, rr := range ranked {
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if excludeTeam && rr.Scope == ScopeTeam {
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continue
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}
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k := medalKeyOf(rr, i)
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cur, ok := best[k]
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if !ok {
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best[k] = rr
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order = append(order, k)
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continue
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}
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if channelBefore(rr.Scope, rr.ChannelID, cur.Scope, cur.ChannelID) {
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best[k] = rr
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}
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}
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out := make([]RankedResult, 0, len(order))
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for _, k := range order {
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out = append(out, best[k])
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}
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return out
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}
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// teamMedals 统计团体奖牌榜。联队拆分时两个单位各记一枚:
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// 联合组队拿到的名次对每个成员单位都是「本单位取得的名次」。
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func teamMedals(in StandingsInput) map[int64]medalTally {
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out := make(map[int64]medalTally)
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for _, rr := range pickMedalChannels(in.Ranked, in.ExcludeTeamEventMedals) {
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medal := rankMedal(rr.Rank)
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if medal == 0 {
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continue
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}
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for _, s := range rr.Shares {
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t := out[s.TeamID]
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switch medal {
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case 1:
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t.gold++
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case 2:
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t.silver++
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case 3:
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t.bronze++
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}
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out[s.TeamID] = t
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}
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}
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return out
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}
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// athleteMedals 只统计个人项目(scope=athlete)的奖牌。
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func athleteMedals(in StandingsInput) map[int64]medalTally {
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out := make(map[int64]medalTally)
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for _, rr := range pickMedalChannels(in.Ranked, false) {
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if rr.Scope != ScopeAthlete || rr.AthleteID == 0 {
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continue
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}
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medal := rankMedal(rr.Rank)
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if medal == 0 {
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continue
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}
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t := out[rr.AthleteID]
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switch medal {
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case 1:
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t.gold++
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case 2:
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t.silver++
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case 3:
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t.bronze++
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}
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out[rr.AthleteID] = t
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}
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return out
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}
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// tieBreakKeys 把配置的排序键展开成实际比较顺序:配置优先,缺失的默认键补在后面,
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// 保证两行在所有键上都相等时仍能由调用方的 ID 兜底分出先后。
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func tieBreakKeys(cfg, def []string) []string {
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if len(cfg) == 0 {
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return def
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}
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out := make([]string, 0, len(cfg)+len(def))
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seen := make(map[string]bool, len(cfg)+len(def))
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for _, key := range cfg {
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if seen[key] {
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continue
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}
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seen[key] = true
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out = append(out, key)
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}
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for _, key := range def {
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if seen[key] {
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continue
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}
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seen[key] = true
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out = append(out, key)
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}
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return out
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}
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func lessTeamRow(a, b StandingsRow, tieBreak []string) bool {
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for _, key := range tieBreakKeys(tieBreak, defaultTeamTieBreak) {
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switch key {
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case TieBreakPoints:
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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}
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case TieBreakGold:
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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}
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case TieBreakSilver:
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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}
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case TieBreakBronze:
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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case TieBreakTeamCode:
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if a.Code != b.Code {
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return a.Code < b.Code
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}
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case TieBreakName:
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if a.Name != b.Name {
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return a.Name < b.Name
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}
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}
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}
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return a.TeamID < b.TeamID
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}
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func lessAthleteRow(a, b AthleteStandingsRow, tieBreak []string) bool {
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for _, key := range tieBreakKeys(tieBreak, defaultAthleteTieBreak) {
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switch key {
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case TieBreakPoints:
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if !nearlyEqual(a.Points, b.Points) {
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return a.Points > b.Points
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}
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case TieBreakGold:
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if a.Gold != b.Gold {
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return a.Gold > b.Gold
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}
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case TieBreakSilver:
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if a.Silver != b.Silver {
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return a.Silver > b.Silver
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}
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case TieBreakBronze:
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if a.Bronze != b.Bronze {
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return a.Bronze > b.Bronze
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}
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case TieBreakTeamCode:
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if a.TeamCode != b.TeamCode {
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return a.TeamCode < b.TeamCode
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}
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case TieBreakName:
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if a.Name != b.Name {
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return a.Name < b.Name
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}
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}
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}
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return a.AthleteID < b.AthleteID
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}
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