用户点名的三件事(模板功能、删死代码、剩余缺口)这一批全部落地,另修掉两个刚暴露的导入缺陷:
**新增能力**
- 备份恢复:`POST /api/backup/restore`(admin)。先把校验做在拍快照之前(只读打开 + integrity_check +
关键表校验 + 异类库标志表互斥),再用 VACUUM INTO 拍「恢复前安全副本」,然后关连接、整文件替换、
触发优雅重启;`-wal` 还在时直接拒绝(宁可失败也不让旧库 WAL 套到新库上);恢复后审计直写"恢复之后
还在的那份库"(不走通用 Auditor,否则记录只会落在被替换掉的旧文件上)。顺带修掉:裸服务端连续恢复
第二次会在拍副本处崩出一句看不懂的 500,现在回 503「上次恢复后尚未重启,请先重启服务端」。
- 安全副本保留策略:每类库保留最近 5 份,独立于 .db 的 20 份滚动清理。
- 图片管理:`DELETE /api/uploads/{name}`(被引用 409 并列出引用点)、`GET /api/uploads/orphans`、
`POST /api/uploads/orphans/delete`(只删列出的孤儿,宁漏勿误),全部 admin(与字体删除同档);
`deploy/backup.bat` 补上 uploads/ 归档(logs 不归档:可再生的诊断且会无上限增长)。
- 已彻底删除单位的恢复:`POST /api/teams/{id}/restore`(与 hideTeam 同档)。幂等;恢复不会把「停用」
变成「启用」;真机确认恢复前后榜单逐字节一致、change_log 最大值不变(数据一行没动,不需要重算)。
界面加「显示已彻底删除的单位」(仅 admin)与恢复按钮;非 admin 的删除确认框里写明"本账号无法自行恢复"。
- 审计日志按 `action` 过滤(子串模糊,输入里的 %/_/\ 转义成字面量)。
- 删除死表 recent_projects(新增 system 迁移 0006,未动已应用的迁移)。
- points_override 不再"设了没效果":写入侧 400 + 引擎侧守卫,提示改用「积分调整」。
- 联队份额空壳清理(UnionAttribution/UnionSplit/Entry.TeamShares/resolvedShares 等;TeamShare 类型保留,
因为 export/realtime/奖牌流水三处在生产路径上构造它)。
- 自定义大屏模板 M1:插值引擎(parseTemplate/renderTemplate),任何情况都不抛异常、未定义→空串+警告、
警告按 (code,path) 合并计数、无 eval/innerHTML,57 个新用例。
**两个真缺陷(前两个已随 0.1.6 出包)**
- 基础数据包导入「排序」列口径不一致:小项/组别留空保持原值,单位/大项留空被写成 0(plan 没从库里
现值起手)→ 四张表统一为「留空保持原值」。
- 同类第二处:布尔列「整列被删掉」被当成"取默认值",会把库里所有停用的单位/大项静默改回启用 →
改为「缺列 = 不动」(写侧与解析侧都收口,补了"缺列保持/空格子=是/显式否=停用"三组对照用例)。
**删死代码**
- createEntry / updateEntry / deleteEntry / entryEventID / checkCategoryInEvent / getEntry /
normalizeEntryStatus / ExportBaseDataXLSX(全仓 grep 零引用)。⚠️ 随之记入文档:「组别必须属于该小项」
这道校验现在只由导入路径"按小项+组别名解析"天然保证,将来若新增从请求体接收 categoryId 的接口,
必须自己补校验(库层没有复合外键)。
**文档**
- devdocs 全面同步(01/02/03/04/05/06/07/09/11/12/13/README;含身份口径、延迟结算、大屏单栏新版式、
新增路由与设置键、R18/R19 风险);docs 复核 + 第二轮(身份口径三个易写反的分支、图片删除、备份覆盖、
审计过滤、单位恢复、去掉硬编码版本号、上线检查清单 +5 项);debug/使用说明 6 份逐份 diff 一致。
测试:服务端 13 包(连跑两遍)、前端 406 例、Console 28 例 + 18 文件语法检查 —— 全绿。
版本号 dev_0.1.6 → dev_0.1.7。
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。按 Shares 逐份额记牌:当前只有「主单位独占 100%」一种口径,
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// 将来若支持联队拆分,每个成员单位都会各记一枚。
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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
|
|
}
|
|
case TieBreakTeamCode:
|
|
if a.Code != b.Code {
|
|
return a.Code < b.Code
|
|
}
|
|
case TieBreakName:
|
|
if a.Name != b.Name {
|
|
return a.Name < b.Name
|
|
}
|
|
}
|
|
}
|
|
return a.TeamID < b.TeamID
|
|
}
|
|
|
|
func lessAthleteRow(a, b AthleteStandingsRow, tieBreak []string) bool {
|
|
for _, key := range tieBreakKeys(tieBreak, defaultAthleteTieBreak) {
|
|
switch key {
|
|
case TieBreakPoints:
|
|
if !nearlyEqual(a.Points, b.Points) {
|
|
return a.Points > b.Points
|
|
}
|
|
case TieBreakGold:
|
|
if a.Gold != b.Gold {
|
|
return a.Gold > b.Gold
|
|
}
|
|
case TieBreakSilver:
|
|
if a.Silver != b.Silver {
|
|
return a.Silver > b.Silver
|
|
}
|
|
case TieBreakBronze:
|
|
if a.Bronze != b.Bronze {
|
|
return a.Bronze > b.Bronze
|
|
}
|
|
case TieBreakTeamCode:
|
|
if a.TeamCode != b.TeamCode {
|
|
return a.TeamCode < b.TeamCode
|
|
}
|
|
case TieBreakName:
|
|
if a.Name != b.Name {
|
|
return a.Name < b.Name
|
|
}
|
|
}
|
|
}
|
|
return a.AthleteID < b.AthleteID
|
|
}
|