## 奖牌榜改名(主人要求)
「团体奖牌榜」→「单位奖牌榜」,界面 / 大屏渲染页 / 导出件(工作表名与
下载文件名 `单位奖牌明细.xlsx`)/ 用户文档 全部统一;`DISPLAY_PAGES` 是
大屏控制页与大屏页的共同来源,改一处两边同时生效。旧名保留为别名,
老链接与老配置(`display.pages`)照常有效。真 Chromium 验证:14 个管理端
路由 + 7 个基础数据分区 0 报错,大屏页标题已是「单位奖牌榜」。
## P2 清单(123 条,103 条标「建议修」)
按 A/B/C/D 分组、以「文件所有权互斥」分 10 个代理并行推进,另有独立复核
代理逐条核对:61 条声称已修 / 55 条证实 / 4 条部分 / 0 条不成立 / 0 垃圾。
主要交付(按风险从高到低):
- 写入侧校验:update 路径补必填与 TrimSpace、模板 rules 重复 rank、
「小项不存在」的四种回答、`defaultProfileId` 外键、decodeJSON 的 8MB
上限与 413(A01–A06、D02、D03 批量上限 500)
- 危险操作:一键恢复加互斥(第二个请求当场 409)、恢复超时不再说
「未执行」、`ConfirmDialog` pending 时锁死 ESC/遮罩/关闭
- 认证:改密与撤会话进同一事务、滑动续期写库失败不再假装成功、
CSRF Cookie 丢失自动补发、密码长度按字符(原按字节)、
反代 403 只在可信代理透传原 Host 时采信 `X-Forwarded-Host`(全等比较)、
过期会话定期清理、登出补审计、登录限流可配
- 数据可见性:导出「已发布未结算」行改为 `名次 — / 积分 — / 状态未结算`、
单位积分明细成绩列与其它导出件逐字一致、空单位也打合计行、
基础数据包命中「已彻底删除的单位」整行跳过并报界面路径、
报名导入换单位给明确提示、勾选报名有冲突不再假报成功
- 导入/导出:赛事包上限 512MB(**它是唯一带字体/图片的包**,字体上限
20MB)而 multipart 内存档位独立钉在 16MB、工作簿表名尾随空格、
导出件路由与文件名契约补全
- 前端:一次写请求只生成一个 requestId(幂等缓存此前从未命中)、
基础数据包补 `X-Request-Id`、示例数据模式禁写扩到撤销发布/存草稿、
访客 401 不再是裸错误、模板 `{{else if}}` 不再静默吞内容
- Console:按设计退出(切赛事/恢复)不再判成崩溃、旧数据目录读不出来
会记日志、渲染层日志按上限截断、`service.js` 补 17 例测试
## 测试
服务端用例 610 → 674(13 包全绿,新增老库跨九条迁移升级、panic 形状、
429 落 interceptions、三态对照、avg_mode 分母、会话失效、请求体上限等)
前端 449 → 531(vue-tsc + build 通过);Console 28 → 54(19 个文件)。
另修复一条会让整包挂死 600s 的用例(测试主协程堵在 client.Do,defer
轮不到执行 → 改为可取消 + 探针超时,改坏也 7.5s 快速失败)。
## 两个新守卫(防止再出现「组件 setup 抛异常」这类盲区)
- `web/scripts/check-declaration-order.mjs` 已进测试命令:沿 watch/
watchEffect 的 const 依赖链查 TDZ(正是「运动员页整块空白」的根因)
- `web/scripts/smoke-admin.mjs`(`pnpm smoke`):真 Chromium 点遍 14 个
管理端路由 + 7 个基础数据分区 + 大屏页,任何 console 错误即失败
## 文档
- `docs/升级说明.md` 新增 dev_0.2.0 一节(三件升级必知:改名、审计前缀
与历史记录、密码口径;现场变化;赛事包上限;反代与 CSRF)
- 使用手册 / 常见问题 / 部署指南 / 上线检查清单按实现同步
430 lines
12 KiB
Go
430 lines
12 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 时单位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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// medalEligible 是奖牌入选判据(devdocs 17 §4.5):小项结算奖牌、通道是奖牌通道、
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// 名次在前三,三者同时成立才计入。三个开关随 RankedResult 携带,榜单不必回查库。
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func medalEligible(rr RankedResult) bool {
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return rr.AwardMedals && rr.CountToMedals && rankMedal(rr.Rank) != 0
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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 生成单位奖牌榜。
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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 先按奖牌入选判据过滤,再把按通道展开的名次明细去重成「每个主体一条」:
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// 只保留优先级最高的通道名次(个人通道优先),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 !medalEligible(rr) {
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continue
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}
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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 统计单位奖牌榜。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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//
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// 两层开关(devdocs 17 §4.5):
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// - 粗粒度总闸 StandingsInput.ExcludeTeamEventMedals:为 true 时团体项目的奖牌一律不进单位榜;
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// - 通道开关 count_to_team_medals:scope=athlete 的通道置 false 时,它的个人奖牌不进单位榜。
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//
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// 两者是「与」的关系;scope=team 的奖牌本来就记在单位头上,不受通道开关影响。
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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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if rr.Scope != ScopeTeam && !rr.CountToTeamMedals {
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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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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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// 通道的 count_to_team_medals 与个人榜无关,只决定这枚奖牌算不算进单位榜。
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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))
|
||
for _, key := range cfg {
|
||
if seen[key] {
|
||
continue
|
||
}
|
||
seen[key] = true
|
||
out = append(out, key)
|
||
}
|
||
for _, key := range def {
|
||
if seen[key] {
|
||
continue
|
||
}
|
||
seen[key] = true
|
||
out = append(out, key)
|
||
}
|
||
return out
|
||
}
|
||
|
||
func lessTeamRow(a, b StandingsRow, tieBreak []string) bool {
|
||
for _, key := range tieBreakKeys(tieBreak, defaultTeamTieBreak) {
|
||
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.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
|
||
}
|