## P0:双通道项目重复发布跳分(45→85→收敛) results.rank 一列同时充当「个人名次输出」「手工名次输入」「榜单数据源」, 团体手工通道把个人名次当团体名次又按团体表发一遍分。 - 新增 channel_ranks(每个计分通道各自持久化名次,发布时全量重建) 与 channel_manual_ranks(按单位录入的团体手工名次,故意不挂通道外键, 避免规则包重导时级联删掉录入数据) - results.rank 语义收窄为「只表示个人名次」,只由 scope=athlete 通道写回; 团体手工名次的来源改为 TeamRanks 优先、团体报名项兜底, 个人报名项的名次绝不进团体通道 - writeLedgerTx 内重建 channel_ranks;buildRanked / export.loadRanked / realtime.loadRanked 三份同源 SQL 一起改读新表 - 回归:发布两次流水与名次逐字节一致(domain + httpapi 各一条,含变异验证) ## 奖牌结算开关与奖牌通道(P1(5),新功能) - events.award_medals + 通道 count_to_medals / count_to_team_medals (迁移默认 1,升级不改变既有榜单) - 单位榜入选 = 小项结算奖牌 && 通道发奖牌 && 前三名 &&(团体项目 || 个人奖牌并入单位) - 个人榜只取个人通道;金牌榜与积分榜同源同数据、按通道过滤独立计算 - 前端:小项「该项启用奖牌结算」、通道「发奖牌/个人奖牌并入单位金牌榜」、 录入页新增「团体名次」区块(含新接口 GET/PUT .../team-ranks) ## 身份口径改回证件号(P1(15),推翻第三十六轮) - 匹配顺序恢复 证件号 → 号码布 → 姓名+单位;新增 athleteByIDCard - 同表重复证件号 = 同一人报多个组别(notices 提示,不报错); 只有「同证件号 + 同小项同组别」才是真重复(conflicts[].duplicate) - 补齐后端缺失但前端/文档已在依赖的三处契约 ## 其余 P1 - 安全:会话撤销断开 ws、实时层按角色裁剪、整库快照限流(含 hello 路径, 被限流的请求挂起并由心跳兜底补发,不丢刷新) - 错误分级:手填名次非正数 / gender / 组别年龄 / 导出不存在的小项与单位 / 积分模板 awardRanks → 400 或 404,不再 500 - 算分一致性:破纪录加分看得失状态;批量退赛·恢复·移出、作废成绩、 报名导入改状态一律无条件重算推榜(不受延迟结算约束,与实时模式逐字节等价) - 配置改动触发重算:通道 / 小项参数 / 积分模板 - 升级自愈:channel_ranks 空而已有已发布成绩时,启动时一次性全量重算 (服务对外监听之前完成,避免升级后奖牌榜全 0) - 示例数据模式下破坏性操作被阻断,不再假成功 - Console:修复「只剩一块屏」后屏幕监听器被永久摘掉 - 大屏模板引擎:嵌套深度与体积安全阀,任何输入都不抛异常 ## 文档 - docs/:使用手册(奖牌开关、奖牌通道、团体名次、枚举列留空口径)、 常见问题(奖牌排查、升级后奖牌榜为 0、历史重放已知限制)、 部署指南、上线检查清单 - 版本 dev_0.1.7 → dev_0.1.8(console/package.json 同步) 自检:服务端 13 包 ×2 全绿;前端 vue-tsc + 449 例 ×2 + pnpm build; Console 35 例 + 语法检查。
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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// 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 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))
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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) {
|
||
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
|
||
}
|