fix: harden furni import pipeline for production
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- importSingleFurni: actually update an existing item instead of failing on a primary key INSERT collision; refuse to reassign a spriteId owned by a different classname
- reconcileFurniDataWithItemsBase: also sync each entry's offerid to the DB sprite id, not just the id
- Move the full-table interaction_modes_count verification out of the per-item import hot path and run it once per batch/single import
- clone-import: apply the auto-detected interaction_type (was hardcoded 'default'), set FurnitureData offerid and catalog_items.offer_id to the new local sprite id (was the source hotel's id / -1)
- clone batch route: run the same post-import reconcile/verify/ownership/RCON consolidation as the furni batch route
- upload-import: set offer_id to the allocated id in both the direct insert and the generated SQL migration (was -1)
- generateCatalogSql: use the classname as catalog_name and the item id as offer_id so rows match the app-managed import convention
- stats + missing-nitro endpoints: match catalog membership via item_ids instead of the catalog_name join, so translated display names no longer break counts
- deleteImportedItem/rollback: delete catalog rows by the canonical item_ids link only
- classifyFurni: wall items always classify as 'walls' before prefix rules (rare_/val_/xmas_) can misfile them
This commit is contained in:
openhands committed 2026-08-20 11:48:51 +02:00
1 parent 2b9a015afb
commit 6021a91ef7
9 files changed
+162 -66

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@@ -383,6 +383,10 @@ export async function cloneSingleFurni(params: {
animationStates: nitroAnimationStatesCount(clonedNitroJson),
});
const interactionModesCount = autoInteraction.interactionModesCount;
// The auto-detected interaction type (wired/gate/teleport/…) is real data
// (source furnidata + cloned .nitro), never a keyword guess — apply it so
// wired and mechanical furniture actually work on the emulator.
const interactionType = autoInteraction.interactionType;
let newId: number;
try {
@@ -393,7 +397,7 @@ export async function cloneSingleFurni(params: {
allow_stack, allow_sit, allow_lay, allow_walk, interaction_type, interaction_modes_count, customparams)
VALUES
(${nextId}, ${nextId}, ${entry.name}, ${classname}, ${itemType}, ${entry.xdim}, ${entry.ydim}, ${stackHeight},
${allowStack}, ${entry.cansiton ? "1" : "0"}, ${entry.canlayon ? "1" : "0"}, ${entry.canstandon ? "1" : "0"}, 'default', ${interactionModesCount}, ${entry.customparams})`);
${allowStack}, ${entry.cansiton ? "1" : "0"}, ${entry.canlayon ? "1" : "0"}, ${entry.canstandon ? "1" : "0"}, ${interactionType}, ${interactionModesCount}, ${entry.customparams})`);
return nextId;
});
} catch (err) {
@@ -412,9 +416,15 @@ export async function cloneSingleFurni(params: {
};
}
// FurnitureData entry — reuse the source's furnitype object, with our id.
// FurnitureData entry — reuse the source's furnitype object, but with our id
// AND our offerid. The source's offerid points at the source hotel's sprite
// ids, which would silently break the emulator's catalog offer lookup.
onProgress?.("writing_furnidata");
const furniDataEntry = { ...entry, id: newId } as Record<string, unknown>;
const furniDataEntry = {
...entry,
id: newId,
offerid: newId,
} as Record<string, unknown>;
if (deferFurniData) {
// Batch mode: the caller collects entries and appends them once at the end.
} else {
@@ -436,7 +446,7 @@ export async function cloneSingleFurni(params: {
await allocateCatalogItemId(async (nextCatalogId) => {
await db.execute(sql`
INSERT INTO catalog_items (id, page_id, item_ids, catalog_name, cost_credits, cost_points, points_type, amount, order_number, offer_id, extradata)
VALUES (${nextCatalogId}, ${String(pageId)}, ${String(newId)}, ${classname}, ${price.credits}, ${price.points}, ${price.pointsType}, 1, 1, '-1', '')`);
VALUES (${nextCatalogId}, ${String(pageId)}, ${String(newId)}, ${classname}, ${price.credits}, ${price.points}, ${price.pointsType}, 1, 1, ${newId}, '')`);
return nextCatalogId;
});
} catch (err) {