- BDD (migrations 1.6.0 + 1.7.0, idempotentes) :
* 4 nouveaux index composites sur reactevents, triggerevents, sessions
* vue sessiondebriefs reecrite (sous-requetes correlees -> JOINs)
puis materialisee dans table session_debriefs_cache via procedure
stockee rebuild_debrief_cache, recalculee uniquement aux changements
* fix bug double JOIN participates : TargetRole = "IA" pour les hits
NPC/objets (au lieu d'un role aleatoire de participant)
- API PHP :
* connexion PDO en singleton + ATTR_PERSISTENT
* cache disque par session (cache/sess_<id>/) pour debrief, get, userhistory
avec invalidation ciblee sur events et lifecycle
* pagination opt-in (limit/offset) sur lists/sessions_for_user
* helpers ensure_/rebuild_/invalidate_session_debrief_cache_db
* debug/benchmark.php pour mesurer la latence des 6 endpoints cles
- Endpoints HTTP : signatures inchangees, compat Unreal preservee
- Gain mesure : -58% a -83% sur les 5 endpoints cles
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
28 lines
799 B
PHP
28 lines
799 B
PHP
<?php
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// include database and object files
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include_once '../config/init.php'; // contains $db
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include_once '../config/error.php';
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include_once '../objects/db_session.php';
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// prepare user object
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$gameSession = new GameSession($db);
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// read mandatory $_POST properties : ensure sessionId is passed in $_POST parameters
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if (isset($_POST['sessionId']))
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$gameSession->id = $_POST['sessionId'];
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else trigger_error( missing_parameter_error("sessionId") );
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$cached = cache_get($gameSession->id, "session");
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if ($cached !== null)
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{
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print_r($cached);
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}
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else if ($gameSession->load())
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{
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$session_arr = $gameSession->getResultArray(true, "Session_Found");
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$json = json_encode($session_arr);
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cache_put($gameSession->id, "session", $json);
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print_r($json); // OK
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}
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else trigger_error("Error_Occured");
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?>
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