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item-move-service.ts
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item-move-service.ts
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import { startSpan } from '@sentry/browser';
import { handleAuthErrors } from 'app/accounts/actions';
import { currentAccountSelector } from 'app/accounts/selectors';
import { t } from 'app/i18next-t';
import { isInInGameLoadoutForSelector } from 'app/loadout/selectors';
import type { ItemTierName } from 'app/search/d2-known-values';
import { RootState, ThunkResult } from 'app/store/types';
import { CancelToken } from 'app/utils/cancel';
import { count, filterMap } from 'app/utils/collections';
import { DimError } from 'app/utils/dim-error';
import { errorMessage } from 'app/utils/errors';
import { itemCanBeEquippedBy } from 'app/utils/item-utils';
import { errorLog, infoLog, timer, warnLog } from 'app/utils/log';
import { DestinyClass } from 'bungie-api-ts/destiny2';
import { PlatformErrorCodes } from 'bungie-api-ts/user';
import { BucketHashes } from 'data/d2/generated-enums';
import { Immutable } from 'immer';
import _ from 'lodash';
import { AnyAction } from 'redux';
import { ThunkAction } from 'redux-thunk';
import {
equipItems as d1EquipItems,
setItemState as d1SetItemState,
transfer as d1Transfer,
equip as d1equip,
} from '../bungie-api/destiny1-api';
import {
equipItems as d2EquipItems,
setLockState as d2SetLockState,
setTrackedState as d2SetTrackedState,
transfer as d2Transfer,
equip as d2equip,
} from '../bungie-api/destiny2-api';
import { chainComparator, compareBy, reverseComparator } from '../utils/comparators';
import { itemLockStateChanged, itemMoved } from './actions';
import {
TagValue,
characterDisplacePriority,
equipReplacePriority,
vaultDisplacePriority,
} from './dim-item-info';
import { DimItem } from './item-types';
import { getLastManuallyMoved } from './manual-moves';
import { currentStoreSelector, getTagSelector, storesSelector } from './selectors';
import { DimStore } from './store-types';
import {
amountOfItem,
findItemsByBucket,
getCurrentStore,
getStore,
getVault,
spaceLeftForItem,
} from './stores-helpers';
const TAG = 'move';
/**
* An object we can use to track state across a "session" of move operations.
* That might be just the moves involved in a single move request (including
* move-asides), or it may encompass an entire loadout application.
*/
export interface MoveSession {
/** Keep track of which buckets we tried to blindly move to but were actually full */
bucketsFullOnCurrentStore: Set<number>;
/** A token that can be checked to see if the whole operation is canceled. */
readonly cancelToken: CancelToken;
/**
* Items explicitly involved in the requested move.
* Used to distinguish user-intentional moves vs make-space moves.
* Contains instanceIds, or for uninstanced items, item hashes.
*/
involvedItems: Set<string | number>;
// TODO: a record of moves? something to prevent infinite moves loops?
}
export function createMoveSession(
cancelToken: CancelToken,
/** Items explicitly involved in the move. */
items: DimItem[],
): MoveSession {
const involvedItems = new Set<string | number>();
for (const item of items) {
involvedItems.add(item.instanced ? item.id : item.hash);
}
return {
bucketsFullOnCurrentStore: new Set(),
involvedItems,
cancelToken,
};
}
/**
* You can reserve a number of spaces in each BucketHash in each store.
*/
export interface MoveReservations {
[storeId: string]: {
[type: number]: number;
};
}
/**
* Minimum specification to identify an item that should be excluded from some consideration.
*/
export interface Exclusion {
id: string;
hash: number;
}
/**
* Lock/unlock or track/untrack an item.
*/
export function setItemLockState(
item: DimItem,
state: boolean,
type: 'lock' | 'track' = 'lock',
): ThunkResult {
return async (dispatch, getState) => {
const account = currentAccountSelector(getState())!;
// The state APIs require either the ID of the character that owns the item, or
// the current character ID if the item is in the vault.
const storeId = item.owner === 'vault' ? currentStoreSelector(getState())!.id : item.owner;
if (item.destinyVersion === 2) {
if (type === 'lock') {
await d2SetLockState(account, storeId, item, state);
} else {
await d2SetTrackedState(account, storeId, item, state);
}
} else if (item.destinyVersion === 1) {
await d1SetItemState(account, item, storeId, state, type);
}
dispatch(itemLockStateChanged({ item, state, type }));
};
}
function equipApi(item: DimItem): typeof d2equip {
return item.destinyVersion === 2 ? d2equip : d1equip;
}
function equipItemsApi(item: DimItem): typeof d2EquipItems {
return item.destinyVersion === 2 ? d2EquipItems : d1EquipItems;
}
function transferApi(item: DimItem): typeof d2Transfer {
return item.destinyVersion === 2 ? d2Transfer : d1Transfer;
}
/**
* Update our item and store models after an item has been moved (or equipped/dequipped).
* @return the new or updated item (it may create a new item!)
*/
function updateItemModel(
item: DimItem,
source: DimStore,
target: DimStore,
equip: boolean,
amount: number = item.amount,
): ThunkAction<DimItem, RootState, undefined, AnyAction> {
return (dispatch, getState) =>
startSpan({ name: 'updateItemModel' }, () => {
const stopTimer = timer(TAG, 'itemMovedUpdate');
try {
dispatch(itemMoved({ item, source, target, equip, amount }));
const stores = storesSelector(getState());
return getItemAcrossStores(stores, item) || item;
} finally {
stopTimer();
}
});
}
/**
* Find an item among all stores that matches the params provided.
*/
function getItemAcrossStores<Item extends DimItem, Store extends DimStore<Item>>(
stores: Store[],
params: DimItem,
) {
for (const store of stores) {
for (const item of store.items) {
if (
params.id === item.id &&
params.hash === item.hash &&
params.notransfer === item.notransfer &&
params.amount === item.amount
) {
return item;
}
}
}
return undefined;
}
/**
* Finds an item similar to "item" which can be equipped on the item's owner in order to move "item".
*/
export function getSimilarItem(
getState: () => RootState,
stores: DimStore[],
item: DimItem,
{
exclusions,
excludeExotic = false,
}: {
exclusions?: readonly Exclusion[];
/** Don't pick an exotic to equip in this item's place (because we're specifically trying to dequip an exotic) */
excludeExotic?: boolean;
} = {},
): DimItem | undefined {
const target = getStore(stores, item.owner)!;
// Try each store, preferring getting something from the same character, then vault, then any other character
const sortedStores = _.sortBy(stores, (store) => {
if (target.id === store.id) {
return 0;
} else if (store.isVault) {
return 1;
} else {
return 2;
}
});
let result: DimItem | undefined;
for (const store of sortedStores) {
result = searchForSimilarItem(getState, item, store, exclusions, target, excludeExotic);
if (result) {
break;
}
}
return result;
}
/**
* Bulk equip items. Only use for multiple equips at once (just loadouts).
* Returns a map of item ids to their success status (PlatformErrorCodes.Success if it succeeded), which can be less
* that what was passed in or even more than what was passed in because
* sometimes we have to de-equip an exotic to equip another exotic.
*/
export function equipItems(
store: DimStore,
items: DimItem[],
/** A list of items to not consider equipping in order to de-equip an exotic */
exclusions: readonly Exclusion[],
session: MoveSession,
): ThunkResult<{ [itemInstanceId: string]: PlatformErrorCodes }> {
return async (dispatch, getState) => {
const getStores = () => storesSelector(getState());
// Check for (and move aside) exotics
const extraItemsToEquip: Promise<DimItem>[] = filterMap(items, (i) => {
if (i.equippingLabel) {
const otherExotic = getOtherExoticThatNeedsDequipping(i, store);
// If we aren't already equipping into that slot...
if (otherExotic && !items.find((i) => i.bucket.hash === otherExotic.bucket.hash)) {
const similarItem = getSimilarItem(getState, getStores(), otherExotic, {
excludeExotic: true,
exclusions,
});
if (!similarItem) {
return Promise.reject(
new DimError(
'ItemService.Deequip',
t('ItemService.Deequip', { itemname: otherExotic.name }),
),
);
}
const target = getStore(getStores(), similarItem.owner)!;
if (store.id === target.id) {
return Promise.resolve(similarItem);
} else {
// If we need to get the similar item from elsewhere, do that first
return dispatch(executeMoveItem(similarItem, store, { equip: true }, session)).then(
() => similarItem,
);
}
}
}
return undefined;
});
const extraItems = await Promise.all(extraItemsToEquip);
items = items.concat(extraItems);
if (items.length === 0) {
return {};
}
// It's faster to call equipItem for a single item
if (items.length === 1) {
try {
await dispatch(equipItem(items[0], session.cancelToken));
return { [items[0].id]: PlatformErrorCodes.Success };
} catch (e) {
return {
[items[0].id]:
(e instanceof DimError && e.bungieErrorCode()) || PlatformErrorCodes.UnhandledException,
};
}
}
session.cancelToken.checkCanceled();
try {
const results = await equipItemsApi(items[0])(
currentAccountSelector(getState())!,
store,
items,
);
// Update our view of each successful item
for (const [itemInstanceId, resultCode] of Object.entries(results)) {
if (resultCode === PlatformErrorCodes.Success) {
const item = items.find((i) => i.id === itemInstanceId);
if (item) {
dispatch(updateItemModel(item, store, store, true));
}
}
}
return results;
} catch (e) {
dispatch(handleAuthErrors(e));
throw e;
}
};
}
function equipItem(item: DimItem, cancelToken: CancelToken): ThunkResult<DimItem> {
return async (dispatch, getState) => {
try {
const store = getStore(storesSelector(getState()), item.owner)!;
if ($featureFlags.debugMoves) {
infoLog('equip', 'Equip', item.name, item.type, 'to', store.name);
}
cancelToken.checkCanceled();
await equipApi(item)(currentAccountSelector(getState())!, item);
return dispatch(updateItemModel(item, store, store, true));
} catch (e) {
dispatch(handleAuthErrors(e));
throw e;
}
};
}
/** De-equip an item, which really means find another item to equip in its place. */
function dequipItem(
item: DimItem,
session: MoveSession,
{
excludeExotic = false,
}: {
/** Don't pick an exotic to equip in this item's place (because we're specifically trying to dequip an exotic) */
excludeExotic?: boolean;
} = { excludeExotic: false },
): ThunkResult<DimItem> {
return async (dispatch, getState) => {
const stores = storesSelector(getState());
const similarItem = getSimilarItem(getState, stores, item, { excludeExotic });
if (!similarItem) {
throw new DimError('ItemService.Deequip', t('ItemService.Deequip', { itemname: item.name }));
}
const ownerStore = getStore(stores, item.owner)!;
await dispatch(executeMoveItem(similarItem, ownerStore, { equip: true }, session));
return item;
};
}
function moveToVault(item: DimItem, amount: number, session: MoveSession): ThunkResult<DimItem> {
return async (dispatch, getState) =>
dispatch(moveToStore(item, getVault(storesSelector(getState()))!, false, amount, session));
}
function moveToStore(
item: DimItem,
store: DimStore,
equip: boolean,
amount: number,
session: MoveSession,
): ThunkResult<DimItem> {
return async (dispatch, getState) => {
const getStores = () => storesSelector(getState());
const ownerStore = getStore(getStores(), item.owner)!;
if ($featureFlags.debugMoves) {
item.location.inPostmaster
? infoLog(TAG, 'Pull', amount, item.name, item.type, 'to', store.name, 'from Postmaster')
: infoLog(
'move',
'Move',
amount,
item.name,
item.type,
'to',
store.name,
'from',
ownerStore.name,
);
}
// Work around https://github.com/Bungie-net/api/issues/764#issuecomment-437614294 by recording lock state for items before moving.
// Note that this can result in the wrong lock state if DIM is out of date (they've locked/unlocked in game but we haven't refreshed).
// Only apply this hack if the source bucket contains duplicates of the same item hash.
const overrideLockState =
item.lockable &&
count(findItemsByBucket(ownerStore, item.location.hash), (i) => i.hash === item.hash) > 1
? item.locked
: undefined;
session.cancelToken.checkCanceled();
try {
await transferApi(item)(currentAccountSelector(getState())!, item, store, amount);
} catch (e) {
dispatch(handleAuthErrors(e));
// Not sure why this happens - maybe out of sync game state?
if (
e instanceof DimError &&
e.bungieErrorCode() === PlatformErrorCodes.DestinyCannotPerformActionOnEquippedItem
) {
await dispatch(dequipItem(item, session));
await transferApi(item)(currentAccountSelector(getState())!, item, store, amount);
} else {
throw e;
}
}
const source = getStore(getStores(), item.owner)!;
const newItem = dispatch(updateItemModel(item, source, store, false, amount));
item =
newItem.owner !== 'vault' && equip
? await dispatch(equipItem(newItem, session.cancelToken))
: newItem;
if (overrideLockState !== undefined) {
// Run this async, without waiting for the result
(async () => {
infoLog(
'move',
'Resetting lock status of',
item.name,
'to',
overrideLockState,
'when moving to',
store.name,
'to work around Bungie.net lock state bug',
);
try {
await dispatch(setItemLockState(item, overrideLockState));
} catch (e) {
errorLog(TAG, 'Lock state override failed', e);
}
})();
}
return item;
};
}
/**
* This returns a promise for true if the exotic can be
* equipped. In the process it will move aside any existing exotic
* that would conflict. If it could not move aside, this
* rejects. It never returns false.
*/
function canEquipExotic(
item: DimItem,
store: DimStore,
session: MoveSession,
): ThunkResult<boolean> {
return async (dispatch) => {
const otherExotic = getOtherExoticThatNeedsDequipping(item, store);
if (otherExotic) {
try {
await dispatch(dequipItem(otherExotic, session, { excludeExotic: true }));
return true;
} catch (e) {
throw new Error(
t('ItemService.ExoticError', {
itemname: item.name,
slot: otherExotic.type,
error: errorMessage(e),
}),
);
}
} else {
return true;
}
};
}
/**
* Identify the other exotic, if any, that needs to be moved
* aside. This is not a promise, it returns immediately.
*/
function getOtherExoticThatNeedsDequipping(item: DimItem, store: DimStore): DimItem | undefined {
if (!item.equippingLabel) {
return undefined;
}
// Find an item that's not in the slot we're equipping, but has a matching equipping label
return store.items.find(
(i) =>
i.equipped && i.equippingLabel === item.equippingLabel && i.bucket.hash !== item.bucket.hash,
);
}
interface MoveContext {
/** Bucket hash */
originalItemType: number;
excludes: readonly Exclusion[];
spaceLeft: (s: DimStore, i: DimItem) => number;
}
/**
* Choose another item that we can move out of "target" in order to
* make room for "item". We already know when this function is
* called that store has no room for item.
*
* The concept is that DIM is able to make "smart moves" by moving other items
* out of the way, but it should do so in the least disruptive way possible, and
* should generally cause your inventory to move towards a state of organization.
* Especially important is that we avoid moving items back onto the active character
* unless there's no other option.
*
* @param target the store to choose a move aside item from.
* @param item the item we're making space for.
* @param moveContext a helper object that can answer questions about how much space is left.
* @return An object with item and target properties representing both the item and its destination. This won't ever be undefined.
* @throws {Error} An error if no move aside item could be chosen.
*/
function chooseMoveAsideItem(
getState: () => RootState,
target: DimStore,
item: DimItem,
moveContext: MoveContext,
): {
item: DimItem;
target: DimStore;
} {
// Check whether an item cannot or should not be moved
function isMovable(otherItem: DimItem) {
return (
!otherItem.notransfer &&
!moveContext.excludes.some((i) => i.id === otherItem.id && i.hash === otherItem.hash)
);
}
const stores = storesSelector(getState());
const otherStores = stores.filter((s) => s.id !== target.id);
// Start with candidates of the same type (or vault bucket if it's vault)
// TODO: This try/catch is to help debug https://sentry.io/destiny-item-manager/dim/issues/484361056/
let allItems: DimItem[];
try {
allItems = target.isVault
? target.items.filter(
(i) =>
i.bucket.vaultBucket &&
item.bucket.vaultBucket &&
i.bucket.vaultBucket.hash === item.bucket.vaultBucket.hash,
)
: findItemsByBucket(target, item.bucket.hash);
} catch (e) {
if (target.isVault && !item.bucket.vaultBucket) {
errorLog(
'move',
'Item',
item.name,
"has no vault bucket, but we're trying to move aside room in the vault for it",
);
} else if (target.items.some((i) => !i.bucket.vaultBucket)) {
errorLog(
'move',
'The vault has items with no vault bucket: ',
target.items.filter((i) => !i.bucket.vaultBucket).map((i) => i.name),
);
}
throw e;
}
const moveAsideCandidates = allItems.filter(isMovable);
// if there are no candidates at all, fail
if (moveAsideCandidates.length === 0) {
throw new DimError(
'no-space',
t('ItemService.NotEnoughRoom', { store: target.name, itemname: item.name }),
).withError(new DimError('ItemService.NotEnoughRoomGeneral'));
}
// Find any stackable that could be combined with another stack
// on a different store to form a single stack
let otherStore: DimStore | undefined;
const stackable = moveAsideCandidates.find((i) => {
if (i.maxStackSize > 1) {
// Find another store that has an appropriate stackable
otherStore = otherStores.find((s) =>
s.items.some(
(otherItem) =>
// Same basic item
otherItem.hash === i.hash &&
!otherItem.location.inPostmaster &&
// Enough space to absorb this stack
i.maxStackSize - otherItem.amount >= i.amount,
),
);
}
return Boolean(otherStore);
});
if (stackable && otherStore) {
return {
item: stackable,
target: otherStore,
};
}
const getTag = getTagSelector(getState());
const isInInGameLoadoutFor = isInInGameLoadoutForSelector(getState());
// A cached version of the space-left function
const cachedSpaceLeft = _.memoize(
(store: DimStore, item: DimItem) => moveContext.spaceLeft(store, item),
(store, item) => {
// cache key
if (item.maxStackSize > 1) {
return store.id + item.hash;
} else {
return store.id + item.type;
}
},
);
const vault = getVault(stores)!;
// Iterate through other stores from least recently played to most recently played.
// The concept is that we prefer filling up the least-recently-played character before even
// bothering with the others.
let moveAsideCandidate = (() => {
const otherCharacters = _.sortBy(
otherStores.filter((s) => !s.isVault),
(s) => s.lastPlayed.getTime(),
);
for (const targetStore of otherCharacters) {
const sortedCandidates = sortMoveAsideCandidatesForStore(
moveAsideCandidates,
target,
targetStore,
getTag,
isInInGameLoadoutFor,
item,
);
for (const candidate of sortedCandidates) {
const spaceLeft = cachedSpaceLeft(targetStore, candidate);
if (target.isVault) {
// If we're moving from the vault
// If the target character has any space, put it there
if (candidate.amount <= spaceLeft) {
return {
item: candidate,
target: targetStore,
};
}
} else {
// If we're moving from a character
// If there's exactly one *slot* left on the vault, and
// we're not moving the original item *from* the vault, put
// the candidate on another character in order to avoid
// gumming up the vault.
const openVaultAmount = cachedSpaceLeft(vault, candidate);
const openVaultSlotsBeforeMove = Math.floor(openVaultAmount / candidate.maxStackSize);
const openVaultSlotsAfterMove = Math.max(
0,
Math.floor((openVaultAmount - candidate.amount) / candidate.maxStackSize),
);
if (openVaultSlotsBeforeMove === 1 && openVaultSlotsAfterMove === 0 && spaceLeft) {
return {
item: candidate,
target: targetStore,
};
}
}
}
}
})();
// If we're moving off a character (into the vault) and we couldn't find a better match,
// just try to shove it in the vault, and we'll recursively squeeze something else out of the vault.
if (!moveAsideCandidate && !target.isVault) {
moveAsideCandidate = {
item: moveAsideCandidates[0],
target: vault,
};
}
if (!moveAsideCandidate) {
throw new DimError(
'no-space',
t('ItemService.NotEnoughRoom', { store: target.name, itemname: item.name }),
).withError(new DimError('ItemService.NotEnoughRoomGeneral'));
}
return moveAsideCandidate;
}
/**
* Ensures there is enough space to move the given item into store.
* This will refresh data and/or move items aside in an attempt to make a move possible.
*
* This recursively calls itself to accommodate multi-step moves.
* Returns `true` if you're good to go (or if the item's already there).
*
* @param item The item we're trying to move.
* @param store The destination store.
* @param options.triedFallback True if we've already tried reloading stores
* @param options.excludes A list of items that should not be moved in
* order to make space for this move.
* @param options.reservations A map from store => type => number of spaces to leave open.
* @param options.numRetries A count of how many alternate items we've tried.
* @return a promise that's either resolved if the move can proceed or rejected with an error.
*/
function ensureCanMoveToStore(
item: DimItem,
store: DimStore,
amount: number,
options: {
excludes: Exclusion[];
reservations: Immutable<MoveReservations>;
numRetries?: number;
},
session: MoveSession,
): ThunkResult<boolean> {
return async (dispatch, getState) => {
const { excludes = [], reservations = {}, numRetries = 0 } = options;
function spaceLeftWithReservations(s: DimStore, i: DimItem) {
let left = spaceLeftForItem(s, i, storesSelector(getState()));
// minus any reservations
if (reservations[s.id]?.[i.bucket.hash]) {
left -= reservations[s.id][i.bucket.hash];
}
// but not counting the original item that's moving
if (
s.id === item.owner &&
i.bucket.hash === item.bucket.hash &&
!item.location.inPostmaster
) {
left--;
}
// if this is a consumable, and wasn't an explicitly requested move,
// pretend the consumables bucket is 1 stack smaller, so we don't automatically max it out
if (i.bucket.hash === BucketHashes.Consumables && !session.involvedItems.has(i.hash)) {
left -= i.maxStackSize;
}
return Math.max(0, left);
}
if (item.owner === store.id && !item.location.inPostmaster) {
return true;
}
// You can't move more than the max stack of a unique stack item.
if (item.uniqueStack && amountOfItem(store, item) + amount > item.maxStackSize) {
throw new DimError('no-space', t('ItemService.StackFull', { name: item.name }));
}
const stores = storesSelector(getState());
// How much space will be needed (in amount, not stacks) in the target store in order to make the transfer?
const storeReservations: { [storeId: string]: number } = {};
storeReservations[store.id] = amount;
// guardian-to-guardian transfer will also need space in the vault
if (item.owner !== 'vault' && !store.isVault && item.owner !== store.id) {
storeReservations.vault = amount;
}
// How many items need to be moved away from each store (in amount, not stacks)
const movesNeeded: { [storeId: string]: number } = {};
for (const s of stores) {
if (storeReservations[s.id]) {
movesNeeded[s.id] = Math.max(
0,
storeReservations[s.id] - spaceLeftWithReservations(s, item),
);
}
}
if (Object.values(movesNeeded).every((m) => m === 0)) {
// If there are no moves needed, we're clear to go
return true;
} else {
// Move aside one of the items that's in the way
const moveContext: MoveContext = {
originalItemType: item.bucket.hash,
excludes,
spaceLeft(s, i) {
let left = spaceLeftWithReservations(s, i);
if (i.bucket.hash === this.originalItemType && storeReservations[s.id]) {
left -= storeReservations[s.id];
}
return Math.max(0, left);
},
};
// Move starting from the vault (which is always last)
const [sourceStoreId] = Object.entries(movesNeeded).findLast(
([_storeId, moveAmount]) => moveAmount > 0,
)!;
const moveAsideSource = getStore(stores, sourceStoreId)!;
const { item: moveAsideItem, target: moveAsideTarget } = chooseMoveAsideItem(
getState,
moveAsideSource,
item,
moveContext,
);
if (
!moveAsideTarget ||
(!moveAsideTarget.isVault && spaceLeftForItem(moveAsideTarget, moveAsideItem, stores) <= 0)
) {
const itemtype = moveAsideTarget.isVault
? moveAsideItem.destinyVersion === 1
? moveAsideItem.bucket.sort!
: ''
: moveAsideItem.type;
throw new DimError(
'no-space',
moveAsideTarget.isVault
? t('ItemService.BucketFull.Vault', {
itemtype,
store: moveAsideTarget.name,
})
: t('ItemService.BucketFull.Guardian', {
itemtype,
store: moveAsideTarget.name,
context: moveAsideTarget.genderName,
}),
);
} else {
// Make one move and start over!
try {
const moveAsideOpts = {
equip: false,
amount: moveAsideItem.amount,
excludes,
reservations,
};
await dispatch(executeMoveItem(moveAsideItem, moveAsideTarget, moveAsideOpts, session));
return await dispatch(ensureCanMoveToStore(item, store, amount, options, session));
} catch (e) {
if (numRetries < 3) {
// Exclude this item and try again so we pick another
excludes.push(moveAsideItem);
options.excludes = excludes;
options.numRetries = numRetries + 1;
errorLog(
'move',
`Unable to move aside ${moveAsideItem.name} to ${moveAsideTarget.name}. Trying again.`,
e,
);
return dispatch(ensureCanMoveToStore(item, store, amount, options, session));
} else {
throw e;
}
}
}
}
};
}
/**
* Returns if possible, or throws an exception if the item can't be equipped.
*/
function canEquip(item: DimItem, store: DimStore): void {
if (itemCanBeEquippedBy(item, store)) {
return;
} else if (item.classified) {
throw new DimError('ItemService.Classified');
} else {
const message =
item.classType === DestinyClass.Unknown
? t('ItemService.OnlyEquippedLevel', { level: item.equipRequiredLevel })
: t('ItemService.OnlyEquippedClassLevel', {
class: item.classTypeNameLocalized.toLowerCase(),
level: item.equipRequiredLevel,
});
throw new DimError('wrong-level', message);
}
}
/**
* Ensures there is enough space to move the given item into store.
* This will refresh data/move items aside/de-equip exotics,
* in an attempt to make a move possible.
*
* This is functionally just ensureCanMoveToStore, with an
* additional accommodation for equips and the one-exotic rule.
*/
function ensureValidTransfer(
equip: boolean,
store: DimStore,
item: DimItem,
amount: number,
excludes: Exclusion[],
reservations: Immutable<MoveReservations>,
session: MoveSession,
): ThunkResult<boolean> {
return async (dispatch) => {
if (equip) {
canEquip(item, store); // may throw
if (item.equippingLabel) {
await dispatch(canEquipExotic(item, store, session)); // may throw
}
}
return dispatch(ensureCanMoveToStore(item, store, amount, { excludes, reservations }, session));
};
}
/**
* Move item to target store, optionally equipping it. This is the "low level" smart move, which will move items out of
* the way if necessary, but it doesn't have error/progress notification or any of that. Use the functions in `move-item.ts` for
* user-initiated moves, while this function is meant for implementing things that move items such as those user-initiated functions,
* loadout apply, etc.
*
* @param item the item to move.
* @param target the store to move it to.
* @param equip true to equip the item, false to leave it unequipped.
* @param amount how much of the item to move (for stacks). Can span more than one stack's worth.
* @param excludes A list of {id, hash} objects representing items that should not be moved aside to make the move happen.
* @param reservations A map of store id to the amount of space to reserve in it for items like "item".
* @param session An object used to track properties such as cancellation or stores filling up for a whole sequence of moves.
* @return A promise for the completion of the whole sequence of moves, or a rejection if the move cannot complete.
*/
export function executeMoveItem(
item: DimItem,
target: DimStore,
{
equip = false,
amount = item.amount || 1,
excludes = [],
reservations = {},
}: {
equip?: boolean;
amount?: number;
excludes?: Exclusion[];
reservations?: Immutable<MoveReservations>;
},
session: MoveSession,
): ThunkResult<DimItem> {
return async (dispatch, getState) => {
const getStores = () => storesSelector(getState());
let source = getStore(getStores(), item.owner)!;
// Reassign the target store to the active store if we're moving the item to an account-wide bucket
if (!target.isVault && item.bucket.accountWide) {
target = getCurrentStore(getStores())!;
}
// We're moving from the vault to the current character. Maybe they're
// playing the game and deleting stuff? Try just jamming it in there, and
// catch any errors. If we find out that the store is full through this
// probe, don't try again for the rest of this move session.
if (
// Either pulling from the vault,
(source.isVault ||
// or pulling from the postmaster
(item.location.inPostmaster && (source.id === target.id || item.bucket.accountWide))) &&
// To the current character
target.current &&
// don't blind move if this destination bucket already had a blind move failure
!session.bucketsFullOnCurrentStore.has(item.bucket.hash) &&
// don't blind move consumables to character,
// because we don't want to unintentionally max out consumables
item.bucket.hash !== BucketHashes.Consumables
) {
try {
infoLog(TAG, 'Try blind move of', item.name, 'to', target.name);
return await dispatch(moveToStore(item, target, equip, amount, session));
} catch (e) {
if (
e instanceof DimError &&
// TODO: does this fire for pull from postmaster?
e.bungieErrorCode() === PlatformErrorCodes.DestinyNoRoomInDestination
) {
warnLog(
'move',
'Tried blindly moving',
item.name,
'to',
target.name,
'but the bucket is really full',
);
session.bucketsFullOnCurrentStore.add(item.bucket.hash);
} else {