lock rows when performing warden actions
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+2
-1
@@ -653,7 +653,8 @@ pub fn games_need_upkeep(tx: &mut Transaction) -> Result<Vec<Game>, Error> {
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let query = "
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let query = "
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SELECT data, id
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SELECT data, id
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FROM games
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FROM games
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WHERE finished = false;
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WHERE finished = false
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FOR UPDATE;
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";
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";
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let result = tx
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let result = tx
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.query(query, &[])?;
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.query(query, &[])?;
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@@ -582,7 +582,8 @@ pub fn instances_need_upkeep(tx: &mut Transaction) -> Result<Vec<Instance>, Erro
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let query = "
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let query = "
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SELECT data, id
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SELECT data, id
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FROM instances
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FROM instances
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WHERE id != '00000000-0000-0000-0000-000000000000';
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WHERE id != '00000000-0000-0000-0000-000000000000'
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FOR UPDATE;
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";
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";
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let result = tx
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let result = tx
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+3
-3
@@ -346,14 +346,14 @@ fn get_combos() -> Vec<Combo> {
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let mut combinations = vec![
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let mut combinations = vec![
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Red, Var::Red], var: Var::Empower },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Green, Var::Green], var: Var::Triage },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Amplify },
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Combo { units: vec![Var::Buff, Var::Blue, Var::Blue], var: Var::Amplify },
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Clutch },
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Combo { units: vec![Var::Buff, Var::Red, Var::Green], var: Var::Clutch },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Hostility },
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Combo { units: vec![Var::Buff, Var::Green, Var::Blue], var: Var::Curse },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste },
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Combo { units: vec![Var::Buff, Var::Red, Var::Blue], var: Var::Haste },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Red], var: Var::Snare },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Curse },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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