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[rooms] roles
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/**
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* Stored notifications on the shared `recflare` D1 database — one row per notification a
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* player has been sent, as `GET /api/messages/v2/get` serves them back on login.
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*
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* A notification is a WebSocket push, and this table is the delayed half of one. The live
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* half is the `MessageReceived` frame the hub pushes, and for a long time it was the ONLY
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* half: the inbox endpoint answered an empty list unconditionally, so anything sent to an
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* offline player existed solely as a queued frame in the hub's Durable Object. That queue is
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* best-effort by construction — dropped once sent rather than acked, bounded per player, and
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* skipped entirely whenever the hub believes it delivered (a socket the client has already
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* abandoned still counts as a delivery) — so a push could be lost with nothing left to show
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* it ever existed. A row here outlives all of that: the player reads it on next login
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* whether or not the socket ever carried it.
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*
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* The two halves are tied together by the ID. A stored notification's `Id` is the id carried
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* on the frame that delivers it, so the client can recognise the push it received as the one
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* it then reads from the inbox, and `POST /api/messages/v3/delete` has an id to match. A
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* sender therefore WRITES THE ROW FIRST and builds its frame from the returned record —
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* never the other way round, and never with an id of its own invention.
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*
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* Not everything pushed belongs here. Only what is still worth reading LATER: a direct
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* message, a room-role invite, a coach message to one player. A broadcast (a maintenance
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* notice to everyone online at once) would be a row per player for something nobody re-reads;
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* a vote-to-kick prompt is about a session that has since ended; a cheer already has its
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* durable record in the `reputation` counters.
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*
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* The table is `notification`, NOT `message`: the `chat` worker already owns a `message`
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* table on this same shared database (its thread posts, a different thing entirely). The two
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* were distinguishable only by name, and `CREATE TABLE IF NOT EXISTS` against a name that is
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* already taken does nothing and says nothing — so the first version of this migration
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* quietly adopted chat's table and failed only one statement later, on an index naming a
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* column that table doesn't have. Every worker here shares one database; check a table name
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* against the whole repo before taking it.
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*
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* The `api` worker owns this schema/migration (`apps/api/migrations/0019_notification.sql`,
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* applied under its own `migrations_table` so it doesn't clash with the other workers'
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* migrations that share the database). `NOTIFICATION_SCHEMA_DDL` mirrors that migration so
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* tests can build the table directly.
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*/
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/**
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* How many stored notifications one player keeps, newest-wins.
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*
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* Bounded for the same reason the hub's pending queue is: an inbox nothing ever deletes grows
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* with every notification the server sends, and the read then loads the lot. The client shows
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* an inbox rather than an archive, and a player returning to a screenful of them is served no
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* better by the one below it.
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*/
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export const MAX_NOTIFICATIONS_PER_PLAYER = 20
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/** Schema DDL (mirror of apps/api/migrations/0019_notification.sql). */
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export const NOTIFICATION_SCHEMA_DDL: string[] = [
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// `notification_id` is AUTOINCREMENT rather than a bare rowid alias: it is handed to the
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// client (on the frame and in the inbox) and deleting a notification frees its rowid, so a
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// reused id would point a client's stale row at somebody else's.
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//
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// `data` is nullable because a Message's `Data` is: the types that carry no payload of
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// their own send null, distinct from the empty string a DM sends. Where it is set it is
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// always a STRING, whatever it means to that type (a room-role invite puts the offered
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// role tier in it). `room_id`/`player_event_id` are the optional context a notification
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// can name.
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//
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// `sent_time` is an ISO-8601 UTC string, which is fixed-width and so orders correctly
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// under SQLite's plain string comparison — though reads order by `notification_id`, which
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// is monotonic and doesn't tie when two land in the same millisecond.
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`CREATE TABLE IF NOT EXISTS notification (
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notification_id INTEGER PRIMARY KEY AUTOINCREMENT,
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from_player_id INTEGER NOT NULL,
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to_player_id INTEGER NOT NULL,
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type INTEGER NOT NULL,
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data TEXT,
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room_id INTEGER,
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player_event_id INTEGER,
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sent_time TEXT NOT NULL
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)`,
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// The inbox read and the newest-wins trim are both "this player's notifications, newest
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// first", which is the whole access pattern.
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`CREATE INDEX IF NOT EXISTS idx_notification_recipient ON notification (to_player_id, notification_id DESC)`,
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]
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/**
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* One stored notification, in the shape the client reads it — the client's Message model,
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* which is also what the `MessageReceived` frame carries (see the `notify` worker's
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* `MessageReceivedPayload`). Same shape in the inbox and on the wire, deliberately: they are
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* one notification delivered two ways, and the client parses it with the same decoder either
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* way. Hence `Id` here rather than a spelled-out `NotificationId` — the field names belong to
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* the client, not to this table.
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*/
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export interface StoredNotification {
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Id: number
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FromPlayerId: number
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ToPlayerId: number
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/** ISO-8601 UTC. */
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SentTime: string
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Type: number
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Data: string | null
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RoomId: number | null
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PlayerEventId: number | null
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}
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/** What a sender supplies; the rest of a {@link StoredNotification} is minted here. */
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export interface NewNotification {
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FromPlayerId: number
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ToPlayerId: number
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Type: number
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Data?: string | null
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RoomId?: number | null
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PlayerEventId?: number | null
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}
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interface NotificationRow {
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notification_id: number
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from_player_id: number
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to_player_id: number
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type: number
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data: string | null
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room_id: number | null
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player_event_id: number | null
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sent_time: string
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}
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const SELECT_COLUMNS = `notification_id, from_player_id, to_player_id, type, data, room_id, player_event_id, sent_time`
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const toNotification = (row: NotificationRow): StoredNotification => ({
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Id: row.notification_id,
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FromPlayerId: row.from_player_id,
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ToPlayerId: row.to_player_id,
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SentTime: row.sent_time,
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Type: row.type,
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Data: row.data,
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RoomId: row.room_id,
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PlayerEventId: row.player_event_id,
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})
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/**
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* Store one notification and return it as the client reads it — including the `Id` the caller
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* must then put on the `MessageReceived` frame it pushes.
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*
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* Trims the recipient's inbox to {@link MAX_NOTIFICATIONS_PER_PLAYER} on the way, oldest
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* first, so the bound holds no matter how the inbox got long. Both statements go in one
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* batch: they are one logical write, and an insert whose trim didn't run would leave the
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* inbox over its bound until the next notification happened along.
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*/
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export async function createNotification(
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db: D1Database,
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notification: NewNotification
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): Promise<StoredNotification> {
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const [inserted] = await db.batch<NotificationRow>([
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db
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.prepare(
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`INSERT INTO notification (from_player_id, to_player_id, type, data, room_id, player_event_id, sent_time)
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VALUES (?1, ?2, ?3, ?4, ?5, ?6, ?7)
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RETURNING ${SELECT_COLUMNS}`
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)
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.bind(
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notification.FromPlayerId,
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notification.ToPlayerId,
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notification.Type,
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notification.Data ?? null,
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notification.RoomId ?? null,
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notification.PlayerEventId ?? null,
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new Date().toISOString()
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),
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db
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.prepare(
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`DELETE FROM notification
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WHERE to_player_id = ?1 AND notification_id NOT IN (
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SELECT notification_id FROM notification WHERE to_player_id = ?1
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ORDER BY notification_id DESC LIMIT ?2
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)`
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)
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.bind(notification.ToPlayerId, MAX_NOTIFICATIONS_PER_PLAYER),
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])
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return toNotification(inserted.results[0])
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}
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/**
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* A player's inbox, newest first — everything sent TO them that they haven't deleted.
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*
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* Newest first because the client renders the list in the order it is given and the recent
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* ones are what is still worth acting on. Ordered by `notification_id` rather than
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* `sent_time`: ids are monotonic, so two that land in the same millisecond still have a
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* definite order.
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*/
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export async function getNotificationsForPlayer(
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db: D1Database,
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playerId: number
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): Promise<StoredNotification[]> {
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const { results } = await db
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.prepare(
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`SELECT ${SELECT_COLUMNS} FROM notification
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WHERE to_player_id = ?1 ORDER BY notification_id DESC LIMIT ?2`
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)
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.bind(playerId, MAX_NOTIFICATIONS_PER_PLAYER)
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.all<NotificationRow>()
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return results.map(toNotification)
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}
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/**
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* Delete notifications from one player's inbox, returning how many rows went.
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*
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* Scoped to the recipient, not just the ids: an id names a notification globally, so deleting
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* on id alone would let anyone holding one clear somebody else's inbox. An id that isn't
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* theirs (or is already gone) simply matches nothing — the client removes its rows locally
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* and re-reads the list either way, so a partial match is not an error.
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*/
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export async function deleteNotifications(
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db: D1Database,
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playerId: number,
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notificationIds: number[]
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): Promise<number> {
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if (notificationIds.length === 0) return 0
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const placeholders = notificationIds.map((_, i) => `?${i + 2}`).join(', ')
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const { results } = await db
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.prepare(
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`DELETE FROM notification
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WHERE to_player_id = ?1 AND notification_id IN (${placeholders})
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RETURNING notification_id`
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)
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.bind(playerId, ...notificationIds)
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.all<{ notification_id: number }>()
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return results.length
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}
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