[api] wip reputation

This commit is contained in:
Devin Zuczek
2026-08-25 21:37:07 -04:00
parent 4bacdb0312
commit 4ff9609a8f
8 changed files with 1041 additions and 35 deletions
+261 -31
View File
@@ -1,15 +1,18 @@
import { Hono } from 'hono'
import { describeRoute } from 'hono-openapi'
import { getProgression, getProgressions } from '@repo/domain'
import { getPlayerIdsInInstance, getPresence, getProgression, getProgressions } from '@repo/domain'
import { logger } from '@repo/hono-helpers'
// The notification-type ids the hub carries (owned by the `notify` worker). Imported as a
// value — the enum has no runtime dependencies.
import { NotificationType } from '../../../notify/src/notification-types'
import { parseFormIds, queryIds } from '../http'
import { authedId, parseFormIds, queryIds, unauthorized } from '../http'
import {
AUTHED,
BulkIdsRequest,
CheerPlayerRequest,
CheerPlayerResponse,
form,
idParam,
intQuery,
@@ -17,11 +20,22 @@ import {
JsonArray,
ProgressionDto,
ReputationDto,
UNAUTHORIZED_RESPONSE,
} from '../openapi'
import {
addCheer,
DAILY_CHEER_CREDIT,
getReputation,
getReputations,
isCheerCategory,
spendCheerCredit,
} from '../reputation-db'
import type { Context } from 'hono'
import type { Progression } from '@repo/domain'
import type { ReputationPayload } from '../../../notify/src/notification-payloads'
import type { App } from '../context'
import type { Reputation } from '../reputation-db'
/** The notifications hub is a single global DO instance (see the `notify` worker). */
const HUB_INSTANCE = 'global'
@@ -49,28 +63,134 @@ async function pushProgression(c: Context<App>, progression: Progression): Promi
}
/**
* Default reputation for an account — the fallback used with no DB. Nobody has
* earned cheers yet, so every counter is 0 and everyone has their full cheer credit.
* `SelectedCheer` is an int (0 = none selected), not null, and `IsCheerful` is true:
* the client reads it to decide whether the player may hand out cheers at all.
* The two fields a `ReputationUpdate` frame carries as INSTRUCTIONS rather than as facts
* about the player named in it. Both wear the name of a profile field and mean something
* else here, which is why they are passed per send instead of read off the record — see
* {@link reputationFrame}.
*/
function defaultReputation(id: number) {
interface CheerEffect {
/** True plays the cheer's visual effect on the receiving client; false is silent. */
isCheerful: boolean
/** WHICH cheer plays — the category just given, not the player's pinned cheer. */
selectedCheer?: number
}
/**
* Trim a stored reputation to the fields a `ReputationUpdate` frame carries — the client's
* decoder has no `Noteriety` or subscriber counts on this payload, and its `SelectedCheer`
* is nullable where the DTO's is not. Built against the recovered interface so a renamed
* key fails the build rather than vanishing on the wire.
*
* `AccountId` is who the frame is ABOUT, which is not who it is sent to: a cheer's effect
* frame names the player being cheered and goes to everyone watching.
*/
function reputationFrame(reputation: Reputation, effect: CheerEffect): ReputationPayload {
const { Noteriety: _n, SubscriberCount: _sr, SubscribedCount: _sd, ...payload } = reputation
return {
AccountId: id,
IsCheerful: true,
Noteriety: 0,
SelectedCheer: 0,
CheerCredit: 20,
CheerGeneral: 0,
CheerHelpful: 0,
CheerCreative: 0,
CheerGreatHost: 0,
CheerSportsman: 0,
SubscriberCount: 0,
SubscribedCount: 0,
...payload,
IsCheerful: effect.isCheerful,
SelectedCheer: effect.selectedCheer ?? payload.SelectedCheer,
}
}
/**
* Push a `ReputationUpdate` frame to one player, durably — it survives them being offline
* and lands on their next connect. For the frames that report a real change to the player
* they name: their counters moved, or their credit did.
*
* Best-effort: the cheer is already stored by the time this runs, so a hub hiccup must not
* fail the request — the numbers are right on the next read either way.
*/
async function pushReputation(
c: Context<App>,
playerId: number,
frame: ReputationPayload
): Promise<void> {
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayer(
playerId,
NotificationType.ReputationUpdate,
{ ...frame }
)
} catch (err) {
logger.error('failed to push ReputationUpdate notification', {
playerId,
accountId: frame.AccountId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* Push the same frame to a roomful of players, EPHEMERALLY — delivered to whoever is
* connected and dropped for anyone who isn't.
*
* That is the right send for an audience frame. A cheer's effect belongs to the moment it
* happened; queueing it would play someone else's cheer at a bystander when they next log
* in, hours later and somewhere else. The people the cheer actually changed something for
* get their own durable frame instead.
*/
async function pushReputationToRoom(
c: Context<App>,
playerIds: number[],
frame: ReputationPayload
): Promise<void> {
if (playerIds.length === 0) return
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayersEphemeral(
playerIds,
NotificationType.ReputationUpdate,
{ ...frame }
)
} catch (err) {
logger.error('failed to push ReputationUpdate notification to room', {
playerIds,
accountId: frame.AccountId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* Read one field of the cheer form. The client posts it form-encoded, but the same names
* also arrive as a query string on some builds, so both are accepted (same helper the
* moderation routes use on their forms).
*/
function formField(
body: Record<string, unknown>,
c: Context<App>,
name: string
): string | undefined {
const raw = body[name]
if (typeof raw === 'string' && raw !== '') return raw
return c.req.query(name) || undefined
}
/** Parse a form field as an integer, or null when absent / not a number. */
function asInt(value: string | undefined): number | null {
if (value === undefined) return null
const n = Number.parseInt(value, 10)
return Number.isNaN(n) ? null : n
}
/**
* Parse a form field as a bool. The client sends .NET's `True`/`False`, so the match is
* case-insensitive; anything else — an absent field included — reads as false, which is the
* safe default for `Anonymous` (a cheer nobody asked to hide is a signed one).
*/
function asBool(value: string | undefined): boolean {
return value !== undefined && /^(true|1)$/i.test(value.trim())
}
/**
* The `{ Success, Message }` body a cheer answers with — PascalCase, as the reference, and
* `Message` is NULL on success rather than an empty string. That is not the same envelope
* as the lowercase `{ success, error: "" }` the reports and warnings use; don't unify them.
*/
function cheerResult(c: Context<App>, message: string | null = null) {
return c.json({ Success: message === null, Message: message })
}
/**
* The repeated `id` query param the 2023 client uses on the bulk GET forms — each value
* may itself be a comma-separated list, so `?id=1,2&id=3` is three ids.
@@ -90,12 +210,15 @@ export const progressionRoutes = new Hono<App>({ strict: false })
tags: ['Progression'],
summary: 'A players reputation',
description:
'The cheer counters shown on a players profile. No cheers are stored yet, so ' +
'every player gets the same all-zero record with full cheer credit.',
'The cheer counters shown on a players profile, from the `reputation` table. A ' +
'player nobody has cheered has no row and reads back all-zero. `CheerCredit` is ' +
'the odd one out — what they have left to GIVE today, out of ' +
`${DAILY_CHEER_CREDIT}; it refills lazily, so a stale window reads as full ` +
'without being reset here.',
parameters: [idParam('id', 'Account id')],
responses: { 200: json(ReputationDto, 'The players reputation') },
}),
(c) => c.json(defaultReputation(Number.parseInt(c.req.param('id'), 10)))
async (c) => c.json(await getReputation(c.env.DB, Number.parseInt(c.req.param('id'), 10)))
)
.get(
'/api/players/v1/progression/:id',
@@ -131,23 +254,19 @@ export const progressionRoutes = new Hono<App>({ strict: false })
}),
(c) => c.json([])
)
// Synthesize a default reputation per requested id (the intended behavior;
// the DB-less fallback reads a static JSON file instead).
.post(
'/api/playerReputation/v2/bulk',
describeRoute({
tags: ['Progression'],
summary: 'Reputations in bulk',
description:
'One default reputation per requested id, in request order. Ids that name no ' +
'account still get a record the client renders a profile card from it.',
'One reputation per requested id, in request order. Ids that name no account — or ' +
'that nobody has cheered — still get an all-zero record rather than being dropped: ' +
'the client renders a profile card from each entry.',
requestBody: BULK_ID_BODY,
responses: { 200: json(ReputationDto.array(), 'One reputation per requested id') },
}),
async (c) => {
const ids = await parseFormIds(c)
return c.json(ids.map(defaultReputation))
}
async (c) => c.json(await getReputations(c.env.DB, await parseFormIds(c)))
)
// The 2023 client calls this as a GET with repeated `id` query params.
.get(
@@ -161,7 +280,118 @@ export const progressionRoutes = new Hono<App>({ strict: false })
parameters: BULK_ID_QUERY,
responses: { 200: json(ReputationDto.array(), 'One reputation per requested id') },
}),
(c) => c.json(queryIds(c).map(defaultReputation))
async (c) => c.json(await getReputations(c.env.DB, queryIds(c)))
)
// Cheering another player: spend one of the caller's daily credits, count it against the
// target's category counter, and play it in front of the room.
//
// Nothing stores an individual cheer — this keeps a per-player counter, not a log of who
// cheered whom. So neither `RoomId` nor `Anonymous` reaches storage: both are spent
// immediately on the notification, one deciding who sees it and the other whether it is
// seen at all.
.post(
'/api/PlayerCheer/v1/create',
describeRoute({
tags: ['Progression'],
summary: 'Cheer another player',
description:
'Hands one cheer to `PlayerIdTo` in the category `CheerCategory` names (0 General, ' +
'10 Helpful, 20 Sportmanship, 30 GreatHost, 40 Creative), counting it on their ' +
'`reputation` row.\n\n' +
`A player may give ${DAILY_CHEER_CREDIT} cheers per day. The credit refills lazily: ` +
'the first cheer opens a 24-hour window, and the first cheer after that window has ' +
'passed starts a fresh one at full credit — so a player who spends all day refills ' +
'24h after their FIRST cheer, not their last.\n\n' +
'A cheer is played in front of people, so the `ReputationUpdate` frame naming the ' +
'cheered player goes to EVERYONE in the room instance the caller is standing in, ' +
'not just the two of them. The cheered player gets it durably (their counters ' +
'really moved); the rest of the room gets it only if they are connected, since ' +
'the effect belongs to the moment. The caller gets a second frame of their own ' +
'because their `CheerCredit` moved and the response body does not carry it.\n\n' +
'Two fields on that frame are instructions, not facts about the player named in ' +
'it: `IsCheerful` plays the effect — set from `Anonymous`, inverted, so an ' +
'anonymous cheer moves the counters in silence — and `SelectedCheer` says which ' +
'cheer plays, the category just given. Both wear the name of a profile field on ' +
'the reputation DTO and mean something else here.\n\n' +
'The audience comes from the callers live presence, not from `RoomId`, which is ' +
'accepted and unused: a client cannot aim its effect at a room it is not in. ' +
'Neither field is stored — this keeps counters, not a log of individual cheers.\n\n' +
'Refusals (no credit left, an unknown category, cheering yourself) answer 200 with ' +
'`{ Success: false, Message }` rather than an error status — the client shows the ' +
'message.',
security: AUTHED,
requestBody: form(CheerPlayerRequest, 'The cheer'),
responses: {
200: json(
CheerPlayerResponse,
'`{ Success: true, Message: null }` — see above for refusals'
),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const fromId = await authedId(c)
if (fromId === null) return unauthorized(c)
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const toId = asInt(formField(body, c, 'PlayerIdTo'))
if (toId === null) return cheerResult(c, 'PlayerIdTo is required')
if (toId === fromId) return cheerResult(c, 'You cannot cheer yourself')
// Validated BEFORE the credit is spent: a category we can't count would otherwise
// take a cheer off the caller and give nothing to anyone.
const category = asInt(formField(body, c, 'CheerCategory'))
if (category === null || !isCheerCategory(category)) {
return cheerResult(c, 'CheerCategory is not a cheer category')
}
const remaining = await spendCheerCredit(c.env.DB, fromId)
if (remaining === null) return cheerResult(c, 'You are out of cheers for today')
const cheered = await addCheer(c.env.DB, toId, category)
// The frame the room sees. It is ABOUT the player cheered — `AccountId` is theirs,
// and so are the counters — but it goes to everyone standing there, because the
// cheer is a thing that visibly happens in front of people. `IsCheerful` is what
// plays it (so an anonymous cheer moves the numbers in silence) and `SelectedCheer`
// says WHICH cheer plays: the category just given, not anyone's pinned one.
const frame = reputationFrame(cheered, {
isCheerful: !asBool(formField(body, c, 'Anonymous')),
selectedCheer: category,
})
// The audience is read from the GIVER's live presence, not from the body's
// `RoomId` — a client that lied about the room would otherwise play its effect in
// someone else's. A cheer given outside a room instance (from a profile screen)
// simply has no audience.
const presence = await getPresence<{ roomInstanceId?: number }>(c.env.DB, fromId)
const instanceId = presence?.roomInstance?.roomInstanceId
const audience =
instanceId === undefined
? []
: (await getPlayerIdsInInstance(c.env.DB, instanceId)).filter((id) => id !== toId)
// The cheered player is deliberately not in that list: for them this is a real
// change to their own record, so they get it durably and get it whether or not
// they were in the room — the room gets a copy that expires with the moment.
await pushReputation(c, toId, frame)
await pushReputationToRoom(c, audience, frame)
// The caller's own record, with the credit the spend just resolved rather than a
// re-read — a cheer they fired off in parallel must not make this frame report a
// credit they no longer have. Never cheerful: this one reports THEIR numbers, and
// nothing was cheered at them.
await pushReputation(
c,
fromId,
reputationFrame(
{ ...(await getReputation(c.env.DB, fromId)), CheerCredit: remaining },
{ isCheerful: false }
)
)
return cheerResult(c)
}
)
.post(
'/api/players/v1/progression/bulk',