[match] better invites

This commit is contained in:
Devin Zuczek
2026-08-22 12:23:48 -04:00
parent 1a2643240b
commit be24e62f1f
9 changed files with 204 additions and 12 deletions
+24 -6
View File
@@ -7,6 +7,7 @@ import {
areFriends,
canManageRoom,
createRoomInstance,
createRoomInvite,
deleteEmptyRoomInstances,
deleteExpiredPresence,
deletePresence,
@@ -61,6 +62,7 @@ import {
form,
InProgressRequest,
InviteRequest,
InviteResponse,
JoinModeRequest,
json,
jsonBody,
@@ -610,6 +612,7 @@ function nextLiveMessageId(): number {
return Date.now()
}
/**
* Deliver a game invite from `fromId` to `toId` for a room instance — a `MessageReceived`
* frame carrying a game-invite `Message` the client renders the join prompt from. `data`
@@ -2262,9 +2265,11 @@ const app = new Hono<App>()
// `roomInstanceId` they're being invited into. Delivers a game-invite Message to the
// target over the notify hub as a MessageReceived frame — the client renders the
// join prompt from it. When the room instance resolves, its RoomId rides along on the
// message so the client knows which room the invite points at. Always acks 200 (a bad
// playerId is a 400, a missing token a 401); hub delivery is best-effort, so a target
// who's offline simply has the frame queued (or dropped) without failing the invite.
// message so the client knows which room the invite points at. The invite is also
// recorded as a `room_invite` row, and that row IS the response —
// `{ RoomInviteId, FromPlayerId, ToPlayerId, RoomId }` (a bad playerId is a 400, a
// missing token a 401). Hub delivery is best-effort, so a target who's offline simply
// has the frame queued (or dropped) without failing the invite.
.post(
'/invite',
describeRoute({
@@ -2274,14 +2279,16 @@ const app = new Hono<App>()
'Sends a game invite from the caller (the Bearer token) to `playerId` for',
'`roomInstanceId`. Delivered to the target over the notify hub as a `MessageReceived`',
'notification carrying a game-invite `Message`; the resolved instances `RoomId` rides',
'on the message. Acks 200 (bad `playerId` → 400); hub delivery is best-effort.',
'on the message. The invite is recorded as a `room_invite` row and that row is the',
'response (bad `playerId` → 400); hub delivery is best-effort.',
].join(' '),
security: AUTHED,
requestBody: form(InviteRequest, 'The target player and the room instance'),
responses: {
200: EMPTY_OK,
200: json(InviteResponse, 'The invite that was sent'),
400: { description: 'Missing, non-numeric, or zero playerId (empty body)' },
401: UNAUTHORIZED_RESPONSE,
500: { description: 'The invite could not be recorded; nothing was sent (empty body)' },
},
}),
async (c) => {
@@ -2306,8 +2313,19 @@ const app = new Hono<App>()
if (instance) roomId = instance.roomId
}
// Record the invite before delivering it: the row is what mints the `RoomInviteId`
// the response carries, while the frame itself is fire-and-forget.
const invite = await createRoomInvite(c.env.DB, id, toPlayerId, roomId)
// No row, no id to answer with — and nothing for a later lookup or expiry to find.
// A server fault rather than the caller's, so don't push the frame either: an
// invite the response can't name is worse than no invite.
if (invite === null) {
logger.error('failed to record room invite', { fromPlayerId: id, toPlayerId, roomId })
return c.body(null, 500)
}
await sendGameInvite(c, id, toPlayerId, roomInstanceIdStr, roomId)
return c.body(null, 200)
return c.json(invite)
}
)