mirror of
https://github.com/djdevin/recflare.git
synced 2026-09-08 14:41:28 -07:00
[match] better invites
This commit is contained in:
+10
-5
@@ -123,11 +123,16 @@ substitutes the same as asking by id.
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| `JWT_SECRET` | Secrets Store | Shared HS256 signing key (see the `auth` README) |
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| `RECFLARE_PLAYER_SETTINGS` | KV | The `playersettings` map — `/player/avoidjuniors` |
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The `presence` and `room_instance` tables are owned/migrated by the `rooms` worker;
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this worker has no migrations of its own. The settings KV is owned by the
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`playersettings` worker; this worker touches exactly one key in it, the "avoid juniors"
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preference, and its write merges (as that worker's own PUT does) so the rest of the
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player's settings survive.
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The `presence` and `room_instance` tables are owned/migrated by the `rooms` worker. This
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worker owns one table of its own, `room_invite` (`migrations/0001_room_invite.sql`, applied
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under its own `d1_migrations_match` table so it doesn't clash with the other workers
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sharing the database): a row per game invite `POST /invite` sends, which is what gives the
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invite the `RoomInviteId` the response carries. Its `created_at` is epoch seconds, so old
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invites can be swept later.
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The settings KV is owned by the `playersettings` worker; this worker touches exactly one
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key in it, the "avoid juniors" preference, and its write merges (as that worker's own PUT
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does) so the rest of the player's settings survive.
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## Known gaps
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@@ -0,0 +1,30 @@
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-- Room invites — one row per game invite a player sends another ("come join me in this
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-- room"), as `POST /invite` creates them. Generated from
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-- packages/domain/src/room-invites-db.ts (ROOM_INVITE_SCHEMA_DDL) — keep in sync.
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--
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-- The invite that reaches the invitee is a live notification, not a row: the worker pushes
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-- a MessageReceived frame the moment the invite is created. This table exists so the invite
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-- has an id of its own — `RoomInviteId`, which the create response hands back — and so an
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-- invite can be looked up or expired after the fact rather than vanishing with the frame.
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-- `room_invite_id` is AUTOINCREMENT rather than a bare rowid alias: the id is handed to the
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-- client, and expiring old invites deletes rows, so a reused id would point a client's stale
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-- invite at somebody else's.
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--
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-- `room_id` is nullable because the invite is: the caller names a room INSTANCE, and one
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-- that has already died (or was never real) leaves the invite with nothing to resolve — the
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-- worker sends it anyway, with a null RoomId, so the row records the same thing.
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--
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-- `created_at` is epoch SECONDS, like `presence.expires_at` on the same database and for the
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-- same reason: the sweep that will expire these compares it against `Date.now()/1000` in
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-- SQL, and an integer compare needs no parsing.
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CREATE TABLE IF NOT EXISTS room_invite (
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room_invite_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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room_id INTEGER,
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created_at INTEGER NOT NULL
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);
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-- For the expiry sweep: "everything older than X".
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CREATE INDEX IF NOT EXISTS idx_room_invite_created ON room_invite (created_at);
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@@ -12,6 +12,7 @@
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"deploy": "run-wrangler-deploy",
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"dev": "run-wrangler-dev",
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"fix:workers-types": "run-wrangler-types",
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"migrate": "run-wrangler-migrate",
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"test": "run-vitest"
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},
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"dependencies": {
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@@ -7,6 +7,7 @@ import {
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areFriends,
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canManageRoom,
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createRoomInstance,
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createRoomInvite,
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deleteEmptyRoomInstances,
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deleteExpiredPresence,
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deletePresence,
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@@ -61,6 +62,7 @@ import {
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form,
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InProgressRequest,
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InviteRequest,
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InviteResponse,
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JoinModeRequest,
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json,
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jsonBody,
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@@ -610,6 +612,7 @@ function nextLiveMessageId(): number {
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return Date.now()
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}
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/**
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* Deliver a game invite from `fromId` to `toId` for a room instance — a `MessageReceived`
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* frame carrying a game-invite `Message` the client renders the join prompt from. `data`
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@@ -2262,9 +2265,11 @@ const app = new Hono<App>()
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// `roomInstanceId` they're being invited into. Delivers a game-invite Message to the
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// target over the notify hub as a MessageReceived frame — the client renders the
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// join prompt from it. When the room instance resolves, its RoomId rides along on the
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// message so the client knows which room the invite points at. Always acks 200 (a bad
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// playerId is a 400, a missing token a 401); hub delivery is best-effort, so a target
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// who's offline simply has the frame queued (or dropped) without failing the invite.
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// message so the client knows which room the invite points at. The invite is also
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// recorded as a `room_invite` row, and that row IS the response —
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// `{ RoomInviteId, FromPlayerId, ToPlayerId, RoomId }` (a bad playerId is a 400, a
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// missing token a 401). Hub delivery is best-effort, so a target who's offline simply
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// has the frame queued (or dropped) without failing the invite.
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.post(
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'/invite',
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describeRoute({
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@@ -2274,14 +2279,16 @@ const app = new Hono<App>()
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'Sends a game invite from the caller (the Bearer token) to `playerId` for',
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'`roomInstanceId`. Delivered to the target over the notify hub as a `MessageReceived`',
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'notification carrying a game-invite `Message`; the resolved instance’s `RoomId` rides',
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'on the message. Acks 200 (bad `playerId` → 400); hub delivery is best-effort.',
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'on the message. The invite is recorded as a `room_invite` row and that row is the',
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'response (bad `playerId` → 400); hub delivery is best-effort.',
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].join(' '),
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security: AUTHED,
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requestBody: form(InviteRequest, 'The target player and the room instance'),
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responses: {
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200: EMPTY_OK,
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200: json(InviteResponse, 'The invite that was sent'),
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400: { description: 'Missing, non-numeric, or zero playerId (empty body)' },
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401: UNAUTHORIZED_RESPONSE,
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500: { description: 'The invite could not be recorded; nothing was sent (empty body)' },
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},
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}),
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async (c) => {
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@@ -2306,8 +2313,19 @@ const app = new Hono<App>()
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if (instance) roomId = instance.roomId
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}
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// Record the invite before delivering it: the row is what mints the `RoomInviteId`
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// the response carries, while the frame itself is fire-and-forget.
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const invite = await createRoomInvite(c.env.DB, id, toPlayerId, roomId)
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// No row, no id to answer with — and nothing for a later lookup or expiry to find.
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// A server fault rather than the caller's, so don't push the frame either: an
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// invite the response can't name is worse than no invite.
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if (invite === null) {
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logger.error('failed to record room invite', { fromPlayerId: id, toPlayerId, roomId })
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return c.body(null, 500)
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}
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await sendGameInvite(c, id, toPlayerId, roomInstanceIdStr, roomId)
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return c.body(null, 200)
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return c.json(invite)
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}
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)
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@@ -384,3 +384,17 @@ export const InviteRequest = z.object({
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.optional()
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.describe('The caller’s room instance to invite them into; resolves the invite’s RoomId'),
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})
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/**
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* `POST /invite` response — the `room_invite` row the invite just created. The frame the
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* invitee receives is ephemeral; the row is what gives the invite an id of its own.
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*/
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export const InviteResponse = z.object({
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RoomInviteId: z.int().describe('Id of the new `room_invite` row'),
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FromPlayerId: z.int().describe('The caller (the Bearer token)'),
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ToPlayerId: z.int().describe('The invited account'),
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RoomId: z
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.int()
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.nullable()
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.describe('The room the invite points at; null when the room instance didn’t resolve'),
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})
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@@ -16,6 +16,7 @@ import {
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getRoomInstance,
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PRESENCE_SCHEMA_DDL,
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ROOM_INSTANCE_SCHEMA_DDL,
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ROOM_INVITE_SCHEMA_DDL,
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ROOM_SCHEMA_DDL,
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seedRoomWithSubRooms,
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SUBROOM_SCHEMA_DDL,
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@@ -120,6 +121,8 @@ beforeAll(async () => {
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for (const stmt of ROOM_INSTANCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
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// Presence table (owned by the rooms worker) — written/read by matchmake + heartbeat.
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for (const stmt of PRESENCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
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// Room invites (owned by this worker) — POST /invite mints a row per invite.
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for (const stmt of ROOM_INVITE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
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// Accounts table (owned by the auth worker) — dorm creation reads the username
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// to name the room. Seed the players the dorm tests authenticate as.
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@@ -2242,6 +2245,25 @@ describe('auth-gated endpoints', () => {
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// The client's exact request: player 42 invites 153 into their instance.
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const res = await invite(`playerId=153&roomInstanceId=${instance.roomInstanceId}`, '42')
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expect(res.status).toBe(200)
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// The response is the `room_invite` row the invite just created.
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const created = (await res.json()) as Record<string, unknown>
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expect(created).toMatchObject({ FromPlayerId: 42, ToPlayerId: 153, RoomId: 2 })
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expect(created.RoomInviteId).toBeGreaterThan(0)
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// ...and the row is really there, `created_at` stamped in epoch seconds so the
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// eventual expiry sweep can compare it.
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const row = await env.DB.prepare(
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'SELECT from_player_id, to_player_id, room_id, created_at FROM room_invite WHERE room_invite_id = ?1'
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)
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.bind(created.RoomInviteId)
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.first<{
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from_player_id: number
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to_player_id: number
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room_id: number | null
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created_at: number
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}>()
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expect(row).toMatchObject({ from_player_id: 42, to_player_id: 153, room_id: 2 })
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expect(row!.created_at).toBeGreaterThan(1_700_000_000)
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const notes = await sent()
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expect(notes).toHaveLength(1)
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@@ -2269,6 +2291,10 @@ describe('auth-gated endpoints', () => {
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// RoomId (which the real hub drops from the frame).
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const noRoom = await invite('playerId=153&roomInstanceId=999999', '42')
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expect(noRoom.status).toBe(200)
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const noRoomInvite = (await noRoom.json()) as Record<string, unknown>
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expect(noRoomInvite).toMatchObject({ RoomId: null })
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// Each invite gets its own id.
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expect(noRoomInvite.RoomInviteId).not.toBe(created.RoomInviteId)
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const after = await sent()
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expect(after).toHaveLength(1)
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expect(after[0].data.RoomId).toBeNull()
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@@ -7,12 +7,17 @@
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// Shared `recflare` DB. Reads room scenes for matchmaking, writes a player's
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// personal dorm room on first dorm entry (see getOrCreateDormRoom), and holds
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// player presence (the `presence` table — owned/migrated by the `rooms` worker).
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// This worker owns the `room_invite` table behind POST /invite (schema/migration
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// here); its own migrations_table keeps that history separate from the other
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// workers' migrations on the shared database.
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// The "local" placeholder is replaced with the real id from RECFLARE_D1 at deploy time.
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"d1_databases": [
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{
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"binding": "DB",
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"database_name": "recflare",
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"database_id": "local"
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"database_id": "local",
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"migrations_dir": "migrations",
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"migrations_table": "d1_migrations_match"
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}
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],
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// Per-player settings KV, owned by the `playersettings` worker. Read-only here, for
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@@ -6,6 +6,7 @@ export * from './password'
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export * from './rooms-db'
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export * from './room-instance-db'
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export * from './room-comments-db'
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export * from './room-invites-db'
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export * from './presence-db'
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export * from './gifts-db'
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export * from './inventory-invention-db'
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@@ -0,0 +1,92 @@
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/**
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* Room invites on the shared `recflare` D1 database — one row per game invite a player
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* sends another ("come join me in this room"), as `POST /invite` on the `match` worker
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* creates them.
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*
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* The invite that reaches the invitee is a live notification, not a row: `match` pushes a
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* `MessageReceived` frame the moment the invite is created, and the client renders the join
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* prompt straight off it. This table exists so the invite has an ID OF ITS OWN —
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* `RoomInviteId`, which the create response hands back — and so an invite can be looked up
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* or expired after the fact rather than vanishing with the socket frame.
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*
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* The `match` worker owns this schema/migration
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* (`apps/match/migrations/0001_room_invite.sql`, applied under its own `migrations_table`
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* so it doesn't clash with the other workers' migrations that share the database).
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* `ROOM_INVITE_SCHEMA_DDL` mirrors that migration so tests can build the table directly.
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*/
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/** Schema DDL (mirror of apps/match/migrations/0001_room_invite.sql). */
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export const ROOM_INVITE_SCHEMA_DDL: string[] = [
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// `room_invite_id` is AUTOINCREMENT rather than a bare rowid alias: the id is handed to
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// the client, and expiring old invites deletes rows, so a reused id would point a
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// client's stale invite at somebody else's.
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//
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// `room_id` is nullable because the invite is: the caller names a room INSTANCE, and one
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// that has already died (or was never real) leaves the invite with nothing to resolve —
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// `match` sends it anyway, with a null RoomId, so the row records the same thing.
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//
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// `created_at` is epoch SECONDS, like `presence.expires_at` on the same database and for
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// the same reason: the sweep that will expire these compares it against `Date.now()/1000`
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// in SQL, and an integer compare needs no parsing. Indexed for that sweep.
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`CREATE TABLE IF NOT EXISTS room_invite (
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room_invite_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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room_id INTEGER,
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created_at INTEGER NOT NULL
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)`,
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`CREATE INDEX IF NOT EXISTS idx_room_invite_created ON room_invite (created_at)`,
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]
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/**
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* One invite as the client reads it — PascalCase, and the whole of what `POST /invite`
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* answers with.
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*/
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export interface RoomInvite {
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RoomInviteId: number
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FromPlayerId: number
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ToPlayerId: number
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RoomId: number | null
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}
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interface RoomInviteRow {
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room_invite_id: number
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from_player_id: number
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to_player_id: number
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room_id: number | null
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}
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const SELECT_COLUMNS = `room_invite_id, from_player_id, to_player_id, room_id`
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const nowSeconds = () => Math.floor(Date.now() / 1000)
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/**
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* Record an invite from `fromPlayerId` to `toPlayerId` for a room, returning it as the
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* client reads it back. `roomId` is null when the caller's room instance didn't resolve.
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*
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* The caller still has to deliver the invite (the `MessageReceived` frame); this only
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* mints the row and its id.
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*/
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export async function createRoomInvite(
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db: D1Database,
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fromPlayerId: number,
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toPlayerId: number,
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roomId: number | null
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): Promise<RoomInvite | null> {
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const row = await db
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.prepare(
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`INSERT INTO room_invite (from_player_id, to_player_id, room_id, created_at)
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VALUES (?1, ?2, ?3, ?4)
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RETURNING ${SELECT_COLUMNS}`
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)
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.bind(fromPlayerId, toPlayerId, roomId, nowSeconds())
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.first<RoomInviteRow>()
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if (!row) return null
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return {
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RoomInviteId: row.room_invite_id,
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FromPlayerId: row.from_player_id,
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ToPlayerId: row.to_player_id,
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RoomId: row.room_id,
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}
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}
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Reference in New Issue
Block a user