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# notify
Notifications Worker served on the `notify` subdomain. Hosts a SignalR hub at
`/hub/v1`.
The hub is implemented as a **Durable Object** (`NotificationsHub`) speaking the
SignalR JSON Hub Protocol over a hibernatable WebSocket. A single global DO
instance holds the shared hub state (one process across all connections).
## Endpoints
- `POST /hub/v1/negotiate` — SignalR negotiation. Returns a `connectionId` /
`connectionToken` and advertises the WebSocket transport. The token is passed
back as `?id=` on the WebSocket connect.
- `GET /hub/v1` (WebSocket upgrade) — the hub. Forwarded to the Durable Object.
Non-upgrade requests get `426`.
- `POST /internal/notify``{ playerId, notificationType, data? }`. Send to a
player's connections, queueing if they're offline. **Admin-gated**: requires a
Bearer token carrying an admin role (`developer`/`moderator`) in its `role` claim.
- `POST /internal/broadcast``{ notificationType, data? }`. Send to every
connected client. Same admin-role gate as `/internal/notify`.
- `POST /internal/coach-message-all``{ messageContent }`. Broadcast a coach/system
`MessageReceived` to every connected client (online-only; not persisted). Same
admin-role gate.
## Hub protocol
1. Client `POST /hub/v1/negotiate`, then opens a WebSocket to `/hub/v1?id=<token>`.
2. Handshake: client sends `{"protocol":"json","version":1}␞`, server replies
`{}␞` (`␞` = record separator `0x1e`).
3. Server immediately sends the `OnConnect` invocation on connect.
4. Client→server invocations:
- `SubscribeToPlayers({ playerIds })` — replaces this connection's
subscriptions and flushes any queued notifications for those players.
- `GetSubscriptions()` → completion with the subscribed player id array.
5. Server→client: `Notification` invocations carrying a JSON string
`{ Id: <PushNotificationId>, Msg: { ... } }`.
6. Pings (type 6) are echoed.
## State
Held in the DO's SQLite so it survives hibernation:
- `subscriptions(connectionId, playerId)` — serves both the connection→players
and player→connections lookups.
- `pending(id, playerId, payload)` — per-player queue delivered once the player
subscribes.
A connection's rows are removed on `webSocketClose`.
## TODO before production
- Authenticate the `/internal/*` endpoints (or move them to a service binding /
RPC reachable only by other workers).
- Wire the real callers (relationships, gifts, storefront, events, chat, …) to
push through `notifyPlayer` / `broadcast`.
- Consider server-initiated keepalive pings if clients rely on them.