mirror of
https://github.com/djdevin/recflare.git
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619 lines
22 KiB
TypeScript
619 lines
22 KiB
TypeScript
import { DurableObject } from 'cloudflare:workers'
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import { NotificationType } from './notification-types'
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import type { Env } from './context'
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/**
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* Durable Object hosting the SignalR notifications hub. A single global instance
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* holds the shared hub state (one process, shared across connections).
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*
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* It speaks the SignalR JSON Hub Protocol over a hibernatable WebSocket:
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* 1. negotiate happens in the worker; the client then opens a WS to `/hub/v1`.
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* 2. handshake: client sends `{"protocol":"json","version":1}␞`, we reply `{}␞`.
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* 3. framed messages are `␞` (0x1e) delimited JSON; type 1 = invocation,
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* 3 = completion, 6 = ping, 7 = close.
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*
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* Connection/subscription state lives in SQLite so it survives hibernation:
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* - `connection_owner(connectionId, playerId)` — who each socket belongs to,
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* from the token the worker validated at connect. This is how a player's own
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* notifications reach them; the client never subscribes to itself.
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* - `subscriptions(connectionId, playerId)` — *other* players a connection asked
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* for updates about, both the connection→players and (queried the other way)
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* the player→connections maps.
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* - `pending(id, playerId, payload)` — the per-player queue delivered once a
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* player is reachable again.
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*/
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/** SignalR record separator (0x1e) that terminates every protocol message. */
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const RS = '\u001e'
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interface SocketState {
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connectionId: string
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handshakeDone: boolean
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/** The player this socket belongs to, from the token validated at connect. */
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playerId?: number
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}
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interface HubMessage {
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type: number
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target?: string
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invocationId?: string
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arguments?: unknown[]
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}
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/**
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* How the worker tells the DO which player a connecting socket belongs to, having
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* validated the connect request's token. The worker sets it on every connect it lets
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* through and refuses the rest, so a client can't present its own and be believed.
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*/
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export const OWNER_HEADER = 'x-recflare-connection-owner'
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/**
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* Read the player ids off a `SubscribeToPlayers` invocation. SignalR gives no schema, so
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* all three plausible spellings are accepted — an options object
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* (`[{playerIds:[1,2]}]`), a single array argument (`[[1,2]]`), and varargs
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* (`[1,2]`) — rather than guessing which one the client uses.
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*
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* `null` means the argument didn't resolve to a list of ids at all, which the caller
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* must not treat as an empty subscription; `[]` is a real "subscribe to nobody".
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*/
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function parsePlayerIds(args: unknown[] | undefined): number[] | null {
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if (args === undefined || args.length === 0) return []
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const first = args[0]
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const candidate =
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typeof first === 'object' && first !== null && !Array.isArray(first)
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? (first as { playerIds?: unknown }).playerIds
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: Array.isArray(first)
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? first
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: args
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if (!Array.isArray(candidate)) return null
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// Ids arriving as strings ("153") still count — the wire format is the client's
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// choice, and the subscriptions table is what has to be numeric.
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const ids = candidate
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.map((value) =>
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typeof value === 'number' ? value : typeof value === 'string' ? Number(value) : Number.NaN
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)
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.filter((value) => Number.isInteger(value))
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return ids.length === 0 && candidate.length > 0 ? null : ids
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}
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/** What {@link NotificationsHub.inspect} reports — see it for what each field is for. */
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export interface HubState {
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connections: Array<{
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connectionId: string
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/** Whether a socket for this connectionId is still held by the DO. */
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live: boolean
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handshakeDone: boolean
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/**
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* The player this connection belongs to. Null only for a connection that predates
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* authenticated connects and hasn't closed yet — a new one always has an owner.
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*/
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playerId: number | null
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/** Other players this connection subscribed to updates for. */
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playerIds: number[]
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}>
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/** Queued-while-offline notifications, newest payload per player for identification. */
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pending: Array<{ playerId: number; count: number; latest: string }>
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}
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/** The Coach system account — the `FromPlayerId` on a coach message (see coachMessageAll). */
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const COACH_PLAYER_ID = 1
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/** The Message `Type` a coach/system message carries (a Message-model enum, not a NotificationType). */
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const COACH_MESSAGE_TYPE = 100
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export class NotificationsHub extends DurableObject<Env> {
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constructor(ctx: DurableObjectState, env: Env) {
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super(ctx, env)
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void ctx.blockConcurrencyWhile(async () => {
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this.ctx.storage.sql.exec(`
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CREATE TABLE IF NOT EXISTS subscriptions (
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connectionId TEXT NOT NULL,
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playerId INTEGER NOT NULL
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);
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CREATE INDEX IF NOT EXISTS idx_sub_conn ON subscriptions(connectionId);
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CREATE INDEX IF NOT EXISTS idx_sub_player ON subscriptions(playerId);
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CREATE TABLE IF NOT EXISTS pending (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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playerId INTEGER NOT NULL,
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payload TEXT NOT NULL
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);
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CREATE INDEX IF NOT EXISTS idx_pending_player ON pending(playerId);
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CREATE TABLE IF NOT EXISTS connection_owner (
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connectionId TEXT PRIMARY KEY,
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playerId INTEGER NOT NULL
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);
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CREATE INDEX IF NOT EXISTS idx_owner_player ON connection_owner(playerId);
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`)
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})
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}
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/** WebSocket upgrade entrypoint — the worker forwards `/hub/v1` here. */
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override async fetch(request: Request): Promise<Response> {
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if ((request.headers.get('Upgrade') ?? '').toLowerCase() !== 'websocket') {
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return new Response('Expected a WebSocket upgrade request', { status: 426 })
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}
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const url = new URL(request.url)
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// negotiate handed the client this id as `connectionToken`/`connectionId`.
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const connectionId = url.searchParams.get('id') || crypto.randomUUID()
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// Who this socket belongs to, established by the worker from the connect
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// request's token (see OWNER_HEADER). The worker rejects a connect it can't
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// identify and always sets the header itself, so an absent one means the DO was
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// reached by some other path — not something to serve a socket to.
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const playerId = Number.parseInt(request.headers.get(OWNER_HEADER) ?? '', 10)
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if (!Number.isInteger(playerId)) {
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return new Response('Unidentified connection', { status: 401 })
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}
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const pair = new WebSocketPair()
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const server = pair[1]
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// Tag by connectionId so we can find this socket via getWebSockets(id).
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this.ctx.acceptWebSocket(server, [connectionId])
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server.serializeAttachment({
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connectionId,
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handshakeDone: false,
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playerId,
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} satisfies SocketState)
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this.ctx.storage.sql.exec(
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'INSERT OR REPLACE INTO connection_owner (connectionId, playerId) VALUES (?, ?)',
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connectionId,
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playerId
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)
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return new Response(null, { status: 101, webSocket: pair[0] })
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}
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override async webSocketMessage(ws: WebSocket, message: string | ArrayBuffer): Promise<void> {
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const text = typeof message === 'string' ? message : new TextDecoder().decode(message)
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const state = ws.deserializeAttachment() as SocketState | null
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if (!state) return
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for (const record of text.split(RS)) {
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if (record.length === 0) continue
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if (!state.handshakeDone) {
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// First frame is the SignalR handshake request.
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this.completeHandshake(ws, record, state)
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continue
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}
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let msg: HubMessage
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try {
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msg = JSON.parse(record) as HubMessage
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} catch {
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continue
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}
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this.handleMessage(ws, state.connectionId, msg)
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}
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}
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override async webSocketClose(ws: WebSocket): Promise<void> {
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const state = ws.deserializeAttachment() as SocketState | null
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if (state) {
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// Mirrors OnDisconnected: drop this connection's subscriptions, which
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// also removes it from every player's connection set.
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this.ctx.storage.sql.exec(
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'DELETE FROM subscriptions WHERE connectionId = ?',
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state.connectionId
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)
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this.ctx.storage.sql.exec(
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'DELETE FROM connection_owner WHERE connectionId = ?',
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state.connectionId
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)
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}
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try {
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ws.close()
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} catch {
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// already closed
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}
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}
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// ---- SignalR protocol ----------------------------------------------------
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private completeHandshake(ws: WebSocket, record: string, state: SocketState): void {
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let protocol = 'json'
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try {
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protocol = (JSON.parse(record) as { protocol?: string }).protocol ?? 'json'
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} catch {
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// fall through to the json default
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}
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if (protocol !== 'json') {
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ws.send(JSON.stringify({ error: `Unsupported protocol '${protocol}'` }) + RS)
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ws.close(1002, 'unsupported protocol')
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return
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}
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// Empty object = handshake success.
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ws.send('{}' + RS)
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state.handshakeDone = true
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ws.serializeAttachment(state)
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// Send "OnConnect" to the caller after connecting.
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ws.send(this.invocation('OnConnect', []))
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// Deliver whatever piled up while this player was away. Done here rather than at
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// accept because SignalR won't read invocation frames sent before the handshake
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// reply, and only here because the client never calls SubscribeToPlayers — with
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// the flush living solely in there, a queued notification was stranded forever.
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if (state.playerId !== undefined) this.flushPending(ws, state.playerId)
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}
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/** Send and clear a player's queued notifications on `ws`. */
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private flushPending(ws: WebSocket, playerId: number): void {
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const pending = this.ctx.storage.sql
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.exec<{
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payload: string
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}>('SELECT payload FROM pending WHERE playerId = ? ORDER BY id', playerId)
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.toArray()
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if (pending.length === 0) return
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for (const row of pending) ws.send(this.invocation('Notification', [row.payload]))
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this.ctx.storage.sql.exec('DELETE FROM pending WHERE playerId = ?', playerId)
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}
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private handleMessage(ws: WebSocket, connectionId: string, msg: HubMessage): void {
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switch (msg.type) {
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case 1: // Invocation
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this.handleInvocation(ws, connectionId, msg)
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break
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case 6: // Ping — echo to keep the connection alive.
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ws.send(JSON.stringify({ type: 6 }) + RS)
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break
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case 7: // Close
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ws.close()
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break
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default:
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break
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}
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}
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private handleInvocation(ws: WebSocket, connectionId: string, msg: HubMessage): void {
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switch (msg.target) {
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case 'SubscribeToPlayers': {
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const playerIds = parsePlayerIds(msg.arguments)
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// An argument we can't read is not "subscribe to nobody": subscribing
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// replaces the connection's whole set, so acting on a misread would wipe
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// a working connection to zero and silently strand every push.
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if (playerIds === null) {
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console.warn('hub: unreadable SubscribeToPlayers argument', {
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connectionId,
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arguments: JSON.stringify(msg.arguments),
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})
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} else {
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this.subscribeToPlayers(ws, connectionId, playerIds)
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}
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if (msg.invocationId) ws.send(this.completion(msg.invocationId, null))
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break
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}
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case 'GetSubscriptions': {
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const players = this.getSubscribedPlayers(connectionId)
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if (msg.invocationId) ws.send(this.completion(msg.invocationId, players))
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break
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}
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default:
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// Logged, not just answered with an error completion: a hub method we
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// don't implement is a client expectation we've missed, and the client
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// gives no sign of it.
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console.warn('hub: unknown invocation target', {
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connectionId,
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target: msg.target,
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arguments: JSON.stringify(msg.arguments),
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})
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if (msg.invocationId) {
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ws.send(this.completionError(msg.invocationId, `Unknown method '${msg.target}'`))
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}
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break
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}
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}
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private subscribeToPlayers(ws: WebSocket, connectionId: string, playerIds: number[]): void {
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const unique = [...new Set(playerIds)]
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// Replace this connection's subscription set.
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this.ctx.storage.sql.exec('DELETE FROM subscriptions WHERE connectionId = ?', connectionId)
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for (const playerId of unique) {
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this.ctx.storage.sql.exec(
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'INSERT INTO subscriptions (connectionId, playerId) VALUES (?, ?)',
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connectionId,
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playerId
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)
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}
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// Flush any notifications queued while these players were offline.
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for (const playerId of unique) this.flushPending(ws, playerId)
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}
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/**
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* Every connection that receives notifications for a player. Two ways to qualify: the
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* connection *is* that player (established from the token at connect), or it
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* subscribed to them. The client only ever uses the first — it never calls
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* SubscribeToPlayers — so a player's own notifications reach them through
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* connection_owner, and subscriptions carry other players' updates.
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*/
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private connectionIdsFor(playerId: number): string[] {
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return this.ctx.storage.sql
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.exec<{ connectionId: string }>(
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`SELECT connectionId FROM connection_owner WHERE playerId = ?1
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UNION
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SELECT connectionId FROM subscriptions WHERE playerId = ?1`,
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playerId
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)
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.toArray()
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.map((r) => r.connectionId)
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}
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private getSubscribedPlayers(connectionId: string): number[] {
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return this.ctx.storage.sql
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.exec<{ playerId: number }>(
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'SELECT DISTINCT playerId FROM subscriptions WHERE connectionId = ?',
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connectionId
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)
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.toArray()
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.map((r) => r.playerId)
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}
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// ---- Server → client RPC (callable from other workers) -------------------
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/**
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* Send a notification to a player's connections, queueing it if the player
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* isn't currently connected (mirrors `SendNotificationToPlayer`).
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*/
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async notifyPlayer(
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playerId: number,
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notificationType: string | number,
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data?: Record<string, unknown>
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): Promise<{ delivered: number; queued: boolean }> {
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const payload = this.buildNotificationPayload(notificationType, data)
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const delivered = this.deliverToPlayer(playerId, payload)
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if (delivered === 0) {
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// Distinguishes the two ways this fails: no connection is registered for the
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// player at all, versus one is registered but has no live socket behind it.
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console.warn('hub: notification queued, nobody to deliver to', {
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playerId,
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notificationType,
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connectionIds: this.connectionIdsFor(playerId),
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liveSockets: this.ctx.getWebSockets().length,
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})
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}
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if (delivered === 0) {
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this.ctx.storage.sql.exec(
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'INSERT INTO pending (playerId, payload) VALUES (?, ?)',
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playerId,
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payload
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)
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return { delivered: 0, queued: true }
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}
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return { delivered, queued: false }
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}
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/**
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* Send a notification to a player's live sockets and, unlike {@link notifyPlayer},
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* NEVER queue it when they're offline — the ephemeral "SendWebsocket" send. For
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* high-frequency, transient frames whose value is gone by the next reconnect (the
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* presence heartbeat response, sent on every beat): queueing those would pile up
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* unbounded in `pending` and then deliver a burst of stale frames when the player
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* next connects. Returns how many live sockets received it (0 = nobody was
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* connected, and it was dropped rather than stored).
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*/
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async notifyPlayerEphemeral(
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playerId: number,
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notificationType: string | number,
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data?: Record<string, unknown>
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): Promise<{ delivered: number }> {
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const payload = this.buildNotificationPayload(notificationType, data)
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return { delivered: this.deliverToPlayer(playerId, payload) }
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}
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/**
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* Ephemeral send (see {@link notifyPlayerEphemeral}) to many players at once — the
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* batch the presence fan-out needs. When a player changes rooms, every online friend
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* gets one SubscriptionUpdatePresence and an offline friend gets nothing (a SignalR
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* group send reaches only connected clients), so the same identical payload is built
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* once and delivered to each in a single RPC round-trip rather than one call per
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* friend. Returns the total live sockets reached across all of them.
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*/
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async notifyPlayersEphemeral(
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playerIds: number[],
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notificationType: string | number,
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data?: Record<string, unknown>
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): Promise<{ delivered: number }> {
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const payload = this.buildNotificationPayload(notificationType, data)
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let delivered = 0
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for (const playerId of playerIds) delivered += this.deliverToPlayer(playerId, payload)
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return { delivered }
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}
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/**
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* Send a "coach" message to every connected client (mirrors the reference
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* `SendCoachMessageAll`, using the hub's live connections as the online set): each
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* handshaken socket gets a `MessageReceived` notification carrying a Message from
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* the Coach account (player 1). Online-only — nothing is queued or persisted, and
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* it's a broadcast, so the Message has no per-recipient `ToPlayerId`. Returns how
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* many connected clients were messaged.
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*/
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async coachMessageAll(content: string): Promise<{ sent: number }> {
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const payload = this.buildNotificationPayload(NotificationType.MessageReceived, {
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FromPlayerId: COACH_PLAYER_ID,
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Type: COACH_MESSAGE_TYPE,
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Data: content,
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})
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return { sent: this.broadcastToConnected(payload) }
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}
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/** Broadcast a notification to every connected (handshaken) client. */
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async broadcast(
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notificationType: string | number,
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data?: Record<string, unknown>
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): Promise<{ delivered: number }> {
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return {
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delivered: this.broadcastToConnected(this.buildNotificationPayload(notificationType, data)),
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}
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}
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/**
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* Dump the hub's routing state for debugging delivery. A notification only reaches a
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* player through a `subscriptions` row (see {@link deliverToPlayer}), so when a push
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* doesn't arrive this answers the two questions that matter: is the player subscribed
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* on a live connection, and is the frame sitting in `pending` instead?
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*
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* Connections are listed even when one side is missing — a socket that has yet to
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* subscribe (`playerIds: []`) and a subscription set whose socket is gone
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* (`live: false`, a close we never saw) are both delivery failures worth seeing.
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*/
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async inspect(): Promise<HubState> {
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const live = new Map<string, boolean>()
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for (const ws of this.ctx.getWebSockets()) {
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const state = ws.deserializeAttachment() as SocketState | null
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if (state) live.set(state.connectionId, state.handshakeDone)
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}
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const subscribed = new Map<string, number[]>()
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const rows = this.ctx.storage.sql
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.exec<{
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connectionId: string
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playerId: number
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}>('SELECT connectionId, playerId FROM subscriptions ORDER BY connectionId, playerId')
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.toArray()
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for (const row of rows) {
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const players = subscribed.get(row.connectionId) ?? []
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players.push(row.playerId)
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subscribed.set(row.connectionId, players)
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}
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const owners = new Map(
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this.ctx.storage.sql
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.exec<{
|
|
connectionId: string
|
|
playerId: number
|
|
}>('SELECT connectionId, playerId FROM connection_owner')
|
|
.toArray()
|
|
.map((row) => [row.connectionId, row.playerId] as const)
|
|
)
|
|
|
|
const connections = [...new Set([...live.keys(), ...subscribed.keys(), ...owners.keys()])].map(
|
|
(connectionId) => ({
|
|
connectionId,
|
|
live: live.has(connectionId),
|
|
handshakeDone: live.get(connectionId) ?? false,
|
|
playerId: owners.get(connectionId) ?? null,
|
|
playerIds: subscribed.get(connectionId) ?? [],
|
|
})
|
|
)
|
|
|
|
const pending = this.ctx.storage.sql
|
|
.exec<{ playerId: number; count: number; latest: string }>(
|
|
`SELECT playerId, COUNT(*) AS count,
|
|
(SELECT payload FROM pending AS newest WHERE newest.playerId = pending.playerId
|
|
ORDER BY id DESC LIMIT 1) AS latest
|
|
FROM pending GROUP BY playerId ORDER BY playerId`
|
|
)
|
|
.toArray()
|
|
|
|
return { connections, pending }
|
|
}
|
|
|
|
/**
|
|
* Drop queued notifications — for one player, or (`playerId` omitted) the whole
|
|
* queue. Anything pending is delivered the moment that player next subscribes, so a
|
|
* frame queued by a bug that has since been fixed would otherwise arrive, out of
|
|
* context, at the next reconnect. Returns how many were discarded.
|
|
*/
|
|
async clearPending(playerId?: number): Promise<{ cleared: number }> {
|
|
// Counted first rather than read off the cursor: the delete's own row count isn't
|
|
// reported, and this is an admin-facing number we want to be exact.
|
|
const [counted] =
|
|
playerId === undefined
|
|
? this.ctx.storage.sql
|
|
.exec<{ count: number }>('SELECT COUNT(*) AS count FROM pending')
|
|
.toArray()
|
|
: this.ctx.storage.sql
|
|
.exec<{
|
|
count: number
|
|
}>('SELECT COUNT(*) AS count FROM pending WHERE playerId = ?', playerId)
|
|
.toArray()
|
|
|
|
if (playerId === undefined) this.ctx.storage.sql.exec('DELETE FROM pending')
|
|
else this.ctx.storage.sql.exec('DELETE FROM pending WHERE playerId = ?', playerId)
|
|
|
|
return { cleared: counted?.count ?? 0 }
|
|
}
|
|
|
|
// ---- Helpers -------------------------------------------------------------
|
|
|
|
/**
|
|
* Send an already-built `Notification` payload to every live socket of a player's
|
|
* subscribed connections; returns how many sockets received it (0 = offline). The
|
|
* shared send path for {@link notifyPlayer} and {@link coachMessageAll}.
|
|
*/
|
|
private deliverToPlayer(playerId: number, payload: string): number {
|
|
const connectionIds = this.connectionIdsFor(playerId)
|
|
|
|
let delivered = 0
|
|
for (const connectionId of connectionIds) {
|
|
for (const ws of this.ctx.getWebSockets(connectionId)) {
|
|
ws.send(this.invocation('Notification', [payload]))
|
|
delivered++
|
|
}
|
|
}
|
|
return delivered
|
|
}
|
|
|
|
/**
|
|
* Send an already-built `Notification` payload to every connected (handshaken)
|
|
* socket; returns how many received it. Shared by {@link broadcast} and
|
|
* {@link coachMessageAll}.
|
|
*/
|
|
private broadcastToConnected(payload: string): number {
|
|
let delivered = 0
|
|
for (const ws of this.ctx.getWebSockets()) {
|
|
const state = ws.deserializeAttachment() as SocketState | null
|
|
if (!state?.handshakeDone) continue
|
|
ws.send(this.invocation('Notification', [payload]))
|
|
delivered++
|
|
}
|
|
return delivered
|
|
}
|
|
|
|
/**
|
|
* Build the `Notification` argument: a JSON string `{ Id, Msg }`
|
|
* (null values are dropped from `Msg`). `Id` is a client-defined tag — a
|
|
* string name (e.g. "AccountUpdate") or a numeric code. It is always emitted
|
|
* as a string: the client dispatches on a string `Id`, so a numeric frame
|
|
* (e.g. the `NotificationType` enum values sent by `econ`) would otherwise be
|
|
* silently dropped.
|
|
*/
|
|
private buildNotificationPayload(
|
|
notificationType: string | number,
|
|
data?: Record<string, unknown>
|
|
): string {
|
|
const msg: Record<string, unknown> = {}
|
|
if (data) {
|
|
for (const [key, value] of Object.entries(data)) {
|
|
if (value === null || value === undefined) continue
|
|
msg[key] = value
|
|
}
|
|
}
|
|
return JSON.stringify({ Id: String(notificationType), Msg: msg })
|
|
}
|
|
|
|
private invocation(target: string, args: unknown[]): string {
|
|
return JSON.stringify({ type: 1, target, arguments: args }) + RS
|
|
}
|
|
|
|
private completion(invocationId: string, result: unknown): string {
|
|
return JSON.stringify({ type: 3, invocationId, result }) + RS
|
|
}
|
|
|
|
private completionError(invocationId: string, error: string): string {
|
|
return JSON.stringify({ type: 3, invocationId, error }) + RS
|
|
}
|
|
}
|