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recflare/apps/notify/src/notifications-hub.ts
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Devin Zuczek 82f011c0b0 fix invites
2026-07-23 18:09:16 -04:00

619 lines
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TypeScript

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