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recflare/packages/domain/src/relationships-db.ts
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2026-09-27 13:54:35 -04:00

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TypeScript

/**
* Friendship / relationship storage on the shared `recflare` D1 database.
*
* Unlike the JSON-blob tables in this database (rooms/accounts/image), a
* relationship is genuinely columnar, so it gets a normal relational table
* (mirroring the Go/GORM `Relationship` model). Exactly ONE row exists per
* unordered pair of players: the player who initiated is the `requester`, the
* other is the `target`. `relationship_type` is stored from the requester's
* point of view; when we project the row for the *target* we flip
* Sent↔Received (Friend/None are symmetric).
*
* The `api` worker owns the schema/migration (migrations/0001_relationship.sql,
* applied under its own `migrations_table` so it doesn't clash with the other
* workers' migrations that share the database) and every mutation here is reached
* through its social routes. The reads are shared: `match` pushes a presence update
* to a player's friends when they change rooms, and both `match` and `rooms` gate
* follow-a-friend on {@link areFriends}.
*/
/** Relationship state from the perspective of the player asking (mirrors the reference). */
export enum RelationshipType {
None = 0,
FriendRequestSent = 1,
FriendRequestReceived = 2,
Friend = 3,
}
/** Schema DDL (mirror of migrations/0001_relationship.sql, sans seed rows). */
export const RELATIONSHIP_SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS relationship (
id INTEGER PRIMARY KEY AUTOINCREMENT,
requester_id INTEGER NOT NULL,
target_id INTEGER NOT NULL,
relationship_type INTEGER NOT NULL DEFAULT 0,
requester_favorited INTEGER NOT NULL DEFAULT 0,
requester_ignored INTEGER NOT NULL DEFAULT 0,
requester_muted INTEGER NOT NULL DEFAULT 0,
target_favorited INTEGER NOT NULL DEFAULT 0,
target_ignored INTEGER NOT NULL DEFAULT 0,
target_muted INTEGER NOT NULL DEFAULT 0
)`,
`CREATE UNIQUE INDEX IF NOT EXISTS idx_relationship ON relationship (requester_id, target_id)`,
// Covering indexes for getFriendIds: each half of its OR seeks to (player, type) and reads
// the other id off the index. See apps/api/migrations/0030_relationship_friend_index.sql.
`CREATE INDEX IF NOT EXISTS idx_relationship_requester_type
ON relationship (requester_id, relationship_type, target_id)`,
`CREATE INDEX IF NOT EXISTS idx_relationship_target_type
ON relationship (target_id, relationship_type, requester_id)`,
]
/** A stored relationship row (snake_case columns, one row per player pair). */
interface RelationshipRow {
requester_id: number
target_id: number
relationship_type: number
requester_favorited: number
requester_ignored: number
requester_muted: number
target_favorited: number
target_ignored: number
target_muted: number
}
/** The per-player relationship projection returned to the client (RelationshipResponse). */
export interface RelationshipResponse {
Favorited: number
Ignored: number
Muted: number
PlayerID: number
RelationshipType: RelationshipType
}
/**
* The result of a friend-graph mutation. These changes are visible to BOTH players, and
* each sees a different projection of the same row (the target of a request sees
* `FriendRequestReceived` where the sender sees `Sent`), so callers get both — `self` for
* the HTTP response and the acting player's notification, `other` for the target's.
*
* `changed` is false when the mutation was a no-op: re-sending a request that's already
* outstanding, befriending someone you're already friends with, accepting something that
* isn't pending. Nothing was written, so no RelationshipChanged notification should go out
* (the reference server is likewise silent on its no-change branch).
*/
export interface RelationshipChange {
self: RelationshipResponse
other: RelationshipResponse
changed: boolean
}
/** The projection reported for a pair with no stored relationship. */
function noneResponse(otherId: number): RelationshipResponse {
return {
PlayerID: otherId,
RelationshipType: RelationshipType.None,
Favorited: 0,
Ignored: 0,
Muted: 0,
}
}
/** Flip a pending request to the other side's point of view; Friend/None are symmetric. */
function flipType(type: number): RelationshipType {
if (type === RelationshipType.FriendRequestSent) return RelationshipType.FriendRequestReceived
if (type === RelationshipType.FriendRequestReceived) return RelationshipType.FriendRequestSent
return type as RelationshipType
}
/**
* Project a stored row into the RelationshipResponse for `playerId` (who must be
* one of the pair). `PlayerID` is the *other* player; the type and the
* favorited/ignored/muted flags are taken from `playerId`'s side of the row.
*/
function toResponse(row: RelationshipRow, playerId: number): RelationshipResponse {
const isRequester = row.requester_id === playerId
return {
PlayerID: isRequester ? row.target_id : row.requester_id,
RelationshipType: isRequester ? (row.relationship_type as RelationshipType) : flipType(row.relationship_type),
Favorited: isRequester ? row.requester_favorited : row.target_favorited,
Ignored: isRequester ? row.requester_ignored : row.target_ignored,
Muted: isRequester ? row.requester_muted : row.target_muted,
}
}
/** Project a written row for both players in the pair. */
function toChange(
row: RelationshipRow,
playerId: number,
otherId: number,
changed: boolean
): RelationshipChange {
return { self: toResponse(row, playerId), other: toResponse(row, otherId), changed }
}
/** Find the single row for an unordered pair (either direction), or null. */
async function findPair(db: D1Database, a: number, b: number): Promise<RelationshipRow | null> {
return db
.prepare(
`SELECT * FROM relationship
WHERE (requester_id = ?1 AND target_id = ?2) OR (requester_id = ?2 AND target_id = ?1)`
)
.bind(a, b)
.first<RelationshipRow>()
}
/**
* All of a player's relationships, projected from that player's point of view.
*
* `None` rows are included: they are how an unfriending, or an ignore/mute of someone you
* were never friends with, is recorded, and they still carry that player's
* favorited/ignored/muted flags. Dropping them would lose the flags on the client.
*/
export async function getRelationshipsForPlayer(
db: D1Database,
playerId: number
): Promise<RelationshipResponse[]> {
const { results } = await db
.prepare(
`SELECT * FROM relationship
WHERE requester_id = ?1 OR target_id = ?1`
)
.bind(playerId)
.all<RelationshipRow>()
return results.map((row) => toResponse(row, playerId))
}
/**
* The ids of everyone a player is actually friends with — `Friend` rows only, from
* either side of the pair (the row records one direction, the friendship is mutual).
* Pending requests and `None` rows are excluded, unlike
* {@link getRelationshipsForPlayer}, which reports the whole graph.
*/
export async function getFriendIds(db: D1Database, playerId: number): Promise<number[]> {
const { results } = await db
.prepare(
`SELECT CASE WHEN requester_id = ?1 THEN target_id ELSE requester_id END AS id
FROM relationship
WHERE relationship_type = ?2 AND (requester_id = ?1 OR target_id = ?1)`
)
.bind(playerId, RelationshipType.Friend)
.all<{ id: number }>()
return results.map((r) => r.id)
}
/**
* Whether two players are mutual friends. The single relationship row for the pair sits
* in either direction, so both are checked. A targeted single-row read — cheaper than
* {@link getFriendIds} when all you need is "are these two friends?" (e.g. gating a
* follow-a-friend matchmake).
*/
export async function areFriends(
db: D1Database,
playerId: number,
otherId: number
): Promise<boolean> {
const row = await db
.prepare(
`SELECT 1 AS ok FROM relationship
WHERE relationship_type = ?3
AND ((requester_id = ?1 AND target_id = ?2) OR (requester_id = ?2 AND target_id = ?1))
LIMIT 1`
)
.bind(playerId, otherId, RelationshipType.Friend)
.first<{ ok: number }>()
return row !== null
}
/**
* How many of a player's friends are online right now — the friend graph joined to live
* `presence`, which is the count the client's friends panel shows. `Friend` rows only,
* from either side of the pair, and only unexpired presence (rows outlive the player by
* up to the TTL, exactly as every other presence read treats them). Lobby (null-instance)
* presence counts: those friends are signed in, just not in a room.
*
* A friend's `statusVisibility` is deliberately NOT consulted — nothing else in the stack
* filters presence on it (the batch `/player` lookup reports it and lets the client
* decide), so hiding people here would disagree with the list the panel then renders.
*/
export async function countOnlineFriends(
db: D1Database,
playerId: number,
now = Math.floor(Date.now() / 1000)
): Promise<number> {
const row = await db
.prepare(
`SELECT COUNT(*) AS n FROM relationship r
JOIN presence p
ON p.account_id = CASE WHEN r.requester_id = ?1 THEN r.target_id ELSE r.requester_id END
WHERE r.relationship_type = ?2
AND (r.requester_id = ?1 OR r.target_id = ?1)
AND p.expires_at > ?3`
)
.bind(playerId, RelationshipType.Friend, now)
.first<{ n: number }>()
return row?.n ?? 0
}
/** How many mutual friends the mutual-friends lookup will return at most. */
export const MUTUAL_FRIENDS_LIMIT = 100
/**
* The ids two players are both friends with — the intersection of their friend lists,
* ascending and capped at {@link MUTUAL_FRIENDS_LIMIT}. Each player's friends are a
* small set, so the intersection is done in memory rather than as a SQL INTERSECT.
*/
export async function getMutualFriendIds(
db: D1Database,
playerId: number,
otherId: number
): Promise<number[]> {
const [mine, theirs] = await Promise.all([
getFriendIds(db, playerId),
getFriendIds(db, otherId),
])
const ours = new Set(theirs)
return mine
.filter((id) => ours.has(id))
.sort((a, b) => a - b)
.slice(0, MUTUAL_FRIENDS_LIMIT)
}
/**
* Persist `type` for the pair, with `requesterId` recorded as the row's
* requester. Inserts a new row or, if one already exists for the pair (either
* direction), rewrites it so the requester is normalized to `requesterId` and
* the flags are preserved for whichever side each player is on. Returns the
* row as written, for the caller to project onto whichever side it needs.
*/
async function upsertPair(
db: D1Database,
requesterId: number,
targetId: number,
type: RelationshipType
): Promise<RelationshipRow> {
const existing = await findPair(db, requesterId, targetId)
if (!existing) {
await db
.prepare(
`INSERT INTO relationship (requester_id, target_id, relationship_type)
VALUES (?1, ?2, ?3)`
)
.bind(requesterId, targetId, type)
.run()
return {
requester_id: requesterId,
target_id: targetId,
relationship_type: type,
requester_favorited: 0,
requester_ignored: 0,
requester_muted: 0,
target_favorited: 0,
target_ignored: 0,
target_muted: 0,
}
}
// Keep each player's flags with that player as the row is normalized to
// requester = requesterId.
const reqIsRequester = existing.requester_id === requesterId
const reqFlags = {
favorited: reqIsRequester ? existing.requester_favorited : existing.target_favorited,
ignored: reqIsRequester ? existing.requester_ignored : existing.target_ignored,
muted: reqIsRequester ? existing.requester_muted : existing.target_muted,
}
const tgtFlags = {
favorited: reqIsRequester ? existing.target_favorited : existing.requester_favorited,
ignored: reqIsRequester ? existing.target_ignored : existing.requester_ignored,
muted: reqIsRequester ? existing.target_muted : existing.requester_muted,
}
await db
.prepare(
`UPDATE relationship
SET requester_id = ?1, target_id = ?2, relationship_type = ?3,
requester_favorited = ?4, requester_ignored = ?5, requester_muted = ?6,
target_favorited = ?7, target_ignored = ?8, target_muted = ?9
WHERE (requester_id = ?1 AND target_id = ?2) OR (requester_id = ?2 AND target_id = ?1)`
)
.bind(
requesterId,
targetId,
type,
reqFlags.favorited,
reqFlags.ignored,
reqFlags.muted,
tgtFlags.favorited,
tgtFlags.ignored,
tgtFlags.muted
)
.run()
return {
requester_id: requesterId,
target_id: targetId,
relationship_type: type,
requester_favorited: reqFlags.favorited,
requester_ignored: reqFlags.ignored,
requester_muted: reqFlags.muted,
target_favorited: tgtFlags.favorited,
target_ignored: tgtFlags.ignored,
target_muted: tgtFlags.muted,
}
}
/**
* Send a friend request from `requesterId` to `targetId`. If the target already
* has a pending request out to the requester, the two become friends instead
* (the request crosses an existing one). Already-friends, and re-sending a request
* that's already outstanding, are no-ops.
*/
export async function sendFriendRequest(
db: D1Database,
requesterId: number,
targetId: number
): Promise<RelationshipChange> {
const existing = await findPair(db, requesterId, targetId)
if (existing) {
// Already friends, or we already have a request out to them — nothing to write.
if (
existing.relationship_type === RelationshipType.Friend ||
(existing.requester_id === requesterId &&
existing.relationship_type === RelationshipType.FriendRequestSent)
) {
return toChange(existing, requesterId, targetId, false)
}
// The target already requested us → crossing requests become a friendship.
if (
existing.requester_id === targetId &&
existing.relationship_type === RelationshipType.FriendRequestSent
) {
const row = await upsertPair(db, requesterId, targetId, RelationshipType.Friend)
return toChange(row, requesterId, targetId, true)
}
}
const row = await upsertPair(db, requesterId, targetId, RelationshipType.FriendRequestSent)
return toChange(row, requesterId, targetId, true)
}
/**
* `accepterId` accepts a pending friend request from `otherId`. Only upgrades to
* Friend when a request from `otherId` is actually pending; otherwise the current
* state is returned as a no-op. (The reference server answers 403 there instead;
* we stay lenient, but either way nothing changed.)
*/
export async function acceptFriendRequest(
db: D1Database,
accepterId: number,
otherId: number
): Promise<RelationshipChange> {
const existing = await findPair(db, accepterId, otherId)
if (
existing &&
existing.requester_id === otherId &&
existing.relationship_type === RelationshipType.FriendRequestSent
) {
const row = await upsertPair(db, otherId, accepterId, RelationshipType.Friend)
return toChange(row, accepterId, otherId, true)
}
return existing
? toChange(existing, accepterId, otherId, false)
: { self: noneResponse(otherId), other: noneResponse(accepterId), changed: false }
}
/**
* Directly make `requesterId` and `targetId` friends (no pending request step).
*/
export async function addFriend(
db: D1Database,
requesterId: number,
targetId: number
): Promise<RelationshipChange> {
const existing = await findPair(db, requesterId, targetId)
if (existing && existing.relationship_type === RelationshipType.Friend) {
return toChange(existing, requesterId, targetId, false)
}
const row = await upsertPair(db, requesterId, targetId, RelationshipType.Friend)
return toChange(row, requesterId, targetId, true)
}
/**
* Remove any relationship between the two players (unfriend / cancel request /
* decline).
*
* The row is set to `None` rather than deleted, matching the reference server: the
* per-player favorited/ignored/muted flags live on that row and must survive an
* unfriending (someone you ignored stays ignored after you drop them as a friend).
*/
export async function removeFriend(
db: D1Database,
playerId: number,
otherId: number
): Promise<RelationshipChange> {
await db
.prepare(
`UPDATE relationship SET relationship_type = ?3
WHERE (requester_id = ?1 AND target_id = ?2) OR (requester_id = ?2 AND target_id = ?1)`
)
.bind(playerId, otherId, RelationshipType.None)
.run()
const updated = await findPair(db, playerId, otherId)
return updated
? toChange(updated, playerId, otherId, true)
: { self: noneResponse(otherId), other: noneResponse(playerId), changed: true }
}
/** A per-player relationship flag — each is stored on the player's own side of the row. */
export type RelationshipFlag = 'favorited' | 'ignored' | 'muted'
/**
* Set one of `playerId`'s per-side flags (favorited/ignored/muted) on their
* relationship with `otherId`. These flags are stored per player, so the write
* targets the caller's OWN side of the row — `requester_*` when the caller
* initiated the pair, `target_*` otherwise. When the pair has no relationship yet
* (you can ignore/mute someone you aren't friends with) a fresh `None` row is
* created with the caller as requester. Returns the relationship from `playerId`'s
* point of view. The `flag`/side names are a fixed union, so interpolating them
* into the SQL is safe (same pattern as the room interaction toggles).
*/
export async function setRelationshipFlag(
db: D1Database,
playerId: number,
otherId: number,
flag: RelationshipFlag,
value: boolean
): Promise<RelationshipResponse> {
const existing = await findPair(db, playerId, otherId)
const v = value ? 1 : 0
if (!existing) {
// New row: the caller is the requester, so the flag lives on the requester side.
await db
.prepare(
`INSERT INTO relationship (requester_id, target_id, relationship_type, requester_${flag})
VALUES (?1, ?2, ?3, ?4)`
)
.bind(playerId, otherId, RelationshipType.None, v)
.run()
} else {
// Update whichever side the caller is on, leaving the other player's flag alone.
const side = existing.requester_id === playerId ? 'requester' : 'target'
await db
.prepare(
`UPDATE relationship SET ${side}_${flag} = ?3
WHERE (requester_id = ?1 AND target_id = ?2) OR (requester_id = ?2 AND target_id = ?1)`
)
.bind(playerId, otherId, v)
.run()
}
const updated = await findPair(db, playerId, otherId)
return updated ? toResponse(updated, playerId) : noneResponse(otherId)
}