Files
recflare/apps/platformnotifications/src/platformnotifications.app.ts
T
2026-08-21 15:16:00 -04:00

127 lines
5.1 KiB
TypeScript

import { Hono } from 'hono'
import { useWorkersLogger } from 'workers-tagged-logger'
import { withNotFound, withOnError } from '@repo/hono-helpers'
import { validateAndGetAccountId } from '@repo/jwt'
import type { Context } from 'hono'
import type { App } from './context'
/**
* Resolve the account id from a Bearer token. Returns `null` when the header is missing,
* the token is invalid, or the `sub` claim isn't an integer.
*/
async function authedId(c: Context<App>): Promise<number | null> {
return validateAndGetAccountId(c.req.raw, await c.env.JWT_SECRET.get())
}
/** Results.Unauthorized() equivalent — 401 with empty body. */
function unauthorized(c: Context<App>) {
return c.body(null, 401)
}
/**
* The notification categories `GET /config/categories` serves — a STUB standing in for the
* real list until something here actually defines categories and stores preferences against
* them.
*
* `CategoryId` is the client's own id for the category, `Importance` its ranking (0 being
* the lowest observed), and `IsMuteable` whether the player may switch it off at all. The
* stub marker lives in `Description` because that is what the client displays; keep it
* there — a category that silently does nothing is worse than one that says it does nothing.
*/
const NOTIFICATION_CATEGORIES = [
{
CategoryId: 2,
Importance: 0,
Name: 'Friends',
Description: 'Friend requests and friend activity [STUB — recflare sends no notifications yet]',
IsMuteable: true,
},
]
const app = new Hono<App>()
.use(
'*',
// middleware
(c, next) =>
useWorkersLogger(c.env.NAME, {
environment: c.env.ENVIRONMENT,
release: c.env.SENTRY_RELEASE,
})(c, next)
)
.onError(withOnError())
.notFound(withNotFound())
.get('/', async (c) => {
return c.text('hello, world!')
})
// Whether a player receives gameplay invites — the switch the client checks before
// offering to invite someone. Always true: nothing here stores per-player notification
// preferences, and true is the answer that leaves inviting working. A bare JSON boolean,
// not an envelope.
//
// `{id}` is the account being asked about and is accepted but not read: the answer is the
// same for everyone, so there is nothing to look up. The token is still validated first,
// as the reference does, which means a caller can ask about any id but must be someone.
.get('/accounts/:id{[0-9]+}/receives/GameplayInvites', async (c) => {
const accountId = await authedId(c)
if (accountId === null) return unauthorized(c)
return c.json(true)
})
// The notification categories a player can be shown toggles for — the "what may we notify
// you about" list. A bare array of PascalCase categories, no envelope. No auth: the list
// is server-side config, the same for every player, and a caller's own preferences are
// the per-account routes above.
//
// STUB. Nothing here defines categories or stores a preference against one, so this is
// one hand-written entry standing in for the real list — the toggle it draws does
// nothing. The `Description` says so IN THE TEXT rather than only in this comment: it is
// the field the client renders, so the stub is visible in-game instead of looking like
// a real (and broken) setting. `Name` is left clean in case the client keys off it.
.get('/config/categories', async (c) => {
return c.json(NOTIFICATION_CATEGORIES)
})
// The caller's CRM configuration — the campaign/messaging settings the client fetches on
// startup before it will ask about anything else here. An object, not an envelope.
//
// STUB: there is no CRM behind this, so the config is EMPTY rather than invented. An
// empty object is the honest answer and the client reads it as "nothing configured";
// made-up keys would switch on messaging paths that have nothing to serve them. Unlike
// `/config/categories` there is no visible text to mark as a stub — nothing here is
// rendered — so the marker stays in this comment.
//
// Auth-gated because the route is `me`-scoped, like `/preferences` below: the config
// belongs to the caller even while the answer is the same for everyone.
.get('/crm/me/config/v3', async (c) => {
const accountId = await authedId(c)
if (accountId === null) return unauthorized(c)
return c.json({})
})
// The caller's own notification preferences — which categories they have muted, by
// CategoryId (the ids `/config/categories` above hands out).
//
// STUB: nothing here stores a preference, so nobody has muted anything and the list is
// empty. Empty is also the right stub value rather than a made-up id: a muted category
// the player never muted would show as an off switch they can't explain, and the ids
// would have to agree with the category list to mean anything at all.
//
// Auth-gated — this one IS per-player, unlike the category config above. A `{ }` object
// rather than a bare array: the shape has room for the other preferences the reference
// carries here.
.get('/preferences', async (c) => {
const accountId = await authedId(c)
if (accountId === null) return unauthorized(c)
return c.json({ MutedCategories: [] })
})
export default app