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fix: Move more directories
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358
cloud/packages/functions/src/events/index.ts
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358
cloud/packages/functions/src/events/index.ts
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@@ -0,0 +1,358 @@
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import "zod-openapi/extend";
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import { Resource } from "sst";
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import { bus } from "sst/aws/bus";
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import { Actor } from "@nestri/core/actor";
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import { Game } from "@nestri/core/game/index";
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import { Steam } from "@nestri/core/steam/index";
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import { Client } from "@nestri/core/client/index";
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import { Friend } from "@nestri/core/friend/index";
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import { Images } from "@nestri/core/images/index";
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import { Library } from "@nestri/core/library/index";
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import { chunkArray } from "@nestri/core/utils/index";
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import { BaseGame } from "@nestri/core/base-game/index";
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import { Categories } from "@nestri/core/categories/index";
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import { ImageTypeEnum } from "@nestri/core/images/images.sql";
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import { PutObjectCommand, S3Client, HeadObjectCommand } from "@aws-sdk/client-s3";
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const s3 = new S3Client({});
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export const handler = bus.subscriber(
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[
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Library.Events.Add,
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BaseGame.Events.New,
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Steam.Events.Updated,
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Steam.Events.Created,
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BaseGame.Events.NewBoxArt,
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BaseGame.Events.NewHeroArt,
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],
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async (event) => {
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console.log(event.type, event.properties, event.metadata);
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switch (event.type) {
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case "new_image.save": {
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const input = event.properties;
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const image = await Client.getImageInfo({ url: input.url, type: input.type });
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await Images.create({
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type: image.type,
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imageHash: image.hash,
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baseGameID: input.appID,
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position: image.position,
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fileSize: image.fileSize,
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sourceUrl: image.sourceUrl,
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dimensions: image.dimensions,
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extractedColor: image.averageColor,
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});
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try {
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//Check whether the image already exists
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await s3.send(
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new HeadObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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})
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);
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} catch (e) {
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// Save to s3 because it doesn't already exist
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await s3.send(
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new PutObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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Body: image.buffer,
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...(image.format && { ContentType: `image/${image.format}` }),
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Metadata: {
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type: image.type,
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appID: input.appID,
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}
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})
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)
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}
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break;
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}
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case "new_box_art_image.save": {
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const input = event.properties;
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const image = await Client.createBoxArt(input);
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await Images.create({
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type: image.type,
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imageHash: image.hash,
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baseGameID: input.appID,
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position: image.position,
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fileSize: image.fileSize,
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sourceUrl: image.sourceUrl,
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dimensions: image.dimensions,
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extractedColor: image.averageColor,
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});
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try {
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//Check whether the image already exists
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await s3.send(
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new HeadObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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})
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);
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} catch (e) {
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// Save to s3 because it doesn't already exist
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await s3.send(
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new PutObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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Body: image.buffer,
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...(image.format && { ContentType: `image/${image.format}` }),
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Metadata: {
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type: image.type,
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appID: input.appID,
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}
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})
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)
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}
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break;
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}
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case "new_hero_art_image.save": {
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const input = event.properties;
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const images = await Client.createHeroArt(input);
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await Promise.all(
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images.map(async (image) => {
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await Images.create({
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type: image.type,
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imageHash: image.hash,
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baseGameID: input.appID,
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position: image.position,
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fileSize: image.fileSize,
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sourceUrl: image.sourceUrl,
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dimensions: image.dimensions,
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extractedColor: image.averageColor,
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});
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try {
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//Check whether the image already exists
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await s3.send(
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new HeadObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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})
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);
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} catch (e) {
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// Save to s3 because it doesn't already exist
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await s3.send(
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new PutObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${image.hash}`,
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Body: image.buffer,
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...(image.format && { ContentType: `image/${image.format}` }),
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Metadata: {
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type: image.type,
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appID: input.appID,
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}
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})
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)
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}
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})
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)
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break;
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}
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case "library.add": {
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await Actor.provide(
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event.metadata.actor.type,
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event.metadata.actor.properties,
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async () => {
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const game = event.properties
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// First check whether the base_game exists, if not get it
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const appID = game.appID.toString();
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const exists = await BaseGame.fromID(appID);
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if (!exists) {
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const appInfo = await Client.getAppInfo(appID);
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await BaseGame.create({
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id: appID,
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name: appInfo.name,
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size: appInfo.size,
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slug: appInfo.slug,
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links: appInfo.links,
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score: appInfo.score,
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description: appInfo.description,
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releaseDate: appInfo.releaseDate,
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primaryGenre: appInfo.primaryGenre,
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compatibility: appInfo.compatibility,
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controllerSupport: appInfo.controllerSupport,
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})
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const allCategories = [...appInfo.tags, ...appInfo.genres, ...appInfo.publishers, ...appInfo.developers, ...appInfo.categories, ...appInfo.franchises]
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const uniqueCategories = Array.from(
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new Map(allCategories.map(c => [`${c.type}:${c.slug}`, c])).values()
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);
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await Promise.all(
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uniqueCategories.map(async (cat) => {
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//Create category if it doesn't exist
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await Categories.create({
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type: cat.type, slug: cat.slug, name: cat.name
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})
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//Create game if it doesn't exist
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await Game.create({ baseGameID: appID, categorySlug: cat.slug, categoryType: cat.type })
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})
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)
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const imageUrls = appInfo.images
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await Promise.all(
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ImageTypeEnum.enumValues.map(async (type) => {
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switch (type) {
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case "backdrop": {
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await bus.publish(Resource.Bus, BaseGame.Events.New, { appID, type: "backdrop", url: imageUrls.backdrop })
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break;
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}
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case "banner": {
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await bus.publish(Resource.Bus, BaseGame.Events.New, { appID, type: "banner", url: imageUrls.banner })
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break;
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}
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case "icon": {
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await bus.publish(Resource.Bus, BaseGame.Events.New, { appID, type: "icon", url: imageUrls.icon })
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break;
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}
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case "logo": {
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await bus.publish(Resource.Bus, BaseGame.Events.New, { appID, type: "logo", url: imageUrls.logo })
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break;
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}
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case "poster": {
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await bus.publish(
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Resource.Bus,
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BaseGame.Events.New,
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{ appID, type: "poster", url: imageUrls.poster }
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)
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break;
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}
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case "heroArt": {
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await bus.publish(
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Resource.Bus,
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BaseGame.Events.NewHeroArt,
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{ appID, backdropUrl: imageUrls.backdrop, screenshots: imageUrls.screenshots }
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)
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break;
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}
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case "boxArt": {
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await bus.publish(
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Resource.Bus,
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BaseGame.Events.NewBoxArt,
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{ appID, logoUrl: imageUrls.logo, backgroundUrl: imageUrls.backdrop }
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)
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break;
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}
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}
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})
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)
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}
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// Add to user's library
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await Library.add({
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baseGameID: appID,
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lastPlayed: game.lastPlayed ? new Date(game.lastPlayed) : null,
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totalPlaytime: game.totalPlaytime,
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})
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})
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break;
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}
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case "steam_account.created":
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case "steam_account.updated": {
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const userID = event.properties.userID;
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try {
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const steamID = event.properties.steamID;
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// Get friends info
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const friends = await Client.getFriendsList(steamID);
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const friendSteamIDs = friends.friendslist.friends.map(f => f.steamid);
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// Steam API has a limit of requesting 100 friends at a go
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const friendChunks = chunkArray(friendSteamIDs, 100);
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const settled = await Promise.allSettled(
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friendChunks.map(async (friendIDs) => {
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const friendsInfo = await Client.getUserInfo(friendIDs)
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return await Promise.all(
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friendsInfo.map(async (friend) => {
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const wasAdded = await Steam.create(friend);
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if (!wasAdded) {
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console.log(`Friend ${friend.id} already exists`)
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}
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await Friend.add({ friendSteamID: friend.id, steamID })
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return friend.id
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})
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)
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})
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)
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settled
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.filter(result => result.status === 'rejected')
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.forEach(result => console.warn('[putFriends] failed:', (result as PromiseRejectedResult).reason))
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const prod = (Resource.App.stage === "production" || Resource.App.stage === "dev")
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const friendIDs = [
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steamID,
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...(prod ? settled
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.filter(result => result.status === "fulfilled")
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.map(f => f.value)
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.flat() : [])
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]
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await Promise.all(
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friendIDs.map(async (currentSteamID) => {
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// Get user library
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const gameLibrary = await Client.getUserLibrary(currentSteamID);
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const queryLib = await Promise.allSettled(
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gameLibrary.response.games.map(async (game) => {
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await Actor.provide(
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"steam",
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{
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steamID: currentSteamID,
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},
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async () => {
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await bus.publish(
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Resource.Bus,
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Library.Events.Add,
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{
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appID: game.appid,
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totalPlaytime: game.playtime_forever,
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lastPlayed: game.rtime_last_played ? new Date(game.rtime_last_played * 1000) : null,
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}
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)
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}
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)
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})
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)
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queryLib
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.filter(i => i.status === "rejected")
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.forEach(e => console.warn(`[pushUserLib]: Failed to push user library to queue: ${e.reason}`))
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})
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)
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} catch (error: any) {
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console.error(`Failed to process Steam data for user ${userID}:`, error);
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}
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break;
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}
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}
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},
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);
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