fix: Move more directories

This commit is contained in:
Wanjohi
2025-09-06 16:50:44 +03:00
parent 1c1c73910b
commit 9818165a90
248 changed files with 9 additions and 9566 deletions

View File

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