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🔄 refactor(steam): Migrate to Steam OpenID authentication and official Web API (#282)
## Description <!-- Briefly describe the purpose and scope of your changes --> <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Added support for managing multiple Steam profiles per user, including a new profiles page with avatar selection and profile management. - Introduced a streamlined Steam authentication flow using a popup window, replacing the previous QR code and team-based login. - Added utilities for Steam image handling and metadata, including avatar preloading and static Steam metadata mappings. - Enhanced OpenID verification for Steam login. - Added new image-related events and expanded event handling for Steam account updates and image processing. - **Improvements** - Refactored the account structure from teams to profiles, updating related UI, context, and storage. - Updated API headers and authentication logic to use Steam IDs instead of team IDs. - Expanded game metadata with new fields for categories, franchises, and social links. - Improved library and category schemas for richer game and profile data. - Simplified and improved Steam API client methods for fetching user info, friends, and game libraries using Steam Web API. - Updated queue processing to handle individual game updates and publish image events. - Adjusted permissions and queue configurations for better message handling and dead-letter queue support. - Improved slug creation and rating estimation utilities. - **Bug Fixes** - Fixed avatar image loading to display higher quality images after initial load. - **Removals** - Removed all team, member, and credential management functionality and related database schemas. - Eliminated the QR code-based login and related UI components. - Deleted legacy team and member database tables and related code. - Removed encryption utilities and deprecated secret keys in favor of new secret management. - **Chores** - Updated dependencies and internal configuration for new features and schema changes. - Cleaned up unused code and updated database migrations for new data structures. - Adjusted import orders and removed unused imports across multiple modules. - Added new resource declarations and updated service link configurations. <!-- end of auto-generated comment: release notes by coderabbit.ai -->
This commit is contained in:
@@ -1,117 +1,238 @@
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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 { Images } from "@nestri/core/images/index";
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import { Friend } from "@nestri/core/friend/index";
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import { Library } from "@nestri/core/library/index";
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import { BaseGame } from "@nestri/core/base-game/index";
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import { Credentials } from "@nestri/core/credentials/index";
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import { EAuthTokenPlatformType, LoginSession } from "steam-session";
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import { Categories } from "@nestri/core/categories/index";
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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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[Credentials.Events.New, BaseGame.Events.New],
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[
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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_credentials.added": {
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const input = event.properties
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const credentials = await Credentials.fromSteamID(input.steamID)
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if (credentials) {
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const session = new LoginSession(EAuthTokenPlatformType.MobileApp);
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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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session.refreshToken = credentials.refreshToken;
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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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const cookies = await session.getWebCookies();
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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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const friends = await Client.getFriendsList(cookies);
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const putFriends = friends.map(async (user) => {
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const wasAdded =
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await Steam.create({
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id: user.steamID.toString(),
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name: user.name,
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realName: user.realName,
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avatarHash: user.avatarHash,
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steamMemberSince: user.memberSince,
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profileUrl: user.customURL?.trim() || null,
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limitations: {
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isLimited: user.isLimitedAccount,
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isVacBanned: user.vacBanned,
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tradeBanState: user.tradeBanState.toLowerCase() as any,
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privacyState: user.privacyState as any,
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visibilityState: Number(user.visibilityState)
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}
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})
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if (!wasAdded) {
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console.log(`Steam user ${user.steamID.toString()} already exists`)
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}
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await Friend.add({ friendSteamID: user.steamID.toString(), steamID: input.steamID })
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})
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const settled = await Promise.allSettled(putFriends);
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settled
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.filter(result => result.status === 'rejected')
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.forEach(result => console.warn('[putFriends] failed:', (result as PromiseRejectedResult).reason))
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} catch (e) {
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// Save to s3 because it doesn't already exist
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await s3.send(
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new PutObjectCommand({
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Bucket: Resource.Storage.name,
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Key: `images/${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_game.added": {
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const input = event.properties
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// Get images and save to s3
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const images = await Client.getImages(input.appID);
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(await Promise.allSettled(
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images.map(async (image) => {
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// Put the images into the db
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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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.filter(i => i.status === "rejected")
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.forEach(r => console.warn("[createImages] failed:", (r as PromiseRejectedResult).reason));
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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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const settled =
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await Promise.allSettled(
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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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settled
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.filter(r => r.status === "rejected")
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.forEach(r => console.warn("[processHeroArt] failed:", (r as PromiseRejectedResult).reason));
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break;
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}
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// case "steam_account.updated":
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// case "steam_account.created": {
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// //Get user library and commit it to the db
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// const steamID = event.properties.steamID;
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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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// //Get user library
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// const gameLibrary = await Client.getUserLibrary(steamID);
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// const myLibrary = new Map(gameLibrary.response.games.map(g => [g.appid, g]))
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// const queryLib = await Promise.allSettled(
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// gameLibrary.response.games.map(async (game) => {
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// return await Client.getAppInfo(game.appid.toString())
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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(`[getAppInfo]: Failed to get game metadata: ${e.reason}`))
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// const gameInfo = queryLib.filter(i => i.status === "fulfilled").map(f => f.value)
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// const queryGames = gameInfo.map(async (game) => {
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// await BaseGame.create(game);
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// const allCategories = [...game.tags, ...game.genres, ...game.publishers, ...game.developers];
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// const uniqueCategories = Array.from(
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// new Map(allCategories.map(c => [`${c.type}:${c.slug}`, c])).values()
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// );
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// const gameSettled = await Promise.allSettled(
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// uniqueCategories.map(async (cat) => {
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// //Use a single db transaction to get or set the category
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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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// // Use a single db transaction to get or create the game
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// await Game.create({ baseGameID: game.id, categorySlug: cat.slug, categoryType: cat.type })
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// })
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// )
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// gameSettled
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// .filter(r => r.status === "rejected")
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// .forEach(r => console.warn("[uniqueCategories] failed:", (r as PromiseRejectedResult).reason));
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// const currentGameInLibrary = myLibrary.get(parseInt(game.id))
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// if (currentGameInLibrary) {
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// await Library.add({
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// baseGameID: game.id,
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// lastPlayed: currentGameInLibrary.rtime_last_played ? new Date(currentGameInLibrary.rtime_last_played * 1000) : null,
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// totalPlaytime: currentGameInLibrary.playtime_forever,
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// })
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// } else {
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// throw new Error(`Game is not in library, but was found in app info:${game.id}`)
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// }
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// })
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// const settled = await Promise.allSettled(queryGames);
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// settled
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// .filter(i => i.status === "rejected")
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// .forEach(e => console.warn(`[gameCreate]: Failed to create game: ${e.reason}`))
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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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