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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:
@@ -1,11 +1,14 @@
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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 { SQSHandler } from "aws-lambda";
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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 { Utils } from "@nestri/core/client/utils";
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import { Client } from "@nestri/core/client/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 { Categories } from "@nestri/core/categories/index";
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import { ImageTypeEnum } from "@nestri/core/images/images.sql";
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export const handler: SQSHandler = async (event) => {
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for (const record of event.Records) {
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@@ -17,71 +20,103 @@ export const handler: SQSHandler = async (event) => {
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parsed.metadata.actor.type,
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parsed.metadata.actor.properties,
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async () => {
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const processGames = parsed.properties.map(async (game) => {
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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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const game = parsed.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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const tags = appInfo.tags;
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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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score: appInfo.score,
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slug: appInfo.slug,
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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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if (game.isFamilyShareable) {
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tags.push(Utils.createTag("Family Share"))
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}
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const allCategories = [...tags, ...appInfo.genres, ...appInfo.publishers, ...appInfo.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 settled = 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: appID, categorySlug: cat.slug, categoryType: cat.type })
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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("[uniqueCategories] failed:", (r as PromiseRejectedResult).reason));
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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,
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timeAcquired: game.timeAcquired,
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totalPlaytime: game.totalPlaytime,
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isFamilyShared: game.isFamilyShared,
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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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const settled = await Promise.allSettled(processGames)
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settled
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.filter(r => r.status === "rejected")
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.forEach(r => console.warn("[processGames] failed:", (r as PromiseRejectedResult).reason));
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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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