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⭐ feat(core): Implement Steam library sync with metadata extraction and image processing (#278)
## 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 AWS queue infrastructure and SQS handler for processing Steam game libraries and images. - Introduced event-driven handling for new credentials and game additions, including image uploads to S3. - Added client functions to fetch Steam user libraries, friends lists, app info, and related images. - Added new database columns and schema updates to track game acquisition, playtime, and family sharing. - Added utility function for chunking arrays. - Added new event notifications for library queue processing and game creation. - Added new lookup functions for categories and teams by slug. - Introduced a new Team API with endpoints to list and fetch teams by slug. - Added a new Steam library page displaying game images. - **Enhancements** - Improved game creation with event notifications and upsert logic. - Enhanced category and team retrieval with new lookup functions. - Renamed and refined image categories for clearer classification. - Expanded dependencies for image processing and AWS SDK integration. - Improved image processing utilities with caching, ranking, and metadata extraction. - Refined Steam client utilities for concurrency and error handling. - **Bug Fixes** - Fixed event publishing timing and removed deprecated credential retrieval methods. - **Chores** - Updated infrastructure configurations with increased timeouts, memory, and resource linking. - Added new dependencies for image processing, caching, and AWS SDK clients. - Refined internal code structure and imports for clarity. - Removed Steam provider and related UI components from the frontend. - Disabled authentication providers and Steam-related routes in the frontend. - Updated API fetch handler to accept environment bindings. - **Refactor** - Simplified query result handling and renamed functions for better clarity. - Removed outdated event handler in favor of consolidated event subscriber. - Consolidated and simplified database relationships and permission queries. - **Tests** - No explicit test changes included in this release. <!-- end of auto-generated comment: release notes by coderabbit.ai -->
This commit is contained in:
117
packages/functions/src/events/index.ts
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117
packages/functions/src/events/index.ts
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import { Resource } from "sst";
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import { bus } from "sst/aws/bus";
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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 { 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 { 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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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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session.refreshToken = credentials.refreshToken;
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const cookies = await session.getWebCookies();
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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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}
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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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}
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},
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);
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