Commit Graph

46 Commits

Author SHA1 Message Date
Wanjohi
1b61d2251e fix(core): hold the connection cap on the path a settings screen uses
Connecting a Steam account wrote the row itself, so the limit on how many one
person may connect was enforced on the sign-in path and nowhere else — and
this is the path the settings screen calls, which makes it the one that would
have gone over. It now resolves who is asking and hands over to the single
place the rule lives.

Two things fall out of that. A Steam account already connected to somebody
else is a conflict rather than a silent success returning the other person's
row id, and a Steam id of the wrong shape is refused before a lookup.
2026-09-05 00:03:53 +03:00
Wanjohi
1e81a8f92d feat(core): make one address one account, on rows that never had one
Runs against a database where every user was created by a gaming sign-in, so
most rows have no email at all and nothing has ever stopped two rows from
sharing one. The address is normalized first, duplicates are separated before
the unique index exists — the older row keeps the address, the newer one is
asked for a new one and loses nothing else — and the index is partial so that
accounts with no address do not collide with each other.

Verified against a database built to contain the awkward rows rather than
against an empty schema, by the script alongside it: an account with no
address, one with both, one with two connections, a duplicated address in two
different cases, an account already over the connection cap, and a deleted row
holding an address a live row also holds. Removing the de-duplication makes
the index creation fail, which is how we know the fixtures are load-bearing.

Also adds a nullable column recording which attempt holds a session run. It is
not part of the change above and carries no reason of its own; the endpoint
that reads and writes it arrives separately, and it is here because a schema
change has one owner at a time.
2026-09-05 00:02:00 +03:00
Wanjohi
da65cca4f2 feat(core): an account is an email address, and Steam is a connection
Signing in with Steam used to create the account. That made a second Steam
account a second person, and it made losing a Steam account lose everything
attached to it — the boxes, the team, the billing history.

Invert it. A user comes into existence by verifying an email address and
nothing else; a Steam account hangs off a user that already exists, capped at
four. Signing in with Steam resolves an account and refuses when there is
none, so the accounts made before this keep working — they already have the
connection this looks for — while nothing new is created behind a persona.

The cap lives here rather than in the schema because a unique index cannot
count the rows sharing a foreign key. The email column gains a partial unique
index instead, which is the constraint that can be expressed, and the address
is trimmed and lower-cased at the edge so two spellings are not two accounts.
2026-09-05 00:01:15 +03:00
Wanjohi
4eff67a11a fix(core): point the placement marker at the decision that covers placement 2026-09-04 23:03:05 +03:00
Wanjohi
51dabddbd8 fix(api): a run drives the box under it, and needs a game and a claim
Four things the session endpoints did not do, or did wrongly.

The box had three states and nothing wrote them. A box read `created`
while a run on it was `live`, so every screen showing a person what their
hardware is doing was reading a column no code had ever moved. A run
reaching `live` now makes its box `running`, and a terminal run stops it:
`ended` cleanly, `failed` not, carrying the reason the agent gave. Not
every run state maps — a box has no `starting` on purpose, because that
transition is synchronous from the agent's side and a state nobody sets
is a state that lies. Both writes are one transaction, since "this run is
live" and "the box under it is running" are one fact in two tables, and a
box stuck `running` with nothing on it has nothing to correct it.

`POST /session` accepted any game in the catalog. A run launches as a
Steam account that has to own the game, so one outside the caller's
library is a box that starts, tries to launch and fails minutes later
with nothing to point at; it is now refused up front. Told apart from a
game that does not exist rather than hidden, because the catalog is
public and "you do not own this" is a sentence a person can act on. The
library is a synced copy, so this refuses a game bought since the last
sync — that is a staleness bug in the sync, not a reason to start runs
that cannot work.

Publishing a ticket only refused terminal runs, so a host could publish
an address for a run it had never claimed. A ticket is the address of
something being brought up, so only `starting` and `live` accept one, and
the state is in the write rather than only in the check above it. The two
refusals stay separate answers because they are different mistakes: one
agent skipped a step, the other has nothing left to reach.

The migration that adds the one-active-run index stopped older duplicate
runs without clearing the ticket they had published, which is the
invariant that same migration exists to establish. It clears it now,
verified against a box carrying two unstopped runs.

Nine tests, each checked against the unfixed code first.
2026-09-04 22:12:31 +03:00
Wanjohi
0d8630379b fix(api): a box gets one run, and a stopped run keeps no address
Two invariants the session endpoint stated but did not hold.

A box runs one thing at a time. `POST /session` read `activeForBox` and
refused when something was already running, but the read and the insert
are two statements with nothing between them: two requests that both saw
"nothing is running" each got a row, and the job poll then handed the
host the same box to start twice. Demonstrated at 2 rows and 2 jobs from
one box. That is the failure the state claim exists to prevent, one step
earlier, and it takes the same answer — a partial unique index on the
predicate the read asks about, so the database refuses the second insert.
`Session.request` turns that refusal into the same 409 in the same words,
so a caller cannot tell which of the two caught it.

The migration resolves any existing duplicates before creating the index,
keeping each box's newest unstopped run because that is the one a person
is waiting on, and stopping the rest rather than deleting them.

Separately, a run that reached `ended` or `failed` kept the last ticket
it published. Publishing a new one is already refused, so the stale
address was both the only ticket a client could read for a dead run and
the one nothing was allowed to replace — and a client that polls would
dial it. Terminal transitions now clear it, in `setState` as well as in
the compare-and-set, so the invariant does not depend on which writer
stopped the run.

Seven tests, each checked against the unfixed code first. The published
descriptions for the ticket field and the read endpoint now say that a
stopped run has no address.
2026-09-04 21:58:57 +03:00
Wanjohi
bbe729e5c7 feat(api): the session endpoint, and a claim that only one caller can win
A run of a box had core support and no HTTP surface. This adds both halves
of it: a person asks for a run and reads it back, and the host agent the box
is placed on is handed the work and reports what happened.

The access rule is the point. An agent may only see or touch a run whose box
is placed on its own hardware, and that is a `where` clause on every one of
the three agent endpoints rather than a check next to them — host credentials
are long-lived secrets sitting on hardware in somebody's home, so what one
leaking can reach has to be decided by the query. "No such run" and "not your
run" are the same refusal, so ids cannot be discovered by reporting states
at them.

`Session.setState` updated on the id alone, which means two agents polling
the same work both succeed and both start the same box. There is one host
today, which is exactly why that would have been built wrong and stayed
wrong. The state a run is moving out of is now part of the `where` clause,
so the database picks the winner; the loser gets a conflict rather than a
silent no-op. Three cases that look alike are kept apart: re-reporting a
state you already reported changes nothing and is not an error, a transition
that does not exist is refused with the run left where it was, and another
host reporting anything is forbidden.

Asking for a run makes no decision about where it happens — a box already
names its hardware, so the run inherits it by join. Placement therefore
gets an interface at box creation, where the decision actually is, with the
single-host case as its implementation and a deliberate refusal when there
is more than one candidate and no policy to choose with.

Tests cover the wire shape from both sides, the query scoping, the claim,
and the timestamp idempotence a run's billing rests on.
2026-09-04 18:57:08 +03:00
Wanjohi
cf56aaf04c docs: this repo is public, so say what things are, not who decided them
Comments and served API descriptions here had grown references that only make
sense to someone with our internal notes: relative paths that escape this
tree, filenames and titles of documents nobody outside can open, quoted prose
from them, and the name of a component that has no public surface — once in an
OpenAPI description, which is published output rather than source.

None of it was load-bearing. Every case restates as what the code actually
requires, and every rewrite came out shorter: "in the words the host agent
reports" for a component name, "republished as addresses are discovered" for a
quoted phrase, "a size tier sets vCPU, RAM and the output geometry" for a
sentence that had been carrying a path.

Internal reasoning is now cited exactly one way, ref(d-NNNN) in a source
comment, with the rule that the sentence must still stand if the marker is
deleted. CLAUDE.md leads with it, because the previous version of this mistake
was made by people who knew the repo was public and it still took ten
occurrences to notice, so "be careful" is not a mechanism.

Commit messages get the stricter rule and carry no references at all: a
comment can be fixed by the next commit and a published message cannot be
fixed at all. Git hooks now enforce both halves.

The check caught a real one while being written: the CLAUDE.md table spelled
out the paths it was prohibiting, which discloses them to exactly the reader
it protects against.

138 tests, 0 fail.
2026-09-03 22:16:47 +03:00
Wanjohi
4315510de8 feat(api): a host can say it is alive, and is told how often to
Second half of G1's "neslet registers against api.nestri.io and heartbeats".
Registration already worked; there was no heartbeat endpoint at all — grep for
it across apps/api and packages/core returned nothing, and neslet's own
main.rs says the same from its side.

POST /machine/heartbeat, machine credentials only. Two decisions worth stating
because neither is obvious from the diff:

**It returns the interval.** The auth middleware already touches lastSeen on
every authenticated machine request, so an endpoint that only did that would
add an endpoint and no capability. What a host cannot know on its own is how
often the control plane wants to hear from it, so the response carries the
cadence. A fleet whose interval can only change by shipping a new agent is a
fleet whose interval never changes.

**It takes no body.** neslet has a HostSummary ready to send, and week 2 owns
box state reporting. Accepting fields nothing acts on yet would mean a wire
shape we would have to keep, chosen before the thing that consumes it exists.

Online-ness is derived from lastSeen rather than stored: a host that stops
beating goes offline through the passage of time, which is the one mechanism
that cannot itself fail. Three missed beats, not one — a single missed beat is
a lost packet, and treating that as offline would make placement flap.

Also: the machine actor's teamID stops being optional. It was `...(teamId ? {}
: {})` in the middleware, a branch for a state that cannot exist now that
machine.team_id is notNull.

134 tests, 0 fail.
2026-09-03 21:42:15 +03:00
Wanjohi
6c1d407985 feat(core): a box is a row, a session is the billing unit
Migration 1 of 0048, and the first of the seven weeks — nothing about a live
feed works without these two tables, so it is not a cleanup during them.

  box      a VM someone owns: an id that is also its DNS label, an editable
           label, an owning user, the machine it sits on, a tier and a state.
           Owned by a person and placed on a team's hardware, which are two
           different relationships, hence both userId and machineId.
  session  one run of one box by one linked Steam account, and what costs
           money. Separate from box because the ticket changes after bind as
           addresses are discovered — the vsock contract calls it "a stream,
           not one value" — so it is a column a client polls, not a value it
           is handed once.

Box states are neslet's own three and no more. `starting` and `stopping` are
the obvious additions and both are omitted because nothing would ever write
them; a failed box is `stopped` with stopClean false, which is how neslet
models it too.

The generated migration would have failed on live rows in three ways, so it
is hand-written and tested against a database seeded at the old schema:

  - machine.team_id becomes notNull, and *every existing row is null* because
    the old registration path passed null. Personal teams are backfilled for
    machine owners first, reusing a team they already own rather than minting
    a second, with the owner membership row repaired where missing.
  - game_download.host_id becomes a foreign key. It held free-form strings,
    so unattributable rows are deleted before the cast — the only destructive
    statement here, and a considered loss: it is a progress report neslet
    re-derives from disk.
  - Team.createPersonal was written and documented in packages/core/CLAUDE.md
    as part of the login flow and never actually called, so no user has a
    team. ensurePersonal is idempotent and now runs on every login, which is
    what backfills accounts the migration does not reach.

Verified on a seeded legacy database: three null-team machines backfilled, an
existing team reused rather than duplicated, a blank display name handled, and
both unattributable download rows dropped while the attributable one survived.

Also fixes two things this work ran into rather than caused:

  - Database.client() built a new postgres pool on every call, and use()
    called it twice per invocation — pools of ten connections held for a 30s
    idle timeout. Invisible in a Worker where requests are short; the suite
    crossed 100 connections and Postgres said "sorry, too many clients
    already" in whichever file ran last, which reads as a flaky test rather
    than a leak. Now one pool per connection string.
  - download.test.ts asserted against `hst_…` host ids, which is exactly the
    unattributable row the new foreign key exists to refuse.

There is no "no team" any more: PATCH /machine/:id took teamId null to mean
"mine alone" and now requires a team, because the personal team is the one to
name. Its test is updated to the new contract rather than deleted.

113 → 128 tests, 0 fail.
2026-09-03 21:39:27 +03:00
Wanjohi
1c24a6e684 fix(ci): the web job has been failing on two separate bugs (#311)
`bun run db:push` has been failing on **every pull request** with
`error: Script not found "db:push"`. A red check has meant nothing for
as long as that's been true.

There are **two independent causes**, and fixing only the reported one
leaves the job red.

## 1. The script isn't at the root

`db:push` lives in `packages/core/package.json`; CI runs from the root.
Added root passthroughs for `db:migrate` and `db:push`, so the command
CI runs is also the one a human can run.

## 2. `drizzle.config.ts` enabled TLS for any `DATABASE_URL`

```ts
ssl: !!process.env.DATABASE_URL ? { rejectUnauthorized: false } : false
```

That's true for *any* URL — so it failed against every plain Postgres,
**including CI's own `postgres:18-alpine` service container**. And
`drizzle-kit` reports that failure as a spinner and a non-zero exit with
no message attached, which is why it would have been maddening to find
from a log.

Measured against a local container:

| | result |
|---|---|
| `DATABASE_URL` set (TLS on) | migrations fail, no error text |
| `DATABASE_URL` unset, same database | all seven apply |

TLS is now decided by the connection string: an explicit `sslmode` wins,
otherwise a local host gets none (it doesn't speak TLS at all) and any
other host gets TLS without chain verification, which is what a hosted
Postgres usually needs. The URL is parsed once rather than eight times.

## CI now applies migrations instead of `push`

`drizzle-kit push` diffs the schema against whatever is already in the
database and is a development tool — CI wants exactly what's committed
in `packages/core/migrations`. And `push` under `strict: true` asks for
confirmation, which on a runner is a **hang**, not a failure.

## Verified

Locally against `postgres:18-alpine` from an empty database, running
exactly what the workflow runs:

```
bun install --frozen-lockfile   ✓
bun run db:migrate              ✓  7 migrations applied
bun test                        ✓  113 pass, 0 fail, 297 expect() calls
```

Worth landing ahead of #310 so that a red check starts meaning something
again.


<!-- greptile_comment -->

<h3>Greptile Summary</h3>

This PR repairs the database-backed web CI job by exposing core database
commands at the workspace root, applying committed migrations instead of
schema push, and selecting PostgreSQL TLS behavior from the connection
URL.
- Adds root passthrough scripts for database migration and schema push
commands.
- Adds the core `drizzle-kit migrate` command and runs it in CI.
- Disables TLS for local PostgreSQL while honoring explicit `sslmode`
settings.
- Keeps migration and test steps pointed at the same temporary CI
database.

<h3>Confidence Score: 5/5</h3>

The PR appears safe to merge, with the migration command, working
directory, connection settings, and test database remaining aligned.

The changed CI path reaches the committed migration history through the
intended core package configuration, uses plaintext for the local
PostgreSQL service, and then tests against the same migrated database;
no changed-code defect remains.

<h3>Important Files Changed</h3>




| Filename | Overview |
|----------|----------|
| .github/workflows/ci.yml | Replaces schema push with committed
migration execution while preserving the shared CI database URL. |
| package.json | Adds root-level passthroughs to the core package's
database commands. |
| packages/core/drizzle.config.ts | Parses the database URL once and
selects TLS based on explicit mode or local-versus-remote host
inference. |
| packages/core/package.json | Adds the `drizzle-kit migrate` script
consumed by the root command and CI workflow. |


<h3>Flowchart</h3>

```mermaid
%%{init: {'theme': 'neutral'}}%%
flowchart LR
    PR[Pull request or main push] --> CI[Web CI job]
    CI --> PG[PostgreSQL 18 service]
    CI --> Install[Bun frozen install]
    Install --> Root[Root db:migrate script]
    Root --> Core[packages/core db:migrate]
    Core --> Config[drizzle.config.ts]
    Config --> Migrations[Committed migrations]
    Migrations --> PG
    PG --> Tests[Bun tests]
```

<sub>Reviews (1): Last reviewed commit: ["fix(ci): the web job has been
failing
on..."](203e882fbd)
| [Re-trigger
Greptile](https://app.greptile.com/api/retrigger?id=59430932)</sub>

<!-- /greptile_comment -->
2026-09-02 12:31:41 +03:00
Wanjohi
77d4782c86 docs: split CLAUDE.md by scope, and say what this repo is
CLAUDE.md was 1,324 lines and all of it was about the TypeScript half, written
before there was another half. Every line of it loaded on every turn regardless
of what was being worked on, which is a real cost paid constantly for context
that is usually irrelevant.

Split by where it applies, so each guide loads when you are in the directory it
describes:

  packages/core/CLAUDE.md   694   domain modules, fn(), actor, errors, auth
  apps/api/CLAUDE.md        284   routes, registration, error flow
  docs/alchemy.md           345   stages, bindings, secrets, the CLI
  CLAUDE.md                  72   the repo, both toolchains, two hard rules

Nothing was rewritten or dropped — the three files are the original text,
verified identical after the split. What the root file now carries is only what
is true repo-wide: the layout, the commands, where the detail lives, and the two
rules that are not style preferences. One of those is that nothing closed may
enter this repo, which is here because it has already been caught once.

The README described a streaming platform in four bullets and did not mention
that half the repository is Rust that runs inside a virtual machine. It now says
what each component does, why a micro-VM rather than a container, what is
deliberately absent, and what decides whether a thing is open — data is, capacity
is not.

It also says plainly that this is mid-rewrite and the docs are behind. Someone
arriving at a repo whose documentation does not match its tree should be told
that by the README rather than discover it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-26 18:23:42 +03:00
Wanjohi
0143849129 feat: bring the control plane up to date
Squashes the current state of the internal working tree onto this history.
The two trees had grown apart with no common ancestor, so this is a content
sync rather than a merge, and the published history is preserved rather than
rewritten — a force-push here would break every existing fork and clone to no
benefit.

What lands:

- Waitlist: API route, core module, and migration 0006 alongside game aliases.
- User verification.
- CI, oxfmt config, editor settings.
- Assorted fixes across the API routes and core modules.

The repository's own README, the wordmark and the per-package READMEs are kept
from this side; the internal tree had dropped them and they are what a stranger
arriving here reads first.

The marketing site in the internal tree is deliberately not here. It is a
separate product with its own repo and its own licence, and this repo is the
open one — a closed component does not belong in it regardless of how convenient
the directory looked.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-26 17:48:46 +03:00
Wanjohi
a8b9a11de0 chore: Update Readme 2026-08-06 22:32:33 +03:00
Wanjohi
3faac3008f feat: Sync to OSS repo 2026-08-06 22:13:51 +03:00
Wanjohi
9818165a90 fix: Move more directories 2025-09-06 16:50:44 +03:00
Wanjohi
8b07adb0fc 🐜 fix: Add asynchronous bus for Steam account 2025-06-10 16:01:59 +03:00
Wanjohi
e67a8d2b32 feat: Upgrade to asynchronous event bus with retry queue and backoff strategy (#290)
## 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**
- Introduced a retry and dead-letter queue system for more robust event
processing.
- Added a retry handler for processing failed Lambda invocations with
exponential backoff.
- Enhanced event handling to support retry logic and improved error
management.

- **Refactor**
- Replaced SQS-based library event processing with an event bus-based
approach.
- Updated event names and structure for improved clarity and
consistency.
  - Removed legacy library queue and related infrastructure.

- **Chores**
  - Updated dependencies to include the AWS Lambda client.
  - Cleaned up unused code and removed deprecated event handling logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-06-04 07:53:30 +03:00
Wanjohi
e11012e8d9 🐜 fix(db): Remove all team associations (#288)
## 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**
- Introduced a new database schema supporting tables for games,
categories, friends lists, images, game libraries, Steam accounts, and
users, with improved relationships and constraints.
- Added new enum types to enhance data consistency for game
compatibility, controller support, category type, image type, and Steam
status.

- **Chores**
  - Updated migration history to reflect the latest schema changes.

- **Revert**
- Removed the previous "members" and "teams" tables and related enum
types from the database.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-06-02 09:35:11 +03:00
Wanjohi
c0194ecef4 🔄 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 -->
2025-06-02 09:22:18 +03:00
Wanjohi
e1a903a7c9 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 -->
2025-05-17 00:51:18 +03:00
Wanjohi
cc2065299d 🐜 fix(db): Add partial controller_support 2025-05-11 05:03:57 +03:00
Wanjohi
0cc9effdec 🐜 fix(db): Make primary_genre nullable 2025-05-11 04:23:05 +03:00
Wanjohi
82dfd6506d 🐜 fix(db): Make controller_support an enum 2025-05-11 03:58:30 +03:00
Wanjohi
5806dc6e86 feat: Implement Game Image Support with Metadata & Schema Updates (#277)
## 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**
- Introduced support for associating rich image metadata (color,
dimensions, file size) with games, organized by categories like
screenshots, box art, posters, hero art, backgrounds, logos, and icons.
- Game and library listings now include related image collections for
enhanced browsing and detail views.

- **Improvements**
- Updated game library management to use a consistent base game
identifier, improving data consistency and reliability.
- Enhanced data schemas and access permissions to allow public viewing
of game images and refined access control for game libraries.
- Added comprehensive database schema updates for games, categories,
images, and libraries to support new features and ensure data integrity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-05-10 22:47:28 +03:00
Wanjohi
0b995fa540 feat: Add Games (#276)
## 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**
- Introduced comprehensive management of game libraries, including
adding, removing, and listing games in a user's Steam library.
- Added new API endpoints for retrieving detailed game information by ID
and listing all games in a user's library.
- Enabled friend-related API endpoints to list friends and fetch friend
details by SteamID.
- Added category and base game data structures with validation and
serialization for enriched game metadata.
- Introduced ownership update functionality for Steam accounts during
login.
- Added new game and category linking to support detailed game metadata
and categorization.
- Introduced member retrieval functions for enhanced team and user
management.

- **Improvements**
- Enhanced authentication to enforce team membership checks and provide
member-level access control.
- Improved Steam account ownership handling to ensure accurate user
association.
  - Added indexes to friend relationships for optimized querying.
  - Refined API routing structure with added game and friend routes.
- Improved friend listing queries for efficiency and data completeness.

- **Bug Fixes**
  - Fixed formatting issues in permissions related to Steam accounts.

- **Other**
- Refined event handling for user account refresh based on user ID
instead of email.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-05-10 08:11:00 +03:00
Wanjohi
7e69af977b feat: Add Steam account linking with team creation (#274)
## 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**
- Introduced a real-time Steam login flow using QR codes and server-sent
events (SSE) for team creation and authentication.
- Added Steam account and friend management, including secure credential
storage and friend list synchronization.
- Integrated Steam login endpoints into the API, enabling QR code-based
login and automated team setup.

- **Improvements**
- Enhanced data security by implementing encrypted storage for sensitive
tokens.
- Updated database schema to support Steam accounts, teams, memberships,
and social connections.
- Refined type definitions and consolidated account-related information
for improved consistency.

- **Bug Fixes**
  - Fixed trade ban status representation for Steam accounts.

- **Chores**
- Removed legacy C# Steam authentication service and related
configuration files.
  - Updated and cleaned up package dependencies and development tooling.
  - Streamlined type declaration files and resource definitions.

- **Style**
- Redesigned the team creation page UI with a modern, animated QR code
login interface.

- **Documentation**
  - Updated OpenAPI documentation for new Steam login endpoints.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-05-09 01:13:44 +03:00
Wanjohi
70d629227a feat: New account system with improved team management (#273)
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**
- Introduced comprehensive account management with combined user and
team info.
  - Added advanced, context-aware logging utilities.
- Implemented invite code generation for teams with uniqueness
guarantees.
- Expanded example data for users, teams, subscriptions, sessions, and
games.

- **Enhancements**
- Refined user, team, member, and Steam account schemas for richer data
and validation.
  - Streamlined user creation, login acknowledgment, and error handling.
  - Improved API authentication and unified actor context management.
- Added persistent shared temporary volume support to API and auth
services.
- Enhanced Steam account management with create, update, and event
notifications.
- Refined team listing and serialization integrating Steam accounts as
members.
  - Simplified event, context, and logging systems.
- Updated API and auth middleware for better token handling and actor
provisioning.

- **Bug Fixes**
  - Fixed multiline log output to prefix each line with log level.

- **Removals**
- Removed machine and subscription management features, including
schemas and DB tables.
- Disabled machine-based authentication and removed related subject
schemas.
- Removed deprecated fields and legacy logic from member and team
management.
- Removed legacy event and error handling related to teams and members.

- **Chores**
  - Reorganized and cleaned exports across utility and API modules.
- Updated database schemas for users, teams, members, and Steam
accounts.
  - Improved internal code structure, imports, and error messaging.
- Moved logger patching to earlier initialization for consistent
logging.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-05-06 07:26:59 +03:00
Wanjohi
47e61599bb feat(api): Add payments with Polar.sh (#264)
## 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**
- Introduced a new subscription API endpoint for managing subscriptions
and products.
- Enhanced subscription management with new entities and
functionalities.
- Added functionality to retrieve current timestamps in both local and
UTC formats.
- Added Polar.sh integration with customer portal and checkout session
creation APIs.

- **Refactor**
- Redesigned team details to now present members and subscription
information instead of a plan type.
  - Enhanced member management by incorporating role assignments.
- Streamlined user data handling and removed legacy subscription event
logic.
  - Simplified error handling in actor functions for better clarity.
  - Updated plan types and UI labels to reflect new subscription tiers.
  - Improved database indexing for Steam user data.

- **Chores**
- Updated the database schema with new tables and fields to support
subscription, team, and member enhancements.
  - Extended identifier prefixes to broaden system integration.
- Added new secrets related to pricing plans in infrastructure
configuration.
  - Configured API and auth routing with new domain and routing rules.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-04-18 14:24:19 +03:00
Wanjohi
e93099784c feat(api): Connect Steam to main user account (#262)
## Description
This attempts to connect the Steam account to user account... for easier
management

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- Enhanced user profiles and account views now display integrated Steam
account details and enriched team associations for a more comprehensive
experience.
- **Chores**
- Backend and database refinements have been implemented to improve
system stability, data integrity, and overall performance.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-04-14 10:32:21 +03:00
Wanjohi
f408ec56cb feat(www): Add logic to the homepage and Steam integration (#258)
## 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**
- Upgraded API and authentication services with dynamic scaling,
enhanced load balancing, and real-time interaction endpoints.
- Introduced new commands to streamline local development and container
builds.
- Added new endpoints for retrieving Steam account information and
managing connections.
- Implemented a QR code authentication interface for Steam, enhancing
user login experiences.

- **Database Updates**
- Rolled out comprehensive schema migrations that improve data integrity
and indexing.
- Introduced new tables for managing Steam user credentials and machine
information.

- **UI Enhancements**
- Added refreshed animated assets and an improved QR code login flow for
a more engaging experience.
	- Introduced new styled components for displaying friends and games.

- **Maintenance**
- Completed extensive refactoring and configuration updates to optimize
performance and development workflows.
- Updated logging configurations and improved error handling mechanisms.
	- Streamlined resource definitions in the configuration files.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-04-13 14:30:45 +03:00
Wanjohi
6b1521d7d4 feat(dependabot): Put a leash on it (#231)
## Description
This attempts to limit the dependabot alerts to a week, plus make sure
it works on all the projects

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Chores**
- Introduced an automated dependency update configuration to help keep
all package ecosystems current.
- **Bug Fixes**
- Adjusted the email sender address configuration to ensure that
outgoing communications display the intended sender details.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-04-12 13:41:42 +03:00
Wanjohi
de80f3e6ab feat(maitred): Update maitred - hookup to the API (#198)
## Description
We are attempting to hookup maitred to the API
Maitred duties will be:
- [ ] Hookup to the API
- [ ]  Wait for signal (from the API) to start Steam
- [ ] Stop signal to stop the gaming session, clean up Steam... and
maybe do the backup

## Summary by CodeRabbit

- **New Features**
- Introduced Docker-based deployment configurations for both the main
and relay applications.
- Added new API endpoints enabling real-time machine messaging and
enhanced IoT operations.
- Expanded database schema and actor types to support improved machine
tracking.

- **Improvements**
- Enhanced real-time communication and relay management with streamlined
room handling.
- Upgraded dependencies, logging, and error handling for greater
stability and performance.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Kristian Ollikainen <14197772+DatCaptainHorse@users.noreply.github.com>
2025-04-07 23:23:53 +03:00
Wanjohi
7ecc068466 feat(infra): Use a shared VPC (#218)
## Description
The scope of this PR is to add a shared VPC for everyone on the team.
2025-03-26 06:29:25 +03:00
Wanjohi
f62fc1fb4b feat(www): Finish up on the onboarding (#210)
Merging this prematurely to make sure the team is on the same boat... like dang! We need to find a better way to do this. 

Plus it has become too big
2025-03-26 02:21:53 +03:00
Wanjohi
74f8208fa4 🐜 fix: Fix dynamodb errors when trying to authenticate (#208)
## Description
This fixes an issue where `openauthjs` throws timeout errors while
attempting to access DynamoDB
> I am so glad this was not a major issue 😅
## Related Issues
[OpenAuth Error TypeError: fetch failed while accessing DynamoDB on AWS
#5543
](https://github.com/sst/sst/issues/5543)
[Error TypeError: fetch failed while accessing DynamoDB on AWS
#220](https://github.com/toolbeam/openauth/issues/220)
## Type of Change

- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):

## Checklist

- [x] I have updated relevant documentation
- [ ] My code follows the project's coding style
- [ ] My changes generate no new warnings/errors

## Screenshots/Demo

![image](https://github.com/user-attachments/assets/03656741-4e74-4947-8a15-333f5cf19dc8)
2025-03-10 04:43:14 +03:00
Wanjohi
117503081b feat(www): Finish up on the onboarding (#202)
## Description
This is an attempt to finish up on the onboarding and creating a team

## Type of Change

- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):

## Checklist

- [ ] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
2025-03-05 22:44:00 +03:00
Wanjohi
9ab4b6580c 🐜 fix(db): Fix database state issues (#203)
## Description
This attempts to fix all database issues for all teammates

## Related Issues
1. Getting funny errors while trying to run `sst dev`
2. The neon pulumi stuff trying to create a db each time on push

## Type of Change

- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):

## Checklist

- [ ] I have updated relevant documentation
- [ ] My code follows the project's coding style
- [x] My changes generate no new warnings/errors

## Notes for Reviewers
<!-- Point out areas you'd like reviewers to focus on, questions you
have, or decisions that need discussion -->

## Screenshots/Demo
<!-- If applicable, add screenshots or a GIF demo of your changes
(especially for UI changes) -->

## Additional Context
<!-- Add any other context about the pull request here -->
2025-03-03 13:36:13 +03:00
Wanjohi
178c612f0f 🐜 fix: Make sure the db uses the same name (#199)
## Description
This fixes the issue where Cloudflare fails

## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->

## Type of Change

- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):

## Checklist

- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
2025-03-02 00:01:25 +03:00
Wanjohi
457aac2258 feat(infra): Update infra and add support for teams to SST (#186)
## Description
- [x] Adds support for AWS SSO, which makes us (the team) able to use
SST and update the components independently
- [x] Splits the webpage into the landing page (Qwik), and Astro (the
console) in charge of playing. This allows us to pass in Environment
Variables to the console
- ~Migrates the docs from Nuxt to Nextjs, and connects them to SST. This
allows us to use Fumadocs _citation needed_ that's much more beautiful,
and supports OpenApi~
- Cloudflare pages with github integration is not working on our new CF
account. So we will have to push the pages deployment manually with
Github actions
- [x] Moves the current set up from my personal CF and AWS accounts to
dedicated Nestri accounts -

## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->

## Type of Change

- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [x] Documentation update
- [ ] Other (please describe):

## Checklist

- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors

## Notes for Reviewers
<!-- Point out areas you'd like reviewers to focus on, questions you
have, or decisions that need discussion -->
Please approve my PR 🥹


## Screenshots/Demo
<!-- If applicable, add screenshots or a GIF demo of your changes
(especially for UI changes) -->

## Additional Context
<!-- Add any other context about the pull request here -->
2025-02-27 18:52:05 +03:00
Wanjohi
060718d8b0 feat: Update website, API, and infra (#164)
>Adds `maitred` in charge of handling automated game installs, updates,
and even execution.

>Not only that, we have the hosted stuff here
>- [x] AWS Task on ECS GPUs
>- [ ] Add a service to listen for game starts and stops
(docker-compose.yml)
>- [x] Add a queue for requesting a game to start
>- [x] Fix up the play/watch UI 

>TODO:
>- Add a README
>- Add an SST docs

Edit:

- This adds a new landing page, updates the homepage etc etc
>I forgot what the rest of the updated stuff are 😅
2025-02-11 12:26:35 +03:00
Wanjohi
f480ced756 feat: Connect the frontend to the API (#160) 2025-01-18 07:12:47 +03:00
Wanjohi
f6287ef586 feat(auth): Update the authentication UI (#153)
We added a new Auth UI, with all the business logic to handle profiles and such... it works alright
2025-01-07 23:58:27 +03:00
Wanjohi
b47448255f feat: Add more API endpoints (#150) 2025-01-05 01:06:34 +03:00
Wanjohi
fc5a755408 feat: Add auth flow (#146)
This adds a simple way to incorporate a centralized authentication flow.

The idea is to have the user, API and SSH (for machine authentication)
all in one place using `openauthjs` + `SST`

We also have a database now :)

> We are using InstantDB as it allows us to authenticate a use with just
the email. Plus it is super simple simple to use _of course after the
initial fumbles trying to design the db and relationships_
2025-01-04 00:02:28 +03:00
Wanjohi
73cec51728 feat: Add qwik-react (#103)
This adds the following pages:

The landing page (/)
The pricing page (/pricing)
The contact page (/contact)
The changelog page (/changelog)
Terms Of Service page (/terms)
Privacy Policy (/privacy)
2024-08-30 16:19:58 +03:00