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## 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 - Removed outdated event handler in favor of consolidated event subscriber.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 -->
145 lines
5.6 KiB
TypeScript
145 lines
5.6 KiB
TypeScript
import { z } from "zod";
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import { fn } from "../utils";
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import { Game } from "../game";
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import { Actor } from "../actor";
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import { createEvent } from "../event";
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import { gamesTable } from "../game/game.sql";
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import { createSelectSchema } from "drizzle-zod";
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import { steamLibraryTable } from "./library.sql";
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import { imagesTable } from "../images/images.sql";
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import { and, eq, isNull, sql } from "drizzle-orm";
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import { baseGamesTable } from "../base-game/base-game.sql";
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import { categoriesTable } from "../categories/categories.sql";
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import { createTransaction, useTransaction } from "../drizzle/transaction";
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export namespace Library {
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export const Info = createSelectSchema(steamLibraryTable)
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.omit({ timeCreated: true, timeDeleted: true, timeUpdated: true })
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export type Info = z.infer<typeof Info>;
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export const Events = {
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Queue: createEvent(
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"library.queue",
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z.object({
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appID: z.number(),
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lastPlayed: z.date(),
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timeAcquired: z.date(),
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totalPlaytime: z.number(),
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isFamilyShared: z.boolean(),
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isFamilyShareable: z.boolean(),
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}).array(),
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),
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};
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export const add = fn(
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Info.partial({ ownerID: true }),
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async (input) =>
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createTransaction(async (tx) => {
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const ownerSteamID = input.ownerID ?? Actor.steamID()
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const result =
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await tx
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.select()
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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eq(steamLibraryTable.ownerID, ownerSteamID),
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isNull(steamLibraryTable.timeDeleted)
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)
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)
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.limit(1)
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.execute()
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.then(rows => rows.at(0))
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if (result) return result.baseGameID
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await tx
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.insert(steamLibraryTable)
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.values({
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ownerID: ownerSteamID,
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baseGameID: input.baseGameID,
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lastPlayed: input.lastPlayed,
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totalPlaytime: input.totalPlaytime,
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timeAcquired: input.timeAcquired,
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isFamilyShared: input.isFamilyShared
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})
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.onConflictDoUpdate({
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target: [steamLibraryTable.ownerID, steamLibraryTable.baseGameID],
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set: {
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timeDeleted: null,
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lastPlayed: input.lastPlayed,
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timeAcquired: input.timeAcquired,
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totalPlaytime: input.totalPlaytime,
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isFamilyShared: input.isFamilyShared
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}
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})
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})
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)
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export const remove = fn(
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Info,
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(input) =>
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useTransaction(async (tx) =>
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tx
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.update(steamLibraryTable)
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.set({ timeDeleted: sql`now()` })
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.where(
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and(
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eq(steamLibraryTable.ownerID, input.ownerID),
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eq(steamLibraryTable.baseGameID, input.baseGameID),
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)
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)
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)
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)
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export const list = () =>
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useTransaction(async (tx) =>
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tx
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.select({
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games: baseGamesTable,
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categories: categoriesTable,
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images: imagesTable
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})
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.from(steamLibraryTable)
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.where(
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and(
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eq(steamLibraryTable.ownerID, Actor.steamID()),
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isNull(steamLibraryTable.timeDeleted)
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)
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)
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.innerJoin(
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baseGamesTable,
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eq(baseGamesTable.id, steamLibraryTable.baseGameID),
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)
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.leftJoin(
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gamesTable,
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eq(gamesTable.baseGameID, baseGamesTable.id),
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)
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.leftJoin(
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categoriesTable,
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and(
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eq(categoriesTable.slug, gamesTable.categorySlug),
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eq(categoriesTable.type, gamesTable.categoryType),
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)
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)
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// Joining imagesTable 1-N with gamesTable multiplies rows; the subsequent Game.serialize has to uniqueBy to undo this.
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// For large libraries with many screenshots the Cartesian effect can significantly bloat the result and network payload.
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// One option is to aggregate the images in SQL before joining to keep exactly one row per game:
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// .leftJoin(
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// sql<typeof imagesTable.$inferSelect[]>`(SELECT * FROM images WHERE base_game_id = ${gamesTable.baseGameID} AND time_deleted IS NULL ORDER BY type, position)`.as("images"),
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// sql`TRUE`
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// )
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.leftJoin(
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imagesTable,
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and(
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eq(imagesTable.baseGameID, gamesTable.baseGameID),
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isNull(imagesTable.timeDeleted),
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)
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)
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.execute()
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.then(rows => Game.serialize(rows))
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)
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} |