Closer/functions/src/games/onGameSessionUpdate.ts

343 lines
15 KiB
TypeScript
Raw Normal View History

import * as functions from 'firebase-functions'
import * as admin from 'firebase-admin'
import { recipientInQuietHours } from '../notifications/quietHours'
import { pruneDeadTokens } from '../notifications/pruneTokens'
/**
* Firestore trigger that notifies partners when a game session is created or completed.
*
* Path: couples/{coupleId}/sessions/{sessionId}
* Condition: onWrite (create, update, delete)
*/
export const onGameSessionUpdate = functions.firestore
.document('couples/{coupleId}/sessions/{sessionId}')
.onWrite(async (change, context) => {
const { coupleId, sessionId } = context.params as { coupleId: string; sessionId: string }
// The per-couple active-session lock lives at sessions/_active — it is a pointer, not a
// game session, so it must never produce a partner notification.
if (sessionId === '_active') return
const db = admin.firestore()
const messaging = admin.messaging()
// Get the session document
const sessionDoc = await db.collection('couples').doc(coupleId).collection('sessions').doc(sessionId).get()
const session = sessionDoc.data()
if (!session) {
console.log(`[onGameSessionUpdate] session ${sessionId} not found, skipping`)
return
}
// Get couple info
const coupleDoc = await db.collection('couples').doc(coupleId).get()
if (!coupleDoc.exists) {
console.warn(`[onGameSessionUpdate] couple ${coupleId} not found`)
return
}
const coupleData = coupleDoc.data() ?? {}
const userIds = (coupleData.userIds ?? []) as string[]
if (userIds.length !== 2) {
console.warn(`[onGameSessionUpdate] invalid couple ${coupleId}: expected 2 users, got ${userIds.length}`)
return
}
const partnerA = userIds[0]
const partnerB = userIds[1]
const userA = await db.collection('users').doc(partnerA).get()
const userB = await db.collection('users').doc(partnerB).get()
// displayName is E2EE in users/{uid}, so the OS-rendered push uses a generic label; the app shows
// the real name in-app (resolved locally). Avatar (photoUrl) stays plaintext and is still sent.
const partnerAName = 'Your partner'
const partnerBName = 'Your partner'
const avatarA = userA.data()?.photoUrl as string | undefined
const avatarB = userB.data()?.photoUrl as string | undefined
// M-001: per-recipient quiet-hours lookup ("no notifications" promise). Fail-open.
const dataFor = (uid: string) => (uid === partnerA ? userA.data() : userB.data())
const currentData = change.after.data() ?? {}
if (!change.after.exists) return // deletion — nothing to notify
const status = currentData.status as string | undefined
const sessionRef = db.collection('couples').doc(coupleId).collection('sessions').doc(sessionId)
// Detect start/finish from the session's CURRENT state + a one-time flag, NOT from the
// change.before→change.after status diff. The atomic session start (F-RACE-001) writes the
// session doc AND the sessions/_active pointer in a single transaction; transactional writes
// can be delivered to onWrite with change.before === change.after (the "Snapshot has no
// readTime" path), which made the inactive→active edge unreliable and intermittently dropped
// the partner_started_game push. Claiming a flag inside a transaction makes each notification
// fire exactly once no matter how the event is delivered (and prevents double-sends).
// ── New session started ──────────────────────────────────────────────
if (status === 'active' && !currentData.startNotifiedAt) {
const claimed = await db.runTransaction(async (tx) => {
const fresh = await tx.get(sessionRef)
const d = fresh.data()
if (!fresh.exists || !d || d.status !== 'active' || d.startNotifiedAt) return false
tx.update(sessionRef, { startNotifiedAt: admin.firestore.FieldValue.serverTimestamp() })
return true
})
if (claimed) {
const startedBy = currentData.startedByUserId
const gameType = currentData.gameType ?? 'wheel'
const recipientId = startedBy === partnerA ? partnerB : partnerA
const starterName = startedBy === partnerA ? partnerAName : partnerBName
const starterAvatar = startedBy === partnerA ? avatarA : avatarB
if (recipientInQuietHours(dataFor(recipientId))) {
console.log(`[onGameSessionUpdate] recipient ${recipientId} in quiet hours — suppressing start push`)
} else {
await notifyPartner(
db, messaging, recipientId, starterName, gameType,
'partner_started_game', `${starterName} has started a game. Tap to join!`, coupleId,
starterAvatar, sessionId
)
}
}
return
}
// ── Partner joined an active session ─────────────────────────────────
// The non-starter opening the session writes their uid into `joinedByUsers` (client, rule-gated).
// Notify the STARTER once, with the joiner's name + avatar. One-time via `joinNotifiedAt`
// (server-only flag, claimed in a transaction — same pattern as start/finishNotifiedAt).
if (status === 'active' && !currentData.joinNotifiedAt && Array.isArray(currentData.joinedByUsers)) {
const startedBy = currentData.startedByUserId
const joiner = (currentData.joinedByUsers as string[]).find((u) => u && u !== startedBy)
if (joiner) {
const claimed = await db.runTransaction(async (tx) => {
const fresh = await tx.get(sessionRef)
const d = fresh.data()
if (!fresh.exists || !d || d.status !== 'active' || d.joinNotifiedAt) return false
const j = Array.isArray(d.joinedByUsers) ? (d.joinedByUsers as string[]) : []
if (!j.some((u) => u && u !== d.startedByUserId)) return false
tx.update(sessionRef, { joinNotifiedAt: admin.firestore.FieldValue.serverTimestamp() })
return true
})
if (claimed) {
const gameType = currentData.gameType ?? 'wheel'
const joinerName = joiner === partnerA ? partnerAName : partnerBName
const joinerAvatar = joiner === partnerA ? avatarA : avatarB
if (recipientInQuietHours(dataFor(startedBy))) {
console.log(`[onGameSessionUpdate] starter ${startedBy} in quiet hours — suppressing join push`)
} else {
await notifyPartner(
db, messaging, startedBy, joinerName, gameType,
'partner_joined_game', `${joinerName} joined your game — tap to play together.`, coupleId,
joinerAvatar, sessionId
)
}
}
}
return
}
// ── Session completed (reveal ready for both) ────────────────────────
if (status === 'completed' && !currentData.finishNotifiedAt) {
const claimed = await db.runTransaction(async (tx) => {
const fresh = await tx.get(sessionRef)
const d = fresh.data()
if (!fresh.exists || !d || d.status !== 'completed' || d.finishNotifiedAt) return false
tx.update(sessionRef, { finishNotifiedAt: admin.firestore.FieldValue.serverTimestamp() })
return true
})
if (claimed) {
const gt = currentData.gameType ?? 'wheel'
// Notify BOTH partners, each naming the OTHER. M-001: skip a recipient in quiet hours.
if (recipientInQuietHours(dataFor(partnerA))) {
console.log(`[onGameSessionUpdate] ${partnerA} in quiet hours — suppressing finish push`)
} else {
await notifyPartner(
db, messaging, partnerA, partnerBName, gt,
'partner_finished_game', `${partnerBName} finished — tap to see your results!`, coupleId,
avatarB, sessionId
)
}
if (recipientInQuietHours(dataFor(partnerB))) {
console.log(`[onGameSessionUpdate] ${partnerB} in quiet hours — suppressing finish push`)
} else {
await notifyPartner(
db, messaging, partnerB, partnerAName, gt,
'partner_finished_game', `${partnerAName} finished — tap to see your results!`, coupleId,
avatarA, sessionId
)
}
}
return
}
})
/**
* Notify the WAITING partner the moment the FIRST player finishes their part of an async game.
*
* Async games (this_or_that / wheel / how_well / desire_sync) write each player's answers to
* couples/{coupleId}/{gameType}/{sessionId}.answers[uid]; the SESSION doc only flips to
* 'completed' once BOTH have answered (which onGameSessionUpdate turns into partner_finished_game).
* Between first-finish and both-finish the waiting partner got NOTHING they never learned it was
* their turn (the symptom: "X finished a game but the partner was never notified"). The
* PARTNER_COMPLETED_PART client route already exists; this is the trigger that finally emits it.
*
* Path: couples/{coupleId}/{gameType}/{sessionId} (answer doc; same id as the session doc).
*/
const ASYNC_GAME_COLLECTIONS = ['this_or_that', 'wheel', 'how_well', 'desire_sync']
export const onGamePartFinished = functions.firestore
.document('couples/{coupleId}/{gameType}/{sessionId}')
.onWrite(async (change, context) => {
const { coupleId, gameType, sessionId } =
context.params as { coupleId: string; gameType: string; sessionId: string }
if (!ASYNC_GAME_COLLECTIONS.includes(gameType)) return // ignore messages/reactions/etc.
if (!change.after.exists) return
const answers = (change.after.data()?.answers ?? {}) as Record<string, unknown>
const answerUids = Object.keys(answers)
// Only the FIRST finisher (exactly one answer present) nudges the partner. Zero = session just
// created; two = both done → the session flips to completed and onGameSessionUpdate sends
// partner_finished_game instead.
if (answerUids.length !== 1) return
const finisherUid = answerUids[0]
const db = admin.firestore()
const messaging = admin.messaging()
const sessionRef = db.collection('couples').doc(coupleId).collection('sessions').doc(sessionId)
// Claim a one-time flag on the SESSION doc (consistent with start/finishNotifiedAt; rule-safe;
// writing it re-fires onGameSessionUpdate but that no-ops on an active+already-started session).
const claimed = await db.runTransaction(async (tx) => {
const fresh = await tx.get(sessionRef)
const d = fresh.data()
if (!fresh.exists || !d) return false
if (d.status === 'completed' || d.partFinishNotifiedAt) return false
tx.update(sessionRef, { partFinishNotifiedAt: admin.firestore.FieldValue.serverTimestamp() })
return true
})
if (!claimed) return
const coupleDoc = await db.collection('couples').doc(coupleId).get()
const userIds = (coupleDoc.data()?.userIds ?? []) as string[]
const recipient = userIds.find((u) => u !== finisherUid)
if (!recipient) return
const finisher = await db.collection('users').doc(finisherUid).get()
const finisherName = 'Your partner' // displayName is E2EE; the app shows the real name in-app
const finisherAvatar = finisher.data()?.photoUrl as string | undefined
await notifyPartner(
db, messaging, recipient, finisherName, gameType,
'partner_completed_part', `${finisherName} finished their part — your turn to play!`, coupleId,
finisherAvatar, sessionId
)
})
/**
* Send notification to partner via FCM and write to notification_queue.
*/
async function notifyPartner(
db: admin.firestore.Firestore,
messaging: admin.messaging.Messaging,
partnerId: string,
partnerName: string,
gameType: string,
notificationType: string,
body: string,
coupleId: string,
senderAvatarUrl?: string,
sessionId?: string
): Promise<void> {
const title =
notificationType === 'partner_finished_game'
? `${partnerName} finished the game`
: notificationType === 'partner_completed_part'
? `${partnerName} finished their part`
: notificationType === 'partner_joined_game'
? `${partnerName} joined your game`
: `${partnerName} is playing`
const notificationPayload = {
type: notificationType,
title,
body: body,
}
// Write an in-app notification record for the partner
await db
.collection('users')
.doc(partnerId)
.collection('notification_queue')
.add({
...notificationPayload,
read: false,
createdAt: admin.firestore.FieldValue.serverTimestamp(),
})
// Collect the partner's FCM tokens
const tokens: string[] = []
const partnerUserDoc = await db.collection('users').doc(partnerId).get()
if (partnerUserDoc.exists) {
const legacyToken = partnerUserDoc.data()?.fcmToken
if (typeof legacyToken === 'string' && legacyToken.length > 0) {
tokens.push(legacyToken)
}
}
const tokenSnapshot = await db
.collection('users')
.doc(partnerId)
.collection('fcmTokens')
.get()
tokenSnapshot.docs.forEach((doc) => {
const t = doc.data()?.token
if (typeof t === 'string' && t.length > 0 && !tokens.includes(t)) {
tokens.push(t)
}
})
if (tokens.length === 0) {
console.log(`[notifyPartner] no FCM tokens for ${partnerId}`)
return
}
const fcmMessage: admin.messaging.Message = {
token: tokens[0],
notification: {
title: notificationPayload.title,
body: notificationPayload.body,
},
// Put backgrounded notifications on the Games channel instead of the FCM fallback channel,
// so importance/sound and the per-category toggle apply. E-OBS.
android: { notification: { channelId: 'game_activity' } },
data: {
type: notificationPayload.type,
couple_id: coupleId,
game_type: gameType,
// The acting partner's display name (public; also in the title) so the in-app foreground
// banner can name them instead of a generic "Your partner".
sender_name: partnerName,
// Lets the client deep link a results-ready push to the per-session results/replay screen
// (a completed session isn't returned by getActiveSession). E-003 results-ready.
...(sessionId ? { game_session_id: sessionId } : {}),
...(senderAvatarUrl && senderAvatarUrl.length > 0
? { sender_avatar_url: senderAvatarUrl }
: {}),
},
}
const sendResults = await Promise.allSettled(
tokens.map((token) => messaging.send({ ...fcmMessage, token }))
)
const failures: string[] = []
sendResults.forEach((result, index) => {
if (result.status === 'rejected') {
failures.push(`${tokens[index]}: ${String(result.reason)}`)
}
})
if (failures.length > 0) {
console.error(`[notifyPartner] some notifications failed:`, failures)
} else {
console.log(`[notifyPartner] notified ${partnerId} (${notificationType})`)
}
await pruneDeadTokens(db, partnerId, tokens, sendResults)
}