Closer/functions/dist/games/onGameSessionUpdate.js

265 lines
14 KiB
JavaScript
Raw Normal View History

"use strict";
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.onGamePartFinished = exports.onGameSessionUpdate = void 0;
const functions = __importStar(require("firebase-functions"));
const admin = __importStar(require("firebase-admin"));
/**
* Firestore trigger that notifies partners when a game session is created or completed.
*
* Path: couples/{coupleId}/sessions/{sessionId}
* Condition: onWrite (create, update, delete)
*/
exports.onGameSessionUpdate = functions.firestore
.document('couples/{coupleId}/sessions/{sessionId}')
.onWrite(async (change, context) => {
var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l;
const { coupleId, sessionId } = context.params;
// 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 = (_a = coupleDoc.data()) !== null && _a !== void 0 ? _a : {};
const userIds = ((_b = coupleData.userIds) !== null && _b !== void 0 ? _b : []);
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];
// Get user display names for notifications
const userA = await db.collection('users').doc(partnerA).get();
const userB = await db.collection('users').doc(partnerB).get();
const partnerAName = (_d = (_c = userA.data()) === null || _c === void 0 ? void 0 : _c.displayName) !== null && _d !== void 0 ? _d : 'Partner A';
const partnerBName = (_f = (_e = userB.data()) === null || _e === void 0 ? void 0 : _e.displayName) !== null && _f !== void 0 ? _f : 'Partner B';
const avatarA = (_g = userA.data()) === null || _g === void 0 ? void 0 : _g.photoUrl;
const avatarB = (_h = userB.data()) === null || _h === void 0 ? void 0 : _h.photoUrl;
const currentData = (_j = change.after.data()) !== null && _j !== void 0 ? _j : {};
if (!change.after.exists)
return; // deletion — nothing to notify
const status = currentData.status;
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 = (_k = currentData.gameType) !== null && _k !== void 0 ? _k : 'wheel';
const recipientId = startedBy === partnerA ? partnerB : partnerA;
const starterName = startedBy === partnerA ? partnerAName : partnerBName;
const starterAvatar = startedBy === partnerA ? avatarA : avatarB;
await notifyPartner(db, messaging, recipientId, starterName, gameType, 'partner_started_game', `${starterName} has started a game. Tap to join!`, coupleId, starterAvatar, 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 = (_l = currentData.gameType) !== null && _l !== void 0 ? _l : 'wheel';
// Notify BOTH partners, each naming the OTHER.
await notifyPartner(db, messaging, partnerA, partnerBName, gt, 'partner_finished_game', `${partnerBName} finished — tap to see your results!`, coupleId, avatarB, sessionId);
await notifyPartner(db, messaging, partnerB, partnerAName, gt, 'partner_finished_game', `${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'];
exports.onGamePartFinished = functions.firestore
.document('couples/{coupleId}/{gameType}/{sessionId}')
.onWrite(async (change, context) => {
var _a, _b, _c, _d, _e, _f, _g;
const { coupleId, gameType, sessionId } = context.params;
if (!ASYNC_GAME_COLLECTIONS.includes(gameType))
return; // ignore messages/reactions/etc.
if (!change.after.exists)
return;
const answers = ((_b = (_a = change.after.data()) === null || _a === void 0 ? void 0 : _a.answers) !== null && _b !== void 0 ? _b : {});
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 = ((_d = (_c = coupleDoc.data()) === null || _c === void 0 ? void 0 : _c.userIds) !== null && _d !== void 0 ? _d : []);
const recipient = userIds.find((u) => u !== finisherUid);
if (!recipient)
return;
const finisher = await db.collection('users').doc(finisherUid).get();
const finisherName = (_f = (_e = finisher.data()) === null || _e === void 0 ? void 0 : _e.displayName) !== null && _f !== void 0 ? _f : 'Your partner';
const finisherAvatar = (_g = finisher.data()) === null || _g === void 0 ? void 0 : _g.photoUrl;
await notifyPartner(db, messaging, recipient, finisherName, gameType, 'partner_completed_part', `${finisherName} finished their part — your turn to play!`, coupleId, finisherAvatar, sessionId);
});
/**
* Send notification to partner via FCM and write to notification_queue.
*/
async function notifyPartner(db, messaging, partnerId, partnerName, gameType, notificationType, body, coupleId, senderAvatarUrl, sessionId) {
var _a;
const title = notificationType === 'partner_finished_game'
? `${partnerName} finished the game`
: notificationType === 'partner_completed_part'
? `${partnerName} finished their part`
: `${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(Object.assign(Object.assign({}, notificationPayload), { read: false, createdAt: admin.firestore.FieldValue.serverTimestamp() }));
// Collect the partner's FCM tokens
const tokens = [];
const partnerUserDoc = await db.collection('users').doc(partnerId).get();
if (partnerUserDoc.exists) {
const legacyToken = (_a = partnerUserDoc.data()) === null || _a === void 0 ? void 0 : _a.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) => {
var _a;
const t = (_a = doc.data()) === null || _a === void 0 ? void 0 : _a.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 ${partnerId}`);
return;
}
const fcmMessage = {
token: tokens[0],
notification: {
title: notificationPayload.title,
body: notificationPayload.body,
},
// Put backgrounded notifications on the Games channel instead of the FCM fallback channel,
// so importance/sound and the per-category toggle apply. E-OBS.
android: { notification: { channelId: 'game_activity' } },
data: Object.assign(Object.assign({ type: notificationPayload.type, couple_id: coupleId, game_type: gameType }, (sessionId ? { game_session_id: sessionId } : {})), (senderAvatarUrl && senderAvatarUrl.length > 0
? { sender_avatar_url: senderAvatarUrl }
: {})),
};
const sendResults = await Promise.allSettled(tokens.map((token) => messaging.send(Object.assign(Object.assign({}, fcmMessage), { token }))));
const failures = [];
sendResults.forEach((result, index) => {
if (result.status === 'rejected') {
failures.push(`${tokens[index]}: ${String(result.reason)}`);
}
});
if (failures.length > 0) {
console.error(`[notifyPartner] some notifications failed:`, failures);
}
else {
console.log(`[notifyPartner] notified ${partnerId} (${notificationType})`);
}
}
//# sourceMappingURL=onGameSessionUpdate.js.map