"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