Closer/functions/dist/games/onGameSessionUpdate.js

303 lines
18 KiB
JavaScript

"use strict";
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})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.onDesireSyncPartFinished = exports.onHowWellPartFinished = exports.onWheelPartFinished = exports.onThisOrThatPartFinished = exports.onGameSessionUpdate = void 0;
const admin = __importStar(require("firebase-admin"));
const firestore_1 = require("firebase-functions/v2/firestore");
const quietHours_1 = require("../notifications/quietHours");
const push_1 = require("../notifications/push");
const log_1 = require("../log");
/**
* 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 = (0, firestore_1.onDocumentWritten)('couples/{coupleId}/sessions/{sessionId}', async (event) => {
var _a, _b, _c, _d, _e, _f, _g, _h;
const { coupleId, sessionId } = event.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 change = event.data;
if (!change)
return;
if (!change.after.exists)
return; // deletion — nothing to notify (skip the four reads below)
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) {
log_1.logger.log(`[onGameSessionUpdate] session ${sessionId} not found, skipping`);
return;
}
// Get couple info
const coupleDoc = await db.collection('couples').doc(coupleId).get();
if (!coupleDoc.exists) {
log_1.logger.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) {
log_1.logger.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 = (_c = userA.data()) === null || _c === void 0 ? void 0 : _c.photoUrl;
const avatarB = (_d = userB.data()) === null || _d === void 0 ? void 0 : _d.photoUrl;
// M-001: per-recipient quiet-hours lookup ("no notifications" promise). Fail-open.
const dataFor = (uid) => (uid === partnerA ? userA.data() : userB.data());
const currentData = (_e = change.after.data()) !== null && _e !== void 0 ? _e : {};
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 = (_f = currentData.gameType) !== null && _f !== void 0 ? _f : 'wheel';
const recipientId = startedBy === partnerA ? partnerB : partnerA;
const starterName = startedBy === partnerA ? partnerAName : partnerBName;
const starterAvatar = startedBy === partnerA ? avatarA : avatarB;
if ((0, quietHours_1.recipientInQuietHours)(dataFor(recipientId))) {
log_1.logger.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.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 : [];
if (!j.some((u) => u && u !== d.startedByUserId))
return false;
tx.update(sessionRef, { joinNotifiedAt: admin.firestore.FieldValue.serverTimestamp() });
return true;
});
if (claimed) {
const gameType = (_g = currentData.gameType) !== null && _g !== void 0 ? _g : 'wheel';
const joinerName = joiner === partnerA ? partnerAName : partnerBName;
const joinerAvatar = joiner === partnerA ? avatarA : avatarB;
if ((0, quietHours_1.recipientInQuietHours)(dataFor(startedBy))) {
log_1.logger.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) ────────────────────────
// Only a REAL completion has results: the async flow marks each user complete at reveal, so
// status flips to 'completed' with both uids in completedByUsers. An abandoned/quit session
// also lands on 'completed' (the abandon write) but with an empty list — pushing
// "finished — see your results!" for those was a false notification into an empty reveal.
const completedBy = Array.isArray(currentData.completedByUsers) ? currentData.completedByUsers : [];
if (status === 'completed' && !currentData.finishNotifiedAt && completedBy.length >= 2) {
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 = (_h = currentData.gameType) !== null && _h !== void 0 ? _h : 'wheel';
// Notify BOTH partners, each naming the OTHER. M-001: skip a recipient in quiet hours.
if ((0, quietHours_1.recipientInQuietHours)(dataFor(partnerA))) {
log_1.logger.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 ((0, quietHours_1.recipientInQuietHours)(dataFor(partnerB))) {
log_1.logger.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).
*
* Deployed as four narrow, explicitly-pathed triggers (one per async-game collection) sharing the
* handler below, rather than one broad `{gameType}` wildcard — the wildcard fired a (no-op)
* invocation on every write to ANY couple subcollection (messages, reactions, …); the narrow paths
* only fire for the four game collections.
*/
async function handleGamePartFinished(coupleId, gameType, sessionId, change) {
var _a, _b, _c, _d, _e;
if (!(change === null || change === void 0 ? void 0 : 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 = 'Your partner'; // displayName is E2EE; the app shows the real name in-app
const finisherAvatar = (_e = finisher.data()) === null || _e === void 0 ? void 0 : _e.photoUrl;
await notifyPartner(db, messaging, recipient, finisherName, gameType, 'partner_completed_part', yourTurnBody(gameType), coupleId, finisherAvatar, sessionId);
}
exports.onThisOrThatPartFinished = (0, firestore_1.onDocumentWritten)('couples/{coupleId}/this_or_that/{sessionId}', (event) => handleGamePartFinished(event.params.coupleId, 'this_or_that', event.params.sessionId, event.data));
exports.onWheelPartFinished = (0, firestore_1.onDocumentWritten)('couples/{coupleId}/wheel/{sessionId}', (event) => handleGamePartFinished(event.params.coupleId, 'wheel', event.params.sessionId, event.data));
exports.onHowWellPartFinished = (0, firestore_1.onDocumentWritten)('couples/{coupleId}/how_well/{sessionId}', (event) => handleGamePartFinished(event.params.coupleId, 'how_well', event.params.sessionId, event.data));
exports.onDesireSyncPartFinished = (0, firestore_1.onDocumentWritten)('couples/{coupleId}/desire_sync/{sessionId}', (event) => handleGamePartFinished(event.params.coupleId, 'desire_sync', event.params.sessionId, event.data));
/**
* Per-game body for the "your turn" (partner_completed_part) push — mirrors the client banner's
* YOUR_TURN copy in ui/components/GamePromptBanner.kt so foreground and background read the same.
*/
function yourTurnBody(gameType) {
switch (gameType) {
case 'how_well': return 'Your turn — guess their answers';
case 'desire_sync': return 'Your turn — only mutual yeses ever show';
case 'this_or_that': return 'Your turn — see where you line up';
default: return 'Your turn — reveal how you line up';
}
}
/**
* Send notification to partner via FCM and write to notification_queue.
*/
async function notifyPartner(db, messaging, partnerId, partnerName, gameType, notificationType, body, coupleId, senderAvatarUrl, sessionId) {
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`;
// Write an in-app notification record for the partner
await db
.collection('users')
.doc(partnerId)
.collection('notification_queue')
.add({
type: notificationType,
title,
body,
read: false,
createdAt: admin.firestore.FieldValue.serverTimestamp(),
});
await (0, push_1.sendPushToUser)(db, messaging, partnerId, {
notification: { title, 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: notificationType, 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 }, (sessionId ? { game_session_id: sessionId } : {})), (senderAvatarUrl && senderAvatarUrl.length > 0
? { sender_avatar_url: senderAvatarUrl }
: {})),
});
}
//# sourceMappingURL=onGameSessionUpdate.js.map