generated from nhcarrigan/template
feat: error handling, logging, analytics, OG tags, and sticky sidebar (#44)
## Summary
- Add comprehensive try/catch error handling across all API routes, middleware, and the Hono global error handler, piping every unhandled error to the `@nhcarrigan/logger` service to prevent silent crashes and unhandled Promise rejections
- Add a `logError` utility on the frontend that forwards errors through the overridden `console.error` to the backend telemetry endpoint; apply it to every silent `catch {}` block in the game context, sound, notification, and clipboard utilities, and wrap the React tree in an `ErrorBoundary`
- Add Plausible analytics, Open Graph + Twitter Card meta tags, Tree-Nation widget, and Google Ads to `index.html`
- Make the game sidebar sticky with a `--resource-bar-height` CSS custom property offset so it stays viewport-height without overlapping the resource bar; reset sticky behaviour in the mobile responsive override
## Test plan
- [ ] Lint passes: `pnpm lint`
- [ ] Build passes: `pnpm build`
- [ ] Verify errors thrown in API routes appear in the logger service rather than crashing the process
- [ ] Verify frontend errors appear in the `/api/fe/error` backend log
- [ ] Verify Open Graph tags render correctly when sharing the URL
- [ ] Verify Plausible analytics fires on page load
- [ ] Verify Tree-Nation badge renders in the sidebar
- [ ] Verify sidebar stays fixed while the main content scrolls on desktop
- [ ] Verify mobile layout is unaffected
✨ This issue was created with help from Hikari~ 🌸
Reviewed-on: #44
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #44.
This commit is contained in:
@@ -11,6 +11,7 @@ import { Hono } from "hono";
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import { defaultRecipes } from "../data/recipes.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type {
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CraftRecipeRequest,
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@@ -63,94 +64,106 @@ const recomputeCraftedMultipliers = (
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};
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craftRouter.post("/", async(context) => {
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const discordId = context.get("discordId");
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const body = await context.req.json<CraftRecipeRequest>();
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try {
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const discordId = context.get("discordId");
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const body = await context.req.json<CraftRecipeRequest>();
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const { recipeId } = body;
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// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
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if (!recipeId) {
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return context.json({ error: "recipeId is required" }, 400);
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}
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const recipe = defaultRecipes.find((r) => {
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return r.id === recipeId;
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});
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if (!recipe) {
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return context.json({ error: "Unknown recipe" }, 404);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const rawState: unknown = record.state;
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
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const state = rawState as GameState;
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if (!state.exploration) {
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return context.json({ error: "No exploration state found" }, 400);
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}
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if (state.exploration.craftedRecipeIds.includes(recipeId)) {
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return context.json({ error: "Recipe already crafted" }, 400);
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}
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// Verify the player has all required materials
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for (const requirement of recipe.requiredMaterials) {
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const material = state.exploration.materials.find((m) => {
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return m.materialId === requirement.materialId;
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});
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const quantity = material?.quantity ?? 0;
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if (quantity < requirement.quantity) {
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return context.json(
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{
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error: `Not enough ${requirement.materialId} (need ${String(requirement.quantity)}, have ${String(quantity)})`,
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},
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400,
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);
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const { recipeId } = body;
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// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
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if (!recipeId) {
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return context.json({ error: "recipeId is required" }, 400);
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}
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}
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// Deduct materials
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for (const requirement of recipe.requiredMaterials) {
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const material = state.exploration.materials.find((m) => {
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return m.materialId === requirement.materialId;
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const recipe = defaultRecipes.find((r) => {
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return r.id === recipeId;
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});
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if (material) {
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material.quantity = material.quantity - requirement.quantity;
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if (!recipe) {
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return context.json({ error: "Unknown recipe" }, 404);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const rawState: unknown = record.state;
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
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const state = rawState as GameState;
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if (!state.exploration) {
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return context.json({ error: "No exploration state found" }, 400);
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}
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if (state.exploration.craftedRecipeIds.includes(recipeId)) {
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return context.json({ error: "Recipe already crafted" }, 400);
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}
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// Verify the player has all required materials
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for (const requirement of recipe.requiredMaterials) {
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const material = state.exploration.materials.find((m) => {
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return m.materialId === requirement.materialId;
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});
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const quantity = material?.quantity ?? 0;
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if (quantity < requirement.quantity) {
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return context.json(
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{
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error: `Not enough ${requirement.materialId} (need ${String(requirement.quantity)}, have ${String(quantity)})`,
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},
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400,
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);
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}
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}
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// Deduct materials
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for (const requirement of recipe.requiredMaterials) {
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const material = state.exploration.materials.find((m) => {
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return m.materialId === requirement.materialId;
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});
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if (material) {
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material.quantity = material.quantity - requirement.quantity;
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}
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}
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// Add recipe and recompute all multipliers from scratch
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state.exploration.craftedRecipeIds.push(recipeId);
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const updatedMultipliers = recomputeCraftedMultipliers(
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state.exploration.craftedRecipeIds,
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);
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state.exploration.craftedGoldMultiplier
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= updatedMultipliers.craftedGoldMultiplier;
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state.exploration.craftedEssenceMultiplier
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= updatedMultipliers.craftedEssenceMultiplier;
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state.exploration.craftedClickMultiplier
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= updatedMultipliers.craftedClickMultiplier;
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state.exploration.craftedCombatMultiplier
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= updatedMultipliers.craftedCombatMultiplier;
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await prisma.gameState.update({
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
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data: { state: state as object, updatedAt: Date.now() },
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where: { discordId },
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});
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void logger.metric("recipe_crafted", 1, { discordId, recipeId });
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const bonusType = recipe.bonus.type;
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const bonusValue = recipe.bonus.value;
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const response: CraftRecipeResponse = {
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bonusType,
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bonusValue,
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recipeId,
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...updatedMultipliers,
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};
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return context.json(response);
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} catch (error) {
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void logger.error(
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"craft",
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error instanceof Error
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? error
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: new Error(String(error)),
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);
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return context.json({ error: "Internal server error" }, 500);
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}
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// Add recipe and recompute all multipliers from scratch
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state.exploration.craftedRecipeIds.push(recipeId);
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const updatedMultipliers = recomputeCraftedMultipliers(
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state.exploration.craftedRecipeIds,
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);
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state.exploration.craftedGoldMultiplier
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= updatedMultipliers.craftedGoldMultiplier;
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state.exploration.craftedEssenceMultiplier
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= updatedMultipliers.craftedEssenceMultiplier;
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state.exploration.craftedClickMultiplier
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= updatedMultipliers.craftedClickMultiplier;
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state.exploration.craftedCombatMultiplier
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= updatedMultipliers.craftedCombatMultiplier;
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await prisma.gameState.update({
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
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data: { state: state as object, updatedAt: Date.now() },
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where: { discordId },
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});
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const bonusType = recipe.bonus.type;
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const bonusValue = recipe.bonus.value;
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const response: CraftRecipeResponse = {
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bonusType,
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bonusValue,
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recipeId,
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...updatedMultipliers,
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};
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return context.json(response);
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});
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export { craftRouter };
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