feat: error handling, logging, analytics, OG tags, and sticky sidebar (#44)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m8s

## 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:
2026-03-09 19:54:42 -07:00
committed by Naomi Carrigan
parent 11e97325cb
commit a36c8e72a5
47 changed files with 2733 additions and 1724 deletions
+392 -356
View File
@@ -27,6 +27,7 @@ import { currentSchemaVersion } from "../data/schemaVersion.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { getOrResetDailyChallenges } from "../services/dailyChallenges.js";
import { logger } from "../services/logger.js";
import { calculateOfflineEarnings } from "../services/offlineProgress.js";
import {
checkAndUnlockTitles,
@@ -681,18 +682,387 @@ const gameRouter = new Hono<HonoEnvironment>();
gameRouter.use("*", authMiddleware);
gameRouter.get("/load", async(context) => {
const discordId = context.get("discordId");
try {
const discordId = context.get("discordId");
const [ record, playerRecord ] = await Promise.all([
prisma.gameState.findUnique({ where: { discordId } }),
prisma.player.findUnique({ where: { discordId } }),
]);
const [ record, playerRecord ] = await Promise.all([
prisma.gameState.findUnique({ where: { discordId } }),
prisma.player.findUnique({ where: { discordId } }),
]);
if (!record) {
// No save found — create a fresh state (handles nuked DB or first-time load race)
if (!record) {
// No save found — create a fresh state (handles nuked DB or first-time load race)
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
characterName: playerRecord.characterName,
createdAt: playerRecord.createdAt,
discordId: playerRecord.discordId,
discriminator: playerRecord.discriminator,
lastSavedAt: Date.now(),
// eslint-disable-next-line stylistic/max-len -- Long property names exceed limit after try-block indent
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
// eslint-disable-next-line stylistic/max-len -- Long property names exceed limit after try-block indent
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
lifetimeClicks: playerRecord.lifetimeClicks,
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
totalClicks: 0,
totalGoldEarned: 0,
username: playerRecord.username,
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.create({
data: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
});
const secret = process.env.ANTI_CHEAT_SECRET;
// Sign the state for anti-cheat verification
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
offlineGold: 0,
offlineSeconds: 0,
schemaOutdated: false,
signature: signature,
state: freshState,
});
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
/*
* Always sync character name from the Player record — the profile update route
* writes to Player.characterName directly, bypassing the game state blob.
*/
if (playerRecord !== null) {
state.player.characterName = playerRecord.characterName;
}
const now = Date.now();
const { offlineGold, offlineEssence, offlineSeconds }
= calculateOfflineEarnings(state, now);
if (offlineGold > 0) {
state.resources.gold = state.resources.gold + offlineGold;
state.player.totalGoldEarned = state.player.totalGoldEarned + offlineGold;
}
if (offlineEssence > 0) {
state.resources.essence = state.resources.essence + offlineEssence;
}
// Generate or reset daily challenges if a new day has begun
state.dailyChallenges = getOrResetDailyChallenges(state);
// Daily login bonus — award once per calendar day (UTC)
const todayUTC = new Date().toISOString().
slice(0, 10);
const yesterdayUTC = new Date(now - 86_400_000).toISOString().
slice(0, 10);
let loginBonus: LoginBonusResult | null = null;
// Default loginStreak to 1 for brand-new accounts
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
let loginStreak = playerRecord?.loginStreak ?? 1;
if (playerRecord && playerRecord.lastLoginDate !== todayUTC) {
const previousStreak = playerRecord.loginStreak;
const updatedStreak
= playerRecord.lastLoginDate === yesterdayUTC
? previousStreak + 1
: 1;
const dayIndex = (updatedStreak - 1) % 7;
const weekMultiplier = Math.floor((updatedStreak - 1) / 7) + 1;
const reward = dailyRewards[dayIndex];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
const goldEarned = (reward?.goldBase ?? 500) * weekMultiplier;
const crystalsEarned = (reward?.crystals ?? 0) * weekMultiplier;
state.resources.gold = Math.min(
state.resources.gold + goldEarned,
resourceCap,
);
state.player.totalGoldEarned = state.player.totalGoldEarned + goldEarned;
state.resources.crystals = Math.min(
state.resources.crystals + crystalsEarned,
resourceCap,
);
loginStreak = updatedStreak;
loginBonus = {
crystalsEarned: crystalsEarned,
day: dayIndex + 1,
goldEarned: goldEarned,
streak: updatedStreak,
weekMultiplier: weekMultiplier,
};
await prisma.player.
update({
data: { lastLoginDate: todayUTC, loginStreak: updatedStreak },
where: { discordId },
}).
catch((error: unknown) => {
// Ignore write-conflict errors (P2034) — rethrow anything else
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 5 -- @preserve */
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma error shape */
const { code } = error as { code?: string };
if (code !== "P2034") {
throw error;
}
});
}
state.lastTickAt = now;
if (offlineGold > 0 || offlineEssence > 0 || loginBonus !== null) {
// Persist updated state immediately so offline/login rewards aren't double-counted.
/*
* Swallow write conflicts (P2034): offline earnings and login bonus are applied
* server-side and must be persisted immediately so they aren't double-counted.
*/
await prisma.gameState.
update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
}).
catch((error: unknown) => {
// Ignore write-conflict errors (P2034) — rethrow anything else
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 5 -- @preserve */
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma error shape */
const { code } = error as { code?: string };
if (code !== "P2034") {
throw error;
}
});
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const schemaOutdated = (state.schemaVersion ?? 0) < currentSchemaVersion;
const secret = process.env.ANTI_CHEAT_SECRET;
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
currentSchemaVersion,
loginBonus,
loginStreak,
offlineEssence,
offlineGold,
offlineSeconds,
schemaOutdated,
signature,
state,
});
} catch (error) {
void logger.error(
"game_load",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
gameRouter.post("/save", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<SaveRequest>();
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition -- Defensive check for malformed requests
if (body.state === null || body.state === undefined) {
return context.json({ error: "Missing state in request body" }, 400);
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
if ((body.state.schemaVersion ?? 0) < currentSchemaVersion) {
return context.json(
{
// eslint-disable-next-line stylistic/max-len -- Error message cannot be shortened
error: "Save rejected: outdated save. Reset your progress to continue.",
},
409,
);
}
const secret = process.env.ANTI_CHEAT_SECRET;
const [ record, playerRecord ] = await Promise.all([
prisma.gameState.findUnique({ where: { discordId } }),
prisma.player.findUnique({ where: { discordId } }),
]);
let stateToSave = body.state;
if (record) {
const rawPreviousState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const previousState = rawPreviousState as GameState;
// Option D: verify HMAC signature if the secret is configured and client sent one
if (secret !== undefined && body.signature !== undefined) {
const expectedSig = computeHmac(JSON.stringify(previousState), secret);
if (body.signature !== expectedSig) {
return context.json(
{ error: "Save rejected: signature mismatch" },
400,
);
}
}
// Option A: sanitise the incoming state against the previous to block rollbacks and cap cheats
stateToSave = validateAndSanitize(body.state, previousState);
}
const now = Date.now();
/*
* Stamp the authoritative save timestamp into the state blob so that on the
* next load the client reads the correct value from state.player.lastSavedAt.
*/
stateToSave = {
...stateToSave,
player: { ...stateToSave.player, lastSavedAt: now },
};
/*
* Preserve the Player record's character name so that profile updates are not
* overwritten by the next auto-save (profile PUT writes to Player, not the blob).
*/
stateToSave = {
...stateToSave,
player: {
...stateToSave.player,
characterName:
playerRecord?.characterName ?? stateToSave.player.characterName,
},
};
/*
* Recompute companion unlocks server-side using DB-authoritative player lifetime stats.
* This prevents clients from claiming companions they haven't legitimately unlocked.
*/
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 8 -- @preserve */
const companionUnlocks = computeUnlockedCompanionIds({
apotheosisCount: stateToSave.apotheosis?.count ?? 0,
lifetimeBossesDefeated: playerRecord?.lifetimeBossesDefeated ?? 0,
lifetimeGoldEarned: playerRecord?.lifetimeGoldEarned ?? 0,
lifetimeQuestsCompleted: playerRecord?.lifetimeQuestsCompleted ?? 0,
prestigeCount: stateToSave.prestige.count,
transcendenceCount: stateToSave.transcendence?.count ?? 0,
});
const clientActiveCompanionId
= stateToSave.companions?.activeCompanionId ?? null;
const validatedActiveCompanionId
= clientActiveCompanionId !== null
&& companionUnlocks.includes(clientActiveCompanionId)
? clientActiveCompanionId
: null;
stateToSave = {
...stateToSave,
companions: {
activeCompanionId: validatedActiveCompanionId,
unlockedCompanionIds: companionUnlocks,
},
};
const currentUnlocked = parseUnlockedTitles(playerRecord?.unlockedTitles);
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 6 -- @preserve */
const updatedTitles = checkAndUnlockTitles({
createdAt: playerRecord?.createdAt ?? Date.now(),
currentUnlocked: currentUnlocked,
guildName: playerRecord?.guildName ?? "",
state: stateToSave,
});
const updatedUnlocked
= updatedTitles.length > 0
? [ ...currentUnlocked, ...updatedTitles ]
: undefined;
await prisma.player.update({
data: {
characterName: stateToSave.player.characterName,
lastSavedAt: now,
totalClicks: stateToSave.player.totalClicks,
totalGoldEarned: stateToSave.player.totalGoldEarned,
...updatedUnlocked
? { unlockedTitles: updatedUnlocked }
: {},
},
where: { discordId },
});
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires never */
state: stateToSave as unknown as never,
updatedAt: now,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires never */
update: { state: stateToSave as unknown as never, updatedAt: now },
where: { discordId },
});
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(stateToSave), secret);
return context.json({ savedAt: now, signature: signature });
} catch (error) {
void logger.error(
"game_save",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
gameRouter.post("/reset", async(context) => {
try {
const discordId = context.get("discordId");
const playerRecord = await prisma.player.findUnique({
where: { discordId },
});
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
@@ -713,23 +1083,25 @@ gameRouter.get("/load", async(context) => {
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.create({
data: {
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
update: { state: freshState as object, updatedAt: createdAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
// Sign the state for anti-cheat verification
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
const secret = process.env.ANTI_CHEAT_SECRET;
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
@@ -741,351 +1113,15 @@ gameRouter.get("/load", async(context) => {
signature: signature,
state: freshState,
});
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
/*
* Always sync character name from the Player record — the profile update route
* writes to Player.characterName directly, bypassing the game state blob.
*/
if (playerRecord !== null) {
state.player.characterName = playerRecord.characterName;
}
const now = Date.now();
const { offlineGold, offlineEssence, offlineSeconds }
= calculateOfflineEarnings(state, now);
if (offlineGold > 0) {
state.resources.gold = state.resources.gold + offlineGold;
state.player.totalGoldEarned = state.player.totalGoldEarned + offlineGold;
}
if (offlineEssence > 0) {
state.resources.essence = state.resources.essence + offlineEssence;
}
// Generate or reset daily challenges if a new day has begun
state.dailyChallenges = getOrResetDailyChallenges(state);
// Daily login bonus — award once per calendar day (UTC)
const todayUTC = new Date().toISOString().
slice(0, 10);
const yesterdayUTC = new Date(now - 86_400_000).toISOString().
slice(0, 10);
let loginBonus: LoginBonusResult | null = null;
// Default loginStreak to 1 for brand-new accounts
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
let loginStreak = playerRecord?.loginStreak ?? 1;
if (playerRecord && playerRecord.lastLoginDate !== todayUTC) {
const previousStreak = playerRecord.loginStreak;
const updatedStreak
= playerRecord.lastLoginDate === yesterdayUTC
? previousStreak + 1
: 1;
const dayIndex = (updatedStreak - 1) % 7;
const weekMultiplier = Math.floor((updatedStreak - 1) / 7) + 1;
const reward = dailyRewards[dayIndex];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
const goldEarned = (reward?.goldBase ?? 500) * weekMultiplier;
const crystalsEarned = (reward?.crystals ?? 0) * weekMultiplier;
state.resources.gold = Math.min(
state.resources.gold + goldEarned,
resourceCap,
} catch (error) {
void logger.error(
"game_reset",
error instanceof Error
? error
: new Error(String(error)),
);
state.player.totalGoldEarned = state.player.totalGoldEarned + goldEarned;
state.resources.crystals = Math.min(
state.resources.crystals + crystalsEarned,
resourceCap,
);
loginStreak = updatedStreak;
loginBonus = {
crystalsEarned: crystalsEarned,
day: dayIndex + 1,
goldEarned: goldEarned,
streak: updatedStreak,
weekMultiplier: weekMultiplier,
};
await prisma.player.
update({
data: { lastLoginDate: todayUTC, loginStreak: updatedStreak },
where: { discordId },
}).
catch((error: unknown) => {
// Ignore write-conflict errors (P2034) — rethrow anything else
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 5 -- @preserve */
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma error shape */
const { code } = error as { code?: string };
if (code !== "P2034") {
throw error;
}
});
return context.json({ error: "Internal server error" }, 500);
}
state.lastTickAt = now;
if (offlineGold > 0 || offlineEssence > 0 || loginBonus !== null) {
// Persist updated state immediately so offline/login rewards aren't double-counted.
/*
* Swallow write conflicts (P2034): offline earnings and login bonus are applied
* server-side and must be persisted immediately so they aren't double-counted.
*/
await prisma.gameState.
update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
}).
catch((error: unknown) => {
// Ignore write-conflict errors (P2034) — rethrow anything else
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 5 -- @preserve */
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma error shape */
const { code } = error as { code?: string };
if (code !== "P2034") {
throw error;
}
});
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const schemaOutdated = (state.schemaVersion ?? 0) < currentSchemaVersion;
const secret = process.env.ANTI_CHEAT_SECRET;
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
currentSchemaVersion,
loginBonus,
loginStreak,
offlineEssence,
offlineGold,
offlineSeconds,
schemaOutdated,
signature,
state,
});
});
gameRouter.post("/save", async(context) => {
const discordId = context.get("discordId");
const body = await context.req.json<SaveRequest>();
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition -- Defensive check for malformed requests
if (body.state === null || body.state === undefined) {
return context.json({ error: "Missing state in request body" }, 400);
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
if ((body.state.schemaVersion ?? 0) < currentSchemaVersion) {
return context.json(
{
error: "Save rejected: outdated save. Reset your progress to continue.",
},
409,
);
}
const secret = process.env.ANTI_CHEAT_SECRET;
const [ record, playerRecord ] = await Promise.all([
prisma.gameState.findUnique({ where: { discordId } }),
prisma.player.findUnique({ where: { discordId } }),
]);
let stateToSave = body.state;
if (record) {
const rawPreviousState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const previousState = rawPreviousState as GameState;
// Option D: verify HMAC signature if the secret is configured and client sent one
if (secret !== undefined && body.signature !== undefined) {
const expectedSig = computeHmac(JSON.stringify(previousState), secret);
if (body.signature !== expectedSig) {
return context.json(
{ error: "Save rejected: signature mismatch" },
400,
);
}
}
// Option A: sanitise the incoming state against the previous to block rollbacks and cap cheats
stateToSave = validateAndSanitize(body.state, previousState);
}
const now = Date.now();
/*
* Stamp the authoritative save timestamp into the state blob so that on the
* next load the client reads the correct value from state.player.lastSavedAt.
*/
stateToSave = {
...stateToSave,
player: { ...stateToSave.player, lastSavedAt: now },
};
/*
* Preserve the Player record's character name so that profile updates are not
* overwritten by the next auto-save (profile PUT writes to Player, not the blob).
*/
stateToSave = {
...stateToSave,
player: {
...stateToSave.player,
characterName:
playerRecord?.characterName ?? stateToSave.player.characterName,
},
};
/*
* Recompute companion unlocks server-side using DB-authoritative player lifetime stats.
* This prevents clients from claiming companions they haven't legitimately unlocked.
*/
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 8 -- @preserve */
const companionUnlocks = computeUnlockedCompanionIds({
apotheosisCount: stateToSave.apotheosis?.count ?? 0,
lifetimeBossesDefeated: playerRecord?.lifetimeBossesDefeated ?? 0,
lifetimeGoldEarned: playerRecord?.lifetimeGoldEarned ?? 0,
lifetimeQuestsCompleted: playerRecord?.lifetimeQuestsCompleted ?? 0,
prestigeCount: stateToSave.prestige.count,
transcendenceCount: stateToSave.transcendence?.count ?? 0,
});
const clientActiveCompanionId
= stateToSave.companions?.activeCompanionId ?? null;
const validatedActiveCompanionId
= clientActiveCompanionId !== null
&& companionUnlocks.includes(clientActiveCompanionId)
? clientActiveCompanionId
: null;
stateToSave = {
...stateToSave,
companions: {
activeCompanionId: validatedActiveCompanionId,
unlockedCompanionIds: companionUnlocks,
},
};
const currentUnlocked = parseUnlockedTitles(playerRecord?.unlockedTitles);
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 6 -- @preserve */
const updatedTitles = checkAndUnlockTitles({
createdAt: playerRecord?.createdAt ?? Date.now(),
currentUnlocked: currentUnlocked,
guildName: playerRecord?.guildName ?? "",
state: stateToSave,
});
const updatedUnlocked
= updatedTitles.length > 0
? [ ...currentUnlocked, ...updatedTitles ]
: undefined;
await prisma.player.update({
data: {
characterName: stateToSave.player.characterName,
lastSavedAt: now,
totalClicks: stateToSave.player.totalClicks,
totalGoldEarned: stateToSave.player.totalGoldEarned,
...updatedUnlocked
? { unlockedTitles: updatedUnlocked }
: {},
},
where: { discordId },
});
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires never */
state: stateToSave as unknown as never,
updatedAt: now,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires never */
update: { state: stateToSave as unknown as never, updatedAt: now },
where: { discordId },
});
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(stateToSave), secret);
return context.json({ savedAt: now, signature: signature });
});
gameRouter.post("/reset", async(context) => {
const discordId = context.get("discordId");
const playerRecord = await prisma.player.findUnique({ where: { discordId } });
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
characterName: playerRecord.characterName,
createdAt: playerRecord.createdAt,
discordId: playerRecord.discordId,
discriminator: playerRecord.discriminator,
lastSavedAt: Date.now(),
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
lifetimeClicks: playerRecord.lifetimeClicks,
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
totalClicks: 0,
totalGoldEarned: 0,
username: playerRecord.username,
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
update: { state: freshState as object, updatedAt: createdAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
offlineGold: 0,
offlineSeconds: 0,
schemaOutdated: false,
signature: signature,
state: freshState,
});
});
export { gameRouter };