feat: error handling, logging, analytics, OG tags, and sticky sidebar (#44)
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## 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
+192 -163
View File
@@ -6,11 +6,13 @@
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-statements -- Route handlers require many statements */
/* eslint-disable complexity -- Route handlers have inherent complexity */
import { Hono } from "hono";
import { defaultPrestigeUpgrades } from "../data/prestigeUpgrades.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
import { logger } from "../services/logger.js";
import {
buildPostPrestigeState,
computeRunestoneMultipliers,
@@ -25,190 +27,217 @@ const prestigeRouter = new Hono<HonoEnvironment>();
prestigeRouter.use("*", authMiddleware);
prestigeRouter.post("/", async(context) => {
const discordId = context.get("discordId");
try {
const discordId = context.get("discordId");
const record = await prisma.gameState.findUnique({ where: { discordId } });
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!isEligibleForPrestige(state)) {
return context.json(
{
error: "Not eligible for prestige — collect 1,000,000 total gold first",
if (!isEligibleForPrestige(state)) {
return context.json(
{
// eslint-disable-next-line stylistic/max-len -- Error message cannot be shortened
error: "Not eligible for prestige — collect 1,000,000 total gold first",
},
400,
);
}
// Update daily prestige challenge progress before resetting the run
let updatedDailyChallenges = state.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges) {
const result = updateChallengeProgress(
updatedDailyChallenges,
"prestige",
1,
);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
}
const {
milestoneRunestones,
prestigeData,
prestigeState,
runestonesEarned,
} = buildPostPrestigeState(state, state.player.characterName);
// Preserve daily challenges across the prestige reset and apply any crystal rewards
const finalState: GameState = {
...prestigeState,
...updatedDailyChallenges === undefined
? {}
: { dailyChallenges: updatedDailyChallenges },
resources: {
...prestigeState.resources,
crystals: prestigeState.resources.crystals + challengeCrystals,
},
400,
);
}
};
// Update daily prestige challenge progress before resetting the run
let updatedDailyChallenges = state.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges) {
const result = updateChallengeProgress(
updatedDailyChallenges,
// Capture current-run stats to accumulate into lifetime totals before resetting
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 10 -- @preserve */
const runBossesDefeated = state.bosses.filter((boss) => {
return boss.status === "defeated";
}).length;
const runQuestsCompleted = state.quests.filter((quest) => {
return quest.status === "completed";
}).length;
let runAdventurersRecruited = 0;
for (const adventurer of state.adventurers) {
runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
const runAchievementsUnlocked = state.achievements.filter((achievement) => {
return achievement.unlockedAt !== null;
}).length;
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: finalState as object, updatedAt: now },
where: { discordId },
});
await prisma.player.update({
data: {
characterName: state.player.characterName,
lastSavedAt: now,
lifetimeAchievementsUnlocked: { increment: runAchievementsUnlocked },
lifetimeAdventurersRecruited: { increment: runAdventurersRecruited },
lifetimeBossesDefeated: { increment: runBossesDefeated },
lifetimeClicks: { increment: state.player.totalClicks },
// Accumulate into lifetime totals — never reset
lifetimeGoldEarned: { increment: state.player.totalGoldEarned },
lifetimeQuestsCompleted: { increment: runQuestsCompleted },
totalClicks: 0,
// Reset current-run counters
totalGoldEarned: 0,
},
where: { discordId },
});
const prestigeCount = prestigeData.count;
void logger.metric("prestige", 1, { discordId, prestigeCount });
void postMilestoneWebhook(discordId, "prestige", {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
apotheosis: prestigeState.apotheosis?.count ?? 0,
prestige: prestigeData.count,
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
transcendence: prestigeState.transcendence?.count ?? 0,
});
return context.json({
milestoneRunestones: milestoneRunestones,
newPrestigeCount: prestigeData.count, // eslint-disable-line unicorn/no-keyword-prefix -- API response field name required by client
runestones: runestonesEarned,
});
} catch (error) {
void logger.error(
"prestige",
1,
error instanceof Error
? error
: new Error(String(error)),
);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
return context.json({ error: "Internal server error" }, 500);
}
const {
milestoneRunestones,
prestigeData,
prestigeState,
runestonesEarned,
} = buildPostPrestigeState(state, state.player.characterName);
// Preserve daily challenges across the prestige reset and apply any crystal rewards
const finalState: GameState = {
...prestigeState,
...updatedDailyChallenges === undefined
? {}
: { dailyChallenges: updatedDailyChallenges },
resources: {
...prestigeState.resources,
crystals: prestigeState.resources.crystals + challengeCrystals,
},
};
// Capture current-run stats to accumulate into lifetime totals before resetting
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 10 -- @preserve */
const runBossesDefeated = state.bosses.filter((boss) => {
return boss.status === "defeated";
}).length;
const runQuestsCompleted = state.quests.filter((quest) => {
return quest.status === "completed";
}).length;
let runAdventurersRecruited = 0;
for (const adventurer of state.adventurers) {
runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
const runAchievementsUnlocked = state.achievements.filter((achievement) => {
return achievement.unlockedAt !== null;
}).length;
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: finalState as object, updatedAt: now },
where: { discordId },
});
await prisma.player.update({
data: {
characterName: state.player.characterName,
lastSavedAt: now,
lifetimeAchievementsUnlocked: { increment: runAchievementsUnlocked },
lifetimeAdventurersRecruited: { increment: runAdventurersRecruited },
lifetimeBossesDefeated: { increment: runBossesDefeated },
lifetimeClicks: { increment: state.player.totalClicks },
// Accumulate into lifetime totals — never reset
lifetimeGoldEarned: { increment: state.player.totalGoldEarned },
lifetimeQuestsCompleted: { increment: runQuestsCompleted },
totalClicks: 0,
// Reset current-run counters
totalGoldEarned: 0,
},
where: { discordId },
});
void postMilestoneWebhook(discordId, "prestige", {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
apotheosis: prestigeState.apotheosis?.count ?? 0,
prestige: prestigeData.count,
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
transcendence: prestigeState.transcendence?.count ?? 0,
});
return context.json({
milestoneRunestones: milestoneRunestones,
newPrestigeCount: prestigeData.count, // eslint-disable-line unicorn/no-keyword-prefix -- API response field name required by client
runestones: runestonesEarned,
});
});
prestigeRouter.post("/buy-upgrade", async(context) => {
const discordId = context.get("discordId");
const body = await context.req.json<BuyPrestigeUpgradeRequest>();
try {
const discordId = context.get("discordId");
const body = await context.req.json<BuyPrestigeUpgradeRequest>();
const { upgradeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!upgradeId) {
return context.json({ error: "upgradeId is required" }, 400);
}
const { upgradeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!upgradeId) {
return context.json({ error: "upgradeId is required" }, 400);
}
const upgrade = defaultPrestigeUpgrades.find((prestigeUpgrade) => {
return prestigeUpgrade.id === upgradeId;
});
if (!upgrade) {
return context.json({ error: "Unknown prestige upgrade" }, 404);
}
const upgrade = defaultPrestigeUpgrades.find((prestigeUpgrade) => {
return prestigeUpgrade.id === upgradeId;
});
if (!upgrade) {
return context.json({ error: "Unknown prestige upgrade" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
const { purchasedUpgradeIds, runestones } = state.prestige;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
const { purchasedUpgradeIds, runestones } = state.prestige;
if (purchasedUpgradeIds.includes(upgradeId)) {
return context.json({ error: "Upgrade already purchased" }, 400);
}
if (purchasedUpgradeIds.includes(upgradeId)) {
return context.json({ error: "Upgrade already purchased" }, 400);
}
if (runestones < upgrade.runestonesCost) {
return context.json({ error: "Not enough runestones" }, 400);
}
if (runestones < upgrade.runestonesCost) {
return context.json({ error: "Not enough runestones" }, 400);
}
const updatedRunestones = runestones - upgrade.runestonesCost;
const updatedPurchasedUpgradeIds = [ ...purchasedUpgradeIds, upgradeId ];
const updatedRunestones = runestones - upgrade.runestonesCost;
const updatedPurchasedUpgradeIds = [ ...purchasedUpgradeIds, upgradeId ];
const updatedState: GameState = {
...state,
prestige: {
...state.prestige,
const updatedState: GameState = {
...state,
prestige: {
...state.prestige,
purchasedUpgradeIds: updatedPurchasedUpgradeIds,
runestones: updatedRunestones,
...computeRunestoneMultipliers(updatedPurchasedUpgradeIds),
},
};
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: Date.now() },
where: { discordId },
});
const multipliers = computeRunestoneMultipliers(updatedPurchasedUpgradeIds);
void logger.metric("prestige_upgrade_purchased", 1, {
discordId,
upgradeId,
});
return context.json({
purchasedUpgradeIds: updatedPurchasedUpgradeIds,
runestones: updatedRunestones,
...computeRunestoneMultipliers(updatedPurchasedUpgradeIds),
},
};
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: Date.now() },
where: { discordId },
});
const multipliers = computeRunestoneMultipliers(updatedPurchasedUpgradeIds);
return context.json({
purchasedUpgradeIds: updatedPurchasedUpgradeIds,
runestonesRemaining: updatedRunestones,
...multipliers,
});
runestonesRemaining: updatedRunestones,
...multipliers,
});
} catch (error) {
void logger.error(
"prestige_buy_upgrade",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { prestigeRouter };