mirror of
https://github.com/Sendouc/sendou.ink.git
synced 2026-09-29 22:58:18 -05:00
287 lines
9.3 KiB
TypeScript
287 lines
9.3 KiB
TypeScript
/**
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* Browser client for sendou.ink's /ingest. The scanner runs inside sendou.ink,
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* so requests are same-origin: the session cookie rides along and the
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* logged-in user comes from the root loader (useUser); the server resolves
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* the tournament/match. The unit of accounting is one ScannerMatch
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* (core/match-builder.ts) — every source event's IndexedDB record tracks its
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* outcome (the `send` status the feed cards display) — while the unit of
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* transport is a request of up to `MAX_MATCHES_PER_REQUEST`. Resends are
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* safe: sendou.ink dedupes by content hash, merges partials, and scoreboards
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* are first-ingest-wins.
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*/
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import * as R from "remeda";
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import type {
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IngestedMatchLink,
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IngestResponse,
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} from "~/features/scanner-ingest/scanner-ingest-schemas";
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import type { DetectedEvent } from "../core/detectors/types";
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import type { BuiltMatch } from "../core/match-builder";
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import { buildScannerMatches, ingestSkipReasons } from "../core/match-builder";
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import type { ScannerMatch } from "../core/scanner-match";
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import {
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type SendStatus,
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type StoredEvent,
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updateEventsSend,
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} from "../store/events";
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const INGEST_URL = "/ingest";
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/** /ingest accepts at most 50 matches per request (mirrors the server cap) */
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const MAX_MATCHES_PER_REQUEST = 50;
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/**
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* Retry delays after each unlinked send: a live send usually beats the players
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* to reporting the game, so the first attempts find nothing to link to. Running
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* out gives up — the capture ending still makes one last attempt.
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*/
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const UNLINKED_RETRY_DELAYS_MS = [30_000, 2 * 60_000, 5 * 60_000];
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export interface SendouUser {
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id: number;
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username: string;
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}
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export interface SendResult {
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sentMatches: number;
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failedMatches: number;
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}
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/**
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* Builds the stored events into matches, POSTs the ingestable ones `include`
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* selects, and records the outcome on every source event's `send` status
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* (calling `onStatus` after each request's store writes).
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*
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* Matches go out in as few requests as the server cap allows: sendou.ink
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* resolves a whole request at once, so several matches anchor on their
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* mode+stage sequence instead of one match's timestamp — this is what makes
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* catching up on a session's backlog work. One request resolves to one
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* context, so a backlog spanning two links the larger and leaves the rest
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* "unlinked"; the retry carries only those, which then resolve on their own.
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*/
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export async function sendMatches({
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events,
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include,
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onStatus,
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}: {
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events: readonly StoredEvent[];
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include: (built: BuiltMatch<StoredEvent>) => boolean;
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onStatus: () => void;
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}): Promise<SendResult> {
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const allBuilt = ingestableBuilt(
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buildScannerMatches(events.filter((e) => e.id !== undefined)),
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);
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const selected = allBuilt.filter(include);
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await clearOrphanedQueued(events, allBuilt);
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const result: SendResult = { sentMatches: 0, failedMatches: 0 };
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for (const request of R.chunk(selected, MAX_MATCHES_PER_REQUEST)) {
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const idsPerMatch = request.map((built) => built.sources.map((e) => e.id!));
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await updateEventsSend(idsPerMatch.flat(), {
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state: "sending",
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at: Date.now(),
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});
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onStatus();
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try {
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const response = await postIngestMatches(
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request.map((built) => built.match),
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);
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for (const [matchIndex, built] of request.entries()) {
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const link = response.linkedMatches?.find(
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(linked) => linked.matchIndex === matchIndex,
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)?.link;
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// stored but not linked while sendou.ink knows the tournament/SendouQ
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// match: the game is just not reported yet, so a later resend can still
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// land it. Without a context there is nothing to wait for.
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const unlinked = !link && response.contextResolved;
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await updateEventsSend(idsPerMatch[matchIndex]!, {
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state: unlinked ? "unlinked" : "sent",
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at: Date.now(),
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...(link ? { link } : null),
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...(unlinked
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? {
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attempts:
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(aggregateSendStatus(built.sources)?.attempts ?? 0) + 1,
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}
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: null),
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});
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}
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result.sentMatches += request.length;
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} catch (err) {
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await updateEventsSend(idsPerMatch.flat(), {
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state: "failed",
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at: Date.now(),
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error: err instanceof Error ? err.message : String(err),
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});
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result.failedMatches += request.length;
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}
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onStatus();
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}
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return result;
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}
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export interface VodResultsSendReport {
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sentMatches: number;
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totalMatches: number;
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/** last failure's message; null when every request went through */
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error: string | null;
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/** links /ingest reported, keyed by index into the scan's ingestable matches */
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links: Array<{ matchIndex: number; link: IngestedMatchLink }>;
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}
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/**
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* One-go sender for the VoD tab's "Send results": POSTs as many matches per
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* request as the server cap allows — usually the whole scan, so sendou.ink's
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* content-based tournament resolution sees the full match sequence. No
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* per-event status bookkeeping (VoD events don't live in the live feed store);
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* resending is safe, so a partial failure is simply retried whole.
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*/
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export async function sendVodResults(
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events: readonly DetectedEvent[],
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onProgress?: (sentMatches: number, totalMatches: number) => void,
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): Promise<VodResultsSendReport> {
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const matches = ingestableMatches(events);
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let sentMatches = 0;
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let error: string | null = null;
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const links: VodResultsSendReport["links"] = [];
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const chunks = R.chunk(matches, MAX_MATCHES_PER_REQUEST);
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for (const [chunkIndex, request] of chunks.entries()) {
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const offset = chunkIndex * MAX_MATCHES_PER_REQUEST;
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try {
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const response = await postIngestMatches(request);
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for (const linked of response.linkedMatches ?? []) {
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links.push({
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matchIndex: offset + linked.matchIndex,
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link: linked.link,
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});
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}
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sentMatches += request.length;
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onProgress?.(sentMatches, matches.length);
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} catch (err) {
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error = err instanceof Error ? err.message : String(err);
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}
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}
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return { sentMatches, totalMatches: matches.length, error, links };
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}
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/** The number of matches a set of events would send to /ingest. */
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export function countIngestableMatches(
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events: readonly DetectedEvent[],
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): number {
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return ingestableMatches(events).length;
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}
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/** Match selector: the match built from the given stored event. */
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export function matchContaining(
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id: number,
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): (built: BuiltMatch<StoredEvent>) => boolean {
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return (built) => built.sources.some((e) => e.id === id);
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}
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/**
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* The single send status a match displays, folded from its source events: an
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* in-flight send wins, then failure, then success, then queued; within a
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* state the most recent change is shown.
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*/
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export function aggregateSendStatus(
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sources: readonly StoredEvent[],
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): SendStatus | undefined {
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const statuses = sources
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.map((e) => e.send)
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.filter((status) => status !== undefined);
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for (const state of [
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"sending",
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"failed",
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"unlinked",
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"sent",
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"queued",
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] as const) {
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const ofState = statuses.filter((status) => status.state === state);
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if (ofState.length > 0) {
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return ofState.reduce((a, b) => (a.at >= b.at ? a : b));
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}
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}
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return undefined;
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}
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/** Match selector: matches not yet sent (nor currently sending). */
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export function unsentMatches(built: BuiltMatch<StoredEvent>): boolean {
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return !built.sources.some(
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(e) => e.send?.state === "sent" || e.send?.state === "sending",
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);
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}
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/** Match selector: matches stored without a game to link to, whose next retry is due. */
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export function retryableUnlinkedMatches(
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built: BuiltMatch<StoredEvent>,
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): boolean {
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const status = aggregateSendStatus(built.sources);
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if (status?.state !== "unlinked") return false;
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const delay = UNLINKED_RETRY_DELAYS_MS[(status.attempts ?? 1) - 1];
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return delay !== undefined && Date.now() - status.at >= delay;
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}
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function ingestableMatches(events: readonly DetectedEvent[]): ScannerMatch[] {
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return ingestableBuilt(buildScannerMatches(events)).map(
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(built) => built.match,
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);
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}
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function ingestableBuilt<E extends DetectedEvent>(
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built: BuiltMatch<E>[],
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): BuiltMatch<E>[] {
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const skipped = ingestSkipReasons(built);
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return built.filter((match) => !skipped.has(match));
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}
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async function postIngestMatches(
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matches: ScannerMatch[],
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): Promise<IngestResponse> {
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const res = await fetch(INGEST_URL, {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ matches }),
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});
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if (!res.ok) {
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throw new Error(
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res.status === 401 ? "not logged in to sendou.ink" : await errorText(res),
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);
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}
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return res.json();
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}
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/**
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* Live sending marks events "queued" as they arrive; ones the builder later
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* leaves out (non-private match, older than the fallback window) would sit
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* "queued" forever, so once a match boundary has passed them clear the status.
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*/
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async function clearOrphanedQueued(
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events: readonly StoredEvent[],
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allBuilt: BuiltMatch<StoredEvent>[],
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): Promise<void> {
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const lastBoundaryT = Math.max(
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...allBuilt.map((built) => built.sources.at(-1)!.t),
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Number.NEGATIVE_INFINITY,
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);
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const builtIds = new Set(
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allBuilt.flatMap((built) => built.sources.map((e) => e.id)),
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);
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const orphaned = events
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.filter(
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(e) =>
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e.send?.state === "queued" &&
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e.id !== undefined &&
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!builtIds.has(e.id) &&
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e.t <= lastBoundaryT,
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)
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.map((e) => e.id!);
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if (orphaned.length > 0) await updateEventsSend(orphaned, undefined);
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}
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async function errorText(res: Response): Promise<string> {
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const text = await res.text().catch(() => "");
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return `POST /ingest -> ${res.status}${text ? `: ${text.slice(0, 200)}` : ""}`;
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}
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