packages/nucleus/src/endpoints/visits.ts
import type { ILogger } from "../logger.js";
import type { IConfig } from "../config.js";
import type { IGift } from "../parsing-structs/gift.js";
import type { INimblebitResponse, ISuccessFoundNotFound } from "./nimblebit-response.js";
import { sendItem } from "./send-item.js";
import { DebugLogger } from "../logger.js";
import { extract } from "../modify-save.js";
import { cryptoSalt } from "../crypto-salt.js";
import { downloadSave } from "./download-save.js";
import { isValidPlayerId } from "../validation/player-id.js";
import { SyncItemType } from "../parsing-structs/sync-item.js";
import { getNetworkRequest, serverEndpoints } from "../contact-server.js";
// Debug logger (will default to using this if no other logger is supplied).
const loggingNamespace: string = "tinyburg:endpoints:visits";
const debug: ILogger = new DebugLogger(loggingNamespace);
// Visit player function params.
// eslint-disable-next-line @typescript-eslint/consistent-type-definitions
export type VisitPlayerParameters = {
friend: string;
};
// Nimblebit api visit friend response type.
export interface IVisitFriend extends INimblebitResponse {
success?: "Sent" | "NotSent";
}
// Nimblebit api get visits response type.
export interface IVisits extends ISuccessFoundNotFound, Omit<INimblebitResponse, "success"> {
/** List of gifts that have been sent to you. */
gifts: IGift[];
/** The total number of gifts received. */
total: number;
}
// Visits a player and leaves your doorman so they can visit back.
export const visitFriend = async (
config: IConfig,
{ friend }: VisitPlayerParameters,
logger: ILogger = debug
): Promise<IVisitFriend> => {
// Setup logging
const passLogger = logger === debug ? undefined : logger;
logger.info("Visiting %s...", friend);
// Player must be authenticated
if (!config.authenticated) {
return logger.fatal(new Error("Player not authenticated"));
}
// Check friend id
if (!isValidPlayerId(friend)) {
return logger.fatal(new Error("Invalid friend code"));
}
// Download the players save for their doorman
const downloadedSave = await downloadSave(config, passLogger);
const doorman = await extract(downloadedSave, "doorman");
// Visiting is the same as sending your doorman as a Visit item
return sendItem(config, { itemType: SyncItemType.Visit, sendTo: friend, item: doorman }, passLogger);
};
// Returns a list of players who has visited you that you have not received.
export const getVisits = async (config: IConfig, logger: ILogger = debug): Promise<IVisits> => {
// Setup logging
const passLogger = logger === debug ? undefined : logger;
logger.info("Fetching visit...");
// Player must be authenticated
if (!config.authenticated) {
return logger.fatal(new Error("Player not authenticated"));
}
// The get visits request follows the same authentication process as most other endpoints. The endpoint
// url will be https://sync.nimblebit.com/get_visits/tt/{playerId}/{salt}/{hash} where
//
// playerId is the cloud player id
// salt is a random 32bit signed integer, [-2147483648 to 2147483647]
// and hash is the md5 hash of tt/{playerId}/{salt} + {playerSs} + {secretSalt}
const salt = cryptoSalt(passLogger);
const hash = "tt/" + config.player.playerId + "/" + salt + config.player.playerSs;
const endpoint = serverEndpoints.getVisits + config.player.playerId + "/" + salt;
const serverResponse = await getNetworkRequest<IVisits>({ config, endpoint, hash, log: passLogger });
// Bad response
if (serverResponse.error) {
return logger.fatal(new Error(`Authentication error: ${serverResponse.error}`));
}
// Good response
if (serverResponse.success === "Found") {
logger.info("Success, you have %s visits waiting!", serverResponse.total);
return serverResponse;
}
return logger.fatal(new Error("Bad server response"));
};