fix: add bulk sync limit (100), fix N+1 queries, improve route ordering and responses
This commit is contained in:
+88
-81
@@ -189,7 +189,93 @@ export const gameVersionsRoutes = new Elysia({ prefix: "/games/:gameId/versions"
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)
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// ── Game Sync Routes ────────────────────────────────────────────────
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const MAX_BULK_SYNC = 100
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export const gameSyncRoutes = new Elysia({ prefix: "/games" })
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// Bulk sync (defined before /:gameId/sync to avoid route conflict)
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.post(
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"/sync/bulk",
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async ({ body, request, set }) => {
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const guard = await requireRole(request.headers, ["admin"]);
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if (!guard.ok) {
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set.status = guard.status;
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return { error: guard.error };
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}
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let gamesToSync: { id: string; steamAppId: number }[] = [];
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if (body.mode === "all") {
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gamesToSync = await db
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.select({ id: games.id, steamAppId: games.steamAppId })
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.from(games)
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.where(sql`${games.steamAppId} IS NOT NULL`)
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.limit(MAX_BULK_SYNC);
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} else if (body.mode === "stale") {
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gamesToSync = await db
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.select({ id: games.id, steamAppId: games.steamAppId })
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.from(games)
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.where(
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and(
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sql`${games.steamAppId} IS NOT NULL`,
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or(
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sql`${games.lastSync} IS NULL`,
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sql`${games.lastSync} < NOW() - INTERVAL '7 days'`
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)
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)
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)
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.limit(MAX_BULK_SYNC);
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} else {
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const gameIds = (body.gameIds || []).slice(0, MAX_BULK_SYNC);
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if (gameIds.length > 0) {
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gamesToSync = await db
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.select({ id: games.id, steamAppId: games.steamAppId })
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.from(games)
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.where(
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and(
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sql`${games.steamAppId} IS NOT NULL`,
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sql`${games.id} IN (${sql.join(gameIds.map(id => sql`${id}`), sql`, `)})`
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)
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);
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}
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}
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if (gamesToSync.length === 0) {
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return { total: 0, synced: 0, failed: 0, message: "No games to sync" };
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}
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// Process syncs sequentially with delay
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let synced = 0;
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let failed = 0;
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for (const game of gamesToSync) {
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const result = await syncSteamGame(game.steamAppId, { forceRetry: true });
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if (result.success) synced++;
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else failed++;
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// Rate limit protection (skip delay on last item)
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if (game !== gamesToSync[gamesToSync.length - 1]) {
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await new Promise((resolve) => setTimeout(resolve, 500));
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}
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}
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return {
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total: gamesToSync.length,
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synced,
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failed,
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message: `Synced ${synced} games, ${failed} failed`,
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};
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},
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{
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body: t.Object({
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gameIds: t.Optional(t.Array(t.String())),
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mode: t.Union([
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t.Literal("selected"),
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t.Literal("all"),
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t.Literal("stale"),
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]),
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}),
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}
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)
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// Single game sync
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.post(
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"/:gameId/sync",
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@@ -219,92 +305,13 @@ export const gameSyncRoutes = new Elysia({ prefix: "/games" })
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const result = await syncSteamGame(game.steamAppId, { forceRetry: true });
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if (!result.success) {
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set.status = 500;
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set.status = 502;
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return { status: "failed", error: result.error };
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}
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return { status: "synced" };
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return { status: "synced", gameId: params.gameId };
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},
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{
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params: t.Object({ gameId: t.String() }),
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}
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)
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// Bulk sync
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.post(
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"/sync/bulk",
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async ({ body, request, set }) => {
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const guard = await requireRole(request.headers, ["admin"]);
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if (!guard.ok) {
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set.status = guard.status;
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return { error: guard.error };
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}
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let gameIds: string[] = [];
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if (body.mode === "all") {
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const allGames = await db
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.select({ id: games.id })
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.from(games)
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.where(sql`${games.steamAppId} IS NOT NULL`);
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gameIds = allGames.map((g) => g.id);
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} else if (body.mode === "stale") {
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const staleGames = await db
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.select({ id: games.id })
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.from(games)
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.where(
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and(
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sql`${games.steamAppId} IS NOT NULL`,
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or(
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sql`${games.lastSync} IS NULL`,
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sql`${games.lastSync} < NOW() - INTERVAL '7 days'`
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)
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)
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);
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gameIds = staleGames.map((g) => g.id);
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} else {
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gameIds = body.gameIds || [];
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}
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if (gameIds.length === 0) {
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return { queued: 0, message: "No games to sync" };
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}
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// Process syncs sequentially with delay
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let synced = 0;
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let failed = 0;
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for (const gameId of gameIds) {
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const [game] = await db
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.select({ steamAppId: games.steamAppId })
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.from(games)
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.where(eq(games.id, gameId))
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.limit(1);
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if (game?.steamAppId) {
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const result = await syncSteamGame(game.steamAppId, { forceRetry: true });
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if (result.success) synced++;
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else failed++;
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// Rate limit protection
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await new Promise((resolve) => setTimeout(resolve, 500));
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}
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}
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return {
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queued: gameIds.length,
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synced,
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failed,
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message: `Synced ${synced} games, ${failed} failed`,
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};
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},
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{
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body: t.Object({
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gameIds: t.Optional(t.Array(t.String())),
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mode: t.Union([
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t.Literal("selected"),
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t.Literal("all"),
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t.Literal("stale"),
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]),
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}),
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}
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);
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