refactor: convert to bun workspaces monorepo
- Move web app into apps/web/ - Create packages/shared/ with shared types - Create plugins/decky-vault/ scaffold - Root package.json manages workspaces only
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import { db } from "@/lib/db/index"
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import { games, steamReviewSentimentEnum } from "@/lib/db/schema"
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import { eq } from "drizzle-orm"
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import { recalculatePlayability } from "@/lib/api/playability"
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interface SteamReviewData {
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reviewScore: number | null;
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reviewSentiment: string | null;
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reviewCount: number | null;
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}
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async function fetchSteamReviews(steamAppId: number): Promise<SteamReviewData> {
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try {
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const response = await fetch(
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`https://store.steampowered.com/appreviews/${steamAppId}?json=1&language=all&purchase_type=all`,
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{ signal: AbortSignal.timeout(10000) }
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);
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if (!response.ok) return { reviewScore: null, reviewSentiment: null, reviewCount: null };
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const data = await response.json();
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if (!data.query_summary) return { reviewScore: null, reviewSentiment: null, reviewCount: null };
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const summary = data.query_summary;
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const totalReviews = summary.total_reviews;
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const positiveReviews = summary.total_positive;
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const reviewScore = totalReviews > 0 ? Math.round((positiveReviews / totalReviews) * 100) : null;
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// Map Steam's review_desc to our enum values
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const sentimentMap: Record<string, string> = {
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"Overwhelmingly Positive": "overwhelmingly_positive",
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"Very Positive": "very_positive",
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"Positive": "positive",
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"Mostly Positive": "mostly_positive",
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"Mixed": "mixed",
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"Mostly Negative": "mostly_negative",
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"Negative": "negative",
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"Very Negative": "very_negative",
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"Overwhelmingly Negative": "overwhelmingly_negative",
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};
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return {
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reviewScore,
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reviewSentiment: sentimentMap[summary.review_score_desc] ?? null,
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reviewCount: totalReviews,
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};
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} catch {
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return { reviewScore: null, reviewSentiment: null, reviewCount: null };
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}
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}
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interface SteamAppDetails {
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steam_appid: number
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name: string
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developers?: string[]
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publishers?: string[]
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header_image?: string
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genres?: { id: string; description: string }[]
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website?: string
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short_description?: string
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pc_requirements?: { minimum?: string; recommended?: string }
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metacritic?: { score: number; url: string }
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recommendations?: { total: number }
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price_overview?: { currency: string; initial: number; final: number }
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is_free?: boolean
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type?: string
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release_date?: { coming_soon: boolean; date: string }
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categories?: { id: string; description: string }[]
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platforms?: { windows: boolean; mac: boolean; linux: boolean }
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}
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const SEVEN_DAYS_MS = 7 * 24 * 60 * 60 * 1000
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const ONE_HOUR_MS = 60 * 60 * 1000
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const MAX_RETRY_DELAY_MS = SEVEN_DAYS_MS
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async function recordSyncFailure(steamAppId: number, errorMsg: string): Promise<void> {
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const [currentGame] = await db
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.select({ retryCount: games.syncRetryCount })
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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const retryCount = (currentGame?.retryCount ?? 0) + 1
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const backoffMs = Math.min(ONE_HOUR_MS * Math.pow(2, retryCount - 1), MAX_RETRY_DELAY_MS)
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await db
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.update(games)
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.set({
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syncStatus: "error",
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syncError: errorMsg,
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syncRetryCount: retryCount,
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syncNextRetry: new Date(Date.now() + backoffMs),
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updatedAt: new Date(),
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})
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.where(eq(games.steamAppId, steamAppId))
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}
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export function isSyncStale(lastSync: Date | null): boolean {
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if (!lastSync) return true
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return Date.now() - new Date(lastSync).getTime() > SEVEN_DAYS_MS
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}
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export async function validateImageUrl(url: string): Promise<boolean> {
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try {
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const res = await fetch(url, { method: "HEAD", signal: AbortSignal.timeout(5000) });
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return res.ok;
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} catch {
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return false;
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}
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}
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export async function fetchSteamGridDBCover(gameTitle: string): Promise<string | null> {
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try {
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const apiKey = process.env.STEAMGRIDDB_API_KEY;
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if (!apiKey) return null;
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// Search for game
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const searchRes = await fetch(
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`https://www.steamgriddb.com/api/v2/search/autocomplete/${encodeURIComponent(gameTitle)}`,
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{ headers: { Authorization: `Bearer ${apiKey}` }, signal: AbortSignal.timeout(5000) }
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);
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if (!searchRes.ok) return null;
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const searchData = await searchRes.json();
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if (!searchData.data || searchData.data.length === 0) return null;
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const gameId = searchData.data[0].id;
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// Get grids
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const gridsRes = await fetch(
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`https://www.steamgriddb.com/api/v2/grids/game/${gameId}?dimensions=600x900,342x482`,
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{ headers: { Authorization: `Bearer ${apiKey}` }, signal: AbortSignal.timeout(5000) }
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);
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if (!gridsRes.ok) return null;
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const gridsData = await gridsRes.json();
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if (!gridsData.data || gridsData.data.length === 0) return null;
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return gridsData.data[0].url;
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} catch {
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return null;
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}
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}
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export async function syncSteamGame(
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steamAppId: number,
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options?: { forceRetry?: boolean }
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): Promise<{ success: boolean; error?: string }> {
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try {
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// Check if recently synced (unless forceRetry)
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if (!options?.forceRetry) {
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const existing = await db
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.select({ lastSync: games.lastSync, syncStatus: games.syncStatus, syncNextRetry: games.syncNextRetry })
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1);
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if (existing.length > 0 && existing[0].lastSync) {
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const nextRetry = existing[0].syncNextRetry ? new Date(existing[0].syncNextRetry) : null;
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if (nextRetry && nextRetry.getTime() > Date.now()) {
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return { success: false, error: "Sync skipped: next retry not yet reached" };
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}
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if (!isSyncStale(existing[0].lastSync)) {
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return { success: false, error: "Sync skipped: recently synced" };
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}
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}
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}
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// Fetch from Steam API with timeout
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const url = new URL("https://store.steampowered.com/api/appdetails/")
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url.searchParams.set("appids", String(steamAppId))
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url.searchParams.set("cc", "US")
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url.searchParams.set("l", "en")
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const res = await fetch(url.toString(), {
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headers: {
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Accept: "application/json",
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"User-Agent": "DeckyVault/1.0",
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"Accept-Language": "en-US,en;q=0.9",
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},
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signal: AbortSignal.timeout(15000),
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})
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if (res.status === 429) {
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const retryAfterHeader = res.headers.get("Retry-After");
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const retryAfterSec = retryAfterHeader ? parseInt(retryAfterHeader, 10) : 60;
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const errorMsg = `Rate limited by Steam (429). Retry after ${retryAfterSec}s`;
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await recordSyncFailure(steamAppId, errorMsg);
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return { success: false, error: errorMsg };
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}
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if (!res.ok) {
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const errorMsg = `Steam API returned ${res.status}`
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await recordSyncFailure(steamAppId, errorMsg)
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return { success: false, error: errorMsg }
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}
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const data = (await res.json()) as Record<
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string,
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{ success: boolean; data: SteamAppDetails }
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>
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const entry = data[String(steamAppId)]
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if (!entry?.success || !entry.data) {
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const errorMsg = `No data returned from Steam for app ${steamAppId}`
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await recordSyncFailure(steamAppId, errorMsg)
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return { success: false, error: errorMsg }
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}
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const d = entry.data
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// Reject non-game types (DLC, soundtrack, demo, etc.)
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if (d.type && d.type !== "game") {
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const errorMsg = `Steam app ${steamAppId} is not a game (type: ${d.type})`;
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await recordSyncFailure(steamAppId, errorMsg);
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return { success: false, error: errorMsg };
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}
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// Fetch review data
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const reviewData = await fetchSteamReviews(steamAppId);
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// Build capsule image URL and validate it
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const capsuleUrl = `https://cdn.akamai.steamstatic.com/steam/apps/${steamAppId}/library_600x900.jpg`
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let finalCapsuleUrl: string | null = capsuleUrl
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const imageValid = await validateImageUrl(capsuleUrl)
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if (!imageValid) {
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// Fall back to SteamGridDB
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const fallbackUrl = await fetchSteamGridDBCover(d.name)
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finalCapsuleUrl = fallbackUrl || null
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}
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// Update database with all fields including error tracking
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await db
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.update(games)
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.set({
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title: d.name,
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developer: d.developers?.[0] || null,
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publisher: d.publishers?.[0] || null,
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description: d.short_description || null,
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genres: d.genres?.map((g) => g.description) || [],
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headerImage: d.header_image || null,
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capsuleImage: finalCapsuleUrl,
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storeUrl: `https://store.steampowered.com/app/${steamAppId}`,
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systemRequirements: d.pc_requirements
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? { minimum: d.pc_requirements.minimum || null, recommended: d.pc_requirements.recommended || null }
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: null,
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metacriticScore: d.metacritic?.score ?? null,
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metacriticUrl: d.metacritic?.url ?? null,
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recommendationsTotal: d.recommendations?.total ?? null,
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steamReviewScore: reviewData.reviewScore,
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steamReviewSentiment: reviewData.reviewSentiment as typeof steamReviewSentimentEnum.enumValues[number] | null,
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steamReviewCount: reviewData.reviewCount,
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priceCurrent: d.price_overview?.final ?? null,
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priceInitial: d.price_overview?.initial ?? null,
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priceCurrency: d.price_overview?.currency ?? null,
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isFree: d.is_free ?? false,
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releaseDate: d.release_date?.date ?? null,
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categories: d.categories?.map((c) => c.description) ?? null,
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platforms: d.platforms ?? null,
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lastSync: new Date(),
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syncStatus: "synced",
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syncError: null,
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syncRetryCount: 0,
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syncNextRetry: null,
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updatedAt: new Date(),
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})
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.where(eq(games.steamAppId, steamAppId))
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// Recalculate playability after sync (fire and forget)
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const [game] = await db
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.select({ id: games.id })
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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if (game) {
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recalculatePlayability(game.id).catch((err) =>
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console.error("Failed to recalculate playability after sync:", err),
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)
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}
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return { success: true }
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} catch (err) {
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const errorMsg = err instanceof Error ? err.message : String(err)
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try {
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await recordSyncFailure(steamAppId, errorMsg)
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} catch {
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console.error(`Failed to update error tracking for ${steamAppId}`)
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}
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return { success: false, error: errorMsg }
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}
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}
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/**
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* Ensure a Steam game exists in the database with full data.
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* If the game doesn't exist, inserts a minimal stub then runs a full sync.
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* If the game already exists, returns it without re-syncing.
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*
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* This is the SINGLE ENTRY POINT for creating new Steam game records.
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* Use this instead of direct Steam API fetches + manual inserts.
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*/
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export async function ensureSteamGame(
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steamAppId: number
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): Promise<{ game: typeof games.$inferSelect | null; created: boolean; error?: string }> {
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// 1. Check if game already exists
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const [existing] = await db
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.select()
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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if (existing) {
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return { game: existing, created: false }
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}
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// 2. Insert minimal stub
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const [stub] = await db
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.insert(games)
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.values({
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steamAppId,
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source: "steam",
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title: `Steam App ${steamAppId}`,
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storeUrl: `https://store.steampowered.com/app/${steamAppId}`,
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syncStatus: "pending",
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})
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.returning()
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// Handle race condition: if another request inserted first, UNIQUE constraint
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// on steamAppId will throw. Catch and return the existing record.
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if (!stub) {
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const [raceWinner] = await db
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.select()
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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return { game: raceWinner ?? null, created: false }
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}
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// 3. Run full sync (forceRetry=true to bypass staleness check on a brand-new record)
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const syncResult = await syncSteamGame(steamAppId, { forceRetry: true })
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if (!syncResult.success) {
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// Sync failed — return the stub (it has error tracking fields populated by
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// recordSyncFailure inside syncSteamGame). Re-fetch to get updated fields.
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const [failedGame] = await db
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.select()
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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return { game: failedGame ?? null, created: true, error: syncResult.error }
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}
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// 4. Return fully populated game
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const [fullGame] = await db
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.select()
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.from(games)
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.where(eq(games.steamAppId, steamAppId))
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.limit(1)
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return { game: fullGame ?? null, created: true }
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}
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