Files
deckyvault/lib/api/playability.ts
T

223 lines
7.2 KiB
TypeScript

import { Elysia } from "elysia";
import { db } from "@/lib/db/index";
import { games, gamePlatformSupport, performanceEntries, gameVersions } from "@/lib/db/schema";
import { eq, and, avg, count, sql } from "drizzle-orm";
import { requireContributorOrAdmin } from "@/lib/auth/guard";
/**
* Playability calculation rules:
* - great: avg FPS >= 55, no upscaler/frame-gen dependency
* - playable: avg FPS >= 30, or >= 55 with upscaler dependency
* - needs_tweaks: avg FPS >= 20 but < 30
* - unplayable: avg FPS < 20, OR anti-cheat is relevant AND unsupported
* - unknown: no benchmark data
*
* IMPORTANT: Anti-cheat only blocks playability if the game actually uses anti-cheat
* (antiCheatRelevant = true). Games without anti-cheat are unaffected.
*/
function calculatePlayability(stats: {
avgFps: number | null;
antiCheatRelevant: boolean;
antiCheatStatus: string | null;
hasUpscalerDependency: boolean;
entryCount: number;
}): "great" | "playable" | "needs_tweaks" | "unplayable" | "unknown" {
if (!stats.avgFps || stats.entryCount === 0) return "unknown";
// Anti-cheat unsupported = unplayable ONLY if the game actually uses anti-cheat
if (stats.antiCheatRelevant && stats.antiCheatStatus === "unsupported") {
return "unplayable";
}
const fps = stats.avgFps;
if (fps >= 55 && !stats.hasUpscalerDependency) return "great";
if (fps >= 55 && stats.hasUpscalerDependency) return "playable";
if (fps >= 30) return "playable";
if (fps >= 20) return "needs_tweaks";
return "unplayable";
}
/**
* Recalculate playability for a game (all devices).
* Called automatically after benchmark submission and Steam sync.
* Skips devices with manual overrides.
*/
export async function recalculatePlayability(gameId: string): Promise<{
gamePlayability: string;
deviceResults: Array<{ hardwareSlug: string; playabilityStatus: string }>;
}> {
// Get all platform support entries for this game
const platformEntries = await db
.select()
.from(gamePlatformSupport)
.where(eq(gamePlatformSupport.gameId, gameId));
// Get performance stats per device
const deviceStats = await db
.select({
hardwareSlug: performanceEntries.hardwareSlug,
avgFps: avg(performanceEntries.fpsAvg).mapWith(Number),
entryCount: count(performanceEntries.id),
upscalerEntries:
sql<number>`count(case when ${performanceEntries.upscalerType} != 'none' then 1 end)`.mapWith(
Number,
),
frameGenEntries:
sql<number>`count(case when ${performanceEntries.frameGenMethod} != 'none' then 1 end)`.mapWith(
Number,
),
})
.from(performanceEntries)
.innerJoin(gameVersions, eq(performanceEntries.versionId, gameVersions.id))
.where(and(eq(gameVersions.gameId, gameId), eq(performanceEntries.isRemoved, false)))
.groupBy(performanceEntries.hardwareSlug);
const results: Array<{ hardwareSlug: string; playabilityStatus: string }> = [];
for (const stat of deviceStats) {
const platformEntry = platformEntries.find((p) => p.hardwareSlug === stat.hardwareSlug);
const hasUpscalerDependency =
stat.upscalerEntries > stat.entryCount * 0.5 ||
stat.frameGenEntries > stat.entryCount * 0.5;
const status = calculatePlayability({
avgFps: stat.avgFps,
antiCheatRelevant: platformEntry?.antiCheatRelevant ?? false,
antiCheatStatus: platformEntry?.antiCheatStatus ?? null,
hasUpscalerDependency,
entryCount: stat.entryCount,
});
// Only update if not manually overridden
if (platformEntry && !platformEntry.playabilityOverride) {
await db
.update(gamePlatformSupport)
.set({
playabilityStatus: status as any,
playabilityCalculatedAt: new Date(),
})
.where(
and(
eq(gamePlatformSupport.gameId, gameId),
eq(gamePlatformSupport.hardwareSlug, stat.hardwareSlug),
),
);
}
results.push({ hardwareSlug: stat.hardwareSlug, playabilityStatus: status });
}
// Update aggregate game-level playability (worst of all devices)
const priority = { unplayable: 0, needs_tweaks: 1, playable: 2, great: 3, unknown: 4 };
let worstStatus: string = "unknown";
for (const r of results) {
if (
priority[r.playabilityStatus as keyof typeof priority] <
priority[worstStatus as keyof typeof priority]
) {
worstStatus = r.playabilityStatus;
}
}
// Only update game-level if not manually overridden
const [game] = await db
.select({ playabilityOverride: games.playabilityOverride })
.from(games)
.where(eq(games.id, gameId))
.limit(1);
if (!game?.playabilityOverride) {
await db
.update(games)
.set({
playabilityStatus: worstStatus as any,
playabilityCalculatedAt: new Date(),
})
.where(eq(games.id, gameId));
}
return { gamePlayability: worstStatus, deviceResults: results };
}
export const playabilityRoutes = new Elysia({ prefix: "/playability" })
// Manual trigger for recalculation (admin/contributor)
.post("/calculate/:gameId", async ({ params, request, set }) => {
const guard = await requireContributorOrAdmin(request.headers);
if (!guard.ok) {
set.status = guard.status;
return { error: guard.error };
}
return recalculatePlayability(params.gameId);
})
// Manual override for a game (admin/contributor)
.post("/override/:gameId", async ({ params, body, request, set }) => {
const guard = await requireContributorOrAdmin(request.headers);
if (!guard.ok) {
set.status = guard.status;
return { error: guard.error };
}
const { status, hardwareSlug } = body as {
status: string;
hardwareSlug?: string;
};
if (!["great", "playable", "needs_tweaks", "unplayable"].includes(status)) {
set.status = 400;
return { error: "Invalid playability status" };
}
if (hardwareSlug) {
await db
.update(gamePlatformSupport)
.set({ playabilityStatus: status as any, playabilityOverride: true })
.where(
and(
eq(gamePlatformSupport.gameId, params.gameId),
eq(gamePlatformSupport.hardwareSlug, hardwareSlug),
),
);
} else {
await db
.update(games)
.set({ playabilityStatus: status as any, playabilityOverride: true })
.where(eq(games.id, params.gameId));
}
return { success: true };
})
// Clear override (revert to auto-calculated)
.post("/clear-override/:gameId", async ({ params, body, request, set }) => {
const guard = await requireContributorOrAdmin(request.headers);
if (!guard.ok) {
set.status = guard.status;
return { error: guard.error };
}
const { hardwareSlug } = body as { hardwareSlug?: string };
if (hardwareSlug) {
await db
.update(gamePlatformSupport)
.set({ playabilityOverride: false })
.where(
and(
eq(gamePlatformSupport.gameId, params.gameId),
eq(gamePlatformSupport.hardwareSlug, hardwareSlug),
),
);
} else {
await db
.update(games)
.set({ playabilityOverride: false })
.where(eq(games.id, params.gameId));
}
return { success: true };
});