Files
deckyvault/app/games/page.tsx
T

287 lines
9.3 KiB
TypeScript

import type { Metadata } from "next"
import { after } from "next/server"
import { db } from "@/lib/db/index"
import {
games,
gameVersions,
performanceEntries,
gamePlatformSupport,
hardware,
} from "@/lib/db/schema"
import { sql, eq, and, desc, inArray } from "drizzle-orm"
import { isSyncStale, syncSteamGame } from "@/lib/steam/sync"
import { GamesPageClient } from "./games-page-client"
// This page needs live data — skip static generation at build time
export const dynamic = "force-dynamic"
export const metadata: Metadata = {
title: "Games — DeckyVault",
description:
"Browse the full catalog of Steam Deck games with benchmarks, community settings, and performance data. Filter by genre, device, and more.",
keywords: [
"Steam Deck games",
"game benchmarks",
"Steam Deck settings",
"game catalog",
"performance data",
],
alternates: { canonical: "https://deckyvault.xyz/games" },
openGraph: {
title: "Games — DeckyVault",
description:
"Browse the full catalog of Steam Deck games with benchmarks and performance data.",
url: "https://deckyvault.xyz/games",
siteName: "DeckyVault",
type: "website",
},
}
export default async function GamesPage() {
// Fetch initial 24 games
const gamesData = await db
.select({
id: games.id,
steamAppId: games.steamAppId,
title: games.title,
developer: games.developer,
capsuleImage: games.capsuleImage,
headerImage: games.headerImage,
genres: games.genres,
source: games.source,
createdAt: games.createdAt,
steamReviewScore: games.steamReviewScore,
playabilityStatus: games.playabilityStatus,
onlineMultiplayerStatus: games.onlineMultiplayerStatus,
lastSync: games.lastSync,
})
.from(games)
.orderBy(desc(games.createdAt))
.limit(24)
// Get total count
const [{ count: totalCount }] = await db
.select({ count: sql<number>`count(*)::int` })
.from(games)
// Get benchmark counts for the initial games
const gameIds = gamesData.map((g) => g.id)
const benchmarkCounts = gameIds.length > 0
? await db
.select({
gameId: gameVersions.gameId,
count: sql<number>`count(*)::int`,
})
.from(performanceEntries)
.innerJoin(gameVersions, eq(performanceEntries.versionId, gameVersions.id))
.where(
and(
inArray(gameVersions.gameId, gameIds),
eq(performanceEntries.isRemoved, false),
),
)
.groupBy(gameVersions.gameId)
: []
const benchmarkMap = new Map<string, number>()
for (const row of benchmarkCounts) {
benchmarkMap.set(row.gameId, row.count)
}
// Fetch platform support for initial games (prioritise Steam Deck)
const platformRows = gameIds.length > 0
? await db
.select({
gameId: gamePlatformSupport.gameId,
hardwareSlug: gamePlatformSupport.hardwareSlug,
protonStatus: gamePlatformSupport.protonStatus,
antiCheatRelevant: gamePlatformSupport.antiCheatRelevant,
antiCheatStatus: gamePlatformSupport.antiCheatStatus,
})
.from(gamePlatformSupport)
.where(inArray(gamePlatformSupport.gameId, gameIds))
: []
const platformMap = new Map<string, string>()
const antiCheatMap = new Map<string, { antiCheatRelevant: boolean; antiCheatStatus: "none" | "supported" | "unsupported" | "unknown" | null }>()
for (const row of platformRows) {
const isSteamDeck = row.hardwareSlug.startsWith("steamdeck")
const existing = platformMap.get(row.gameId)
if (!existing || (!existing.startsWith("steamdeck") && isSteamDeck)) {
platformMap.set(row.gameId, row.protonStatus)
}
const existingAc = antiCheatMap.get(row.gameId)
if (row.antiCheatRelevant) {
if (!existingAc || (!existingAc.antiCheatRelevant && isSteamDeck) || (!existingAc.antiCheatRelevant)) {
antiCheatMap.set(row.gameId, {
antiCheatRelevant: row.antiCheatRelevant,
antiCheatStatus: row.antiCheatStatus,
})
}
}
}
// Performance stats: best FPS, raw performer, poor performance, battery estimate
const rawPerformerMap = new Map<string, boolean>()
const poorPerformerMap = new Map<string, boolean>()
const bestFpsMap = new Map<string, number>()
const batteryMinMap = new Map<string, number>()
if (gameIds.length > 0) {
const perfStats = await db
.select({
gameId: gameVersions.gameId,
bestFps: sql<number>`MAX(${performanceEntries.fpsAvg})::real`,
isRawPerformer: sql<boolean>`BOOL_OR(
${performanceEntries.fpsAvg} >= 60
AND ${performanceEntries.upscalerType} = 'none'
AND ${performanceEntries.frameGenMethod} = 'none'
)`,
isPoorPerformance: sql<boolean>`BOOL_OR(${performanceEntries.fpsAvg} < 30)`,
})
.from(performanceEntries)
.innerJoin(gameVersions, eq(performanceEntries.versionId, gameVersions.id))
.innerJoin(hardware, and(
eq(performanceEntries.hardwareSlug, hardware.slug),
eq(hardware.deviceType, "handheld"),
))
.where(
and(
inArray(gameVersions.gameId, gameIds),
eq(performanceEntries.isRemoved, false),
),
)
.groupBy(gameVersions.gameId)
for (const row of perfStats) {
bestFpsMap.set(row.gameId, row.bestFps)
rawPerformerMap.set(row.gameId, row.isRawPerformer)
poorPerformerMap.set(row.gameId, row.isPoorPerformance)
}
// Battery estimate for handheld devices
const batteryStats = await db
.select({
gameId: gameVersions.gameId,
estimatedBatteryMin: sql<number>`ROUND(
(${hardware.wattHours}::real / ${performanceEntries.tdpWatts}) * 60
)::int`,
})
.from(performanceEntries)
.innerJoin(gameVersions, eq(performanceEntries.versionId, gameVersions.id))
.innerJoin(hardware, eq(performanceEntries.hardwareSlug, hardware.slug))
.where(
and(
inArray(gameVersions.gameId, gameIds),
eq(performanceEntries.isRemoved, false),
eq(hardware.deviceType, "handheld"),
sql`${performanceEntries.tdpWatts} IS NOT NULL AND ${performanceEntries.tdpWatts} > 0`,
sql`${hardware.wattHours} IS NOT NULL`,
),
)
.orderBy(desc(performanceEntries.fpsAvg))
const seenGames = new Set<string>()
for (const row of batteryStats) {
if (!seenGames.has(row.gameId)) {
seenGames.add(row.gameId)
batteryMinMap.set(row.gameId, row.estimatedBatteryMin)
}
}
}
// Fetch all genres
const genreRows = await db
.select({ genres: games.genres })
.from(games)
.where(sql`${games.genres} IS NOT NULL`)
const genreSet = new Set<string>()
for (const row of genreRows) {
if (Array.isArray(row.genres)) {
for (const g of row.genres) {
if (typeof g === "string") genreSet.add(g)
}
}
}
// Fetch all hardware devices
const deviceRows = await db
.select({ slug: hardware.slug, name: hardware.name })
.from(hardware)
.orderBy(hardware.sortOrder)
// Serialize for client
const initialGames = gamesData.map((g) => ({
id: g.id,
steamAppId: g.steamAppId,
title: g.title,
developer: g.developer,
capsuleImage: g.capsuleImage,
headerImage: g.headerImage,
genres: g.genres,
source: g.source,
steamReviewScore: g.steamReviewScore,
playabilityStatus: g.playabilityStatus,
onlineMultiplayerStatus: g.onlineMultiplayerStatus,
benchmarkCount: benchmarkMap.get(g.id) ?? 0,
deckStatus: platformMap.get(g.id) ?? null,
antiCheatRelevant: antiCheatMap.get(g.id)?.antiCheatRelevant ?? false,
antiCheatStatus: antiCheatMap.get(g.id)?.antiCheatStatus ?? null,
bestFps: bestFpsMap.get(g.id) ?? null,
isRawPerformer: rawPerformerMap.get(g.id) ?? false,
isPoorPerformance: poorPerformerMap.get(g.id) ?? false,
estimatedBatteryMin: batteryMinMap.get(g.id) ?? null,
}))
const allGenres = Array.from(genreSet).sort()
const allDevices = deviceRows
// ── Background sync for stale games ────────────────────────────────
const staleSteamAppIds = gamesData
.filter((g) => g.source === "steam" && g.steamAppId && isSyncStale(g.lastSync))
.map((g) => g.steamAppId!)
if (staleSteamAppIds.length > 0) {
after(async () => {
// Sync stale games sequentially with a small delay to avoid rate-limiting
for (const appId of staleSteamAppIds) {
try {
await syncSteamGame(appId)
} catch {
// Stale sync failure is non-fatal — data will be refreshed on next visit
}
await new Promise((r) => setTimeout(r, 1500))
}
})
}
// JSON-LD ItemList
const jsonLd = {
"@context": "https://schema.org",
"@type": "ItemList",
itemListElement: initialGames.map((game, i) => ({
"@type": "ListItem",
position: i + 1,
name: game.title,
url: `https://deckyvault.xyz/game/${game.id}`,
})),
}
return (
<>
<script
type="application/ld+json"
dangerouslySetInnerHTML={{ __html: JSON.stringify(jsonLd) }}
/>
<GamesPageClient
initialGames={initialGames}
totalCount={totalCount}
allGenres={allGenres}
allDevices={allDevices}
/>
</>
)
}