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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 | import { eq } from 'drizzle-orm' import { NextResponse } from 'next/server' import { db } from '@/db' import type { GameStatsBreakdown } from '@/db/schema/player-stats' import { playerStats } from '@/db/schema/player-stats' import type { GameResult, PlayerGameResult, PlayerStatsData, RecordGameRequest, RecordGameResponse, StatsUpdate, } from '@/lib/arcade/stats/types' import { withAuth } from '@/lib/auth/withAuth' import { canPerformAction } from '@/lib/classroom' import { getUserId } from '@/lib/viewer' /** * POST /api/player-stats/record-game * * Records a game result and updates player stats for all participants. * Supports cooperative games (team wins/losses) and competitive games. * Requires 'start-session' permission for each player being recorded. */ export const POST = withAuth(async (request) => { try { // 1. Authenticate user and get database user ID const userId = await getUserId() if (!userId) { return NextResponse.json({ error: 'Unauthorized' }, { status: 401 }) } // 2. Parse and validate request const body: RecordGameRequest = await request.json() const { gameResult } = body if (!gameResult || !gameResult.playerResults || gameResult.playerResults.length === 0) { return NextResponse.json( { error: 'Invalid game result: playerResults required' }, { status: 400 } ) } if (!gameResult.gameType) { return NextResponse.json({ error: 'Invalid game result: gameType required' }, { status: 400 }) } // 3. Authorization: verify caller can record stats for ALL players for (const playerResult of gameResult.playerResults) { const canRecord = await canPerformAction(userId, playerResult.playerId, 'start-session') if (!canRecord) { return NextResponse.json( { error: `Not authorized to record stats for player ${playerResult.playerId}`, }, { status: 403 } ) } } // 4. Process each player's result const updates: StatsUpdate[] = [] for (const playerResult of gameResult.playerResults) { const update = await recordPlayerResult(gameResult, playerResult) updates.push(update) } // 5. Return success response const response: RecordGameResponse = { success: true, updates, } return NextResponse.json(response) } catch (error) { console.error('❌ Failed to record game result:', error) return NextResponse.json( { error: 'Failed to record game result', details: error instanceof Error ? error.message : String(error), }, { status: 500 } ) } }) /** * Records stats for a single player's game result */ async function recordPlayerResult( gameResult: GameResult, playerResult: PlayerGameResult ): Promise<StatsUpdate> { const { playerId } = playerResult // 1. Fetch or create player stats const existingStats = await db .select() .from(playerStats) .where(eq(playerStats.playerId, playerId)) .limit(1) .then((rows) => rows[0]) const previousStats: PlayerStatsData = existingStats ? convertToPlayerStatsData(existingStats) : createDefaultPlayerStats(playerId) // 2. Calculate new stats const newStats: PlayerStatsData = { ...previousStats } // Always increment games played newStats.gamesPlayed++ // Handle wins/losses (cooperative vs competitive) if (gameResult.metadata?.isTeamVictory !== undefined) { // Cooperative game: all players share outcome if (playerResult.won) { newStats.totalWins++ } else { newStats.totalLosses++ } } else { // Competitive/Solo: individual outcome if (playerResult.won) { newStats.totalWins++ } else { newStats.totalLosses++ } } // Update best time (if provided and improved) if (playerResult.completionTime) { if (!newStats.bestTime || playerResult.completionTime < newStats.bestTime) { newStats.bestTime = playerResult.completionTime } } // Update highest accuracy (if provided and improved) if (playerResult.accuracy !== undefined && playerResult.accuracy > newStats.highestAccuracy) { newStats.highestAccuracy = playerResult.accuracy } // Update per-game stats (JSON) const gameType = gameResult.gameType const currentGameStats: GameStatsBreakdown = newStats.gameStats[gameType] || { gamesPlayed: 0, wins: 0, losses: 0, bestTime: null, highestAccuracy: 0, averageScore: 0, lastPlayed: 0, } currentGameStats.gamesPlayed++ if (playerResult.won) { currentGameStats.wins++ } else { currentGameStats.losses++ } // Update game-specific best time if (playerResult.completionTime) { if (!currentGameStats.bestTime || playerResult.completionTime < currentGameStats.bestTime) { currentGameStats.bestTime = playerResult.completionTime } } // Update game-specific highest accuracy if ( playerResult.accuracy !== undefined && playerResult.accuracy > currentGameStats.highestAccuracy ) { currentGameStats.highestAccuracy = playerResult.accuracy } // Update average score if (playerResult.score !== undefined) { const previousTotal = currentGameStats.averageScore * (currentGameStats.gamesPlayed - 1) currentGameStats.averageScore = (previousTotal + playerResult.score) / currentGameStats.gamesPlayed } currentGameStats.lastPlayed = gameResult.completedAt newStats.gameStats[gameType] = currentGameStats // Update favorite game type (most played) newStats.favoriteGameType = getMostPlayedGame(newStats.gameStats) // Update timestamps newStats.lastPlayedAt = new Date(gameResult.completedAt) newStats.updatedAt = new Date() // 3. Save to database if (existingStats) { // Update existing record await db .update(playerStats) .set({ gamesPlayed: newStats.gamesPlayed, totalWins: newStats.totalWins, totalLosses: newStats.totalLosses, bestTime: newStats.bestTime, highestAccuracy: newStats.highestAccuracy, favoriteGameType: newStats.favoriteGameType, gameStats: newStats.gameStats as any, // Drizzle JSON type lastPlayedAt: newStats.lastPlayedAt, updatedAt: newStats.updatedAt, }) .where(eq(playerStats.playerId, playerId)) } else { // Insert new record await db.insert(playerStats).values({ playerId: newStats.playerId, gamesPlayed: newStats.gamesPlayed, totalWins: newStats.totalWins, totalLosses: newStats.totalLosses, bestTime: newStats.bestTime, highestAccuracy: newStats.highestAccuracy, favoriteGameType: newStats.favoriteGameType, gameStats: newStats.gameStats as any, lastPlayedAt: newStats.lastPlayedAt, createdAt: newStats.createdAt, updatedAt: newStats.updatedAt, }) } // 4. Return update summary return { playerId, previousStats, newStats, changes: { gamesPlayed: newStats.gamesPlayed - previousStats.gamesPlayed, wins: newStats.totalWins - previousStats.totalWins, losses: newStats.totalLosses - previousStats.totalLosses, }, } } /** * Convert DB record to PlayerStatsData */ function convertToPlayerStatsData(dbStats: typeof playerStats.$inferSelect): PlayerStatsData { return { playerId: dbStats.playerId, gamesPlayed: dbStats.gamesPlayed, totalWins: dbStats.totalWins, totalLosses: dbStats.totalLosses, bestTime: dbStats.bestTime, highestAccuracy: dbStats.highestAccuracy, favoriteGameType: dbStats.favoriteGameType, gameStats: (dbStats.gameStats as Record<string, GameStatsBreakdown>) || {}, lastPlayedAt: dbStats.lastPlayedAt, createdAt: dbStats.createdAt, updatedAt: dbStats.updatedAt, } } /** * Create default player stats for new player */ function createDefaultPlayerStats(playerId: string): PlayerStatsData { const now = new Date() return { playerId, gamesPlayed: 0, totalWins: 0, totalLosses: 0, bestTime: null, highestAccuracy: 0, favoriteGameType: null, gameStats: {}, lastPlayedAt: null, createdAt: now, updatedAt: now, } } /** * Determine most-played game from game stats */ function getMostPlayedGame(gameStats: Record<string, GameStatsBreakdown>): string | null { const games = Object.entries(gameStats) if (games.length === 0) return null return games.reduce((mostPlayed, [gameType, stats]) => { const mostPlayedStats = gameStats[mostPlayed] return stats.gamesPlayed > (mostPlayedStats?.gamesPlayed || 0) ? gameType : mostPlayed }, games[0][0]) } |