// Copyright 2021 Signal Messenger, LLC // SPDX-License-Identifier: AGPL-3.0-only import type { ThunkAction } from 'redux-thunk'; import { mapValues } from 'lodash'; import type { StateType as RootStateType } from '../reducer'; import type { BadgeType, BadgeImageType } from '../../badges/types'; import { getOwn } from '../../util/getOwn'; import { badgeImageFileDownloader } from '../../badges/badgeImageFileDownloader'; /** * This duck deals with badge data. Some assumptions it makes: * * - It should always be "behind" what's in the database. For example, the state should * never contain badges that aren't on disk. * * - There are under 100 unique badges. (As of today, there are ~5.) The performance * should be okay if there are more than 100, but it's not optimized for that. This * means we load all badges into memory, download image files as soon as we learn about * them, etc. */ // State export type BadgesStateType = { byId: Record; }; // Actions const IMAGE_FILE_DOWNLOADED = 'badges/IMAGE_FILE_DOWNLOADED'; const UPDATE_OR_CREATE = 'badges/UPDATE_OR_CREATE'; type ImageFileDownloadedActionType = { type: typeof IMAGE_FILE_DOWNLOADED; payload: { url: string; localPath: string; }; }; type UpdateOrCreateActionType = { type: typeof UPDATE_OR_CREATE; payload: ReadonlyArray; }; // Action creators export const actions = { badgeImageFileDownloaded, updateOrCreate, }; function badgeImageFileDownloaded( url: string, localPath: string ): ImageFileDownloadedActionType { return { type: IMAGE_FILE_DOWNLOADED, payload: { url, localPath }, }; } function updateOrCreate( badges: ReadonlyArray ): ThunkAction { return async dispatch => { // There is a race condition here: if we save the badges but we fail to kick off a // check (e.g., due to a crash), we won't download its image files. In the unlikely // event that this happens, we'll repair it the next time we check for undownloaded // image files. await window.Signal.Data.updateOrCreateBadges(badges); dispatch({ type: UPDATE_OR_CREATE, payload: badges, }); badgeImageFileDownloader.checkForFilesToDownload(); }; } // Reducer export function getEmptyState(): BadgesStateType { return { byId: {} }; } export function reducer( state: Readonly = getEmptyState(), action: Readonly ): BadgesStateType { switch (action.type) { // This should match the database logic. case IMAGE_FILE_DOWNLOADED: { const { url, localPath } = action.payload; return { ...state, byId: mapValues(state.byId, badge => ({ ...badge, images: badge.images.map(image => mapValues(image, imageFile => imageFile.url === url ? { ...imageFile, localPath, } : imageFile ) ), })), }; } // This should match the database logic. case UPDATE_OR_CREATE: { const newById = { ...state.byId }; action.payload.forEach(badge => { const existingBadge = getOwn(newById, badge.id); const oldLocalPaths = new Map(); existingBadge?.images.forEach(image => { Object.values(image).forEach(({ localPath, url }) => { if (localPath) { oldLocalPaths.set(url, localPath); } }); }); const images: ReadonlyArray = badge.images.map(image => mapValues(image, imageFile => ({ ...imageFile, localPath: imageFile.localPath || oldLocalPaths.get(imageFile.url), })) ); if (existingBadge) { newById[badge.id] = { ...existingBadge, category: badge.category, name: badge.name, descriptionTemplate: badge.descriptionTemplate, images, }; } else { newById[badge.id] = { ...badge, images }; } }); return { ...state, byId: newById, }; } default: return state; } }