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