Files
fristydev/hooks/use-game-profile.ts
fristy 864b9226fc
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desloppify: code health overhaul plus abuse hardening (140 green, strict 87.2)
Honest baseline after removing 45 gaming suppressions. Structural: lib/game plus root hooks extraction, CORS origin echo, DEV_ORIGINS layering. Fixes: error-cause binding, discord 5xx split, null-cache guard, co-located tests, rejecting-fetch coverage, naming and typing cleanup, socket controller, cache bound, cascade helpers, latch resets. Hardening: per-IP rate limit on API routes, deterministic-miss UX, retry cooldown plus cap. Suite 140 green, build plus lint clean.
2026-09-11 23:54:59 +03:00

121 lines
3.6 KiB
TypeScript

import { useEffect, useMemo, useRef, useState } from "react";
import type { GameProfile, ItadReview } from "@/lib/game/game-profile-types";
import type { Locale } from "@/lib/i18n/locales";
import { describeProfile, resolveGameLocale } from "@/lib/game/game-format";
import { fetchJson } from "@/lib/client-fetch";
export const MAX_RETRIES = 3;
export const RETRY_COOLDOWN_MS = 5_000;
export interface GameProfileState {
profile: GameProfile | null;
failed: boolean;
localeTag: string;
hero: string | null;
dbRating: number | null;
itadReviews: ItadReview[];
hasDetails: boolean;
hasReviews: boolean;
partialFail: boolean;
metascore: ItadReview | null;
opencritic: ItadReview | null;
isDeterministicMiss: boolean;
canRetry: boolean;
setBannerPick: (shot: string | null) => void;
retry: () => void;
reset: () => void;
}
export function useGameProfile(
applicationId: string,
lang: Locale,
heroSeed: number,
): GameProfileState {
const [profile, setProfile] = useState<GameProfile | null>(null);
const [failed, setFailed] = useState(false);
const [attempt, setAttempt] = useState(0);
const [bannerPick, setBannerPick] = useState<string | null>(null);
const [retries, setRetries] = useState(0);
const [cooling, setCooling] = useState(false);
const coolingTimer = useRef<number | undefined>(undefined);
const { localeTag, country } = resolveGameLocale(lang);
useEffect(() => {
let cancelled = false;
async function load(): Promise<void> {
const json = await fetchJson<GameProfile>(
`/api/game/${applicationId}?lang=${lang}&country=${country}`,
);
if (!cancelled) {
if (json) {
setProfile(json);
setFailed(false);
} else {
setFailed(true);
}
}
}
void load();
return () => {
cancelled = true;
};
}, [applicationId, lang, country, attempt]);
const partialFail =
!!profile && !profile.sources.igdb && !profile.sources.steam && !profile.sources.itad;
const isDeterministicMiss =
!!profile && !profile.steamId && !profile.sources.igdb && !profile.sources.itad;
const hero = useMemo(() => {
if (bannerPick) {
return bannerPick;
}
const shots = profile?.screenshots ?? [];
if (shots.length > 0) {
return shots[heroSeed % shots.length] ?? null;
}
return profile?.artworkUrl ?? null;
}, [profile, heroSeed, bannerPick]);
const summary = describeProfile(profile);
const canRetry = retries < MAX_RETRIES && !cooling;
function retry(): void {
if (!canRetry) {
return;
}
setCooling(true);
setRetries((n) => n + 1);
setFailed(false);
setAttempt((n) => n + 1);
window.clearTimeout(coolingTimer.current);
coolingTimer.current = window.setTimeout(() => setCooling(false), RETRY_COOLDOWN_MS);
}
function reset(): void {
window.clearTimeout(coolingTimer.current);
setCooling(false);
setRetries(0);
setProfile(null);
setFailed(false);
setAttempt((n) => n + 1);
}
useEffect(() => () => window.clearTimeout(coolingTimer.current), []);
return {
profile,
failed,
localeTag,
hero,
...summary,
partialFail,
isDeterministicMiss,
canRetry,
setBannerPick,
retry,
reset,
};
}