Files
website/server/src/utils/announceWorker.js
Claude 986a8d5d86 News post → town crier + Discord announcement pipeline
Replace the fire-and-forget Discord-only announce on publish with a
retry-safe, two-leg pipeline. When a post transitions into published-news
(false→true publish while in news, or category→news while published), an
announce_jobs row is enqueued with two INDEPENDENT delivery legs:

  • town crier — sidecar POST /towncrier via uoLinkClient (stable id
    `post-<id>` so a retry replaces rather than duplicates)
  • discord    — bot POST /internal/announce via botInternalClient
    (single source of truth for the #news channel stays in the bot)

An in-process poller (utils/announceWorker) sweeps the table every
ANNOUNCE_POLL_MS and dispatches each due leg with its own exponential
backoff (30s→2h, 6 attempts). A leg is retried on transient failures
(503/504/network) and failed fast on data/config errors (400 over-cap,
401/409). Publishing never blocks on the sidecar or Discord — enqueue is
local DB only. Parent `status` is a done/partial/failed rollup of the two
legs; posts.announced_at is stamped once both deliver.

Admin visibility: GET /admin/posts/:id/announce + a per-leg Retry
(POST .../announce/retry) surfaced in the PostEditor for news posts.

Pure decisions (text build/caps, classification, backoff, rollup) live in
announceJobs.logic and are unit-tested (server/test/announceJobs.test.js,
10 tests). The old manual /admin/uo-link/towncrier form is untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-11 16:25:25 -05:00

133 lines
5.1 KiB
JavaScript

// ── Announcement dispatcher worker ──────────────────────────────────────────
//
// A lightweight, in-process table poller (no Redis/BullMQ in the stack). Every
// ANNOUNCE_POLL_MS it sweeps announce_jobs for legs that are due — freshly
// enqueued or past their backoff — and dispatches each one:
// • town crier → uoLinkClient.postTownCrier (sidecar → in-game)
// • discord → botInternalClient.announce (bot → #news channel)
// Both clients never throw (they return { ok, status, error }); the model turns
// each result into done / retry / terminal and owns the backoff + rollup. One
// leg failing never touches the other. Same setInterval + unref + stop() shape
// as middleware/botScore's sweeper, wired into server.js start/shutdown.
const announceJobs = require('../model/announceJobs/announceJobs.model')
const announceJobsDb = require('../model/announceJobs/announceJobs.db')
const logic = require('../model/announceJobs/announceJobs.logic')
const posts = require('../model/posts/posts.model')
const uoLinkClient = require('./uoLinkClient')
const botInternalClient = require('./botInternalClient')
const log = require('./logger')('announce-worker')
const POLL_MS = Number(process.env.ANNOUNCE_POLL_MS) || 15_000
const TOWNCRIER_DURATION_SEC = Number(process.env.TOWNCRIER_DURATION_SEC) || 3600
function baseUrl() {
return (process.env.APP_BASE_URL || 'http://localhost:5173').replace(/\/+$/, '')
}
// ── Leg dispatchers ─────────────────────────────────────────────────────────
// Return the raw client result ({ ok, status, data, error }); classification is
// the model/logic's job.
async function dispatchTownCrier(post) {
const lines = logic.buildTownCrierText(post, { baseUrl: baseUrl() })
// Stable id: re-posting `post-<id>` REPLACES the prior town-crier entry rather
// than stacking a duplicate, so a retry after a partial failure is safe.
return uoLinkClient.postTownCrier({
id: `post-${post.id}`,
lines,
durationSec: TOWNCRIER_DURATION_SEC,
})
}
async function dispatchDiscord(post) {
const base = baseUrl()
// Stored image paths are relative ("/uploads/x.png"); Discord embeds need an
// absolute URL.
const imageUrl = post.image_url ? new URL(post.image_url, base).toString() : null
return botInternalClient.announce({
title: post.title,
excerpt: post.excerpt,
url: `${base}/site/news`,
imageUrl,
})
}
// Process a single due leg of a job: fetch the post, dispatch, classify, record.
async function processLeg(job, leg) {
const post = await posts.getById(job.post_id)
if (!post) {
// Post was deleted between enqueue and dispatch (the CASCADE usually reaps
// the job first, but guard anyway). Nothing to announce — fail the leg.
await announceJobs.recordOutcome(job, leg, { outcome: 'terminal', error: 'post no longer exists' })
return
}
let result
let classification
try {
if (leg === 'towncrier') {
result = await dispatchTownCrier(post)
classification = logic.classifyTownCrier(result)
} else {
result = await dispatchDiscord(post)
classification = logic.classifyDiscord(result)
}
} catch (err) {
// Clients shouldn't throw, but if one does, treat it as a transient failure
// rather than crashing the tick.
log.error('dispatch threw', { jobId: job.id, leg, message: err.message })
classification = { outcome: 'retry', error: err.message }
}
await announceJobs.recordOutcome(job, leg, classification)
}
// One sweep: find due jobs and process each due leg. A job may have both legs due
// (a fresh enqueue) — process the ones that are actually pending. `job` is a
// snapshot from the SELECT; recordOutcome re-reads for the rollup, so processing
// the two legs sequentially off the same snapshot is fine (each leg only writes
// its own columns).
async function tick(now = new Date()) {
let jobs
try {
jobs = await announceJobsDb.findDue(now)
} catch (err) {
log.error('failed to load due jobs', { message: err.message })
return
}
if (!jobs || jobs.length === 0) return
for (const job of jobs) {
if (isLegDue(job, 'towncrier', now)) await processLeg(job, 'towncrier')
if (isLegDue(job, 'discord', now)) await processLeg(job, 'discord')
}
}
function isLegDue(job, leg, now) {
if (job[`${leg}_status`] !== 'pending') return false
const next = job[`${leg}_next_attempt_at`]
return next == null || new Date(next) <= now
}
let timer = null
function start() {
if (timer) return timer
timer = setInterval(() => {
tick().catch((err) => log.error('announce tick failed', { message: err.message }))
}, POLL_MS)
if (timer.unref) timer.unref() // don't keep the event loop alive (tests, shutdown)
log.info('announcement dispatcher started', { pollMs: POLL_MS })
return timer
}
function stop() {
if (timer) {
clearInterval(timer)
timer = null
}
}
module.exports = { start, stop, tick, processLeg, dispatchTownCrier, dispatchDiscord }