dbd90ee52a
Player-service play-session tracker (floor + 3-bucket classify), SharePopover share tracker with debounce, sendBeacon interop, proxied rate-limited POST api/event/{play,share}, append-only event logs + incremental play_counter with server-side release resolution. Migration authored, not applied. No anonId, no read surface.
41 lines
1.6 KiB
C#
41 lines
1.6 KiB
C#
using System.Text.Json;
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using DeepDrftModels.DTOs;
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using DeepDrftModels.Enums;
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using Microsoft.AspNetCore.Components;
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namespace DeepDrftPublic.Client.Services;
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/// <summary>
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/// Production <see cref="IPlayEventSink"/> (Phase 16 §2.2): serializes the play classification and fires
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/// it via <c>navigator.sendBeacon</c> to the proxied <c>api/event/play</c> route. Fire-and-forget by
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/// design — <see cref="IPlayEventSink.EmitPlay"/> is synchronous (it is called from the player's close
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/// path and the unload handler, neither of which can await), so the beacon is dispatched without
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/// awaiting and its failure is irrelevant. No <c>anonId</c> is sent in wave 16.1.
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/// </summary>
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public sealed class BeaconPlayEventSink : IPlayEventSink
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{
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private readonly BeaconInterop _beacon;
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private readonly string _playUrl;
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public BeaconPlayEventSink(BeaconInterop beacon, NavigationManager navigation)
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{
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_beacon = beacon;
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// The WASM client posts to its own host, which proxies to DeepDrftAPI. BaseUri carries a
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// trailing slash; the route does not lead with one.
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_playUrl = $"{navigation.BaseUri}api/event/play";
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}
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public void EmitPlay(string trackEntryKey, PlayBucket bucket)
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{
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var json = JsonSerializer.Serialize(new PlayEventDto
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{
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TrackEntryKey = trackEntryKey,
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Bucket = bucket,
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});
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// Fire-and-forget: do not await. The beacon survives unload; the C# task may not, and we do not
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// act on the result either way.
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_ = _beacon.SendAsync(_playUrl, json);
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}
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}
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