Files
deepdrft/DeepDrftPublic/Interop/telemetry/beacon.ts
T
daniel-c-harvey dbd90ee52a feat(phase-16): anonymous play & share telemetry substrate (wave 16.1)
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.
2026-06-19 12:59:00 -04:00

89 lines
3.6 KiB
TypeScript

/**
* Telemetry beacon interop (Phase 16 §2.2). A thin wrapper over navigator.sendBeacon for fire-and-forget
* play/share events, plus a page-unload handler that lets the player close an open play session as the
* tab goes away. sendBeacon (not fetch) is the load-bearing choice: it survives page unload, where a
* fetch would be cancelled — exactly the tab-close edge case the play metric must still record.
*
* Exposed on window.DeepDrftBeacon; imported once in App.razor alongside the audio engine.
*/
// .NET interop type — a DotNetObjectReference the unload handler invokes back into.
interface DotNetObjectReference {
invokeMethodAsync(methodName: string, ...args: unknown[]): Promise<unknown>;
invokeMethod(methodName: string, ...args: unknown[]): unknown;
}
// Registered unload listeners. Holding the handler lets us detach on dispose so a torn-down player
// circuit does not get called into.
type UnloadEntry = { dotNetRef: DotNetObjectReference; methodName: string };
const unloadHandlers = new Map<string, UnloadEntry>();
let unloadWired = false;
// Fire every registered unload handler synchronously. invokeMethod (sync) — not invokeMethodAsync — is
// required here: in pagehide/visibilitychange→hidden the event loop will not pump a microtask before the
// page is frozen, so an awaited call would never run. The .NET side does only synchronous beacon work.
function fireUnloadHandlers(): void {
for (const { dotNetRef, methodName } of unloadHandlers.values()) {
try {
dotNetRef.invokeMethod(methodName);
} catch {
// A torn-down circuit or a transient interop failure must never block unload.
}
}
}
function wireUnloadOnce(): void {
if (unloadWired) return;
unloadWired = true;
// pagehide is the canonical "page is going away" signal (covers tab close, navigation, and the
// bfcache freeze). visibilitychange→hidden additionally covers the mobile case where the tab is
// backgrounded and may be discarded without a pagehide. Both funnel to the same close path; the
// .NET side is idempotent, so a double-fire closes the session at most once.
window.addEventListener('pagehide', fireUnloadHandlers);
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'hidden') fireUnloadHandlers();
});
}
const DeepDrftBeacon = {
/**
* Queue a fire-and-forget POST of a small JSON body. Returns false if the browser refused to queue
* the beacon (e.g. over the per-origin byte budget) — callers ignore it; a dropped telemetry event
* is acceptable by design.
*/
send: (url: string, json: string): boolean => {
try {
const blob = new Blob([json], { type: 'application/json' });
return navigator.sendBeacon(url, blob);
} catch {
return false;
}
},
/**
* Register a .NET callback to run on page unload (and on visibility→hidden). Keyed so a given player
* registers once and can replace/detach cleanly across its lifecycle.
*/
registerUnload: (key: string, dotNetRef: DotNetObjectReference, methodName: string): void => {
wireUnloadOnce();
unloadHandlers.set(key, { dotNetRef, methodName });
},
/** Detach a previously-registered unload callback (player dispose). */
unregisterUnload: (key: string): void => {
unloadHandlers.delete(key);
},
};
declare global {
interface Window {
DeepDrftBeacon: typeof DeepDrftBeacon;
}
}
window.DeepDrftBeacon = DeepDrftBeacon;
export { DeepDrftBeacon };