Foundry v12 ESM module that pushes the world's PC actor manifest to a companion Frappe app via webhook. Structure: - scripts/main.js: registers settings on init, exposes API on ready, wires createActor/deleteActor/periodic hooks. All push operations gated to game.users.activeGM to avoid duplicate pushes from co-GMs. - scripts/settings.js: Frappe URL, shared secret, world ID, periodic interval. Secret uses `secret: true` for masked input but is still readable by all connected clients (documented in setting hint). - scripts/api.js: bridgeFetch helper with X-Bridge-Secret/-World headers, pushManifest, testConnection. - scripts/constants.js: MODULE_ID. Public API exposed at globalThis.seitimeBridge: seitimeBridge.testConnection() // round-trip empty manifest seitimeBridge.pushManifest() // push current world manifest dnd5e is declared as a related system in module.json. Snapshot push and End Session macro come in subsequent commits. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
56 lines
1.5 KiB
JavaScript
56 lines
1.5 KiB
JavaScript
/**
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* Entry point for seitime-bridge. Registers settings, wires hooks, and
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* exposes the public API on `globalThis.seitimeBridge` for use from
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* Foundry macros and the F12 console.
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*
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* All push operations are gated to the primary connected GM
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* (`game.users.activeGM`) so that worlds with multiple GMs don't
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* duplicate webhook calls.
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*/
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import { MODULE_ID } from "./constants.js";
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import { registerSettings } from "./settings.js";
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import { pushManifest, testConnection } from "./api.js";
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let manifestTimerId = null;
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function isPrimaryGM() {
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return game.user.isGM && game.users.activeGM?.id === game.user.id;
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}
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function safePushManifest(reason) {
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if (!isPrimaryGM()) return;
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pushManifest().catch((err) => {
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console.warn(`[${MODULE_ID}] manifest push (${reason}) failed:`, err);
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});
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}
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Hooks.once("init", () => {
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registerSettings();
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});
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Hooks.once("ready", () => {
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const mod = game.modules.get(MODULE_ID);
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const api = { pushManifest, testConnection };
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mod.api = api;
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globalThis.seitimeBridge = api;
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console.log(`[${MODULE_ID}] ready. Call seitimeBridge.testConnection() to verify config.`);
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safePushManifest("ready");
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const intervalMin = game.settings.get(MODULE_ID, "manifestSyncIntervalMinutes");
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if (intervalMin > 0) {
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manifestTimerId = setInterval(() => safePushManifest("periodic"), intervalMin * 60 * 1000);
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}
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});
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Hooks.on("createActor", (actor) => {
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if (actor.type !== "character") return;
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safePushManifest("createActor");
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});
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Hooks.on("deleteActor", (actor) => {
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if (actor.type !== "character") return;
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safePushManifest("deleteActor");
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});
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