Example: Bitballs

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bitballs  

In this guide, you'll learn how Bitballs - a charity basketball tournament management application - works. Specifically, this guide will walk through the implementation of the following behaviors or functionality:

  • Registration, login, user sessions, and access rights.
  • Handling relationships between model types.
  • Setup node services and server-side rendering on the same process.
  • How to turn off parts of the app that should not be server-side rendered.

The code for Bitballs can be found on GitHub. To install and run it locally, follow its development setup instructions.

Bitballs was written to help organize Bitovi's yearly charity basketball tournament for the American Heart and Stroke Association. Justin Meyer, one of Bitovi's founders, and DoneJS core contributor had a stroke. Read about his experience and the purpose of the tournament here.

The application allows admins, who manage the tournament, to:

Create an account (and verify their email address):

Login:

Create, edit, and delete players:

Create, edit, and delete tournaments:

Create teams of players for a tournament:

Create and delete games for a tournament:

Add and remove stats for a game while watching it on YouTube:

Visitors who are not admins are only able to view the list of players, tournaments, and game details:

High Level Architecture

Bitballs uses the following technology organized by technology layers:

Storage

NOTE: DoneJS works perfectly fine with NOSQL approaches and other databases. We don't endorse any backend storage technology.

Server and Services

NOTE: DoneJS works with any service technology. Furthermore, Bitballs' server-side code was not created by server-side NodeJS experts. There are likely many improvements that could be made. Don't learn NodeJS/Express from us. With respect to the server, our only goal with this example is to introduce service APIs that work well with DoneJS clients and give an example of how to create them.

Client

Testing

Hosting

Documentation

.

Folder organization

The bitballs codebase can be thought of as two applications:

  • A JavaScript client app in /public.
  • A Restful services server in / and all other folders except /public.

First, lets checkout the server side parts:

├── package.json    - Server-side dependencies configuration
├── install.js      - Post install script, installs /public/package.json
├── database.json   - Database connection configuration
├── documentjs.json - Documentation configuration
├── Procfile        - Heroku configuration
├── .travis.yml     - Travis configuration

├── index.js        - Main entrypoint of application

├── readme.md       - Installation instructions

├── migrations/     - Database transformation scripts
├── models/         - Bookshelf models
├── services/       - Service middleware definitions

Now, lets checkout the contents of the /public folder:

├── package.json - Client configuration and dependencies

├── service.js   - Server side rendering middleware

├── index.stache - Main entrypoint of application.
├── app.js       - Application ViewModel and routing rules
├── app.less     - Core stylesheet

├── build.js     - Client build script
├── dev.html     - Loads app in development without SSR
├── prod.html    - Loads app in production without SSR

├── test.js      - Main entrypoint for loading all tests
├── test.html    - Runs all tests in the browser.

├── models/        - can-connect models
|   ├── player.js
|   ├── session.js
|   ├── state.js
|   ├── team.js
|   ├── user.js
|   ├── youtube.js

|   ├── test.js    - Tests for the model layer
|   ├── test.html  - Runs all model tests in the browser
|   ├── fixtures/  - Mocked server responses

├── components/
|   ├── game/
|   |   ├── details/  - Game details page
|   ├── player/
|   |   ├── edit/     - Create or Edit a player widget
|   |   ├── list/     - Players list page
|   ├── navigation/   - The navigation and login/logout widget
|   ├── tournament/
|   |   ├── details/  - Tournament details page
|   |   ├── list/     - Tournaments list page
|   ├── user/
|   |   ├── details/  - Register a user or edit their password page
|   |   ├── list/     - Make admin users.
|   ├── 404.component - 404 response page.

Data Model and Service layer

Bitballs has the following tables and therefore data types:

  • Tournament - A scheduled date of a basketball tournament.
  • Player - A person with an age, height, and weight.
  • Team - A team of 4 Players for a Tournament.
  • Game - A match between two Teams for a Tournament.
  • Stat - A record of some activity for a Game and Player.
  • User - Someone who can log into the application with an email and password.

The server also has a concept of a Session. The Session can be thought of as having a User.

The restful service layer provides the following urls (each links to their corresponding docs):

The database-backed services, like /services/teams follow a subset of Rest relational algebra.

  • To get a list of items, GET /services/{plural_type}?...
  • To get a single item, GET /services/{plural_type}/{id}
  • To create an item, POST /services/{plural_type}s
  • To update an item, PUT /services/{plural_type}/{id}
  • To destroy an item, DELETE /services/{plural_type}/{id}

This means that you can get all Teams like:

REQUEST:
  GET /services/teams
RESPONSE:
  {
    data: [
      {
        id: 5, color: "Orange", name: "Orange Crush",
        player1Id: 57, player2Id: 12, player3Id: 99, player4Id: 1,
        gameId: 3
      },
      ...
    ]
  }

Or get list of teams for a particular tournament like:

REQUEST:
  GET /services/teams?where[gameId]=7
RESPONSE:
  {
    data: [
      {
        id: 5, color: "Red", name: "Red Dragons",
        player1Id: 15, player2Id: 16, player3Id: 17, player4Id: 18,
        gameId: 7
      },
      ...
    ]
  }

But critically for handling data relationships, you can tell the server to bring in related data like:

REQUEST:
  GET /services/teams?where[gameId]=7\
                      &withRelated[]=player1\
                      &withRelated[]=player2\
                      &withRelated[]=player3\
                      &withRelated[]=player4
RESPONSE:
  {
    data: [
      {
        id: 5, color: "Red", name: "Red Dragons",
        player1Id: 15,
        player1: {id: 15, name: "Justin M."}
        player2Id: 16,
        player2: {id: 16, name: "Matt P."}
        player3Id: 17,
        player3: {id: 17, name: "Lela P."}
        player4Id: 18,
        player4: {id: 18, name: "David L."}
        gameId: 7
      },
      ...
    ]
  }

Get a single Team like:

REQUEST:
  GET /services/teams/5

RESPONSE:
  {
    id: 5, color: "Red", name: "Red Dragons",
    player1Id: 15, player2Id: 16, player3Id: 17, player4Id: 18,
    gameId: 7
  }

Create a team like:

REQUEST:
  POST /services/teams
  {
    color: "Red", name: "Red Dragons",
    gameId: 7
  }

RESPONSE:
  {
    id: 5, color: "Red", name: "Red Dragons",
    gameId: 7
  }

Update a team like:

REQUEST:
  PUT /services/teams/5
  {
    color: "Red", name: "Red Dragons",
    player1Id: 15, player2Id: 16, player3Id: 17, player4Id: 18,
    gameId: 7
  }

RESPONSE:
  {
    id: 5, color: "Red", name: "Red Dragons",
    player1Id: 15, player2Id: 16, player3Id: 17, player4Id: 18,
    gameId: 7
  }

Destroy a team like:

REQUEST:
  DELETE /services/teams/5

RESPONSE:
  {}

The /services/session api is singular because there can only be one session available to a particular user. We'll discuss this more in the Users, Sessions, and Access section

Component map

The following diagrams show which component is responsible for each part of the application:

Users, Sessions, and Access

This section details Bitballs' access rights system. Learn how users are created, sessions are established, and access rights are handled.

Behavior

Bitballs has a very simple access rights system. Only admin users can manipulate tournament data.

And only admin users can set another user as an admin user.

Non-admin users can read data.

Non-admins can register themselves and verify their email address.

The only exception is when there are no users. In this situation, the first created user will be automatically set as the admin user.

Responsibilities

The following breaks down what parts of the app perform which parts of managing users, sessions and access rights:

The /services/users service handles creating, reading, updating and deleting (CRUDing) of users.

The /services/session service handles establishing a cookie-based session for a particular user. This will add a req.user property to all server request objects when there is a logged in user.

All other services use req.user.isAdmin to determine if the current user has access rights for the given service.

The <user-details> component handles creating a new user.

The <user-list> component allows an admin user to set other users as admin.

The AppViewModel has a session property that uses the [Session] model to request and store the available session. You can read the session's user and if they are an admin like:

appViewModel.user.isAdmin

The <bitballs-navigation> component allows someone to login and change the AppViewModel's session.

All other page-level components get passed the AppViewModel's isAdmin property. They use it to determine which functionality should be displayed.

Creating a user

When a user navigates to /register, the <user-details> component creates a form that takes a user's email and password.

<form on:submit="saveUser(%event)" action="">
    <div class="form-group">
        <label for="user-email">
            Email
        </label>
        {{#is userStatus "verified"}}
            <div class="input-group has-success has-feedback">
                <span class="input-group-addon">verified!</span>
                <input
                    class="form-control"
                    id="user-email"
                    {{^if user.isNew}}disabled{{/if}}
                    value:bind="user.email" />
            </div>
        {{else}}
            <input
                class="form-control"
                id="user-email"
                {{^if user.isNew}}disabled{{/if}}
                value:bind="user.email" />
        {{/is}}
    </div>
    ...
</form>

When the form is submitted, an instance of the client User model is created and sent to the /services/users service.

saveUser: function(ev) {
    if(ev) {
        ev.preventDefault();
    }
    var self = this,
        promise = this.user.save().then(function(user) {
            ...
        });
    ...
},

The service creates a user and sends the user an email to verify their email address.

app.post('/services/users',
    function ( req, res, next ){
        // validates request ...
    },
    passport.authenticate( 'signup' ),
    function ( req, res ) {
        var user = req.user.toJSON();
        var hash = encodeURIComponent( user.verificationHash );
        var subject = "Complete your registration at bitballs";
        var htmlbody = // create email body ...

        nodeMail( user.email,
            'bitballs@bitovi.com',
            subject,
            htmlbody, function ( err, info ) {
            ...
            res.send( omitSensitive( user ) );
        });
    }
);

Getting, creating, or destroying a session

The following details how Bitballs:

  • Knows if a user is logged in.
  • Logs in a user.
  • Logs out a user.

Getting the session

When the client application starts, the app checks if it has a session.

This is done by defining a session property that will use the Session model to retrieve the current session. If there is a session, it will be stored on the AppViewModel.

session: {
  serialize: false,
  default: function() {
    Session.get({}).then((session) => {
      this.session = session;
    });
  }
},

The Session model makes a request to GET /services/session. By default, AJAX requests are sent with the user's cookies.

Passport is used and configured to add a req.user property to every request object when a user logs in. That user object is returned, minus any private data, as associated data on the session:

app.get('/services/session', function(req, res) {
    if (req.user) {
        res.send({user: _.omit(req.user.toJSON(), "password")});
    } else {
        res.status(404).send(JSON.stringify({
            message : "No session"
        }));
    }
});

This means that once a user logs in, GET /services/session responds with an object like:

{
  user: {email: "justin@bitovi.com", isAdmin: true}
}

We like to keep session data distinct from User data. In a more complex application, additional session information could be returned that does not belong on the user. For example:

{
  createdAt: 1456512713012,
  expiresAt: 14565123013012,
  user: {email: "justin@bitovi.com", isAdmin: true},
}

Once the response data comes back, a session object with its associated session.user object will be available on the AppViewModel.

The Session client model makes sure that user is converted into a User model and also provides an isAdmin method that returns if admin functionality should be available:

var Session = DefineMap.extend({
    define: {
        user: {
            Type: User
        }
    },
    isAdmin: function(){
        return this.user && this.user.isAdmin;
    }
});

The session, its user, or the result of isAdmin is then passed to sub components depending on their needs:

<tournament-details isAdmin:from='session.isAdmin'/>

Finally, those components use that information to control what is shown on the page:

{{#if isAdmin}}
<h4>New Game</h4>
<form on:submit="createGame(%event)">...</form>
{{/if}}

In more complex apps, the user object might include an Access Control List which might include methods to check access rights:

{{#if user.acl.can("create","game") }}
<h4>New Game</h4>
<form on:submit="createGame(%event)">...</form>
{{/if}}

Creating a session

Creating a session is done with the <bitballs-navigation> component. It builds a login form that takes an email and password:

<form on:submit="createSession(%event)" action="">
    <input
        placeholder="email"
        value:bind="loginSession.user.email"/>

    <input
        placeholder="password"
        type="password"
      value:bind="loginSession.user.password"/>

    <button type="submit">Login</button>
</form>

When a user submits the login form its ViewModel will save an instance of the Session model. When the save is successful, it will update the AppViewModel with the new session instance.

createSession: function(ev){
    if(ev) {
        ev.preventDefault();
    }
    var self = this;
    this.loginSession.save().then(function(session){
        // create placeholder session for next login.
        self.loginSession = new Session({user: new User()});
        // update AppViewModel with new session
        self.app.session = session;

    });
},

Saving a session calls POST /services/session to create a session server side. The service should operate on similar data as GET /services/session, so it's passed data like:

{
  user: {email: "justin@bitovi.com", password: "pass1234"}
}

The application looks up the user, makes sure the encrypted passwords match, and then calls req.logIn() to set req.user and then responds with the Session data.

new User({
    'email': email
}).fetch().then(function(user) {
    if(user) {
        // User exists but wrong password, log the error
        if (!isValidPassword(user, password)) {
            res.status(401).json({message: "wrong password"});
        } else {
            req.logIn(user, function(err) {
                if (err) {
                    return next(err);
                }
                return res.json({
                    user: _.omit(req.user.toJSON(), "password")
                });
            });
        }
    } else {
        return res.status(404).json({message: "wrong username"});
    }
})

Destroy the session

The <bitballs-navigation> component's template as a link that calls logout() on its ViewModel:

<a href="javascript://" on:click="logout()">Logout</a>

logout calls destroy on the session and then removes the session from the AppViewModel:

logout: function(){
  this.session.destroy().then(()=>{
    this.session = null;
  });
}

Destroying a session calls DELETE /services/session to destroy a session server side. No data needs to be passed. The server simply calls passport's logout() and responds with an empty JSON object.

app['delete']("/services/session", function(req, res){
    req.logout();
    res.json({});
});

Server side rendering

DoneJS is able to automatically server-side render pages that use cookie based sessions. For example, if an admin logs into Bitballs and refreshes the tournament details page, they will be served a page with all of the additional forms an admin user can see.
Furthermore, they will be served a "Logout" link instead of "Login".

This works because when a browser navigates to tournaments/5, the cookie is passed to DoneJS's server-side rendering. It adds this cookie to the virtual document used to render that page and it makes sure any AJAX requests the client makes also includes that cookie.

This means that when Session.get() is called by the AppViewModel to get the session, the right cookie information is passes to the GET /services/session service and a session is established in the client.

Data Relationships

In this section, we'll learn about how to manage related data in a DoneJS application. We'll describe our approach that balances performance and maintainability concerns that are vital for making high performance apps that can quickly respond to changes in design.

Performance vs Maintainability

Bitballs data model has many relationships among its data types. For example, Tournaments have many Games and have many Teams. Games have Teams and Stats. And Teams have Players.

The tournament details page not only needs to load a tournament, it needs to load that tournament's games, teams, and all players.

The game details page needs to load the game, all of the game's stats, teams, and the teams players.

Bitballs needs to be able to load these pages quickly. Using a very simplistic RESTful service layer, the client might have to do the following to load a game details page:

GET /services/games/5
 -> {id: 5, homeTeamId: 16, awayTeamId: 17, videoUrl: "X1Ha9d8fE", ...}

GET /services/stats?gameId=5
 -> {data: [{id: 99, gameId: 5, playerId: 61, type: "orb"}, ...]}

GET /services/teams/16
 -> {id: 16, player1Id: 61, player2Id: 62, player3Id: 63, player4Id: 64,...}

GET /services/teams/17
 -> {id: 17, player1Id: 71, player2Id: 72, player3Id: 73, player4Id: 74,...}

GET /services/players/61 -> {id: 61, name: "Justin M", ...}
GET /services/players/62 -> {id: 61, name: "Matt P", ...}
GET /services/players/63 -> {id: 61, name: "David L", ...}
GET /services/players/64 -> {id: 61, name: "Julia P", ...}

GET /services/players/71 -> {id: 61, name: "Paula P", ...}
GET /services/players/72 -> {id: 61, name: "Chris G", ...}
GET /services/players/73 -> {id: 61, name: "Jan J", ...}
GET /services/players/74 -> {id: 61, name: "James A", ...}


That's 12 requests! But that's not the worst part. The worst part is that at least 3 serial batches of requests must happen. We can't load players until we have teams. We can't load teams until we have the game.

Instead, we'd want to load a game and get back its data with its nested teams and players and stats like:

GET /services/games/5
 -> {
 id: 5,
 homeTeamId: 16,
 homeTeam: {
   id: 16,
   player1Id: 61,
   player1: {id: 61, name: "Justin M", ...},
   player2Id: 62,
   player2: {id: 61, name: "Matt P", ...}
   player3Id: 63,
   player3: {id: 61, name: "David L", ...}
   player4Id: 64,
   player4: {id: 61, name: "Julia P", ...}
   ...
 },
 awayTeamId: 17,
 awayTeam: {
   id: 17,
   player1Id: 71,
   player1: {id: 61, name: "Paula P", ...}
   player2Id: 72,
   player2: {id: 61, name: "Chris G", ...}
   player3Id: 73,
   player3: {id: 61, name: "Jan J", ...}
   player4Id: 74,
   player4: {id: 61, name: "James A", ...}
   ...
 },
 stats: [{id: 99, gameId: 5, playerId: 61, type: "orb"}, ...],
 videoUrl: "X1Ha9d8fE",
 ...
}

Note: Including stats is optional because stats can be requested in parallel to the game and its teams and players. In some apps, it might be a better user experience to make two requests, allowing the client to show something when it has some data instead of all of it.

What you don't want to do, is make /services/games/{id} always return this nested data because you don't know the future of the game details page or all of the uses of the /services/games/{id} service. For example, it's possible someone might want to simply know the final score of a game. In this case, the teams and players would not be necessary.

So how do you reconcile performance needs with the certainty that application requirements and the uses of your services will change?

The answer is making expressive Restful services and client Models and ViewModels that are able to work with them.

Expressive services

Expressive services allow the client to specify some of the raw behavior that normally goes into database requests while being adaptive to changes in the database.

They are normally built by mapping parts of the query string to clauses in a backend Object Relational Mapper (ORM).

For instance, the game details page requests a game with its related fields like:

Game.get({
    id: this.gameId,
    withRelated: ["stats",
        "homeTeam.player1",
        "homeTeam.player2",
        "homeTeam.player3",
        "homeTeam.player4",
        "awayTeam.player1",
        "awayTeam.player2",
        "awayTeam.player3",
        "awayTeam.player4"
    ]
});

This results in an AJAX request like:

GET /services/games/5?\
  withRelated[]=stats&\
  withRelated[]=homeTeam.player1&\
  withRelated[]=homeTeam.player2&\
  withRelated[]=homeTeam.player3&\
  withRelated[]=homeTeam.player4&\
  withRelated[]=awayTeam.player1&\
  withRelated[]=awayTeam.player2&\
  withRelated[]=awayTeam.player3&\
  withRelated[]=awayTeam.player4

withRelated allows the client to control the the Database's JOIN clause.

Instead of processing the querystring ourselves and build the corresponding Database request, most ORMs make it easy to do the expected thing.

Bitballs uses Bookshelf as its ORM. It allows us to define relationships between a Game and other server-side models:

var Game = bookshelf.Model.extend({
    tableName: 'games',
    stats: function(){
        return this.hasMany(Stat,"gameId");
    },
    homeTeam: function(){
        return this.belongsTo(Team,"homeTeamId");
    },
    awayTeam: function(){
        return this.belongsTo(Team,"awayTeamId");
    }
});

It does a similar thing for Team:

var Team = bookshelf.Model.extend({
    tableName: 'teams',
    player1: function(){
        return this.belongsTo(Player,"player1Id");
    },
    player2: function(){
        return this.belongsTo(Player,"player2Id");
    },
    player3: function(){
        return this.belongsTo(Player,"player3Id");
    },
    player4: function(){
        return this.belongsTo(Player,"player4Id");
    }
});

Once these server Models are in place, it is extremely easy to make a service that can dynamically include related data:

app.get('/services/games/:id', function(req, res){
    new Game({id: req.params.id}).fetch(req.query).then(function(game){
        res.send(game.toJSON());
    });
});

This setup also lets us be very adaptive to changes in the database. For instance, if a game suddenly has comments, we could make the following work:

Game.get({
    id: this.gameId,
    withRelated: ["comments"]
});

By creating a Comment model and changing Game to look like:

var Game = bookshelf.Model.extend({
    tableName: 'games',
    comments: function(){
        return this.hasMany(Comment,"commentId");
    },
    stats: function(){
        return this.hasMany(Stat,"gameId");
    },
    homeTeam: function(){
        return this.belongsTo(Team,"homeTeamId");
    },
    awayTeam: function(){
        return this.belongsTo(Team,"awayTeamId");
    }
});

The goal should be changing your service code as little as possible. Instead, you should be changing your ORMs and the service code adapts to them. In Bitballs' case this means we shouldn't be changing what's in /services, instead we should be changing what's in /models as the database changes.

Related data is not the only behavior that your expressive service layer should provide:

  • filter (WHERE)
  • pagination (OFFSET and LIMIT)
  • sorting (SORTBY)
  • which properties to include or exclude

For example, I can get all of team 5's games like:

GET /services/games?where[teamId]=5

This happens for free because we pass the querystrng directly to bookshelf:

app.get('/services/games', function(req, res){
    new Games().query(req.query).fetch().then(function(games){
        res.send({data: games.toJSON()});
    });
});

Most server technologies have an ORM that can make this process straightforward. It's generally best to use a service API that closely matches the API of your ORM.

Models and ViewModels

Once you've settled on an expressive service API, you need to make Models that connect to it and handle associated data. And if you want any of the advanced behavior of can-connect, you have to create a relational algebra that understands the service API.

Connecting to a service

Bitballs' client Models are can-connect supermodels. So a type and list type is defined:

var Game = DefineMap.extend({
  ...
});

Game.List = DefineList.extend({"#": Game},{});

And they are connected to a url:

var gameConnection = superMap({
  Map: Game,
  List: Game.List,
  url: "/services/games",
  name: "game",
  algebra: Game.algebra
});

Relational Algebra

To match the query parameters our service and eventually Bookshelf expects, we need to define a custom set algebra. For Game, it looks like this:

Game.algebra = new set.Algebra(
    new set.Translate("where","where"),
    set.comparators.sort('sortBy')
);

Defining related properties

Because Game data can come back with a homeTeam, awayTeam and stats property, we make sure those are created as the right type:

var Game = DefineMap.extend({
    homeTeam: {
        Type: Team
    },
    awayTeam: {
        Type: Team
    },
    stats: {
        Type: Stat.List,
        set: function(newVal){
            newVal.__listSet = {where: {gameId: this.id}};
            return newVal;
        }
    },
  ...
});

Notice that stats.set is setting the __listSet property of the stats. This is necessary for can-connect's real-time behavior. When stats are created for this game, they will automatically appear in this list.

Defining computed properties

Game also has teams and players computed properties that derive their value from related fields:

var Game = DefineMap.extend({
  ...
  get teams() {
    var teams = [],
      home = this.homeTeam,
      away = this.awayTeam;

    if (home) {
      teams.push(home);
    }
    if (away) {
      teams.push(away);
    }
    return new Team.List(teams);
  },
  get players() {
    var players = [];
    this.teams.forEach(function(team) {
      [].push.apply(players, can.makeArray(team.players));
    });
    return new Player.List(players);
  }
});

In players, team.players is actually making use of a similar computed players property in the Team client model.

Defining intermediate computed properties to avoid recomputing.

Sometimes ViewModels mash up Model data. For example, the <tournament-details> component makes four requests in parallel:

Tournament.get({id: this.tournamentId});
Game.getList({tournamentId: this.tournamentId});
Team.getList({ tournamentId: this.tournamentId });
Player.getList({});

This gets a tournament, the games for a tournament, the teams for a tournament, and all the players. All the players are needed to allow the admin to pick teams. This means it would be wasteful to use withRelated: ["player1","player2",...] on the Team request because all players are already loading.

But this makes it tricky to list a team's players because all we have are player ids on each team:

A naive solution would be to make a getById method on Player.List like:

Player.List = DefineList.extend({"#": Player},{
  getById: function(id){
    return this.filter(function(player){
      return team.id === id;
    })[0];
  }
});

And then use that in the template to look up the player:

{{#each teams}}
    ...
    <td>{{#../players.getById(player1Id)}}{{name}}{{/}}</td>
    <td>{{#../players.getById(player2Id)}}{{name}}{{/}}</td>
    <td>{{#../players.getById(player3Id)}}{{name}}{{/}}</td>
    <td>{{#../players.getById(player4Id)}}{{name}}{{/}}</td>
{{/each}}

NOTE: The ../ is needed to use the tournaments/details's players property instead of the players property on the client Game model.

The problem with this is that each .getById call is linear search. Instead, we can keep a mapping of player ids to players like:

idMap: {
    type: "any",
    get: function(){

        var map = {};

        this.each(function(player){
            map[player.id] = player;
        });

        return map;
    }
},

And make a getById use idMap like:

getById: function(id){
    return this.playerIdMap[id];
},

Now when .getById is used in the template playerIdMap will only ever be calculated once.

SSR and node services

In this section, we'll learn about how to setup DoneJS's server-side rendering in the same process as other NodeJS services. We'll also detail how 404s and other HTTP response codes can be communicated from your client app to DoneJS's server-side rendering.

NOTE: DoneJS works with any service technology, for example Ruby on Rails, PHP, Java, etc. In applications where services are built without NodeJS, server-side rendering is run as a separate NodeJS process. However, if your application's services are written in NodeJS, you can host server-side rendering in the same process as the rest of your NodeJS application. This is the only, relatively minor, advantage of writing backend services in NodeJS.

Setup

Bitballs is written using Express middleware. With express you order middleware functions to handle different requests. Bitballs sets up its middleware in /index.js. The middleware is setup in the following order:

  1. Static assets in the /public folder.
  2. Services in the /services folder.
  3. Server-side rendering in public/service.js

In general, server-side should be last in the line of middleware handlers. Static assets and services should be the first to respond to a given URL.

public/service.js uses done-ssr-middleware to export a middleware handler like:

var ssr = require('done-ssr-middleware');

module.exports = ssr({
  config: __dirname + "/package.json!npm",
  main: "bitballs/index.stache!done-autorender",
  liveReload: true
});

This passes what is needed for StealJS to load the client app to ssr. ssr uses StealJS to load the app, and returns an express handler that renders the client app. That express handler is assigned to the "/" route in index.js:

app.use( "/", require('./public/service') );

404s

In general, there are two situations where server-side rendering should respond with a 404 status code:

  • When a user navigates to a url not matched by routing like /total-mistake.
  • When a user navigates to a url for an item that doesn't exist like: /tournaments/999.

done-ssr-middleware uses the statusCode property on the AppViewModel as the status of the http response.

For Bitballs, we implemented statusCode as a define getter as follows:

statusCode: {
    get: function(lastSet, resolve){
        var pageConfig = this.pageComponentConfig;

        if(pageConfig.statusCode) {
            return pageConfig.statusCode;
        }

        var pagePromise = this.pagePromise;
        if(pagePromise){
            pagePromise.then(function(){
                resolve(200);
            }, function(){
                resolve(404);
            });
        }else{
            return 200;
        }
    }
}

statusCode derives its value from two places that reflect the two common 404 situations.

404 when URL doesn't match a routing rule

statusCode first checks if the pageComponentConfig is specifying a specific statusCode to be given. pageComponentConfig only specifies a statusCode when its state doesn't match a valid route:

get pageComponentConfig() {
    var page = this.page;
    if(this.gameId) {
        return {...};
    } else if(this.tournamentId) {
        return {...};
    } else if(page === "tournaments") {
        return {...};
    } else if(page === "users") {
        return {...};
    } else if(page === "register" || page === "account") {
        return {...};
    } else if(page === "players"){
        return {...};
    } else {

        return {
            title: "Page Not Found",
            componentName: "four-0-four",
            attributes: "",
            moduleName: "404.component!",
            statusCode: 404
        };
    }
},

When the state doesn't match a valid route, users will see the contents of the 404.component.

With this setup, we could also check the session and include 401 Unauthorized status codes for pages that are only visible to an authenticated user.

404 when an item doesn't exist.

Next, statusCode checks the pagePromise property. If the pagePromise resolves successfully, a 200 status code is returned. If the pagePromise is rejected, a 404 status code is returned.

pagePromise is a promise that is passed by a child component up to the AppViewModel. Notice how <game-details> passes its gamePromise as the pagePromise like {^game-promise}='./pagePromise':

get pageComponentConfig() {
    var page = this.page;
    if(this.gameId) {
        return {
            title: "Game",
            componentName: "game-details",
            attributes: "gamePromise:to='./pagePromise' gameId:from='./gameId' session:from='./session'",
            moduleName: "game/details/"
        };

    } else if(this.tournamentId) {
        return {
            title: "Tournament",
            componentName: "tournament-details",
            attributes: "tournamentPromise:to='./pagePromise' tournamentId:from='./tournamentId' isAdmin:from='./isAdmin'",
            moduleName: "tournament/details/"
        };

    } else if(page === "tournaments") {
        return {...};
    } else if(page === "users") {
        return {...};
    } else if(page === "register" || page === "account") {
        return {...};
    } else if(page === "players"){
        return {...};
    } else {
        return {...};
    }
},

<game-details>'s gamePromise property is used to load the game's data:

get gamePromise() {
    return Game.get({
        id: this.gameId,
        withRelated: [...]
    });
}

If there is no game at gameId, the promise will be rejected and statusCode will be set to 404.

Turn off SSR

In this section, we'll learn about how prevent code from running during server-side rendering.

While DoneJS's virtual DOM approximates a real DOM and browser, there is much that it cannot do such as provide element dimension information.

Typically, this doesn't affect the code you write because server-side rendering only runs code involved in the initial render of a page.

However, in Bitballs case, the game details page has an embedded YouTube player. The YouTube API code needed to load a player will not work in DoneJS's default server-side environment.

To detect if your code is running in NodeJS and therefore being server-side rendered, you can use steal-platform like:

var platform = require("steal-platform" );
if (platform.isNode ) {
    // do one thing
} else {
    // do something else
}

To prevent loading YouTube's API in node, we reject the promise that would normally resolve to YouTube's API as follows:

var platform = require("steal-platform" );

var promise;

module.exports = function(){
    if(promise) {
        return promise;
    } else {
        return promise = new Promise(function(resolve, reject){
            if ( platform.isNode ) {
                reject({});
                return;
            }
            window.onYouTubeIframeAPIReady = function(){
                resolve(YT);
            };
            var tag = document.createElement('script');

            tag.src = "https://www.youtube.com/iframe_api";
            document.head.appendChild(tag);
        });

    }
};

NOTE: If you plan on supporting NW.js, know that platform.isNode will also be true.

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