Files
2026-10-14 06:59:51 +02:00

227 lines
10 KiB
C#

using Microsoft.AspNetCore.Mvc;
using Newtonsoft.Json;
using System.Security.Principal;
using Campus_live_rewrite.api.dbs;
using Campus_live_rewrite.api.server.Classes.db_class;
using static Campus_live_rewrite.api.dbs.HeartbeatDB;
namespace Campus_live_rewrite.api.server
{
public class Sessions
{
private static readonly Random random = new Random();
public static RoomInstance? CreateRoom(string roomName, string sceneName = "", bool isPrivate = false)
{
//const string uuidPrefix = "Campus_live_2023";
string formattedRoomName = $"^{roomName}";
if (!string.IsNullOrEmpty(sceneName))
{
Console.WriteLine($"[Sessions]: Finding room: \"{roomName}\" with scene id: \"{sceneName}\"");
}
else
{
Console.WriteLine($"[Sessions]: Finding room: \"{roomName}\"");
}
long gameSessionId = random.Next(0x1000, 0x7fffffff);
RoomDBClasses.RoomRoot roomData = RoomDB.GetRoomByName(roomName);
if (roomData == null)
{
Console.WriteLine($"[Sessions]: Room \"{roomName}\" not found.");
return null;
}
Console.WriteLine($"[Sessions]: {roomName} found! Joining...");
var firstSubRoom = roomData.SubRooms?.FirstOrDefault();
string dataBlob = firstSubRoom?.CurrentSave?.DataBlob ?? string.Empty;
long instanceNumber = random.Next(1000, 999999999);
Guid instanceId = Guid.NewGuid();
// Public rooms used to get the CONSTANT "room" here. Photon groups players by
// room NAME, so every public instance of every room shared one Photon room:
// people in completely different rooms saw each other, could interact with
// each other's worlds, and showed up in each other's player lists.
//
// The name must be unique per INSTANCE but identical for everyone in that
// instance - that is exactly what makes two people meet. It is assigned at the
// end of this method instead of here, because ApplyRandomPublicSubroom /
// ApplySceneSettings can still change subRoomId below and the name has to
// reflect the final subroom.
string photonSuffix = isPrivate
? $"_private-room-{instanceNumber}-{instanceId}"
: "";
var session = new RoomInstance
{
roomInstanceId = instanceNumber,
roomId = (long)roomData.RoomId,
subRoomId = (long)roomData.SubRooms[0].SubRoomId,
location = roomData.SubRooms[0].UnitySceneId,
roomInstanceType = 0,
name = formattedRoomName,
maxCapacity = CapacityOf(roomData.SubRooms[0]),
isFull = false,
isPrivate = isPrivate,
isInProgress = false,
photonRoomIdYeee = photonSuffix,
voiceServerId = null, // this not supported and game may explode when connecting to a server that dont exist
voiceAuthId = null,
matchmakingPolicy = 0
};
if (!string.IsNullOrEmpty(sceneName))
{
ApplySceneSettings(session, roomData, roomName, sceneName, isPrivate);
}
else
{
ApplyRandomPublicSubroom(session, roomData, roomName, isPrivate);
}
// Now that the subroom is final, give a public instance its own Photon room.
// Room + subroom + instance: two players in the SAME instance produce the same
// name and meet; different instances never collide.
if (!isPrivate)
session.photonRoomIdYeee = $"room-{session.roomId}-{session.subRoomId}-{session.roomInstanceId}";
return session;
}
public static RoomInstance CreateDorm(ulong id, string name)
{
Random rng = new Random();
long RandomNumber = rng.Next(1000, 999999999);
ulong DormId = PlayerDB.GetDormId(id);
RoomDBClasses.RoomRoot dorm = RoomDB.GetRoom(DormId);
if (dorm == null)
{
// Was: created the dorm but never re-read it, then dereferenced the
// still-null `dorm` below at `dorm.SubRooms` - a guaranteed
// NullReferenceException. MatchmakeToDorm swallows that in its catch,
// so UpdatePlayerHeartbeat never ran and the player was handed a room
// instance the server had not registered.
Console.WriteLine($"[CreateDorm] player {id}: dorm room {DormId} missing - creating a fresh one");
if (!PlayerDB.CreateDormForPlayerId(id))
{
Console.WriteLine($"[CreateDorm] player {id}: could not create a dorm");
return null;
}
DormId = PlayerDB.GetDormId(id);
dorm = RoomDB.GetRoom(DormId);
if (dorm == null)
{
Console.WriteLine($"[CreateDorm] player {id}: dorm {DormId} still missing after create - giving up");
return null;
}
Console.WriteLine($"[CreateDorm] player {id}: dorm rebuilt as room {DormId}");
}
// REUSE the dorm's live session (reference: playerDormInstance - "the owner leaving and
// coming back lands in the same session"). Minting a fresh instance id + Photon room on
// every dorm matchmake meant: the client's presence disagreed with the server after any
// repeat request (it then re-matchmade, got yet another id, and looped - five new dorm
// ids in 30 s were seen live), and a guest invited into the dorm sat in a different
// Photon room than the owner the moment the owner re-entered. Order of preference: the
// owner's own current instance of this dorm, anyone else's live instance of it (a guest
// already inside), then the recently-live one from memory.
RoomInstance? existing = null;
var own = HeartbeatDB.GetSelfPresence(id).room;
if (own != null && own.roomId == (long)DormId && !string.IsNullOrEmpty(own.photonRoomIdYeee)) existing = own;
existing ??= HeartbeatDB.FindInstanceByRoomId((long)DormId);
existing ??= HeartbeatDB.RecentInstanceOfRoomAny(DormId);
if (existing != null && !string.IsNullOrEmpty(existing.photonRoomIdYeee))
{
// Refresh the scene/subroom off the room record so a dorm edit shows on the next visit.
existing.subRoomId = (long?)dorm.SubRooms.FirstOrDefault()?.SubRoomId ?? existing.subRoomId;
existing.name = $"@{name}'s Dorm";
RoomDB.IncreaseRoomVisit(DormId);
return existing;
}
long instanceNumber = random.Next(1000, 999999999);
Guid instanceId = Guid.NewGuid();
string photonSuffix = $"Campus-Dorm-{instanceNumber}-{instanceId}";
var session = new RoomInstance
{
roomInstanceId = RandomNumber,
roomId = (long)DormId,
subRoomId = (long?)dorm.SubRooms.FirstOrDefault()?.SubRoomId ?? 0,
location = "76d98498-60a1-430c-ab76-b54a29b7a163",
roomInstanceType = 2, // RoomInstanceType.Dormroom (reference enum: Public 0, Private 1, Dormroom 2)
name = $"@{name}'s Dorm",
maxCapacity = CapacityOf(dorm.SubRooms.FirstOrDefault()),
isFull = false,
isPrivate = true,
isInProgress = false,
photonRoomIdYeee = photonSuffix,
voiceServerId = null, // this not supported and game may explode when connecting to a server that dont exist
voiceAuthId = null,
matchmakingPolicy = 0
};
RoomDB.IncreaseRoomVisit(DormId);
return session;
}
// What the room settings show as "Max players" for that subroom; 4 when unset (reference).
public static int CapacityOf(RoomDBClasses.SubRoom? sub) => sub != null && sub.MaxPlayers > 0 ? sub.MaxPlayers : 4;
private static void ApplySceneSettings(RoomInstance session, RoomDBClasses.RoomRoot roomData, string roomName, string sceneName, bool isPrivate)
{
foreach (var subroom in roomData.SubRooms)
{
if (subroom.Name.Equals(sceneName, StringComparison.OrdinalIgnoreCase))
{
session.subRoomId = (long)subroom.SubRoomId;
session.location = subroom.UnitySceneId;
session.maxCapacity = CapacityOf(subroom); // the cap is per SUBROOM, not SubRooms[0]'s
if (!isPrivate)
{
//session.photonRoomId = $"{roomName}-hello-room-{sceneName}";
}
return;
}
}
Console.WriteLine($"Scene \"{sceneName}\" not found in room \"{roomName}\".");
}
private static void ApplyRandomPublicSubroom(RoomInstance session, RoomDBClasses.RoomRoot roomData, string roomName, bool isPrivate)
{
var publicSubrooms = roomData.SubRooms
.Where(sub => sub.Accessibility == RoomDBClasses.RoomAccessibility.Public)
.ToList();
if (publicSubrooms.Count == 0)
{
Console.WriteLine($"No public subrooms found for \"{roomName}\".");
return;
}
var selectedSubroom = publicSubrooms[random.Next(publicSubrooms.Count)];
session.subRoomId = (long)selectedSubroom.SubRoomId;
session.location = selectedSubroom.UnitySceneId;
session.maxCapacity = CapacityOf(selectedSubroom);
if (!isPrivate)
{
//session.photonRoomId = $"{roomName}-hello-room-{selectedSubroom.name}";
}
}
}
}