730 lines
43 KiB
C#
730 lines
43 KiB
C#
using System.Collections;
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using CampusNet.Net;
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using CampusNet.Protocol;
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namespace CampusNet.Services;
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/// <summary>The game-server side: rooms, actors, events (with PUN's event cache), properties, groups.</summary>
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public static class GameService
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{
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public static void Handle(Connection c, GpBinary16.OperationRequest op, bool reliable)
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{
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int payload = op.Code == Op.RaiseEvent ? op.PayloadBytes : 0;
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if (payload > Guard.MaxEventBytes)
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{
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Log.Warn($"{c.Tag}: event of {payload} bytes refused (cap {Guard.MaxEventBytes})");
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c.SendError(op.Code, Rc.InvalidOperation, "Event too large");
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return;
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}
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if (!c.Charge(payload, $"op {op.Code}")) return;
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switch (op.Code)
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{
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case Op.CreateGame:
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case Op.JoinGame: Join(c, op); return;
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case Op.Leave: Leave(c, op); return;
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case Op.RaiseEvent: RaiseEvent(c, op, reliable); return;
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case Op.SetProperties: SetProperties(c, op); return;
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case Op.GetProperties: GetProperties(c, op); return;
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case Op.ChangeGroups: ChangeGroups(c, op); return;
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case Op.ServerSettings: c.SendResponse(op.Code, new()); return;
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default:
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Log.Warn($"{c.Tag}: game op {op.Code} not implemented {LoadBalancingApp.DescribeParams(op.Params)}");
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c.SendError(op.Code, Rc.InvalidOperation, "Operation not supported");
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return;
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}
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}
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// ---------------------------------------------------------------- join / create
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private static void Join(Connection c, GpBinary16.OperationRequest op)
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{
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if (c.Room != null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Already in a game"); return; }
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string name = op.Params.GetValueOrDefault(P.RoomName) as string ?? "";
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if (name.Length == 0) { c.SendError(op.Code, Rc.InvalidOperation, "Missing game id"); return; }
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// Kicked from this instance (Campus InstanceBlocks): the client reconnects to its old room
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// on its own, past matchmaking - refuse it here as well as on the master (JoinBlocks).
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if (JoinBlocks.IsBlocked(c.UserId, name))
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{
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Log.Info($"{c.Tag}: refused join to '{name}' - kicked from that instance");
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c.SendError(op.Code, Rc.GameClosed, "Game closed"); return;
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}
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int joinMode = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.JoinMode)); // 0 default, 1 CreateIfNotExists, 2 JoinOrRejoin, 3 RejoinOnly
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Room room;
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bool created;
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if (op.Code == Op.CreateGame) room = Rooms.GetOrCreate(name, out created);
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else
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{
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var existing = Rooms.Get(name);
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if (existing == null && joinMode != 1) { c.SendError(op.Code, Rc.GameDoesNotExist, "Game does not exist"); return; }
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room = existing ?? Rooms.GetOrCreate(name, out _);
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created = existing == null;
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}
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Actor actor;
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var joinerProps = op.Params.GetValueOrDefault(P.PlayerProperties) as Hashtable ?? new Hashtable();
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var cachedEvents = new List<CachedEvent>();
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var others = new List<Connection>();
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lock (room.Sync)
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{
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// A NEW session (any join but RejoinOnly) from a user who still has an actor here: the
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// old game never disconnected (a hard quit or crash - staff connections are kept through
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// 10 min of silence by AfkExempt, so they outlive a game restart). That ghost is gone,
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// the way Photon would have timed it out: taking over its actor handed the new game the
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// ghost's own cached spawns, so it built a second Maker Pen with the same view id
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// ("NetworkView ID duplicate found: 100029"), whose teardown then threw on every leave
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// - the client never finished leaving and every room load after the dorm hung at
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// "PREPARING 0%" (u6, 2026-09-27 14:43-14:59). An explicit rejoin (JoinMode 3) is the
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// one case that legitimately resumes its actor.
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var ghost = joinMode == 3 ? null : room.FindByUserId(c.UserId!);
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if (ghost != null)
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{
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if (ghost.Conn != null && ghost.Conn != c)
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{
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var old = ghost.Conn; old.Room = null; old.Actor = null;
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try { old.Disconnect("replaced by a new session"); } catch { }
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}
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ghost.Conn = null;
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room.Actors.Remove(ghost.Nr);
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int dropped = room.Cache.RemoveAll(e => !e.Global && e.ActorNr == ghost.Nr);
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if (room.Actors.Count == 0)
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{
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// It was alone: Photon would have closed the empty room - start it fresh.
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room.Cache.Clear(); room.Props.Clear(); room.NextActorNr = 1; room.MasterOverride = 0;
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room.PlayerTtl = room.EmptyRoomTtl = 0; room.CleanupCacheOnLeave = false;
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Log.Warn($"{c.Tag}: user already in '{name}' as actor {ghost.Nr} from an old session - removed it and reset the room (it was alone)");
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}
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else
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{
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// Everyone else sees the ghost leave (before the new actor's join event below).
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var leaveEv = new Dictionary<byte, object?> { [P.ActorNr] = ghost.Nr, [P.IsInactive] = false, [P.MasterClientId] = room.MasterClientId };
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foreach (var a in room.Actors.Values)
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if (a.Conn != null && !a.Inactive) a.Conn.SendEvent(Ev.Leave, leaveEv);
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Log.Warn($"{c.Tag}: user already in '{name}' as actor {ghost.Nr} from an old session - removed it ({dropped} of its cached events) and joining as a new actor");
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}
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}
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if (created || room.Actors.Count == 0 && room.Props.Count == 0)
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{
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if (op.Params.GetValueOrDefault(P.GameProperties) is Hashtable gp) Room.Merge(room.Props, gp);
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room.PlayerTtl = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.PlayerTtl));
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room.EmptyRoomTtl = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.EmptyRoomTtl));
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if (room.Props[GameProp.PlayerTtl] is int pt) room.PlayerTtl = pt;
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if (room.Props[GameProp.EmptyRoomTtl] is int et) room.EmptyRoomTtl = et;
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if (op.Params.GetValueOrDefault(P.CleanupCacheOnLeave) is bool cl) room.CleanupCacheOnLeave = cl;
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if (room.Props[GameProp.CleanupCacheOnLeave] is bool cl2) room.CleanupCacheOnLeave = cl2;
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Log.Info($"{c.Tag}: created room '{name}' props={GpBinary16.Describe(room.Props)}");
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}
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var rejoin = room.FindByUserId(c.UserId!);
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if (rejoin != null)
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{
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if (!rejoin.Inactive && rejoin.Conn != null && rejoin.Conn != c)
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{
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// Same user connected twice: the newer connection wins (the old one is stale).
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Log.Warn($"{c.Tag}: user already in '{name}' as actor {rejoin.Nr} - replacing the old connection");
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var old = rejoin.Conn; old.Room = null; old.Actor = null;
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try { old.Disconnect("replaced by a new connection"); } catch { }
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}
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actor = rejoin;
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actor.Inactive = false; actor.Conn = c;
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actor.ActiveSince = DateTime.UtcNow; actor.LoadSignal = false; actor.StuckReported = false;
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Room.Merge(actor.Props, joinerProps);
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}
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else
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{
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if (!room.IsOpen && joinMode != 3) { c.SendError(op.Code, Rc.GameClosed, "Game closed"); return; }
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if (room.MaxPlayers > 0 && room.ActiveCount >= room.MaxPlayers) { c.SendError(op.Code, Rc.GameFull, "Game full"); return; }
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actor = new Actor { Nr = room.NextActorNr++, UserId = c.UserId!, Conn = c, CreatedRoom = room.ActiveCount == 0 };
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Room.Merge(actor.Props, joinerProps);
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if (!actor.Props.ContainsKey(PlayerProp.NickName) && c.NickName.Length > 0) actor.Props[PlayerProp.NickName] = c.NickName;
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room.Actors[actor.Nr] = actor;
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}
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c.Room = room; c.Actor = actor;
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foreach (var a in room.Actors.Values)
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if (a.Conn != null && a.Conn != c && !a.Inactive) others.Add(a.Conn);
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cachedEvents.AddRange(room.Cache);
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foreach (var a in room.Actors.Values) cachedEvents.AddRange(a.OwnCache);
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// Response: my actor number, everyone's properties, the room's, and the active actor list.
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c.SendResponse(op.Code, new Dictionary<byte, object?>
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{
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[P.ActorNr] = actor.Nr,
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[P.ActorList] = room.ActorList(),
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[P.PlayerProperties] = room.AllPlayerProps(),
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[P.GameProperties] = room.GamePropsForClient(),
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[P.RoomName] = name
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});
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// Join event to everyone including the joiner (PUN sets up its own player from it).
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var joinEv = new Dictionary<byte, object?>
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{
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[P.ActorNr] = actor.Nr,
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[P.PlayerProperties] = Room.PlayerPropsForClient(actor),
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[P.ActorList] = room.ActorList()
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};
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c.SendEvent(Ev.Join, joinEv);
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foreach (var o in others) o.SendEvent(Ev.Join, joinEv);
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}
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// Replay the cache so the late joiner sees every instantiate / cached RPC in order.
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// EVERY global event goes out as coming from the room (actor 0), the way Photon owns global
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// events. Rec Room's buffered room load (all global, cache=5) only accepts messages from the
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// current master or from actor 0 ("Received buffered message from non-master client [1]
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// Current Master is [2]. Discarding..."), so replaying under the real sender hung the
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// joiner at 25% whenever that sender was no longer master:
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// * the sender had LEFT (2026-09-27 11:11, room-2-2-461102059, 53 events discarded);
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// * the sender was still there but had HANDED master on (2026-09-27 10:20 EDT,
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// room-2-2-49039038: a1 -> a2 when a player dropped, 54 events discarded).
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// Only the replay's sender changes: the cache keeps the real sender, so RemoveFromRoomCache
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// filters still match (see CachedEvent.ActorNr). Non-global events keep their sender.
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foreach (var ev in cachedEvents)
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c.SendEvent(ev.Code, EventParams(ev.Global ? 0 : ev.ActorNr, ev.Data));
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Log.Info($"{c.Tag}: joined '{name}' as actor {actor.Nr} ({room.ActiveCount} active, {cachedEvents.Count} cached events replayed)");
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JoinCheck.Observe(c.UserId, name, c.Tag);
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AfkExempt.Apply(c, name);
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}
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private static Dictionary<byte, object?> EventParams(int senderActor, object? data)
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{
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var p = new Dictionary<byte, object?> { [P.ActorNr] = senderActor };
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if (data != null) p[P.Data] = data;
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return p;
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}
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// ---------------------------------------------------------------- leave
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private static void Leave(Connection c, GpBinary16.OperationRequest op)
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{
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bool inactive = op.Params.GetValueOrDefault(P.IsInactive) is bool b && b;
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RemoveFromRoom(c, inactive, "leave");
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c.SendResponse(op.Code, new());
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}
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public static void OnConnectionLost(Connection c) => RemoveFromRoom(c, becomeInactive: true, why: "disconnect");
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private static void RemoveFromRoom(Connection c, bool becomeInactive, string why)
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{
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var room = c.Room; var actor = c.Actor;
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if (room == null || actor == null) return;
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c.Room = null; c.Actor = null;
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List<Connection> others;
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int master; bool removed;
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lock (room.Sync)
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{
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if (actor.Conn != c) return; // already superseded
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actor.Conn = null;
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bool keep = becomeInactive && room.PlayerTtl != 0;
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if (keep) { actor.Inactive = true; actor.InactiveSince = DateTime.UtcNow; removed = false; }
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else
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{
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room.Actors.Remove(actor.Nr); removed = true;
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// Cached events by this actor go only if the room asked for CleanupCacheOnLeave
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// (Rec Room never does - see Room.CleanupCacheOnLeave) and they weren't "global".
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if (room.CleanupCacheOnLeave) room.Cache.RemoveAll(e => !e.Global && e.ActorNr == actor.Nr);
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}
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master = room.MasterClientId;
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others = room.Actors.Values.Where(a => a.Conn != null && !a.Inactive).Select(a => a.Conn!).ToList();
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if (room.ActiveCount == 0) room.EmptySince = DateTime.UtcNow;
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}
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var ev = new Dictionary<byte, object?>
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{
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[P.ActorNr] = actor.Nr,
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[P.IsInactive] = !removed,
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[P.MasterClientId] = master
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};
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foreach (var o in others) o.SendEvent(Ev.Leave, ev);
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Log.Info($"{c.Tag}: left '{room.Name}' ({why}, {(removed ? "removed" : "inactive")}), master now {master}");
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MaybeRemoveRoom(room);
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}
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private static void MaybeRemoveRoom(Room room)
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{
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lock (room.Sync)
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{
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if (room.Actors.Values.Any(a => !a.Inactive)) return;
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if (room.EmptyRoomTtl > 0 && (DateTime.UtcNow - room.EmptySince).TotalMilliseconds < room.EmptyRoomTtl) return;
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if (room.Actors.Values.Any(a => a.Inactive) && room.PlayerTtl < 0) return; // PlayerTtl -1 = keep forever
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}
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Rooms.Remove(room.Name);
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Log.Info($"room '{room.Name}' removed (empty)");
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}
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private static DateTime _lastStats = DateTime.MinValue;
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/// <summary>Periodic: expire inactive actors past PlayerTtl and empty rooms past EmptyRoomTtl.</summary>
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public static void Sweep()
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{
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bool stats = (DateTime.UtcNow - _lastStats).TotalSeconds >= 15;
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if (stats) _lastStats = DateTime.UtcNow;
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foreach (var room in Rooms.All())
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{
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// Every 15 s, for rooms with company: who raised what, and where it went. This is the
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// trace for "the other player doesn't move" - it shows whether the mover's events
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// arrive at all, whether they are unreliable, which interest group they carry, and
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// whether anyone was subscribed to receive them.
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if (stats)
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{
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lock (room.Sync)
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{
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if (room.ActiveCount >= 2)
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{
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foreach (var a in room.Actors.Values)
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{
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if (a.Raised == 0 && a.Conn == null) continue;
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string codes = string.Join(" ", a.RaisedByCode.OrderByDescending(kv => kv.Value).Take(8).Select(kv => $"{kv.Key}:{kv.Value}"));
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string groups = a.RaisedByGroup.Count == 0 ? "-" : string.Join(" ", a.RaisedByGroup.OrderByDescending(kv => kv.Value).Take(6).Select(kv => $"g{kv.Key}:{kv.Value}"));
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string subs = a.Groups.Count == 0 ? "none" : (a.Groups.Count > 12 ? $"{a.Groups.Count} groups" : string.Join(",", a.Groups.OrderBy(g => g)));
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Log.Info($"stats '{room.Name}' actor {a.Nr} u{a.UserId}{(a.Inactive ? " (inactive)" : "")}: raised {a.Raised} ({a.RaisedUnreliable} unreliable), delivered {a.Delivered}, no-recipient {a.DroppedNoRecipient}, codes [{codes}], sent-in-groups [{groups}], subscribed [{subs}], recv {a.Conn?.Sent ?? 0} msgs, rtt {a.Conn?.Peer.Rtt ?? 0}ms");
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a.Raised = a.RaisedUnreliable = a.Delivered = a.DroppedNoRecipient = 0;
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a.RaisedByCode.Clear(); a.RaisedByGroup.Clear();
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}
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}
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}
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}
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// Stuck-load watchdog: a joiner that has shown no sign of finishing its load (StuckLoad).
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List<(string user, int secs)>? stuck = null;
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lock (room.Sync)
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{
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foreach (var a in room.Actors.Values)
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{
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if (a.Inactive || a.Conn == null || a.LoadSignal || a.StuckReported || a.CreatedRoom) continue;
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int secs = (int)(DateTime.UtcNow - a.ActiveSince).TotalSeconds;
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if (secs < StuckLoad.AfterSeconds) continue;
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a.StuckReported = true;
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(stuck ??= new()).Add((a.UserId, secs));
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}
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}
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if (stuck != null) foreach (var (user, secs) in stuck) StuckLoad.Report(user, room.Name, secs);
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List<Connection> others = new(); List<int> expired = new(); int master;
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lock (room.Sync)
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{
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foreach (var a in room.Actors.Values.Where(a => a.Inactive).ToList())
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{
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if (room.PlayerTtl > 0 && (DateTime.UtcNow - a.InactiveSince).TotalMilliseconds > room.PlayerTtl)
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{
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room.Actors.Remove(a.Nr); if (room.CleanupCacheOnLeave) room.Cache.RemoveAll(e => !e.Global && e.ActorNr == a.Nr); expired.Add(a.Nr);
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}
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}
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master = room.MasterClientId;
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if (expired.Count > 0) others = room.Actors.Values.Where(a => a.Conn != null && !a.Inactive).Select(a => a.Conn!).ToList();
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}
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foreach (var nr in expired)
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foreach (var o in others)
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o.SendEvent(Ev.Leave, new Dictionary<byte, object?> { [P.ActorNr] = nr, [P.IsInactive] = false, [P.MasterClientId] = master });
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MaybeRemoveRoom(room);
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}
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}
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// ---------------------------------------------------------------- events
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private static readonly string[] TraceRooms = (Environment.GetEnvironmentVariable("CAMPUSNET_TRACE_ROOM") ?? "").Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries);
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private static readonly HashSet<string> TraceUsers = new((Environment.GetEnvironmentVariable("CAMPUSNET_TRACE_USER") ?? "").Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries));
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private static readonly string TraceRoom = (TraceRooms.Length > 0 || TraceUsers.Count > 0) ? "on" : "";
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private static bool Traced(Room room) => TraceRooms.Any(t => room.Name.Contains(t, StringComparison.OrdinalIgnoreCase));
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// A traced user's rooms are traced too (private instances carry no room id in their name).
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private static bool Traced(Room room, Actor me) => Traced(room) || TraceUsers.Contains(me.UserId ?? "") || room.Actors.Values.Any(a => TraceUsers.Contains(a.UserId ?? ""));
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/// <summary>The actor numbers in a RaiseEvent's target list, whatever container they arrived in.</summary>
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/// <summary>Whether an event payload carries readable UTF-16 text (typed chat) - checked on RPCs
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/// (code 36) only, so any room's chat can be traced without logging every event.</summary>
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private static bool HasUtf16Text(object? o, int depth = 0)
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{
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if (o == null || depth > 4) return false;
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if (o is string str) return str.Length >= 3 && str.Any(char.IsLetter) && str.All(ch => ch >= 32);
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if (o is byte[] b)
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{
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int run = 0;
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for (int i = 0; i + 1 < b.Length; i += 2)
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{
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if (b[i + 1] == 0 && b[i] >= 32 && b[i] < 127) { if (++run >= 4) return true; }
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else run = 0;
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}
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return false;
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}
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if (o is Hashtable ht) { foreach (DictionaryEntry e in ht) if (HasUtf16Text(e.Value, depth + 1)) return true; return false; }
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if (o is System.Collections.IEnumerable en) { int n = 0; foreach (var x in en) { if (n++ > 64) break; if (HasUtf16Text(x, depth + 1)) return true; } }
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return false;
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}
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private static string Trunc(string s, int max) => s.Length <= max ? s : s.Substring(0, max) + "…";
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private static int[]? ActorTargets(object? v)
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{
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switch (v)
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{
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case null: return null;
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case int[] n: return n;
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case byte[] b: return b.Select(x => (int)x).ToArray();
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case short[] sh: return sh.Select(x => (int)x).ToArray();
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case TypedArray ta: return ta.Items.Select(LoadBalancingApp.ToInt).ToArray();
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case object?[] oa: return oa.Select(LoadBalancingApp.ToInt).ToArray();
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default:
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Log.Warn($"RaiseEvent: unrecognised target-actor list type {v.GetType().Name} - treated as none");
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return null;
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}
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}
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private static void RaiseEvent(Connection c, GpBinary16.OperationRequest op, bool reliable)
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{
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var room = c.Room; var me = c.Actor;
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if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
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byte code = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Code));
|
|
var data = op.Params.GetValueOrDefault(P.Data);
|
|
byte cache = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Cache));
|
|
byte receivers = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.ReceiverGroup));
|
|
byte group = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Group));
|
|
// Target actors (252). PUN spells this int[] ('n'), which is all that was matched before;
|
|
// a typed array of ints / an object[] / a byte[] decodes to something else and used to be
|
|
// silently treated as "no targets" - the event then went by receiver group instead.
|
|
var targets = ActorTargets(op.Params.GetValueOrDefault(P.ActorList));
|
|
|
|
// A gift box spawned into the room: let every other client show its message and box type
|
|
// (they only do when the package says IsSignatureValid - see GiftBoxRelay).
|
|
if (code == 29 && StuckLoad.ContainsString(data, "(GiftBox)"))
|
|
{
|
|
GiftBoxRelay.Capture(data, room.Name, c.UserId);
|
|
int flipped = GiftBoxRelay.MarkValid(data);
|
|
if (flipped > 0 && !room.LoggedGiftBoxValid) { room.LoggedGiftBoxValid = true; Log.Info($"{c.Tag}: gift box spawn in '{room.Name}' marked valid for the other players"); }
|
|
}
|
|
|
|
// A loaded client streams transforms (28); a joiner's first act once the room state is in
|
|
// is a request to the master client (receiver group 2). Either one means it is not stuck.
|
|
if (code == 28 || receivers == 2) me.LoadSignal = true;
|
|
|
|
var recipients = new List<Connection>();
|
|
lock (room.Sync)
|
|
{
|
|
bool isMaster = me.Nr == room.MasterClientId;
|
|
switch (cache)
|
|
{
|
|
case Cache.AddToRoomCache:
|
|
case Cache.AddToRoomCacheGlobal:
|
|
// A gift box someone opens is spawned into the room (ev 29 "(GiftBox)") and kept in
|
|
// the cache, so every later joiner replays it while loading - and on their client
|
|
// another player's box fails its package signature ("Bad signature for remote gift
|
|
// package"). Joins stuck at 25% started right after boxes were cached (Rec Center,
|
|
// 2026-09-26). Boxes are short-lived: deliver them live, never keep them.
|
|
if (code == 29 && StuckLoad.ContainsString(data, "(GiftBox)"))
|
|
{
|
|
if (!room.LoggedGiftBoxSkip) { room.LoggedGiftBoxSkip = true; Log.Info($"{c.Tag}: gift box spawns in '{room.Name}' are delivered live but not kept in the room cache"); }
|
|
break;
|
|
}
|
|
if (room.Cache.Count >= Guard.MaxRoomCache)
|
|
{
|
|
if (room.Cache.Count == Guard.MaxRoomCache) Log.Warn($"{c.Tag}: room '{room.Name}' cache full ({Guard.MaxRoomCache}) - new cached events are delivered but not kept");
|
|
break;
|
|
}
|
|
room.Cache.Add(new CachedEvent { ActorNr = me.Nr, Global = cache == Cache.AddToRoomCacheGlobal, Code = code, Data = data, Group = group }); break;
|
|
case Cache.RemoveFromRoomCache:
|
|
{
|
|
// Photon semantics: ANY actor removes the cached events matching the filter (code,
|
|
// data keys, and the target list read as SENDERS). This used to let only the
|
|
// master remove other actors' events - and Rec Room's buffered-event system clears
|
|
// a game-state slice from whichever client ends it, so those clears were silently
|
|
// dropped and a late joiner got the old round / team / spawn state replayed (the
|
|
// Dodgeball "join mid-game and spawn on top of everyone" bug).
|
|
// Event code 0 on a removal means "any code" (PUN's remove-all-of-a-player).
|
|
byte? codeFilter = op.Params.ContainsKey(P.Code) && code != 0 ? code : null;
|
|
int foreign = isMaster ? 0 : room.Cache.Count(e => e.ActorNr != me.Nr && CacheFilterMatch(e, targets, codeFilter, data as Hashtable));
|
|
int removed = room.Cache.RemoveAll(e => CacheFilterMatch(e, targets, codeFilter, data as Hashtable));
|
|
if (foreign > 0 && !room.LoggedForeignRemove)
|
|
{
|
|
room.LoggedForeignRemove = true;
|
|
Log.Info($"{c.Tag}: non-master a{me.Nr} removed {foreign} cached event(s) raised by others in '{room.Name}' (ev {code}; {removed} removed in all) - was refused before");
|
|
}
|
|
break;
|
|
}
|
|
case Cache.RemoveFromRoomCacheForActorsLeft:
|
|
{
|
|
// NOT global events. In Photon a global event belongs to the room (it is cached
|
|
// as actor 0, which never "leaves"), so this cleanup only drops the per-actor
|
|
// AddToRoomCache events of players who are gone. Global events keep their real
|
|
// sender here only so replays and RemoveFromRoomCache filters match them.
|
|
// This used to delete them too: when a room's creator left, the next master's
|
|
// cleanup wiped the BufferedEventHelper "RoomLoad" slices (all global, cache=5)
|
|
// and every later joiner got ~3 cached events instead of ~50 and hung on the
|
|
// loading screen at 25% (2026-09-26 22:51, room-2-2-741109222: 51 -> 3).
|
|
int before = room.Cache.Count;
|
|
int globalsKept = room.Cache.Count(e => e.Global && !room.Actors.ContainsKey(e.ActorNr));
|
|
int dropped = room.Cache.RemoveAll(e => !e.Global && !room.Actors.ContainsKey(e.ActorNr));
|
|
if (dropped > 0 || globalsKept > 0)
|
|
Log.Info($"{c.Tag}: '{room.Name}' cleanup for departed players: removed {dropped} of {before} cached event(s), kept {globalsKept} global");
|
|
break;
|
|
}
|
|
case Cache.MergeCache:
|
|
{
|
|
var existing = me.OwnCache.FirstOrDefault(e => e.Code == code);
|
|
if (existing != null && existing.Data is Hashtable eh && data is Hashtable dh) Room.Merge(eh, dh);
|
|
else if (existing != null) existing.Data = data;
|
|
else if (me.OwnCache.Count < Guard.MaxActorCache) me.OwnCache.Add(new CachedEvent { ActorNr = me.Nr, Code = code, Data = data, Group = group });
|
|
break;
|
|
}
|
|
case Cache.ReplaceCache:
|
|
me.OwnCache.RemoveAll(e => e.Code == code);
|
|
if (data != null && me.OwnCache.Count < Guard.MaxActorCache) me.OwnCache.Add(new CachedEvent { ActorNr = me.Nr, Code = code, Data = data, Group = group });
|
|
break;
|
|
case Cache.RemoveCache:
|
|
me.OwnCache.RemoveAll(e => e.Code == code); break;
|
|
}
|
|
|
|
if (targets != null)
|
|
{
|
|
foreach (var nr in targets)
|
|
if (room.Actors.TryGetValue(nr, out var a) && a.Conn != null && !a.Inactive) recipients.Add(a.Conn);
|
|
}
|
|
else if (receivers == Receivers.MasterClient)
|
|
{
|
|
if (room.Actors.TryGetValue(room.MasterClientId, out var m) && m.Conn != null) recipients.Add(m.Conn);
|
|
}
|
|
else
|
|
{
|
|
foreach (var a in room.Actors.Values)
|
|
{
|
|
if (a.Conn == null || a.Inactive) continue;
|
|
if (a == me && receivers != Receivers.All) continue;
|
|
if (group != 0 && !a.Groups.Contains(group)) continue;
|
|
recipients.Add(a.Conn);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cache removals are NEVER delivered, data or not: on a RemoveFromRoomCache the data is the
|
|
// FILTER, not a payload (Photon only edits the cache). This used to deliver any removal that
|
|
// carried a filter, so every time Rec Room cleared a cached RPC (ev 36) or state event (ev
|
|
// 29) everyone in the room received it as a brand-new one and re-ran it - thousands a day.
|
|
bool deliver = op.Params.ContainsKey(P.Code) && !(cache >= Cache.RemoveFromRoomCache && cache <= Cache.RemoveFromRoomCacheForActorsLeft);
|
|
// Room trace (CAMPUSNET_TRACE_ROOM=<substring of the room name>): every non-transform event
|
|
// with its size, routing and - for RPC-shaped payloads - the readable strings inside (RR RPC
|
|
// method names are plain text on the wire). Used to see what a "Rooms 2.0" authority
|
|
// handshake actually sends, without the firehose of CAMPUSNET_DEBUG.
|
|
if (code != 28 && ((TraceRoom.Length > 0 && Traced(room, me)) || (code == 36 && HasUtf16Text(data))))
|
|
{
|
|
string strs = "";
|
|
try
|
|
{
|
|
var found = new List<string>();
|
|
void Scan(object? o, int depth)
|
|
{
|
|
if (o == null || depth > 4 || found.Count >= 6) return;
|
|
if (o is CampusNet.Protocol.CustomValue cvx) o = cvx.Data; // custom types carry their payload as raw bytes (gift packages ride in one)
|
|
if (o is string str) { if (str.Length >= 3 && str.Length <= 80) found.Add(str); return; }
|
|
if (o is byte[] bytes)
|
|
{
|
|
var sb = new System.Text.StringBuilder();
|
|
foreach (var bt in bytes)
|
|
{
|
|
if (bt >= 32 && bt < 127) sb.Append((char)bt);
|
|
else { if (sb.Length >= 5 && found.Count < 6) found.Add(sb.ToString()); sb.Clear(); }
|
|
}
|
|
if (sb.Length >= 5 && found.Count < 6) found.Add(sb.ToString());
|
|
// UTF-16LE text (a C# string written raw: every other byte 0) reads as
|
|
// single characters above and is dropped, which hid typed chat entirely.
|
|
var u16 = new System.Text.StringBuilder();
|
|
for (int i = 0; i + 1 < bytes.Length; i++)
|
|
{
|
|
if (bytes[i] >= 32 && bytes[i] < 127 && bytes[i + 1] == 0) { u16.Append((char)bytes[i]); i++; continue; }
|
|
if (u16.Length >= 3 && found.Count < 6) found.Add("u16:" + u16);
|
|
u16.Clear();
|
|
}
|
|
if (u16.Length >= 3 && found.Count < 6) found.Add("u16:" + u16);
|
|
return;
|
|
}
|
|
if (o is Hashtable ht) { foreach (DictionaryEntry e in ht) { Scan(e.Key, depth + 1); Scan(e.Value, depth + 1); } return; }
|
|
if (o is System.Collections.IEnumerable en) { int n = 0; foreach (var x in en) { if (n++ > 64) break; Scan(x, depth + 1); } }
|
|
}
|
|
Scan(data, 0);
|
|
if (found.Count > 0) strs = " strs=[" + string.Join(" | ", found) + "]";
|
|
}
|
|
catch { }
|
|
// Every op parameter with its decoded CLR type, so a receiver-group / target-list field
|
|
// that arrives in an unexpected encoding is visible instead of silently ignored.
|
|
string keys = "[" + string.Join(",", op.Params.Select(kv => $"{kv.Key}:{(kv.Value == null ? "null" : kv.Value is TypedArray ta ? $"TypedArray<{(char)ta.ElemType}>" : kv.Value.GetType().Name)}")) + "]";
|
|
Log.Info($"trace '{room.Name}' a{me.Nr} u{me.UserId}: ev {code} {op.PayloadBytes}B cache={cache} recv={receivers} group={group} targets=[{(targets == null ? "-" : string.Join(",", targets))}] -> {recipients.Count} recipient(s){(deliver ? "" : " (cache-only)")} keys={keys}{strs}");
|
|
}
|
|
// Room chat (RPC 36 carrying "<noparse>text</noparse>") is held until the Campus server
|
|
// confirms the text went through its chat filter (ChatGuard) - text that skipped it is
|
|
// dropped and the sender disconnected. Everything else is delivered as before.
|
|
string? chatText = deliver && code == 36 && ChatGuard.Enabled ? ChatGuard.ChatText(data) : null;
|
|
if (chatText != null)
|
|
{
|
|
var msg = GpBinary16.EventMessage(code, EventParams(me.Nr, data));
|
|
var to = recipients.ToList();
|
|
string user = me.UserId, roomName = room.Name;
|
|
_ = Task.Run(async () =>
|
|
{
|
|
if (await ChatGuard.IsBypass(user, roomName, chatText))
|
|
{
|
|
Log.Warn($"[chat-guard] u{user} in '{roomName}': unfiltered chat dropped and sender disconnected");
|
|
c.Disconnect("chat filter bypass");
|
|
return;
|
|
}
|
|
foreach (var r in to) r.Send(msg, reliable);
|
|
});
|
|
}
|
|
else if (deliver)
|
|
{
|
|
var msg = GpBinary16.EventMessage(code, EventParams(me.Nr, data));
|
|
foreach (var r in recipients) r.Send(msg, reliable);
|
|
}
|
|
lock (room.Sync)
|
|
{
|
|
me.Raised++; if (!reliable) me.RaisedUnreliable++;
|
|
me.RaisedByCode[code] = me.RaisedByCode.GetValueOrDefault(code) + 1;
|
|
if (group != 0) me.RaisedByGroup[group] = me.RaisedByGroup.GetValueOrDefault(group) + 1;
|
|
if (deliver) { me.Delivered += recipients.Count; if (recipients.Count == 0) me.DroppedNoRecipient++; }
|
|
}
|
|
if (reliable) c.SendResponse(op.Code, new()); // PUN expects the ack'd response for reliable raises
|
|
}
|
|
|
|
private static bool CacheFilterMatch(CachedEvent e, int[]? actors, byte? code, Hashtable? dataFilter)
|
|
{
|
|
if (actors != null && actors.Length > 0 && !actors.Contains(e.ActorNr)) return false;
|
|
if (code != null && e.Code != code) return false;
|
|
if (dataFilter != null)
|
|
{
|
|
if (e.Data is not Hashtable h) return false;
|
|
foreach (DictionaryEntry f in dataFilter)
|
|
if (!h.ContainsKey(f.Key) || !Room.ValuesEqual(h[f.Key], f.Value)) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// ---------------------------------------------------------------- properties
|
|
|
|
private static void SetProperties(Connection c, GpBinary16.OperationRequest op)
|
|
{
|
|
var room = c.Room; var me = c.Actor;
|
|
if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
|
|
var props = op.Params.GetValueOrDefault(P.Properties) as Hashtable ?? new Hashtable();
|
|
var expected = op.Params.GetValueOrDefault(P.ExpectedValues) as Hashtable;
|
|
bool broadcast = op.Params.GetValueOrDefault(P.Broadcast) is bool b && b;
|
|
int target = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.ActorNr)); // 0 = room properties
|
|
|
|
Hashtable changed; List<Connection> recipients = new();
|
|
lock (room.Sync)
|
|
{
|
|
Hashtable store;
|
|
if (target == 0) store = room.Props;
|
|
else
|
|
{
|
|
if (!room.Actors.TryGetValue(target, out var a)) { c.SendError(op.Code, Rc.InvalidOperation, "No such actor"); return; }
|
|
// A client writes its own player properties; only the master client may write
|
|
// another actor's (PUN never does this from a plain client, a modified one would -
|
|
// it is how a "bot" renames or re-flags other players).
|
|
if (target != me.Nr && me.Nr != room.MasterClientId)
|
|
{
|
|
Log.Warn($"{c.Tag}: tried to set actor {target}'s properties - refused");
|
|
c.SendError(op.Code, Rc.InvalidOperation, "Not your actor");
|
|
return;
|
|
}
|
|
store = a.Props;
|
|
}
|
|
|
|
// Master client hand-off (PUN SetMasterClient): room prop 248 = new master, with the
|
|
// CURRENT master as the expected value. 248 is never stored - MasterClientId is live -
|
|
// so the plain CAS below always read "stored null" and refused every hand-off, leaving
|
|
// game authority (rounds, teams) with whoever had the lowest actor number.
|
|
if (target == 0 && props.ContainsKey(GameProp.MasterClientId))
|
|
{
|
|
int wanted = LoadBalancingApp.ToInt(props[GameProp.MasterClientId]);
|
|
int current = room.MasterClientId;
|
|
bool casOk = expected == null || !expected.ContainsKey(GameProp.MasterClientId)
|
|
|| LoadBalancingApp.ToInt(expected[GameProp.MasterClientId]) == current;
|
|
bool valid = room.Actors.TryGetValue(wanted, out var nm) && !nm.Inactive;
|
|
if (!casOk || !valid)
|
|
{
|
|
Log.Warn($"{c.Tag}: master hand-off to a{wanted} refused in '{room.Name}' ({(!valid ? "no such active actor" : $"expected master {GpBinary16.Describe(expected![GameProp.MasterClientId])}, is {current}")})");
|
|
c.SendError(op.Code, Rc.InvalidOperation, "CAS failed");
|
|
return;
|
|
}
|
|
props = (Hashtable)props.Clone(); props.Remove(GameProp.MasterClientId);
|
|
if (expected != null) { expected = (Hashtable)expected.Clone(); expected.Remove(GameProp.MasterClientId); }
|
|
room.MasterOverride = wanted;
|
|
Log.Info($"{c.Tag}: master client a{current} -> a{wanted} in '{room.Name}'");
|
|
// Everyone (the sender included) hears it, as Photon does: PUN switches master off
|
|
// the 248 PropertiesChanged event.
|
|
var mev = new Dictionary<byte, object?> { [P.TargetActorNr] = 0, [P.Properties] = new Hashtable { [GameProp.MasterClientId] = wanted }, [P.ActorNr] = me.Nr };
|
|
var mmsg = GpBinary16.EventMessage(Ev.PropertiesChanged, mev);
|
|
foreach (var a in room.Actors.Values) if (a.Conn != null && !a.Inactive) a.Conn.Send(mmsg);
|
|
if (props.Count == 0) { c.SendResponse(op.Code, new()); return; }
|
|
}
|
|
|
|
if (!Room.CasMatches(store, expected))
|
|
{
|
|
// Always logged: a refused compare-and-set silently drops that client's state change
|
|
// for everyone (it is how per-player objects - chat, typing, held items - sync).
|
|
var why = string.Join(", ", expected!.Keys.Cast<object>().Select(k => $"{k}: expected {GpBinary16.Describe(expected[k])} stored {GpBinary16.Describe(store[k])}"));
|
|
Log.Warn($"{c.Tag}: CAS refused on {(target == 0 ? "room" : "actor " + target)} in '{room.Name}' - {Trunc(why, 400)} | wanted [{Trunc(string.Join(", ", props.Keys.Cast<object>()), 200)}]");
|
|
c.SendError(op.Code, Rc.InvalidOperation, "CAS failed"); // PUN treats this rc as the CAS miss
|
|
return;
|
|
}
|
|
changed = Room.Merge(store, props);
|
|
if (target == 0 && changed.ContainsKey(GameProp.PlayerTtl) && changed[GameProp.PlayerTtl] is int pt) room.PlayerTtl = pt;
|
|
if (target == 0 && changed.ContainsKey(GameProp.EmptyRoomTtl) && changed[GameProp.EmptyRoomTtl] is int et) room.EmptyRoomTtl = et;
|
|
foreach (var a in room.Actors.Values)
|
|
if (a.Conn != null && !a.Inactive && (broadcast || a.Conn != c)) recipients.Add(a.Conn);
|
|
}
|
|
c.SendResponse(op.Code, new());
|
|
// Player-property writes are rare (join, avatar/state changes) - log the keys and sizes so a
|
|
// "others don't see my new outfit" report can be matched against what actually crossed the wire.
|
|
bool chatKeys = changed.Keys.Cast<object>().Any(k => k is string ks && (ks.Contains("TYPING") || ks.Contains("CHAT", StringComparison.OrdinalIgnoreCase)));
|
|
if (target != 0 || chatKeys || (TraceRoom.Length > 0 && Traced(room, me)))
|
|
{
|
|
var desc = string.Join(", ", changed.Keys.Cast<object>().Select(k => $"{k}={(changed[k] is byte[] ba ? ba.Length + "B" : changed[k] is string str ? str.Length + "ch" : changed[k] is Hashtable ? "table" : changed[k] is object?[] arr ? Trunc(GpBinary16.Describe(arr), 240) : changed[k]?.ToString() ?? "null")}"));
|
|
Log.Info($"{c.Tag}: {(target == 0 ? "room" : "player")} props on {(target == 0 ? "room" : "actor " + target)} [{desc}] cas={(expected != null)} -> {recipients.Count} recipient(s){(broadcast ? " (broadcast)" : "")}");
|
|
}
|
|
if (broadcast || recipients.Count > 0)
|
|
{
|
|
var ev = new Dictionary<byte, object?> { [P.TargetActorNr] = target, [P.Properties] = changed, [P.ActorNr] = me.Nr };
|
|
var msg = GpBinary16.EventMessage(Ev.PropertiesChanged, ev);
|
|
foreach (var r in recipients) if (broadcast || r != c) r.Send(msg);
|
|
}
|
|
}
|
|
|
|
private static void GetProperties(Connection c, GpBinary16.OperationRequest op)
|
|
{
|
|
var room = c.Room;
|
|
if (room == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
|
|
var resp = new Dictionary<byte, object?>();
|
|
lock (room.Sync)
|
|
{
|
|
resp[P.GameProperties] = room.GamePropsForClient();
|
|
resp[P.PlayerProperties] = room.AllPlayerProps();
|
|
}
|
|
c.SendResponse(op.Code, resp);
|
|
}
|
|
|
|
private static void ChangeGroups(Connection c, GpBinary16.OperationRequest op)
|
|
{
|
|
var me = c.Actor; var room = c.Room;
|
|
if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
|
|
lock (room.Sync)
|
|
{
|
|
// null = all groups; empty array = none
|
|
if (op.Params.TryGetValue(P.Remove, out var rem))
|
|
{
|
|
if (rem == null) me.Groups.Clear();
|
|
else foreach (var g in AsBytes(rem)) me.Groups.Remove(g);
|
|
}
|
|
if (op.Params.TryGetValue(P.Add, out var add))
|
|
{
|
|
if (add == null) for (int g = 1; g < 256; g++) me.Groups.Add((byte)g);
|
|
else foreach (var g in AsBytes(add)) me.Groups.Add(g);
|
|
}
|
|
Log.Info($"{c.Tag}: groups now [{(me.Groups.Count > 12 ? me.Groups.Count + " groups" : string.Join(",", me.Groups.OrderBy(g => g)))}] (remove={(op.Params.TryGetValue(P.Remove, out var rr) ? (rr == null ? "all" : GpBinary16.Describe(rr)) : "-")} add={(op.Params.TryGetValue(P.Add, out var aa) ? (aa == null ? "all" : GpBinary16.Describe(aa)) : "-")})");
|
|
}
|
|
c.SendResponse(op.Code, new());
|
|
}
|
|
|
|
private static IEnumerable<byte> AsBytes(object v) => v switch
|
|
{
|
|
byte[] b => b,
|
|
TypedArray ta => ta.Items.Select(x => (byte)LoadBalancingApp.ToInt(x)),
|
|
int[] n => n.Select(x => (byte)x),
|
|
_ => Array.Empty<byte>()
|
|
};
|
|
}
|