feat: Enhance RoomZipImportController to support Unity asset bundles

- Added support for .assetbundle files in RoomZipImportController.
- Introduced new properties in RoomSceneEntity for handling Studio asset metadata.
- Updated ZipImport method to handle asset bundles during bulk imports.
- Enhanced CdnController to serve Unity asset bundles via a new route.
- Modified GoToController to include Unity asset ID in matchmaking responses.
- Updated database schema to accommodate new fields related to Studio asset bundles.
- Improved URL coverage documentation to reflect new routes for asset bundles.
This commit is contained in:
Alexa
2026-06-24 16:11:21 +03:00
parent 38fbd0faf1
commit 1d4777e3da
10 changed files with 1081 additions and 49 deletions
@@ -218,7 +218,10 @@ public class RoomsController(
}
[HttpGet("rooms/{roomId:long}")]
public async Task<IActionResult> RoomServerById(long roomId)
public async Task<IActionResult> RoomServerById(
long roomId,
[FromQuery] int? unityAssetTarget,
[FromQuery] int? unityAssetVersion)
{
var room = await rooms.GetByIdAsync(roomId) ?? Synthetic($"Room_{roomId}", roomId);
var sceneRows = await db.RoomScenes
@@ -229,7 +232,12 @@ public class RoomsController(
.Where(r => r.RoomId == room.Id)
.ToListAsync();
return Ok(BuildRoomServerDetails(room, sceneRows, roles: roles));
return Ok(BuildRoomServerDetails(
room,
sceneRows,
roles: roles,
unityAssetTarget: unityAssetTarget,
unityAssetVersion: unityAssetVersion));
}
// ── RoomDetails (the boot-critical one) ─────────────────────────────
@@ -312,6 +320,270 @@ public class RoomsController(
return Ok(blobs);
}
/// <summary>GET <c>rooms/{roomId}/subrooms/{subRoomId}/saves/{saveId}</c>
/// — Studio room save metadata. The 2023 client can load baked Studio
/// scenes by first asking this endpoint which Unity asset bundle file
/// belongs to the save, then downloading it from
/// <c>cdn.../room/{Filename}.assetbundle</c>. The importer persists
/// the exact bundle filenames from the Studio dump on RoomScenes, so
/// this response is backed by the imported archive bytes rather than a
/// placeholder.</summary>
[HttpGet("rooms/{roomId:long}/subrooms/{subRoomId:long}/saves/{saveId:long}")]
[HttpGet("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/saves/{saveId:long}")]
[Authorize]
public async Task<IActionResult> StudioSubRoomSave(
long roomId,
long subRoomId,
long saveId,
[FromQuery] int? unityAssetTarget,
[FromQuery] int? unityAssetVersion)
{
var room = await rooms.GetByIdAsync(roomId);
if (room is null) return NotFound(new { error = "room_not_found", roomId });
var sceneRows = await db.RoomScenes
.Where(s => s.RoomId == roomId)
.OrderBy(s => s.OrderIndex)
.ToListAsync();
var scene = sceneRows.FirstOrDefault(s => s.OrderIndex == (int)subRoomId)
?? sceneRows.FirstOrDefault(s => s.StudioSubRoomDataSaveId == saveId);
if (scene is null) return NotFound(new { error = "subroom_not_found", roomId, subRoomId });
return Ok(BuildStudioSaveWire(room, scene, subRoomId, saveId, unityAssetTarget, unityAssetVersion));
}
/// <summary>GET <c>rooms/{roomId}/subrooms</c> — the subroom list the
/// 2023 client / Studio editor fetches
/// (<c>String.Format("rooms/{0}/subrooms", roomId)</c>). Emits the same
/// per-subroom shape as the <c>SubRooms[]</c> entries inside
/// <c>/roomserver/rooms/{id}</c>, so a single-scene room synthesises one
/// "Home" entry and a multi-scene imported room enumerates its
/// RoomScenes.</summary>
[HttpGet("rooms/{roomId:long}/subrooms")]
[HttpGet("roomserver/rooms/{roomId:long}/subrooms")]
[Authorize]
public async Task<IActionResult> SubRooms(long roomId)
{
var room = await rooms.GetByIdAsync(roomId);
if (room is null) return NotFound(new { error = "room_not_found", roomId });
var sceneRows = await db.RoomScenes
.Where(s => s.RoomId == roomId)
.OrderBy(s => s.OrderIndex)
.ToListAsync();
var wire = sceneRows.Count > 0
? sceneRows.Select(s => BuildSubRoomWire(room, s)).ToArray()
: new[] { BuildSubRoomWire(room, null) };
return Ok(wire);
}
/// <summary>GET <c>rooms/{roomId}/subrooms/{subRoomId}</c> — one subroom
/// (<c>String.Format("rooms/{0}/subrooms/{1}", roomId, subRoomId)</c>).
/// <paramref name="subRoomId"/> is the RoomScene OrderIndex.</summary>
[HttpGet("rooms/{roomId:long}/subrooms/{subRoomId:long}")]
[HttpGet("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}")]
[Authorize]
public async Task<IActionResult> SubRoom(long roomId, long subRoomId)
{
var room = await rooms.GetByIdAsync(roomId);
if (room is null) return NotFound(new { error = "room_not_found", roomId });
var scene = await db.RoomScenes
.Where(s => s.RoomId == roomId && s.OrderIndex == (int)subRoomId)
.FirstOrDefaultAsync();
// A single-scene room has no RoomScene row; subRoom 0 is the
// synthesised "Home" scene.
if (scene is null && subRoomId != 0)
return NotFound(new { error = "subroom_not_found", roomId, subRoomId });
return Ok(BuildSubRoomWire(room, scene));
}
/// <summary>GET <c>rooms/{roomId}/subrooms/{subRoomId}/data</c> — the
/// current persisted save for the subroom
/// (<c>String.Format("rooms/{0}/subrooms/{1}/data", roomId, subRoomId)</c>).
/// Returns the same <c>SubRoomDataSave</c> shape as
/// <c>/saves/{saveId}</c> resolved to the scene's current save id.</summary>
[HttpGet("rooms/{roomId:long}/subrooms/{subRoomId:long}/data")]
[HttpGet("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/data")]
[Authorize]
public async Task<IActionResult> SubRoomData(
long roomId,
long subRoomId,
[FromQuery] int? unityAssetTarget,
[FromQuery] int? unityAssetVersion)
{
var room = await rooms.GetByIdAsync(roomId);
if (room is null) return NotFound(new { error = "room_not_found", roomId });
var scene = await db.RoomScenes
.Where(s => s.RoomId == roomId && s.OrderIndex == (int)subRoomId)
.FirstOrDefaultAsync();
if (scene is null && subRoomId != 0)
return NotFound(new { error = "subroom_not_found", roomId, subRoomId });
var saveId = scene?.StudioSubRoomDataSaveId ?? 0L;
return Ok(BuildStudioSaveWire(room, scene, subRoomId, saveId, unityAssetTarget, unityAssetVersion));
}
/// <summary>GET <c>rooms/{roomId}/subrooms/{subRoomId}/saves</c> — the
/// list of saves for a subroom
/// (<c>String.Format("rooms/{0}/subrooms/{1}/saves", roomId, subRoomId)</c>).
/// Returns the current save plus any historical blobs recorded for the
/// subroom, newest first, each in the <c>SubRoomDataSave</c> shape.</summary>
[HttpGet("rooms/{roomId:long}/subrooms/{subRoomId:long}/saves")]
[HttpGet("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/saves")]
[Authorize]
public async Task<IActionResult> SubRoomSaves(long roomId, long subRoomId)
{
var room = await rooms.GetByIdAsync(roomId);
if (room is null) return NotFound(new { error = "room_not_found", roomId });
var scene = await db.RoomScenes
.Where(s => s.RoomId == roomId && s.OrderIndex == (int)subRoomId)
.FirstOrDefaultAsync();
if (scene is null && subRoomId != 0)
return NotFound(new { error = "subroom_not_found", roomId, subRoomId });
var currentSaveId = scene?.StudioSubRoomDataSaveId ?? 0L;
var saves = new List<object>
{
BuildStudioSaveWire(room, scene, subRoomId, currentSaveId, null, null),
};
// Historical blobs for this subroom (the same rows the datahistory
// endpoint surfaces), surfaced as prior saves so the Studio editor's
// version picker has the full set. Distinct by blob name, current
// save excluded (already first in the list).
var history = await db.RoomDataBlobs
.Where(b => b.RoomId == roomId && b.SubRoomId == subRoomId)
.OrderByDescending(b => b.UploadedAt)
.Take(50)
.ToListAsync();
foreach (var h in history)
{
if (!string.IsNullOrWhiteSpace(scene?.DataBlobName) &&
string.Equals(h.BlobName, scene!.DataBlobName, StringComparison.OrdinalIgnoreCase))
continue;
saves.Add(new
{
SubRoomDataSaveId = currentSaveId,
SubRoomId = subRoomId,
UnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
SubRoomUnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
ReferencedUnityAssetIds = Array.Empty<string>(),
DataBlob = h.BlobName,
DataBlobName = h.BlobName,
PersistenceVersion = 41,
OMVersion = 0,
SavedByAccountId = h.UploadedByPlayerId,
SavedOnPlatform = 7,
SavedOnDeviceClass = 2,
SavedAt = (h.UploadedAt == default ? DateTime.UtcNow : h.UploadedAt)
.ToString("yyyy-MM-ddTHH:mm:ssZ"),
});
}
return Ok(saves);
}
/// <summary>Build one subroom entry in the wire shape the watch's
/// <c>SubRooms[]</c> array uses (see <c>BuildRoomServerDetails</c>). A
/// null <paramref name="scene"/> yields the synthesised "Home" scene for
/// single-scene rooms.</summary>
private object BuildSubRoomWire(RoomEntity room, RoomSceneEntity? scene)
{
var fallback = CurrentOrSyntheticDataBlobName(room);
var orderIndex = scene?.OrderIndex ?? 0;
var dataBlob = scene is null
? fallback
: SceneOrSyntheticDataBlobName(room, scene.DataBlobName, fallback);
var modified = scene?.DataModifiedAt ?? room.UpdatedAt;
return new
{
SubRoomId = (long)orderIndex,
RoomId = room.Id,
Name = scene?.Name ?? "Home",
DataBlob = dataBlob,
DataSavedAt = (modified == default ? DateTime.UtcNow : modified)
.ToString("yyyy-MM-ddTHH:mm:ssZ"),
IsSandbox = scene?.IsSandbox ?? false,
MaxPlayers = scene?.MaxPlayers ?? 8,
Accessibility = room.Accessibility,
UnitySceneId = scene?.RoomSceneLocationId ?? room.LocationReplicationId,
UnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
SubRoomUnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
CurrentSave = new
{
SubRoomDataSaveId = scene?.StudioSubRoomDataSaveId ?? 0L,
SubRoomId = (long)orderIndex,
UnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
SubRoomUnityAssetId = scene?.StudioUnityAssetId ?? string.Empty,
ReferencedUnityAssetIds = Array.Empty<string>(),
DataBlob = dataBlob,
},
};
}
/// <summary>Build the <c>SubRoomDataSave</c> wire object for a Studio
/// save — shared by <c>/saves/{saveId}</c>, <c>/data</c>, and the first
/// entry of <c>/saves</c>. A null <paramref name="scene"/> (single-scene
/// room) returns a save with no baked bundles, pointing at the room's
/// current data blob.</summary>
private object BuildStudioSaveWire(
RoomEntity room,
RoomSceneEntity? scene,
long subRoomId,
long saveId,
int? unityAssetTarget,
int? unityAssetVersion)
{
var bundles = StudioBundlesForScene(scene, saveId);
if (bundles.Count == 0 && scene is not null)
{
logger.LogWarning(
"[rooms-studio-save] no asset bundles room={RoomId} subRoom={SubRoomId} save={SaveId} scene={Scene} csvLen={CsvLen}",
room.Id, subRoomId, saveId, scene.Name, scene.StudioAssetBundleNamesCsv?.Length ?? 0);
}
var unityAssetId = scene?.StudioUnityAssetId ?? string.Empty;
var bakedAssets = BuildStudioBakedAssets(room, scene, saveId, unityAssetTarget, unityAssetVersion);
var primary = bakedAssets.FirstOrDefault();
var unityAsset = BuildStudioUnityAsset(room, scene, bakedAssets);
var dataBlob = !string.IsNullOrWhiteSpace(scene?.DataBlobName)
? scene!.DataBlobName
: CurrentOrSyntheticDataBlobName(room);
logger.LogInformation(
"[rooms-studio-save] room={RoomId} subRoom={SubRoomId} save={SaveId} scene={Scene} target={Target} version={Version} primary={Primary} bundles={BundleCount}",
room.Id, subRoomId, saveId, scene?.Name ?? "Home", unityAssetTarget, unityAssetVersion,
primary?.Filename ?? string.Empty, bundles.Count);
return new
{
SubRoomDataSaveId = saveId,
SubRoomId = subRoomId,
UnityAssetId = unityAssetId,
SubRoomUnityAssetId = unityAssetId,
ReferencedUnityAssetIds = Array.Empty<string>(),
DataBlob = dataBlob,
DataBlobName = dataBlob,
PersistenceVersion = 41,
OMVersion = 0,
SavedByAccountId = room.CreatorPlayerId,
SavedOnPlatform = 7,
SavedOnDeviceClass = 2,
CreatedByAccountId = room.CreatorPlayerId,
UnityAssetHash = string.Empty,
UnityAsset = unityAsset,
UnityAssetFilename = primary?.Filename ?? string.Empty,
BakedUnityAssets = bakedAssets,
UnitySubAssets = Array.Empty<object>(),
};
}
/// <summary>POST <c>roomserver/rooms/{roomId}/subrooms/{subRoomId}/restoredata</c>
/// — the watch's "Go" button in the Restore Room dialog. Body is
/// form-urlencoded with a single <c>filename</c> field carrying the
@@ -1300,7 +1572,9 @@ public class RoomsController(
RoomEntity room,
IReadOnlyList<RoomSceneEntity>? sceneRows = null,
string? overrideDataBlobName = null,
IReadOnlyList<RoomRoleEntity>? roles = null)
IReadOnlyList<RoomRoleEntity>? roles = null,
int? unityAssetTarget = null,
int? unityAssetVersion = null)
{
var roleList = roles ?? Array.Empty<RoomRoleEntity>();
// 2023's room-permissions runtime needs a real PersistedRoomData
@@ -1311,34 +1585,118 @@ public class RoomsController(
.ToString("yyyy-MM-ddTHH:mm:ssZ");
object[] subRooms = sceneRows is { Count: > 0 }
? sceneRows.Select(s => (object)new
? sceneRows.Select(s =>
{
SubRoomId = (long)s.OrderIndex,
RoomId = room.Id,
Name = s.Name,
DataBlob = !string.IsNullOrWhiteSpace(overrideDataBlobName) && sceneRows.Count == 1
var dataBlob = !string.IsNullOrWhiteSpace(overrideDataBlobName) && sceneRows.Count == 1
? overrideDataBlobName
: SceneOrSyntheticDataBlobName(room, s.DataBlobName, dataBlobName),
DataSavedAt = (s.DataModifiedAt == default ? DateTime.UtcNow : s.DataModifiedAt)
.ToString("yyyy-MM-ddTHH:mm:ssZ"),
IsSandbox = s.IsSandbox,
MaxPlayers = s.MaxPlayers,
Accessibility = room.Accessibility,
UnitySceneId = s.RoomSceneLocationId,
: SceneOrSyntheticDataBlobName(room, s.DataBlobName, dataBlobName);
// A scene with a baked Studio asset (non-empty UnityAssetId)
// must advertise a Studio-era PersistenceVersion on its
// CurrentSave. The 2023 client gates the baked-Addressables
// load path on this: a version of 0 (the old default) makes
// it treat the save as a pre-baked legacy blob and it never
// fetches unity_assets/{id}/{target}/{version}, so the
// persistence views reference prefabs that were never loaded
// ("Expected a prefab, but found none"). 41 matches the real
// RecRocks export (room.json PersistenceVersion=41).
var baked = !string.IsNullOrWhiteSpace(s.StudioUnityAssetId);
var saveVersion = baked ? StudioPersistenceVersion : 0;
var bakedAssets = BuildStudioBakedAssets(
room,
s,
s.StudioSubRoomDataSaveId ?? 0L,
unityAssetTarget,
unityAssetVersion);
var unityAsset = bakedAssets.FirstOrDefault();
var unityAssetParent = BuildStudioUnityAsset(room, s, bakedAssets);
return (object)new
{
ReplicationId = s.RoomSceneLocationId,
PersistenceVersion = saveVersion,
SupportsJoinInProgress = true,
UseLevelBasedMatchmaking = false,
UseAgeBasedMatchmaking = false,
UseRecRoyaleMatchmaking = false,
SubRoomId = (long)s.OrderIndex,
RoomId = room.Id,
Name = s.Name,
UnityAssetId = s.StudioUnityAssetId,
SubRoomUnityAssetId = s.StudioUnityAssetId,
UnityAsset = unityAsset?.Filename ?? string.Empty,
UnityAssetHash = string.Empty,
DataBlob = dataBlob,
DataBlobHash = (string?)null,
DataSavedAt = (s.DataModifiedAt == default ? DateTime.UtcNow : s.DataModifiedAt)
.ToString("yyyy-MM-ddTHH:mm:ssZ"),
IsSandbox = s.IsSandbox,
MaxPlayers = s.MaxPlayers,
Accessibility = room.Accessibility,
UnitySceneId = s.RoomSceneLocationId,
CurrentSave = new
{
SubRoomDataSaveId = s.StudioSubRoomDataSaveId ?? 0L,
SubRoomId = (long)s.OrderIndex,
UnityAssetId = s.StudioUnityAssetId,
SubRoomUnityAssetId = s.StudioUnityAssetId,
CreatedByAccountId = room.CreatorPlayerId,
ReferencedUnityAssetIds = Array.Empty<string>(),
DataBlob = dataBlob,
DataBlobHash = (string?)null,
PersistenceVersion = saveVersion,
OMVersion = 0,
SavedByAccountId = room.CreatorPlayerId,
SavedOnPlatform = 0,
SavedOnDeviceClass = 2,
Description = string.Empty,
ModerationState = 0,
CreatedAt = (s.DataModifiedAt == default ? DateTime.UtcNow : s.DataModifiedAt)
.ToString("yyyy-MM-ddTHH:mm:ssZ"),
UgcSubVersion = saveVersion,
UnityAssetHash = string.Empty,
UnityAsset = unityAssetParent,
UnityAssetFilename = unityAsset?.Filename ?? string.Empty,
BakedUnityAssets = bakedAssets,
UnitySubAssets = Array.Empty<object>(),
},
LastModeratedSaveModerationState = 0,
DefaultMatchmakingPolicy = 0,
ShouldAutoStageSaves = true,
StagedSubRoomDataSaveId = (long?)null,
};
}).ToArray()
: new object[]
{
new
{
ReplicationId = room.LocationReplicationId,
PersistenceVersion = 0,
SupportsJoinInProgress = true,
UseLevelBasedMatchmaking = false,
UseAgeBasedMatchmaking = false,
UseRecRoyaleMatchmaking = false,
SubRoomId = 0L,
RoomId = room.Id,
Name = "Home",
UnityAssetId = string.Empty,
SubRoomUnityAssetId = string.Empty,
UnityAsset = string.Empty,
UnityAssetHash = string.Empty,
DataBlob = dataBlobName,
DataBlobHash = (string?)null,
DataSavedAt = updatedAt,
IsSandbox = false,
MaxPlayers = 8,
Accessibility = room.Accessibility,
UnitySceneId = room.LocationReplicationId,
CurrentSave = new
{
SubRoomDataSaveId = 0L,
SubRoomId = 0L,
UnityAssetId = string.Empty,
SubRoomUnityAssetId = string.Empty,
ReferencedUnityAssetIds = Array.Empty<string>(),
DataBlob = dataBlobName,
},
},
};
@@ -1389,6 +1747,19 @@ public class RoomsController(
DisableMicAutoMute = room.DisableMicAutoMute,
DisableRoomComments = false,
EncryptVoiceChat = false,
// Studio/UGC version family. The 2023 client reads UgcVersion to
// decide the asset-bundle version it requests
// (unity_assets/{id}/{target}/{UgcVersion}) and PersistenceVersion
// to recognise a baked Studio room at all. Matches the real
// RecRocks room.json (UgcVersion=1, PersistenceVersion=41). For a
// non-Studio room these stay at the legacy 0 so behaviour is
// unchanged.
PersistenceVersion = room.IsStudioRoom ? StudioPersistenceVersion : 0,
UgcVersion = room.IsStudioRoom ? StudioUgcVersion : 0,
UgcSubVersion = room.IsStudioRoom ? StudioPersistenceVersion : 0,
MinUgcSubVersion = room.IsStudioRoom ? StudioPersistenceVersion : 0,
PublishState = 0,
MaxPlayerCalculationMode = 0,
SubRooms = subRooms,
Roles = wireRoles,
LoadScreens = Array.Empty<object>(),
@@ -1398,6 +1769,18 @@ public class RoomsController(
};
}
/// <summary>PersistenceVersion / UgcSubVersion stamped on a baked Studio
/// scene's CurrentSave. The 2023 client's room-load gate treats anything
/// below the Studio-asset-bundle era as a legacy non-baked save and skips
/// the Addressables bundle fetch. 41 matches the real RecRocks export
/// (room.json + the per-save sidecars).</summary>
public const int StudioPersistenceVersion = 41;
/// <summary>Room-level UgcVersion for a Studio room. The client uses this
/// as the asset-bundle version in unity_assets/{id}/{target}/{version}
/// (RecRocks bundles bake at v1, room.json UgcVersion=1).</summary>
public const int StudioUgcVersion = 1;
// ── Clone / create ───────────────────────────────────────────────────
@@ -1564,7 +1947,7 @@ public class RoomsController(
public async Task<IActionResult> RoomsRequiring(string restriction)
{
var key = (restriction ?? string.Empty).Trim().TrimStart('#').ToLowerInvariant();
if (key.Length == 0) return Ok(new List<object>());
if (key.Length == 0) return Ok(new List<string>());
IQueryable<RoomEntity> query = db.Rooms.AsNoTracking()
.Where(r => !r.HiddenFromBrowse && r.State == 0);
@@ -1585,9 +1968,10 @@ public class RoomsController(
var rows = await query
.OrderByDescending(r => r.HotScore)
.ThenBy(r => r.Name)
.Select(r => r.Name)
.Take(100)
.ToListAsync();
return Ok(rows.Select(RoomService.ToWireRoom).ToList());
return Ok(rows);
}
[HttpGet("rooms/curated_playlists")]
@@ -2709,6 +3093,93 @@ public class RoomsController(
return fallbackBlobName;
}
private sealed record StudioBundleInfo(long SaveId, int Target, int Version, string Filename);
private sealed record BakedUnityAssetWire(
string UnityAssetId,
long CreatedByAccountId,
string Filename,
int Target,
int Version,
string Hash);
private sealed record UnityAssetWire(
string UnityAssetId,
long CreatedByAccountId,
string Filename,
BakedUnityAssetWire[] BakedUnityAssets);
private static BakedUnityAssetWire[] BuildStudioBakedAssets(
RoomEntity room,
RoomSceneEntity? scene,
long saveId,
int? unityAssetTarget,
int? unityAssetVersion)
{
var bundles = StudioBundlesForScene(scene, saveId);
if (unityAssetTarget is int target)
bundles = bundles.Where(b => b.Target == target).ToList();
if (unityAssetVersion is int requestedVersion && bundles.Any(b => b.Version == requestedVersion))
bundles = bundles.Where(b => b.Version == requestedVersion).ToList();
var unityAssetId = scene?.StudioUnityAssetId ?? string.Empty;
return bundles
.OrderBy(b => b.Target)
.ThenByDescending(b => b.Version)
.Select(b => new BakedUnityAssetWire(
unityAssetId,
room.CreatorPlayerId,
b.Filename,
b.Target,
b.Version,
string.Empty))
.ToArray();
}
private static UnityAssetWire? BuildStudioUnityAsset(
RoomEntity room,
RoomSceneEntity? scene,
BakedUnityAssetWire[] bakedAssets)
{
var unityAssetId = scene?.StudioUnityAssetId ?? string.Empty;
if (string.IsNullOrWhiteSpace(unityAssetId))
return null;
var filename = bakedAssets.FirstOrDefault()?.Filename ?? string.Empty;
return new UnityAssetWire(unityAssetId, room.CreatorPlayerId, filename, bakedAssets);
}
private static List<StudioBundleInfo> StudioBundlesForScene(RoomSceneEntity? scene, long saveId)
{
return (scene?.StudioAssetBundleNamesCsv ?? string.Empty)
.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)
.Distinct(StringComparer.OrdinalIgnoreCase)
.Select(ParseStudioBundleName)
.Where(b => b is not null)
.Cast<StudioBundleInfo>()
.Where(b => b.SaveId == saveId || scene?.StudioSubRoomDataSaveId == saveId)
.OrderBy(b => b.Target)
.ThenByDescending(b => b.Version)
.ToList();
}
private static StudioBundleInfo? ParseStudioBundleName(string fileName)
{
var name = Path.GetFileName(fileName);
var match = System.Text.RegularExpressions.Regex.Match(
name,
@"^(?<save>\d+)__bundle_t(?<target>\d+)(?:_v(?<version>\d+))?\.assetbundle$",
System.Text.RegularExpressions.RegexOptions.IgnoreCase | System.Text.RegularExpressions.RegexOptions.CultureInvariant);
if (!match.Success) return null;
if (!long.TryParse(match.Groups["save"].Value, out var saveId)) return null;
if (!int.TryParse(match.Groups["target"].Value, out var target)) return null;
var version = 0;
if (match.Groups["version"].Success &&
!int.TryParse(match.Groups["version"].Value, out version))
return null;
return new StudioBundleInfo(saveId, target, version, name);
}
[HttpGet("rooms/{roomId:long}/roles/{playerId:long}")]
public async Task<IActionResult> RoleForPlayer(long roomId, long playerId)
{