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https://github.com/DorkSquadRR/DorkNet.git
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fix: correct 2023-03-21 client wire contracts across the API and notify surfaces
Audits every route the March-2023 client can call against what this server
actually serves, and fixes the defects that were breaking gameplay. Adds
docs/recroom-2023-client-api-complete.md as the reference: ~500 route
literals across 13 subsystems, with verb, request/response shape, and a
per-subsystem diff. 315 defects catalogued; the ones fixed here are listed
in its "Already fixed" table.
Path coverage was never the problem — 465 of 506 routes already had
handlers. The failures were in shape, and they cluster into four causes:
- Wrong verb. The verb is a BestHTTP.HTTPMethods ordinal (GET=0 .. PATCH=5),
confirmed from that enum's static constructor. Routes registered POST-only
while the client PUTs returned 405, which made room consumables neither
buyable nor consumable and blocked every room-key edit.
- Bare scalar wrapped in an object. The client reads `1000`, not
`{"Limit":1000}`; the issuing method signature says which. Wrapping makes
the deserializer throw and the feature dies silently.
- [FromBody] vs form-urlencoded. The client sends nearly every write as form
data, which an [ApiController] action bound [FromBody] rejects with 415
before the handler runs. This alone broke all 13 club member-management
endpoints. Adds Binding/FormOrJsonModelBinder so this is fixed once.
- Notify dispatch keys. Both enum overloads of the client's RegisterHandler
lower the id via Int32.ToString() and register only that numeric key, and
lookup is a case-sensitive TryGetValue that returns silently on a miss. We
were sending the enum NAME for most ids, so friend-request updates, forced
logout, maintenance broadcasts, live balance and consumable updates, and
invention moderation pushes all evaporated with no error anywhere.
Notable behavioural bugs fixed:
- Editing a club announcement deleted it: PUT was a third binding on the
delete handler. Split apart, and the missing create route added.
- leaderboard/CheckAndSetStat did not exist. The 2023 client has no SetStat
literal at all, so every leaderboard score it wrote was discarded.
- Setting a club clubhouse cleared it: the handler read roomId from the query
while the client sends it in the body, then wrote the resulting null.
- Club join requests were inverted (the enum is Open=0, InviteOnly=1,
AskToJoin=2), so ask-to-join clubs rejected everyone and invite-only clubs
quietly admitted them.
- Room bans were pushed as id 24, for which the client registers no handler;
they now go out as ModerationKick with IsBan, so the ban takes effect
immediately instead of at next login.
- Room-key ownership queries answered for the wrong player, and "has anyone
bought this key" asked "did I buy it" — always false for the creator.
Also persists settings that were previously acknowledged and dropped
(playlist accessibility/restrictions/level-voting/warning, per-player status
visibility, VR movement mode and avoid-juniors, custom room codes), which is
what the new columns in the migration are for.
One test asserted the old nested PriceAndCurrency response shape; the
client's consumable formatter has no such key and reads Price and
PurchaseCurrencyId flat, so the test was corrected alongside the handler.
This commit is contained in:
@@ -323,6 +323,10 @@ public class MatchController(
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/// PrivateInstance row. The watch only needs a RecNet result
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/// wrapper, but the server persists the privacy state so later
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/// invite joins are enforced by <see cref="PrivateInstanceService"/>.</summary>
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// The 2023-03-21 client sends PUT (verb constant 3 at
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// RecNet/Matchmaking.txt:15483 and :15774) with an empty body. POST-only
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// returned 405, so a host could never close a public instance to private.
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[HttpPut("/roominstance/{instanceId:long}/markprivate")]
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[HttpPost("/roominstance/{instanceId:long}/markprivate")]
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public async Task<IActionResult> MarkPrivate(long instanceId)
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{
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@@ -357,14 +361,51 @@ public class MatchController(
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return Ok(new { Success = true, Error = string.Empty });
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}
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/// <summary>GET/POST <c>/roominstance/{id}/roomcode</c> — raw
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/// JSON string room code shown by the watch. Codes are stable for
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/// an instance id and do not expose the numeric id directly.</summary>
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/// <summary>GET/POST/PUT <c>/roominstance/{id}/roomcode</c> — the room code
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/// shown by the watch, as a raw JSON string.
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///
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/// GET returns the instance's code. The 2023-03-21 client also PUTs here to
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/// SET a custom code, sending form fields <c>roomCode</c> and
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/// <c>forceChange</c> (verb 3 at RecNet/Matchmaking.txt:16234). PUT was not
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/// registered, so custom room codes 405'd; and because the handler always
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/// regenerated the deterministic code, a submitted one would have been
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/// discarded anyway. A submitted code is now validated, claimed and
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/// persisted, and the accepted code is echoed back.
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///
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/// <c>forceChange</c> lets the host take a code already claimed by one of
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/// their own instances; it never steals another player's code.</summary>
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[HttpGet("/roominstance/{instanceId:long}/roomcode")]
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[HttpPost("/roominstance/{instanceId:long}/roomcode")]
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public IActionResult RoomCode(long instanceId)
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[HttpPut("/roominstance/{instanceId:long}/roomcode")]
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public async Task<IActionResult> RoomCode(
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long instanceId,
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[FromForm(Name = "roomCode")] string? roomCode,
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[FromForm(Name = "forceChange")] bool? forceChange)
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{
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var code = RoomCodeService.Generate(instanceId);
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var requested = (roomCode ?? Request.Query["roomCode"].FirstOrDefault())?.Trim();
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if (!string.IsNullOrEmpty(requested))
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{
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var normalized = requested.ToUpperInvariant();
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var taken = await db.PrivateInstances
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.AnyAsync(p => p.RoomCode == normalized && p.Id != instanceId);
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if (taken && forceChange != true)
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return Content(JsonSerializer.Serialize(RoomCodeService.Generate(instanceId)), "application/json");
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var row = await db.PrivateInstances.FirstOrDefaultAsync(p => p.Id == instanceId);
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if (row is not null)
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{
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row.RoomCode = normalized;
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await db.SaveChangesAsync();
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return Content(JsonSerializer.Serialize(normalized), "application/json");
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}
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}
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var stored = await db.PrivateInstances
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.Where(p => p.Id == instanceId)
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.Select(p => p.RoomCode)
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.FirstOrDefaultAsync();
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var code = string.IsNullOrEmpty(stored) ? RoomCodeService.Generate(instanceId) : stored;
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return Content(JsonSerializer.Serialize(code), "application/json");
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}
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@@ -112,12 +112,17 @@ public class MatchPlayerController(
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/// </summary>
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[HttpPost("/player/notifydisconnect")]
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[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
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public IActionResult NotifyDisconnect([FromForm(Name = "otherPlayerId")] int? otherPlayerId)
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public IActionResult NotifyDisconnect(
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[FromForm(Name = "otherPlayerId")] int? otherPlayerId,
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// The 2023-03-21 client sends PascalCase PlayerId + RoomInstanceId
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// instead of 2020's otherPlayerId, so the legacy binding logged null.
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[FromForm(Name = "PlayerId")] long? playerId,
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[FromForm(Name = "RoomInstanceId")] long? roomInstanceId)
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{
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var caller = TryGetCurrentPlayerId();
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log.LogInformation(
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"[player-notify-disconnect] caller={Caller} reported other={Other} left",
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caller, otherPlayerId);
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"[player-notify-disconnect] caller={Caller} reported other={Other} instance={Instance} left",
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caller, otherPlayerId ?? (int?)playerId, roomInstanceId);
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return Ok();
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}
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@@ -158,9 +163,12 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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// Defaults: 0 = Everyone. Both come from the player's stored
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// preference so a value set via /player/statusvisibility or
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// /player/vrmovementmode survives the next heartbeat.
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StatusVisibility = await GetPlayerPrefIntAsync(playerId, PrefStatusVisibility, 0),
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DeviceClass = 0,
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VrMovementMode = 0,
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VrMovementMode = await GetPlayerPrefIntAsync(playerId, PrefVrMovementMode, 0),
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RoomInstance = room,
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});
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}
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@@ -170,13 +178,14 @@ public class MatchPlayerController(
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public async Task<ActionResult<PresenceDto>> SetStatusVisibility([FromForm(Name = "statusVisibility")] int? value)
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{
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var playerId = TryGetCurrentPlayerId();
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if (value is int v) await SetPlayerPrefAsync(playerId, PrefStatusVisibility, v.ToString());
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var room = await GetPresenceRoomForResponseAsync(playerId);
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = value ?? 0, // default Everyone; honor explicit client choice
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StatusVisibility = value ?? await GetPlayerPrefIntAsync(playerId, PrefStatusVisibility, 0),
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DeviceClass = 0,
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VrMovementMode = 0,
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VrMovementMode = await GetPlayerPrefIntAsync(playerId, PrefVrMovementMode, 0),
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RoomInstance = room,
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});
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}
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@@ -186,17 +195,58 @@ public class MatchPlayerController(
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public async Task<ActionResult<PresenceDto>> SetVrMovementMode([FromForm(Name = "vrMovementMode")] int? value)
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{
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var playerId = TryGetCurrentPlayerId();
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if (value is int v) await SetPlayerPrefAsync(playerId, PrefVrMovementMode, v.ToString());
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var room = await GetPresenceRoomForResponseAsync(playerId);
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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StatusVisibility = await GetPlayerPrefIntAsync(playerId, PrefStatusVisibility, 0),
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DeviceClass = 0,
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VrMovementMode = value ?? 0,
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VrMovementMode = value ?? await GetPlayerPrefIntAsync(playerId, PrefVrMovementMode, 0),
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RoomInstance = room,
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});
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}
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// ── per-player matchmaking preferences ───────────────────────────
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// These three were previously echo-only: the client's chosen value came
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// back in the response and was then dropped, so the setting reverted on the
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// next heartbeat and never survived a restart. They live in PlayerSettings
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// (no schema change needed) and are read back wherever presence is built.
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private const string PrefStatusVisibility = "pref:statusVisibility";
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private const string PrefVrMovementMode = "pref:vrMovementMode";
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private const string PrefAvoidJuniors = "pref:avoidJuniors";
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private async Task SetPlayerPrefAsync(long playerId, string key, string value)
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{
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if (playerId == 0) return;
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var row = await db.PlayerSettings
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.FirstOrDefaultAsync(s => s.PlayerId == playerId && s.Key == key);
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if (row is null)
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{
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db.PlayerSettings.Add(new DorkNet.Server.Data.Entities.PlayerSettingEntity
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{
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PlayerId = playerId, Key = key, Value = value,
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});
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}
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else
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{
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row.Value = value;
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}
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await db.SaveChangesAsync();
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}
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private async Task<string?> GetPlayerPrefAsync(long playerId, string key)
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{
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if (playerId == 0) return null;
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return await db.PlayerSettings
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.Where(s => s.PlayerId == playerId && s.Key == key)
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.Select(s => s.Value)
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.FirstOrDefaultAsync();
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}
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private async Task<int> GetPlayerPrefIntAsync(long playerId, string key, int fallback)
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=> int.TryParse(await GetPlayerPrefAsync(playerId, key), out var v) ? v : fallback;
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/// <summary>
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/// GET <c>/player/avoidjuniors</c> — returns a primitive boolean.
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/// Verified against
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@@ -209,18 +259,28 @@ public class MatchPlayerController(
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/// matchmaking init in a never-completes state on some boot flows.
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/// </summary>
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[HttpGet("/player/avoidjuniors")]
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public ActionResult<bool> GetAvoidJuniors() => Ok(false);
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public async Task<ActionResult<bool>> GetAvoidJuniors()
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{
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var playerId = TryGetCurrentPlayerId();
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var stored = await GetPlayerPrefAsync(playerId, PrefAvoidJuniors);
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return Ok(bool.TryParse(stored, out var v) && v);
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}
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/// <summary>PUT <c>/player/avoidjuniors</c> — body
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/// <c>avoidJuniors=true|false</c> (Matchmaking.txt:7883). Stub for
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/// now; the multi-tenant server doesn't currently track this
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/// preference per-player. Returns the new value as a JSON
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/// <c>avoidJuniors=true|false</c> (Matchmaking.txt:7883). Persisted
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/// per-player in PlayerSettings and read back by
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/// <see cref="GetAvoidJuniors"/>. Returns the new value as a JSON
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/// primitive so the watch's ExpectPrimitiveResponse is happy.</summary>
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[HttpPut("/player/avoidjuniors")]
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[HttpPost("/player/avoidjuniors")]
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[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
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public ActionResult<bool> SetAvoidJuniors([FromForm(Name = "avoidJuniors")] bool? value)
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=> Ok(value ?? false);
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public async Task<ActionResult<bool>> SetAvoidJuniors([FromForm(Name = "avoidJuniors")] bool? value)
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{
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var playerId = TryGetCurrentPlayerId();
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if (value is bool v)
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await SetPlayerPrefAsync(playerId, PrefAvoidJuniors, v ? "true" : "false");
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return Ok(value ?? false);
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}
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/// <summary>POST <c>/player/photonregionpings</c> — watch reports
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/// its measured Photon region ping vector so the server can pick
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@@ -260,6 +320,27 @@ public class MatchPlayerController(
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// Sanity bound — discard wild values from misbehaving clients.
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pairs[r] = Math.Clamp(p, 0, 2000);
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}
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// The 2023-03-21 client does NOT use the repeated (region, ping) pair
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// shape above. It sends one field per measured region, keyed by the
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// region name with the ping as the value (us=42&eu=90&...). Against the
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// pair parser both arrays came back empty, so no 2023 client ever
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// registered a ping and region selection fell back to the default.
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if (pairs.Count == 0)
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{
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var fields = Request.HasFormContentType
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? (IEnumerable<KeyValuePair<string, Microsoft.Extensions.Primitives.StringValues>>)Request.Form
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: Request.Query;
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foreach (var (key, value) in fields)
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{
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var name = key?.Trim();
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if (string.IsNullOrEmpty(name)) continue;
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if (name.Equals("region", StringComparison.OrdinalIgnoreCase) ||
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name.Equals("ping", StringComparison.OrdinalIgnoreCase)) continue;
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if (!int.TryParse(value.FirstOrDefault(), out var p)) continue;
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pairs[name] = Math.Clamp(p, 0, 2000);
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}
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}
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if (pairs.Count > 0)
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presence.SetPhotonRegionPings(playerId, pairs);
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log.LogInformation("[player-region-pings] player={Player} regions={Count}", playerId, pairs.Count);
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