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fix(admin): RRO blob switch works for rooms with no RoomScenes row
The seeded Rec Royale rows carry no RoomScenes at all ("Scenes 0"), so the
Sub-rooms tab listed nothing and blob/enable would have 404'd. The admin
list now synthesises the same virtual "Home" entry scene the game-client
details builder does (isVirtual: true, max players = room capacity),
blob/enable creates the real row with the game-side defaults
(RoomsController.GetOrCreateSceneForMutationAsync), and blob/reset copes
with a missing row. Max-players save is disabled on the virtual row.
Test: Room_without_scene_rows_gets_a_virtual_entry_scene_and_enable_creates_it.
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@@ -568,6 +568,9 @@ interface SubRoom {
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* with no blob enabled (scene geometry only, no Maker Pen / chips). */
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effectiveBlobName: string;
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isBakedOriginal: boolean;
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/** No RoomScenes row exists yet (seeded baked originals); the entry
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* scene is synthesised on read and created by "Enable Maker Pen blob". */
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isVirtual?: boolean;
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}
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// Per-sub-room player caps. Distinct from the room's own MaxCapacity, which is
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@@ -718,8 +721,9 @@ function SubRoomsTab({ roomId, roomCapacity }: { roomId: number; roomCapacity: n
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/>
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<button
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onClick={() => save(sub)}
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disabled={!dirty || saving === sub.subRoomId}
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disabled={!dirty || saving === sub.subRoomId || sub.isVirtual}
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className="btn-primary text-xs"
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title={sub.isVirtual ? 'This room has no sub-room row yet — enable the blob first' : undefined}
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>
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{saving === sub.subRoomId ? 'Saving…' : 'Save'}
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</button>
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