mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 15:38:45 -07:00
feat: lift the CircuitsV2 limits, Rec Royale night mode, RRO room blobs
CircuitsV2 limits are served as UGC.CircuitsV2.Limit.* gameconfig keys and are editable from admin Settings. Retail drops any send over 5 RPCs/frame or 1024 bytes/60 frames; both network budgets now default to 1,000,000,000. The creation limits are raised too, each against the hazard the client binary shows for it: - Chips 3000 -> 30000: the chip-culling manager preallocates four List<Chip>(Chips), so the 1M clamp stays. - Compute 50000 -> 500000: a per-frame budget with no allocation; the 10M cap keeps its counters from wrapping. - CloudValues 100 -> 1000, InkPerChip 15 -> 0: InkPerChip is an ink COST, multiplied by min(chips, CloudValues), so lowering it is the increase. The clamps tighten to 10000 / 30000 to keep that product from overflowing (the room ink cap is a hard-coded 30000). - UnculledChips / VisibleChips 500 -> 3000: render-cost counts only. Room save uploads may now be up to 100 MB (Kestrel's 30 MB default would 413 a big circuits room). Contract and evidence: docs/recroom-2023-circuitsv2-limits.md. Also includes the Rec Royale night mode client feature (docs/recroom-2023-scene-moods.md) and the admin blob enable/reset for baked RRO sub-rooms.
This commit is contained in:
@@ -7,6 +7,7 @@ using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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using DorkNet.Server.Hubs;
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using DorkNet.Server.Services;
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using RecRoom.Protobuf;
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namespace DorkNet.Server.Controllers.Admin;
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@@ -974,7 +975,8 @@ public class AdminController(
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double? HotScore,
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int? State,
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string? ImageName,
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int? MaxCapacity);
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int? MaxCapacity,
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bool? IsAGRoom);
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/// <summary>POST <c>api/admin/v1/rooms/{id}/props</c> — partial
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/// update of room properties. Only the non-null fields in the
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@@ -1004,6 +1006,20 @@ public class AdminController(
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room.MaxCapacity = Math.Clamp(cap, 1, 80);
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changes.Add($"maxCapacity={room.MaxCapacity}");
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}
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if (body.IsAGRoom is bool ag)
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{
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// IsAGRoom is what the client reads as IsRRO. True: load the
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// baked scene from the client's own assets AND consult the
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// client-baked AGRoomRuntimeConfig table (which, per original,
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// decides e.g. whether creation is allowed — Rec Center yes, Rec
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// Royale no). False: treat the room as a custom room (roles and
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// blob decide everything). Flipping a CLONE of a baked original
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// to false is the server-side experiment for "editable Rec
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// Royale"; whether the client still loads the baked scene for a
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// non-original is what that experiment answers.
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room.IsAGRoom = ag;
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changes.Add($"isAGRoom={ag}");
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}
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if (changes.Count == 0) return Ok(new { room.Id, unchanged = true });
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@@ -1117,6 +1133,36 @@ public class AdminController(
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.OrderBy(s => s.OrderIndex)
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.ToListAsync();
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var room = await db.Rooms.AsNoTracking().FirstAsync(r => r.Id == id);
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var bakedOriginal = RoomService.IsBakedOriginalRoom(room);
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// Seeded baked originals (Rec Royale, …) have NO RoomScenes rows at
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// all; the game-client details builder synthesises a "Home" entry
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// scene for them (RoomsController.BuildSubRoomWire with a null scene)
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// and the mutation handlers create the row on first write. Mirror
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// that here so the SPA has something to act on — the blob/enable
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// action below creates the real row.
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if (scenes.Count == 0)
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{
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return Ok(new[]
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{
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new
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{
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id = "0",
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subRoomId = 0,
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name = "Home",
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maxPlayers = room.MaxCapacity,
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canMatchmakeInto = true,
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isSandbox = false,
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dataBlobName = string.Empty,
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effectiveBlobName = EffectiveSubRoomBlobName(room, null, bakedOriginal),
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isBakedOriginal = bakedOriginal,
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isVirtual = true,
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dataModifiedAt = room.UpdatedAt,
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},
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});
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}
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return Ok(scenes.Select(s => new
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{
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// Ids go out as strings: the admin SPA is JavaScript and silently
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@@ -1128,10 +1174,260 @@ public class AdminController(
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canMatchmakeInto = s.CanMatchmakeInto,
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isSandbox = s.IsSandbox,
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dataBlobName = s.DataBlobName,
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// What the client will actually be told to download for this
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// sub-room (same rule as RoomsController.BuildSubRoomWire): the
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// scene's own blob, else the room's, else a synthetic default —
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// except baked Rec Room Originals, which get NO blob until an
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// admin enables one (see EnableSubRoomBlob).
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effectiveBlobName = EffectiveSubRoomBlobName(room, s, bakedOriginal),
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isBakedOriginal = bakedOriginal,
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dataModifiedAt = s.DataModifiedAt,
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}).ToList());
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}
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private static string EffectiveSubRoomBlobName(RoomEntity room, RoomSceneEntity? scene, bool bakedOriginal)
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{
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if (!string.IsNullOrWhiteSpace(scene?.DataBlobName)) return scene!.DataBlobName;
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if (!string.IsNullOrWhiteSpace(room.CurrentDataBlobName)) return room.CurrentDataBlobName;
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if (bakedOriginal) return string.Empty;
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return RoomService.SyntheticDefaultRoomDataBlobName(room.Id);
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}
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/// <summary>Blob name handed to a baked RRO sub-room when an admin enables
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/// editing: the synthetic default for the entry scene (the same name the
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/// CDN already recognises as "serve the RRO-editable blob on S3 miss"),
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/// and the clone-style <c>_sub{n}</c> form for the others.</summary>
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private static string SyntheticSubRoomBlobName(long roomId, int subRoomId) =>
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subRoomId == 0
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? RoomService.SyntheticDefaultRoomDataBlobName(roomId)
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: $"room_{roomId}_dorknet_v8_sub{subRoomId}.dat";
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/// <summary>POST <c>api/admin/v1/rooms/{id}/subrooms/{subRoomId}/blob/enable</c>
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/// — give a baked Rec Room Original sub-room a data blob so the client
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/// runs its room-data path there (Maker Pen, CV2 chips, room saves).
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///
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/// Why this exists: baked RRO rooms (Rec Royale, Paintball, …) ship with
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/// an empty <see cref="RoomSceneEntity.DataBlobName"/>, and every details
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/// builder + matchmaking resolver turns that into an empty
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/// <c>DataBlob</c>, which the client treats as "no room data at all" —
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/// no persistence views, no room-role overlay, no Maker Pen, no room
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/// mood engine. Real Rec Room served these rooms a blob (Rec Royale's
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/// game-rule chip <c>RecRoyaleSolos_GameRuleWrapperCircuit</c> lives in
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/// it, not in the scene). Stamping the synthetic default name is enough:
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/// every resolver returns it verbatim, and <c>CdnController</c> already
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/// answers that name for AG rooms with the RRO-editable blob (permissive
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/// room roles, no objects) when nothing has been saved yet. The first
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/// in-game save then replaces the name with a real upload.
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///
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/// No-op when the sub-room already has a blob. Idempotent.</summary>
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[HttpPost("rooms/{id:long}/subrooms/{subRoomId:int}/blob/enable")]
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public async Task<ActionResult> EnableSubRoomBlob(long id, int subRoomId)
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{
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var room = await db.Rooms.FirstOrDefaultAsync(r => r.Id == id);
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if (room is null) return NotFound();
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var scene = await db.RoomScenes.FirstOrDefaultAsync(s => s.RoomId == id && s.OrderIndex == subRoomId);
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if (scene is null && subRoomId != 0) return NotFound();
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var bakedOriginal = RoomService.IsBakedOriginalRoom(room);
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if (scene is not null && !string.IsNullOrWhiteSpace(scene.DataBlobName))
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return Ok(SubRoomBlobWire(room, scene, bakedOriginal, changed: false));
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var blobName = SyntheticSubRoomBlobName(id, subRoomId);
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var now = DateTime.UtcNow;
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if (scene is null)
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{
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// Seeded baked originals carry no RoomScenes row; create the
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// entry scene with the same defaults the game-side mutation
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// path uses (RoomsController.GetOrCreateSceneForMutationAsync).
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scene = new RoomSceneEntity
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{
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RoomId = room.Id,
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OrderIndex = 0,
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Name = "Home",
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RoomSceneLocationId = room.LocationReplicationId,
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MaxPlayers = room.MaxCapacity,
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IsSandbox = false,
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CanMatchmakeInto = true,
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};
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db.RoomScenes.Add(scene);
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}
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scene.DataBlobName = blobName;
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scene.DataModifiedAt = now;
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if (subRoomId == 0 && string.IsNullOrWhiteSpace(room.CurrentDataBlobName))
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{
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room.CurrentDataBlobName = blobName;
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room.UpdatedAt = now;
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}
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await LogAsync("enable_subroom_blob", "room", id, $"subRoom={subRoomId} blob={blobName}");
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await db.SaveChangesAsync();
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return Ok(SubRoomBlobWire(room, scene, bakedOriginal, changed: true));
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}
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/// <summary>POST <c>api/admin/v1/rooms/{id}/subrooms/{subRoomId}/blob/reset</c>
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/// — clear the sub-room's data blob reference. For a baked Rec Room
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/// Original that puts the room back to "scene only, no blob" (the escape
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/// hatch if a save left the room unplayable); for any other room the
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/// resolvers fall back to the synthetic default, i.e. an empty room.
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/// Saved blobs stay in <c>RoomDataBlobs</c>; only the pointers move, so
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/// the in-game restore list can bring an old save back.</summary>
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[HttpPost("rooms/{id:long}/subrooms/{subRoomId:int}/blob/reset")]
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public async Task<ActionResult> ResetSubRoomBlob(long id, int subRoomId)
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{
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var room = await db.Rooms.FirstOrDefaultAsync(r => r.Id == id);
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if (room is null) return NotFound();
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var scene = await db.RoomScenes.FirstOrDefaultAsync(s => s.RoomId == id && s.OrderIndex == subRoomId);
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if (scene is null && subRoomId != 0) return NotFound();
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var bakedOriginal = RoomService.IsBakedOriginalRoom(room);
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var previousScene = scene?.DataBlobName ?? string.Empty;
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var previousRoom = room.CurrentDataBlobName;
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var changed = false;
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var now = DateTime.UtcNow;
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if (scene is not null && !string.IsNullOrWhiteSpace(scene.DataBlobName))
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{
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scene.DataBlobName = string.Empty;
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scene.DataModifiedAt = now;
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changed = true;
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}
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if (subRoomId == 0 && !string.IsNullOrWhiteSpace(room.CurrentDataBlobName))
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{
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room.CurrentDataBlobName = string.Empty;
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room.UpdatedAt = now;
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changed = true;
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}
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if (changed)
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{
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await LogAsync("reset_subroom_blob", "room", id,
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$"subRoom={subRoomId} scene '{previousScene}' -> '' room '{previousRoom}' -> '{room.CurrentDataBlobName}'");
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await db.SaveChangesAsync();
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}
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return Ok(SubRoomBlobWire(room, scene, bakedOriginal, changed));
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}
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/// <summary>POST <c>api/admin/v1/rooms/{id}/subrooms/{subRoomId}/blob/upload</c>
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/// — multipart <c>file</c> = a real <c>PersistedRoomData</c> save (any
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/// client version; <c>.binpb</c> / <c>.room</c> / <c>.dat</c>), optional
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/// form/query <c>mode</c> = <c>full</c> (default) or <c>basics</c>.
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/// Rewrites it for this room (activity id, 2023 version clamp, drops
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/// output log / sub-room id / unknown fields; <c>basics</c> also keeps
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/// only the game-role and game-rule objects and drops the circuit
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/// payloads — see <see cref="RoomDataBlobService.PrepareUploadedRoomBlob"/>),
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/// stores it under a fresh <c>room_{id}_upload_*.dat</c> name, records
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/// the RoomDataBlobs row and points the sub-room (and, for sub-room 0,
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/// the room) at it. The CDN's RRO role overlay and version clamp then
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/// apply on serve exactly as for Rec Center's saved blob.</summary>
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[HttpPost("rooms/{id:long}/subrooms/{subRoomId:int}/blob/upload")]
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[RequestSizeLimit(64 * 1024 * 1024)]
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public async Task<ActionResult> UploadSubRoomBlob(long id, int subRoomId, IFormFile? file, [FromQuery] string? mode)
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{
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if (file is null || file.Length == 0) return BadRequest("missing file");
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var room = await db.Rooms.FirstOrDefaultAsync(r => r.Id == id);
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if (room is null) return NotFound();
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var scene = await db.RoomScenes.FirstOrDefaultAsync(s => s.RoomId == id && s.OrderIndex == subRoomId);
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if (scene is null && subRoomId != 0) return NotFound();
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byte[] raw;
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using (var ms = new MemoryStream((int)file.Length))
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{
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await file.CopyToAsync(ms);
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raw = ms.ToArray();
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}
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try { _ = PersistedRoomData.Parser.ParseFrom(raw); }
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catch (Exception ex) { return BadRequest($"not a PersistedRoomData blob: {ex.Message}"); }
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var basics = string.Equals(mode ?? Request.Form["mode"].ToString(), "basics", StringComparison.OrdinalIgnoreCase);
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var (bytes, summary) = RoomDataBlobService.PrepareUploadedRoomBlob(raw, room.LocationReplicationId, basics);
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var now = DateTime.UtcNow;
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var blobName = $"room_{id}_upload_{now:yyyyMMddHHmmss}.dat";
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var (bucket, key) = BlobRouter.Route(blobName);
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try
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{
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await storage.PutAsync(bucket, key, bytes, "application/octet-stream");
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}
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catch (Exception ex)
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{
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adminLogger.LogError(ex, "[admin] blob upload S3 PUT failed room={Room} blob={Blob}", id, blobName);
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return StatusCode(502, new { error = "storage_put_failed", detail = ex.Message });
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}
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db.RoomDataBlobs.Add(new RoomDataBlobEntity
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{
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RoomId = id,
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BlobName = blobName,
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SubRoomId = subRoomId,
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UploadedByPlayerId = CurrentAdminId,
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UploadedAt = now,
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});
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if (scene is null)
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{
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scene = new RoomSceneEntity
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{
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RoomId = room.Id,
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OrderIndex = 0,
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Name = "Home",
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RoomSceneLocationId = room.LocationReplicationId,
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MaxPlayers = room.MaxCapacity,
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IsSandbox = false,
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CanMatchmakeInto = true,
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};
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db.RoomScenes.Add(scene);
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}
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scene.DataBlobName = blobName;
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scene.DataModifiedAt = now;
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if (subRoomId == 0)
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{
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room.CurrentDataBlobName = blobName;
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room.UpdatedAt = now;
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}
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await LogAsync("upload_subroom_blob", "room", id,
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$"subRoom={subRoomId} blob={blobName} mode={(basics ? "basics" : "full")} bytes={bytes.Length} views={summary.ViewsKept}/{summary.ViewsIn} roles={summary.RoleViews} rules={summary.GameRuleViews} version={summary.VersionIn}->{summary.VersionOut}");
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await db.SaveChangesAsync();
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var bakedOriginal = RoomService.IsBakedOriginalRoom(room);
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return Ok(new
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{
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id = scene.Id.ToString(),
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subRoomId = scene.OrderIndex,
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name = scene.Name,
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dataBlobName = scene.DataBlobName,
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roomCurrentDataBlobName = room.CurrentDataBlobName,
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effectiveBlobName = EffectiveSubRoomBlobName(room, scene, bakedOriginal),
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isBakedOriginal = bakedOriginal,
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bytes = bytes.Length,
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// Explicit camelCase: the API's naming policy is "as declared",
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// and the rest of this payload is camelCase.
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summary = new
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{
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viewsIn = summary.ViewsIn,
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viewsKept = summary.ViewsKept,
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roleViews = summary.RoleViews,
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gameRuleViews = summary.GameRuleViews,
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versionIn = summary.VersionIn,
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versionOut = summary.VersionOut,
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circuitsStripped = summary.CircuitsStripped,
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activityId = summary.ActivityId,
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},
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});
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}
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private static object SubRoomBlobWire(RoomEntity room, RoomSceneEntity? scene, bool bakedOriginal, bool changed) => new
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{
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id = (scene?.Id ?? 0).ToString(),
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subRoomId = scene?.OrderIndex ?? 0,
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name = scene?.Name ?? "Home",
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dataBlobName = scene?.DataBlobName ?? string.Empty,
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roomCurrentDataBlobName = room.CurrentDataBlobName,
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effectiveBlobName = EffectiveSubRoomBlobName(room, scene, bakedOriginal),
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isBakedOriginal = bakedOriginal,
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changed,
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};
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public sealed record SetSubRoomMaxPlayersRequest(int MaxPlayers);
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/// <summary>PUT <c>api/admin/v1/rooms/{id}/subrooms/{subRoomId}/maxplayers</c>
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@@ -1959,6 +2255,22 @@ public class AdminController(
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return Ok(settings);
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}
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/// <summary>GET <c>api/admin/v1/settings/circuits-limits</c> — the
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/// CircuitsV2 creation limits served as the <c>UGC.CircuitsV2.Limit.*</c>
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/// gameconfig keys, including the per-frame RPC and byte budgets.</summary>
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[HttpGet("settings/circuits-limits")]
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public async Task<ActionResult> GetCircuitsV2Limits()
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=> Ok(await serverSettings.GetCircuitsV2LimitsAsync());
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[HttpPost("settings/circuits-limits")]
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public async Task<ActionResult> SetCircuitsV2Limits([FromBody] CircuitsV2LimitSettings body)
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{
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var settings = await serverSettings.SetCircuitsV2LimitsAsync(body);
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await LogAsync("gameconfigs_updated", "system", 0, "circuitsv2-limits");
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await db.SaveChangesAsync();
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return Ok(settings);
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}
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// ── Signup codes ─────────────────────────────────────────────────────
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/// <summary>GET <c>api/admin/v1/signup-codes</c> — every issued code
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Reference in New Issue
Block a user