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:
Alexa
2026-10-15 14:07:54 +03:00
parent cf3aa29ba2
commit 36e64e99ba
21 changed files with 7994 additions and 34 deletions
@@ -65,6 +65,12 @@ public class StorageController(
[HttpPost("/upload", Order = -2000)]
[Consumes("multipart/form-data")]
// Kestrel's default 30,000,000-byte body cap would 413 the room save of
// a big circuits room now that the served CircuitsV2 chip limit is 30000
// (docs/recroom-2023-circuitsv2-limits.md). 100 MB matches the admin
// import endpoints and Cloudflare's own per-request ceiling.
[RequestSizeLimit(100_000_000)]
[RequestFormLimits(MultipartBodyLengthLimit = 100_000_000)]
public async Task<IActionResult> Upload()
{
// Form parsing — ASP.NET Core deserialises the multipart body