mirror of
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synced 2026-10-25 23:18:44 -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:
@@ -1,6 +1,7 @@
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using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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using Microsoft.EntityFrameworkCore;
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using System.Globalization;
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using System.Text.Json;
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namespace DorkNet.Server.Services;
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@@ -175,7 +176,25 @@ public class ServerSettingsService(DorkNetDbContext db)
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var row = await GetAsync();
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return ToGameConfigurations(
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ToRecCenterDoors(row),
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ToDiscoveredGameConfigs(row));
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ToDiscoveredGameConfigs(row),
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ToCircuitsV2Limits(row));
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}
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public async Task<CircuitsV2LimitSettings> GetCircuitsV2LimitsAsync()
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{
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var row = await GetAsync();
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return ToCircuitsV2Limits(row);
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}
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public async Task<CircuitsV2LimitSettings> SetCircuitsV2LimitsAsync(
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CircuitsV2LimitSettings settings)
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{
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var normalized = NormalizeCircuitsV2Limits(settings);
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var existing = await GetTrackedRowAsync();
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existing.CircuitsV2LimitsJson = JsonSerializer.Serialize(normalized, JsonOptions);
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existing.UpdatedAt = DateTime.UtcNow;
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await db.SaveChangesAsync();
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return normalized with { UpdatedAt = existing.UpdatedAt };
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}
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public async Task<PlayMenuTagSettings> SetPlayMenuTagsAsync(
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@@ -663,9 +682,86 @@ public class ServerSettingsService(DorkNetDbContext db)
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SplitTestSegmentProbabilities: "{}",
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UpdatedAt: DateTime.UtcNow);
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/// <summary>
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/// Retail shipped one network entry — 5 RPCs per frame, 1024 bytes per
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/// 60 frames — which is what makes busy CircuitsV2 rooms drop chip
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/// sends. DorkNet ships the budgets effectively unlimited instead, and
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/// raises the room-size limits to values the client survives with
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/// headroom (each is justified in docs/recroom-2023-circuitsv2-limits.md):
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/// <list type="bullet">
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/// <item>Compute 50000 → 500000: the per-frame CPU budget shared by
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/// every circuit in the room. It is the only thing that stops a runaway
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/// loop, so it stays finite.</item>
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/// <item>Chips 3000 → 30000: the room's chip cap ("Too many
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/// chips.").</item>
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/// <item>CloudValues 100 → 1000: the room's cloud-variable cap.</item>
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/// <item>UnculledChips / VisibleChips 500 → 3000: chips past these
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/// counts get culled, so every chip of a retail-sized room stays
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/// visible.</item>
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/// <item>InkPerChip 15 → 0: this is an ink COST, charged against the
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/// client's hard-coded 30000-ink room cap, so lowering it is the
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/// increase. 0 means chips stop eating room ink.</item>
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/// </list>
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/// CloudValuesAutosaveSeconds stays at retail's 300: it is a save
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/// cadence, not a capacity limit. Admins can dial any of it back from
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/// the SPA.
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/// </summary>
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public static CircuitsV2LimitSettings DefaultCircuitsV2Limits() =>
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new(
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Network:
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[
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new(
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NumPlayersForActivation: 0,
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Bytes: UnlimitedBudget,
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BytesTimeWindowFrame60s: 60,
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Rpcs: UnlimitedBudget,
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RpcTimeWindowFrame60s: 1),
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],
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Compute: 500_000,
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Chips: 30_000,
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CloudValues: 1_000,
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CloudValuesAutosaveSeconds: 300f,
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UnculledChips: 3_000,
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VisibleChips: 3_000,
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InkPerChip: 0,
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UpdatedAt: DateTime.UtcNow);
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/// <summary>The budget value that stands in for "unlimited". The client
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/// only ever compares a running counter against it, so any large int
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/// works; this leaves 2x headroom under int.MaxValue.</summary>
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private const int UnlimitedBudget = 1_000_000_000;
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/// <summary>Time windows size a <c>new int[N]</c> ring buffer — one
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/// bucket per frame — inside the client's rate limiter, so a huge
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/// window is an allocation, not a bigger budget. 3600 frames (a minute
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/// at 60fps) is 14KB and far past anything useful.</summary>
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private const int MaxTimeWindowFrames = 3600;
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/// <summary>Play-menu carousel order. <c>PlayMenuCarouselModel.TryGetDisplayPriorityMap</c>
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/// looks this exact key up (literal at Assembly-CSharp/RRUI/Data/PlayMenuCarouselModel.txt:547)
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/// and, when it is absent, logs "Could not find GameConfig for PlayMenuCarouselOrdering_1"
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/// (:758) and leaves the carousels in prefab order. The value is split on ';' then '='
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/// into id → Int32 priority (:603, :632, :655); <c>PlayMenuCarouselController.DisplayOrderPriorityImpl</c>
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/// then reorders the carousel children with SetSiblingIndex.
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///
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/// The ids are the carousel ids serialized on that component in the 2023-03-21 build's
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/// Addressables bundle (3900770abc33861326d1865e454c0901.bundle, MonoBehaviour
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/// PlayMenuCarouselController/DisplayOrderPriorityImpl): continueplaying, friendsplaying,
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/// myclubhouses, myevents, mysubscriptions, recommended, hotrooms, topcreators, featured,
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/// myfavorites, recroomoriginals, new, limitedtimeevent. Priorities follow the live
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/// service's 2023 "PlayMenuCarouselOrdering_3" segment (higher first), with the
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/// time-limited event carousel put on top.</summary>
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public const string PlayMenuCarouselOrderingKey = "PlayMenuCarouselOrdering_1";
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public const string PlayMenuCarouselOrdering =
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"limitedtimeevent=15;hotrooms=14;new=13;recroomoriginals=12;continueplaying=11;" +
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"myfavorites=10;friendsplaying=9;recommended=8;mysubscriptions=7;featured=5;" +
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"myclubhouses=4;myevents=3;topcreators=2";
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public static IReadOnlyList<GameConfigurationSetting> ToGameConfigurations(
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RecCenterDoorSettings doors,
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DiscoveredGameConfigSettings discovered)
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DiscoveredGameConfigSettings discovered,
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CircuitsV2LimitSettings circuits)
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{
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var rows = new List<GameConfigurationSetting>();
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foreach (var door in NormalizeRecCenterDoors(doors.Doors).Doors)
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@@ -690,8 +786,26 @@ public class ServerSettingsService(DorkNetDbContext db)
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new("splitTestSoftOverrides", gameConfig.SplitTestSoftOverrides),
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new("splitTestHardOverrides", gameConfig.SplitTestHardOverrides),
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new("splitTestSegmentProbabilities", gameConfig.SplitTestSegmentProbabilities),
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new(PlayMenuCarouselOrderingKey, PlayMenuCarouselOrdering),
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]);
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var limits = NormalizeCircuitsV2Limits(circuits);
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rows.AddRange([
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new("UGC.CircuitsV2.Limit.Network", JsonSerializer.Serialize(limits.Network, JsonOptions)),
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new("UGC.CircuitsV2.Limit.Compute", Int(limits.Compute)),
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new("UGC.CircuitsV2.Limit.Chips", Int(limits.Chips)),
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new("UGC.CircuitsV2.Limit.CloudValues", Int(limits.CloudValues)),
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new("UGC.CircuitsV2.Limit.CloudValuesAutosaveSeconds",
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limits.CloudValuesAutosaveSeconds.ToString("0.###", CultureInfo.InvariantCulture)),
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new("UGC.CircuitsV2.Limit.UnculledChips", Int(limits.UnculledChips)),
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new("UGC.CircuitsV2.Limit.VisibleChips", Int(limits.VisibleChips)),
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new("UGC.CircuitsV2.Limit.InkPerChip", Int(limits.InkPerChip)),
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]);
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return rows;
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// The client parses every scalar with int/float.TryParse under
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// InvariantCulture, so no thousands separators.
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static string Int(int value) => value.ToString(CultureInfo.InvariantCulture);
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}
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private static PlayMenuTagSettings NormalizePlayMenuTags(
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@@ -800,6 +914,104 @@ public class ServerSettingsService(DorkNetDbContext db)
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SplitTestSegmentProbabilities: JsonObjectOrDefault(settings.SplitTestSegmentProbabilities),
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UpdatedAt: DateTime.UtcNow);
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}
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/// <summary>
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/// Clamps the limits to what the client can actually survive. Four of
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/// these are crash guards rather than taste:
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/// <list type="bullet">
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/// <item>Rpcs of 0 divides by zero in the CircuitsV2 debug subscreen,
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/// which renders <c>RpcRecentMax / Rpcs</c>.</item>
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/// <item>A time window sizes a per-frame ring buffer, so an
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/// unbounded value is an out-of-memory kill at circuit init.</item>
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/// <item>Chips sizes four list preallocations in the chip-culling
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/// manager, and InkPerChip × CloudValues is an unchecked int multiply,
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/// so both are capped.</item>
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/// <item>The client rejects the whole network array — falling back to
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/// the retail 5-RPC budget — unless some entry has
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/// NumPlayersForActivation 0, so the lowest entry is forced to 0.</item>
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/// </list>
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/// </summary>
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private static CircuitsV2LimitSettings NormalizeCircuitsV2Limits(
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CircuitsV2LimitSettings settings)
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{
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var seen = new HashSet<int>();
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var network = (settings.Network ?? [])
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.Where(entry => entry is not null)
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.Select(entry => new CircuitsV2NetworkLimit(
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NumPlayersForActivation: Math.Clamp(entry.NumPlayersForActivation, 0, 1000),
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Bytes: Math.Clamp(entry.Bytes, 1, UnlimitedBudget),
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BytesTimeWindowFrame60s: Math.Clamp(entry.BytesTimeWindowFrame60s, 1, MaxTimeWindowFrames),
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Rpcs: Math.Clamp(entry.Rpcs, 1, UnlimitedBudget),
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RpcTimeWindowFrame60s: Math.Clamp(entry.RpcTimeWindowFrame60s, 1, MaxTimeWindowFrames)))
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.OrderBy(entry => entry.NumPlayersForActivation)
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.Where(entry => seen.Add(entry.NumPlayersForActivation))
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.Take(16)
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.ToList();
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if (network.Count == 0)
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network = DefaultCircuitsV2Limits().Network;
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else if (network[0].NumPlayersForActivation != 0)
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network[0] = network[0] with { NumPlayersForActivation = 0 };
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return new CircuitsV2LimitSettings(
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Network: network,
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// Compute is the per-frame CPU budget: CircuitsV2Manager's frame
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// tick (CircuitsV2Manager.txt OCGDEIJJBAG ISIL 240, :21241)
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// builds a fresh BENFNKBKHEA(Compute) every frame, which sums
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// four int counters and compares them <= the budget
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// (Circuits.V2/BENFNKBKHEA.txt). Nothing is allocated from it,
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// but it is the only runaway-loop guard: a budget near
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// int.MaxValue lets the summed counters wrap negative and never
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// trip. 10M keeps 200x headroom under int.MaxValue.
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Compute: Math.Clamp(settings.Compute, 1, 10_000_000),
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// The chip-culling manager's ctor preallocates four
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// List<Chip>(Chips) (PAFDMBHNMBP.txt .ctor ISIL 053-108), so
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// 0 or a negative is an ArgumentOutOfRange and 1M is 32MB of
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// pointer arrays — the ceiling.
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Chips: Math.Clamp(settings.Chips, 1, 1_000_000),
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// CalculateActiveResourceCost computes
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// inkCost += InkPerChip * Math.Min(numChips, CloudValues) in
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// plain int (CreationManager.txt ISIL 389-415, :6136-6162).
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// With InkPerChip capped at 30000 below, 10000 keeps that
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// product at 3e8, well under int.MaxValue.
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CloudValues: Math.Clamp(settings.CloudValues, 0, 10_000),
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// A non-finite value would serialize as "NaN"/"Infinity", which
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// the client's float.TryParse happily accepts.
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CloudValuesAutosaveSeconds: float.IsFinite(settings.CloudValuesAutosaveSeconds)
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? Math.Clamp(settings.CloudValuesAutosaveSeconds, 1f, 3600f)
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: 300f,
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UnculledChips: Math.Clamp(settings.UnculledChips, 1, 1_000_000),
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VisibleChips: Math.Clamp(settings.VisibleChips, 1, 1_000_000),
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// InkPerChip is an ink cost against the room's hard-coded
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// 30000-ink cap (CostInfo(0x7530, 64, 101, Chips, CloudValues)
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// in CreationManager.OnCircuitsV2LimitsRefreshed, ISIL 060,
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// :3374). Past 30000 a single chip is unaffordable, and the
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// cap also bounds the int multiply noted on CloudValues. No
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// client code divides by it, so 0 is safe.
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InkPerChip: Math.Clamp(settings.InkPerChip, 0, 30_000),
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UpdatedAt: DateTime.UtcNow);
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}
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private static CircuitsV2LimitSettings ToCircuitsV2Limits(ServerSettingsEntity row)
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{
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if (!string.IsNullOrWhiteSpace(row.CircuitsV2LimitsJson))
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{
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try
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{
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var parsed = JsonSerializer.Deserialize<CircuitsV2LimitSettings>(
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row.CircuitsV2LimitsJson,
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JsonOptions);
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if (parsed is not null)
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return NormalizeCircuitsV2Limits(parsed) with { UpdatedAt = row.UpdatedAt };
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}
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catch
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{
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// Bad settings should not break gameconfig bootstrap.
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}
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}
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return DefaultCircuitsV2Limits() with { UpdatedAt = row.UpdatedAt };
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}
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}
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public sealed record WeeklyChallengeSettings(
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@@ -848,6 +1060,38 @@ public sealed record GameConfigurationSetting(
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DateTime? StartTime = null,
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DateTime? EndTime = null);
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/// <summary>
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/// One entry of the <c>UGC.CircuitsV2.Limit.Network</c> array. The client
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/// sorts entries ascending by <see cref="NumPlayersForActivation"/> and
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/// activates the highest one whose threshold is at or below the room's max
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/// player capacity, so a single entry with a threshold of 0 applies
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/// everywhere. Field names are the literal JSON keys the client's
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/// Newtonsoft reader binds to <c>LimitConfig.NetworkConfig</c>.
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/// </summary>
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public sealed record CircuitsV2NetworkLimit(
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int NumPlayersForActivation,
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int Bytes,
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int BytesTimeWindowFrame60s,
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int Rpcs,
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int RpcTimeWindowFrame60s);
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/// <summary>
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/// The <c>UGC.CircuitsV2.Limit.*</c> gameconfig family, read by
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/// <c>RecRoom.CircuitsV2.Config.LimitConfig</c>. Every field maps to one
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/// key; the client falls back to its baked-in defaults for any key the
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/// server omits or sends unparseably.
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/// </summary>
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public sealed record CircuitsV2LimitSettings(
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List<CircuitsV2NetworkLimit> Network,
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int Compute,
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int Chips,
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int CloudValues,
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float CloudValuesAutosaveSeconds,
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int UnculledChips,
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int VisibleChips,
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int InkPerChip,
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DateTime UpdatedAt);
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public sealed record DiscoveredGameConfigSettings(
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int FriendsPostGamePromptUnderFriendCount,
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int FriendsSuggestFriendCodeOnFriendsScreenCount,
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