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