feat: Matchmade sessions respect room's subroom Max Player Count

GameSessionService previously hardcoded MaxCapacity=8 for new sessions,
fragmenting matchmade joiners 8-per-instance regardless of the host's
'Max Player Count in This Subroom' slider. New sessions now resolve the
room's entry subroom (lowest OrderIndex) RoomSceneEntity.MaxPlayers,
clamped 1-80, falling back to 8 for system rooms (dorm GUID roomIds).
This commit is contained in:
Alexa
2026-06-28 01:35:57 +03:00
parent 72c076535c
commit 3e4d618aa7
+28 -1
View File
@@ -64,7 +64,12 @@ public class GameSessionService(DorkNetDbContext db)
// in, so we save once with a placeholder, then patch and save // in, so we save once with a placeholder, then patch and save
// again. Two SaveChangesAsync calls is cheap at our QPS. // again. Two SaveChangesAsync calls is cheap at our QPS.
PhotonRoomName = "pending", PhotonRoomName = "pending",
MaxCapacity = 8, // Track the room's "Max Player Count in This Subroom" slider
// instead of a hardcoded 8, so matchmade joiners fill the room to
// the host's chosen limit rather than fragmenting into a new
// instance every 8 players. (Existing sessions keep whatever cap
// they were created with.)
MaxCapacity = await ResolveRoomMaxCapacityAsync(effectiveRoom),
PlayerCount = 1, PlayerCount = 1,
CreatedAt = DateTime.UtcNow, CreatedAt = DateTime.UtcNow,
}; };
@@ -75,6 +80,28 @@ public class GameSessionService(DorkNetDbContext db)
return ToDto(session); return ToDto(session);
} }
// Default session cap when we can't resolve a room-specific value (system
// rooms like the dorm use a GUID roomId that doesn't map to a RoomEntity).
private const int DefaultMaxCapacity = 8;
/// <summary>Resolve a new session's capacity from the room's entry
/// subroom (lowest <c>OrderIndex</c>) <see cref="RoomSceneEntity.MaxPlayers"/>
/// — the value the in-game "Max Player Count in This Subroom" slider
/// writes. Matchmade sessions land in the entry subroom, so its cap is the
/// right ceiling. GameSession roomIds are the room's numeric Id as a
/// string for user rooms; non-numeric (dorm GUID, etc.) → default. Clamped
/// to a sane Photon ceiling.</summary>
private async Task<int> ResolveRoomMaxCapacityAsync(string roomId)
{
if (!long.TryParse(roomId, out var roomLongId)) return DefaultMaxCapacity;
var max = await db.RoomScenes
.Where(s => s.RoomId == roomLongId)
.OrderBy(s => s.OrderIndex)
.Select(s => (int?)s.MaxPlayers)
.FirstOrDefaultAsync();
return max is int v && v > 0 ? Math.Clamp(v, 1, 80) : DefaultMaxCapacity;
}
public async Task<GameSession?> GetByIdAsync(long id) public async Task<GameSession?> GetByIdAsync(long id)
{ {
var s = await db.GameSessions.AsNoTracking() var s = await db.GameSessions.AsNoTracking()