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https://github.com/DorkSquadRR/DorkNet.git
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fix: push presence when a player comes back online
OnDisconnectedAsync told friends a player went offline, but nothing ever pushed the opposite transition — PlayerCameOnline existed in NotificationService with zero callers. The pair was asymmetric, so a SignalR reconnect (network blip, replica restart) greyed the player out on every friend's list for the rest of the session even though they were still playing. Only re-entering a room, which pushes presence via /goto, brought them back. AddConnectionAsync already computed the first-connection transition to maintain the online set but returned void; it now reports it, mirroring RemoveConnectionAsync. The push is deliberately conditional on a room already being known. The presence payload derives isOnline from roomInstance being non-null, so pushing with no room reads as OFFLINE — worse than staying quiet. On a fresh boot there is no room yet and the /goto that follows sends the real presence anyway, so this only fires on reconnects, where the cached room is exactly what friends need to see again.
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@@ -45,7 +45,11 @@ public class OnlinePresenceService
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public OnlinePresenceService(IConnectionMultiplexer? redis = null) => _redis = redis;
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public async Task AddConnectionAsync(long playerId, string connectionId)
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/// <summary>Register one SignalR connection. Returns true when that was the
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/// player's FIRST active connection, i.e. they just came online and friends
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/// should be told. Mirrors <see cref="RemoveConnectionAsync"/>, which
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/// reports the opposite transition.</summary>
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public async Task<bool> AddConnectionAsync(long playerId, string connectionId)
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{
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if (_redis is { } mux)
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{
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@@ -59,13 +63,21 @@ public class OnlinePresenceService
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if (added)
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{
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var size = await db.SetLengthAsync(connsKey);
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if (size == 1) await db.SetAddAsync(OnlineSetKey, playerId);
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if (size == 1)
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{
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await db.SetAddAsync(OnlineSetKey, playerId);
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return true;
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}
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}
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return;
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return false;
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}
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var set = _localConns.GetOrAdd(playerId, _ => new HashSet<string>());
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lock (set) set.Add(connectionId);
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lock (set)
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{
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set.Add(connectionId);
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return set.Count == 1;
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}
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}
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/// <summary>Remove one SignalR connection. Returns true when that was
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