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fix: presence, profile edits, outfit menu and RecNetResult writes for the 2023 client
Every change below was checked against the 2023-03-21 client disassembly;
file:line evidence is in the code comments and in
docs/recroom-2023-client-api-complete.md.
Presence
- matchmake/none means "online, in no room" (its only caller is
TryGoToOfflineRoom, which ignores the reply). The server used to keep the
old room or invent a dorm, so the next heartbeat looked out of sync and
the client cancelled its load to chase that room.
- The join watchdog no longer clears presence 30 s into a long room load;
it is a 3 minute backstop that drops the room only.
- One fan-out (PresenceBroadcastService) for every transition: deferred
joins, matchmake/none, logout, failed joins, visibility changes, SignalR
connect/disconnect. isOnline is sent on its own; pushes never go to the
subject, because a self push moves the player.
- Online-status visibility (Public / Friends / Favorites / Appear offline)
is stored and honoured by GET /player and by the live pushes.
Profile
- PUT account/me/{emoji,personalpronouns,identityflags,bannerimage} were
404; added with the client's real form keys and persisted (new Players
columns plus migration). Every account read now returns them, and edits
push AccountUpdate to everyone.
Outfit menu
- Saved outfits kept OutfitSelectionsV2 and CustomAvatarItems, so loading a
slot restores what was saved instead of a stale outfit.
- isCreationAllowedForAccount answers the {Success, Error} envelope the
client parses; minPriceForPublicItem is a bare int; gifts/generate accepts
form bodies; lockeditems returns the full owned-item shape; colourways no
longer share their base item's AvatarItemId.
RecNetResult writes
- About 40 writes look status-only but parse the body as {Success, Error}.
An empty 200 showed "Failed to ..." after the server applied the change,
and a body without Success threw "Error message cannot be null". Clubs,
announcements, keepsakes, comments/read, subscriptions, purchase offers
and privacy settings now answer RecNetResult.
- Login token and device-code grants are real; remoteauth approves the
device code; createlogintoken returns a bare string.
- New: incentivizedreferrals/referrals, account/bulk/{email,phone},
GET strings, account/me/confirmphone, PlayMenuCarouselOrdering_1.
Route inventory and coverage test extended to match.
README now describes the 2023 branch.
This commit is contained in:
@@ -173,7 +173,12 @@ public class AvatarItemsController(
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{
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AvatarItemType = item.AvatarItemType,
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AvatarItemDesc = ToWatchDesc(entry.FullDesc),
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AvatarItemId = item.AvatarItemId,
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// Hash the FULL desc, as the toggle-on path does: a
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// player can own the base item and several colorways of
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// it at once (entries dedupe by FullDesc), and reusing the
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// base id made them collide in the client's id-keyed
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// wardrobe.
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AvatarItemId = StableAvatarItemIdFull(ToWatchDesc(entry.FullDesc)),
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PlatformMask = item.PlatformMask,
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FriendlyName = item.FriendlyName,
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Tooltip = item.Tooltip,
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@@ -328,20 +333,19 @@ public class AvatarItemsController(
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owned.Add(guid);
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}
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// The client parses this as List<IFNGBPJGINL> — the SAME element as
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// v4/items (FFFIMAGLKEG.txt:3222-3465, NBLIDNCEELM), read by
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// CLIANCNHNIE which registers TagList / AvatarItemId /
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// IsBaseAvatarItem too (CLIANCNHNIE.txt). The old 5-key subset left
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// every locked row at AvatarItemId 0 with a null TagList, so ship
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// the full catalog DTO.
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var catalog = _catalog.Value.Items;
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var rows = requested
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.Where(guid => !owned.Contains(guid))
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.Select(guid => catalog.TryGetValue(guid, out var item) ? item : null)
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.Where(item => item is not null)
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.Select(item => new
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{
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item!.AvatarItemType,
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item.AvatarItemDesc,
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item.FriendlyName,
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item.Tooltip,
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item.Rarity,
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})
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.Select(item => item!)
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.ToArray();
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return Ok(rows);
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}
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@@ -561,9 +565,8 @@ public class AvatarItemsController(
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/// <summary>Stable, deterministic, non-zero 31-bit id for an owned
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/// avatar item, derived from its base GUID (FNV-1a). The 2023 client
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/// keys the wardrobe by <c>AvatarItemId</c>, so it must be unique per
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/// item and stable across restarts. Colored variants reuse their base
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/// item's id (a player owns the base OR a variant, never both in the
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/// list), so no collision.</summary>
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/// item and stable across restarts. Colored variants must NOT use this — a player can own the base and
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/// several colorways together; see <see cref="StableAvatarItemIdFull"/>.</summary>
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public static int StableAvatarItemId(string? avatarItemDescOrGuid)
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{
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var guid = (avatarItemDescOrGuid ?? string.Empty).Split(',')[0];
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