mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 23:18:44 -07:00
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:
@@ -41,6 +41,7 @@ public class GoToController(
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NotificationService notifications,
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JoinTimeoutService joinTimeouts,
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ServerSettingsService serverSettings,
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PresenceBroadcastService presenceFanout,
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ILogger<GoToController> logger) : ControllerBase
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{
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[HttpPost("/goto/room/{roomName}")]
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@@ -1294,15 +1295,14 @@ public class GoToController(
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private async Task NotifyFriendsOfMoveAsync(long playerId, RoomInstanceDto room)
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{
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// Honors the global-friends toggle: with it on, every other player is
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// a "friend" and gets the presence ping (so the whole small server
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// sees each other's room moves).
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var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, playerId);
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// Honors the global-friends toggle (every other player is a "friend"
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// when it is on). Goes through the shared fan-out so the frame
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// carries the player's real status visibility and the same
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// online/room state every other presence transition reports.
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logger.LogInformation(
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"[goto-fanout] player={PlayerId} moved to room={RoomId}/{RoomName} → notifying {FriendCount} friend(s)",
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playerId, room.RoomId, room.Name, friendIds.Count);
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if (friendIds.Count == 0) return;
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await notifications.PlayerEnteredRoom(friendIds, playerId, room);
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"[goto-fanout] player={PlayerId} moved to room={RoomId}/{RoomName}",
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playerId, room.RoomId, room.Name);
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await presenceFanout.PublishCurrentAsync(playerId);
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}
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private async Task<MatchmakingResponseDto> BuildResponseAsync(string roomName)
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@@ -22,6 +22,7 @@ public class MatchController(
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PlayerPresenceService presence,
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PrivateInstanceService privateInstances,
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JoinTimeoutService joinTimeouts,
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PresenceBroadcastService presenceFanout,
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RoomService rooms,
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DorkNetDbContext db,
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ILogger<MatchController> logger) : ControllerBase
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@@ -67,6 +68,12 @@ public class MatchController(
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completed.Value.TargetRoom.Name,
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completed.Value.TargetRoom.RoomInstanceId,
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completed.Value.DeferPresenceCommit);
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// A deferred join (matchmake/dorm, private-instance hop)
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// commits HERE, not at matchmake time, so this is the only
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// point friends can learn about the move. Immediate commits
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// were already announced by /goto.
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if (completed.Value.DeferPresenceCommit)
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await presenceFanout.PublishCurrentAsync(pid);
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}
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else
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{
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@@ -88,36 +95,48 @@ public class MatchController(
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return Ok();
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}
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/// <summary>POST <c>matchmake/none</c> — "leave room". The 2023 client's
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/// only caller is TryGoToOfflineRoom
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/// (RecNet.Runtime/RecNet/Matchmaking.txt:12677-13279): it has already
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/// switched its own cached presence to the local offline instance
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/// (RoomInstanceId -1) before posting this, and it discards the reply
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/// (<c><TryGoToOfflineRoom>b__119_0</c> returns a constant).
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///
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/// So the player is now online in no room, and that is what presence must
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/// say. This used to re-commit the previous room (or the dorm) instead:
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/// the next heartbeat then answered with a room while the client held the
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/// offline instance, the client logged "presence heartbeat response
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/// indicates local presence is out-of-sync", cancelled its offline load
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/// ("OnPlayerPresenceUpdate is cancelling room load for -1") and chased the
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/// server's room — and friends kept seeing the room the player had left.
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///
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/// A join still pending is abandoned too: the client only goes offline
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/// after giving up on it (fallback chain after a Photon timeout), and
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/// echoing its target from the heartbeat would pull the player back.</summary>
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[HttpPost("/matchmake/none")]
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public async Task<IActionResult> MatchmakeNone()
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{
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var pid = this.CurrentPlayerId() ?? 0;
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if (pid == 0) return Unauthorized();
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var previous = presence.GetRoom(pid);
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var pending = joinTimeouts.GetPending(pid);
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if (pending is { DeferPresenceCommit: true })
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{
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presence.MarkActive(pid);
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logger.LogInformation(
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"[matchmake-none] player={Player} has deferred pending room={Room} instance={Instance}; not committing presence",
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pid,
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pending.Value.TargetRoom.RoomId,
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pending.Value.TargetRoom.RoomInstanceId);
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return Ok(new MatchmakingResponseDto
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{
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ErrorCode = 0,
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RoomInstance = pending.Value.TargetRoom,
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});
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}
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var current = presence.GetRoom(pid) ?? await BuildDormRoomInstanceAsync(pid);
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presence.SetRoom(pid, current);
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joinTimeouts.Cancel(pid, "matchmake-none");
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presence.SetNoRoom(pid);
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presence.MarkActive(pid);
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logger.LogInformation("[matchmake-none] player={Player}", pid);
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presence.EndBootDormGrace(pid);
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logger.LogInformation(
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"[matchmake-none] player={Player} left room={Room} instance={Instance} abandonedPending={Pending}; online with no room",
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pid, previous?.RoomId, previous?.RoomInstanceId, pending?.TargetRoom.RoomInstanceId);
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await presenceFanout.PublishCurrentAsync(pid);
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// The client ignores this body; keep a well-formed instance in it so
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// the shared MatchmakingResponse reader never sees a null object.
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return Ok(new MatchmakingResponseDto
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{
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ErrorCode = 0,
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RoomInstance = current,
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RoomInstance = previous ?? pending?.TargetRoom ?? await BuildDormRoomInstanceAsync(pid),
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});
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}
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@@ -24,6 +24,7 @@ public class MatchPlayerController(
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RoomService rooms,
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PrivateInstanceService privateInstances,
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JoinTimeoutService joinTimeouts,
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PresenceBroadcastService presenceFanout,
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IConfiguration config,
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DorkNetDbContext db,
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ILogger<MatchPlayerController> log) : ControllerBase
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@@ -87,13 +88,20 @@ public class MatchPlayerController(
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/// <summary>
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/// POST /player/logout — fires when the client gives up on a session
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/// (e.g. Photon connection couldn't be established, client aborts).
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/// Clear the cached presence so the next /goto starts fresh.
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/// Clear the cached presence so the next /goto starts fresh, and tell
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/// friends right away — otherwise they keep seeing the player in their
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/// last room until a bulk poll happens to notice.
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/// </summary>
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[HttpPost("/player/logout")]
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public IActionResult PlayerLogout()
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public async Task<IActionResult> PlayerLogout()
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{
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var playerId = TryGetCurrentPlayerId();
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if (playerId != 0) presence.Clear(playerId);
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if (playerId != 0)
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{
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joinTimeouts.Cancel(playerId, "logout");
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presence.Clear(playerId);
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await presenceFanout.PublishOfflineAsync(playerId);
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}
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return Ok(new { success = true, error = "" });
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}
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@@ -178,7 +186,15 @@ public class MatchPlayerController(
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public async Task<ActionResult<PresenceDto>> SetStatusVisibility([FromForm(Name = "statusVisibility")] int? value)
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{
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var playerId = TryGetCurrentPlayerId();
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if (value is int v) await SetPlayerPrefAsync(playerId, PrefStatusVisibility, v.ToString());
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if (value is int v)
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{
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await SetPlayerPrefAsync(playerId, PrefStatusVisibility, v.ToString());
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// Friends only. The client does not apply this response to its own
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// cached presence, and a PresenceUpdate about the local player runs
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// the same apply-and-rejoin path as an out-of-sync heartbeat
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// (Matchmaking.EGPABEDPEJO -> FLAOOBNJAAD, Matchmaking.txt:6917), so no self push.
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await presenceFanout.PublishCurrentAsync(playerId);
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}
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var room = await GetPresenceRoomForResponseAsync(playerId);
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return Ok(new PresenceDto
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{
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@@ -212,7 +228,7 @@ public class MatchPlayerController(
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// back in the response and was then dropped, so the setting reverted on the
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// next heartbeat and never survived a restart. They live in PlayerSettings
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// (no schema change needed) and are read back wherever presence is built.
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private const string PrefStatusVisibility = "pref:statusVisibility";
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private const string PrefStatusVisibility = PresenceBroadcastService.StatusVisibilityPrefKey;
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private const string PrefVrMovementMode = "pref:vrMovementMode";
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private const string PrefAvoidJuniors = "pref:avoidJuniors";
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@@ -395,6 +411,21 @@ public class MatchPlayerController(
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if (room is null)
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{
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// The player went to the offline room (matchmake/none). Their
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// client now holds RoomInstanceId -1, which the heartbeat compare
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// treats as "no room" (HCHDEHIGEBE.GIICPDHJOOH, sign bit of the id;
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// RecNet.Runtime/RecNet/Matchmaking.txt:18415-18437) and is only in
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// sync with a null roomInstance. The dorm fallback below would
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// read as out-of-sync and drag the player out of the offline room.
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if (presence.IsInNoRoom(playerId))
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{
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presence.TouchNoRoom(playerId);
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log.LogInformation(
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"[player-heartbeat] player={PlayerId} online in no room (left via matchmake/none); returning null roomInstance",
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playerId);
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return null;
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}
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if (presence.IsBootDormGraceActive(playerId))
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{
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log.LogInformation(
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@@ -426,6 +457,7 @@ public class MatchPlayerController(
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playerId, fallback.RoomId, fallback.DataBlob);
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presence.SetRoom(playerId, fallback);
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presence.MarkActive(playerId);
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await presenceFanout.PublishCurrentAsync(playerId);
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return fallback;
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}
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log.LogInformation("[player-heartbeat] player={PlayerId} room=null", playerId);
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@@ -1,6 +1,8 @@
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using Microsoft.AspNetCore.Mvc;
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using System.Text.Json.Serialization;
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using Microsoft.EntityFrameworkCore;
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using DorkNet.Server.Auth;
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using DorkNet.Server.Data;
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using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.Match;
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@@ -36,10 +38,19 @@ namespace DorkNet.Server.Controllers.Match;
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/// </summary>
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[ApiController]
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public class PlayerPresenceController(
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PlayerPresenceService presence) : ControllerBase
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PlayerPresenceService presence,
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PresenceBroadcastService presenceFanout,
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JoinTimeoutService joinTimeouts,
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DorkNetDbContext db,
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ServerSettingsService settings) : ControllerBase
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{
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/// <summary>PlayerSettings key written by <c>PUT /player/statusvisibility</c>
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/// (MatchPlayerController.PrefStatusVisibility — same literal; the
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/// round-trip is pinned by a regression test).</summary>
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public const string PrefStatusVisibility = PresenceBroadcastService.StatusVisibilityPrefKey;
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[HttpGet("/player")]
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public ActionResult<List<PlayerPresenceDto>> GetPresences()
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public async Task<ActionResult<List<PlayerPresenceDto>>> GetPresences()
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{
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// The watch sends two URL flavours for this endpoint:
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// 1. Bulk: <c>/player?{id1}&{id2}&{id3}</c> — bare keys,
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@@ -81,31 +92,39 @@ public class PlayerPresenceController(
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// mid-coroutine. Only redact for OTHER players where the
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// privacy concern actually applies.
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var callerId = this.CurrentPlayerId();
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var callerRoom = callerId is long cid ? presence.GetRoom(cid) : null;
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var callerRoom = callerId is long cid ? SelfRoom(cid) : null;
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var visibility = await LoadVisibilityAsync(ids);
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var hiddenFromCaller = await ResolveHiddenAsync(callerId, ids, visibility);
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var result = ids.Select(id =>
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{
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var room = presence.GetRoom(id);
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// Other players need both a room presence and an active
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// live signal. Use the recent-heartbeat marker as the
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// truth source: SignalR can drop while the player is still
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// heartbeating, or linger after the game is gone. Presence
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// keys intentionally live for minutes to survive long room
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// loads, so using them alone leaves friends stuck online
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// after a graceful disconnect.
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var isSelf = callerId == id;
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var active = isSelf || presence.IsRecentlyActive(id);
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var isOnline = room is not null && active;
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// The caller's own row must say exactly what their heartbeat
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// says (pending-join target, or null in the offline room): the
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// client compares its cached self presence field by field
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// (HCHDEHIGEBE.DCIJHIPJHOB) and treats any difference as
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// out-of-sync.
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var room = isSelf ? callerRoom : presence.GetRoom(id);
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// Online = a live signal (recent heartbeat, or a SignalR
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// connection), NOT "has a room". Presence keys live for minutes
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// to survive long room loads, so a room alone would leave friends
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// stuck online after the game is gone; and a player in the offline
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// room after matchmake/none has no room but is very much online
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// (the 2023 DTO carries isOnline on its own; see
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// NotificationService.BuildPresenceUpdatePayload).
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// A player who chose "appear offline" (or friends/favorites
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// only, when the caller doesn't qualify) is reported exactly
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// like a genuinely offline player: no room, isOnline=false.
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var isOnline = (isSelf || presenceFanout.IsOnline(id)) && !hiddenFromCaller.Contains(id);
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if (!isOnline) room = null;
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return new PlayerPresenceDto
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{
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PlayerId = (int)id,
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// StatusVisibility is the player's *preference* for who may
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// see them online. The enum is Everyone=0 / FriendsOnly=1 /
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// Nobody=2 — so the previous value 1 (mislabeled "Visible")
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// actually meant FriendsOnly, and anyone who wasn't your
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// friend saw you as OFFLINE. On a private server everyone
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// should see everyone, so report Everyone (0). IsOnline=false
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// still gates the "Online" badge for offline players.
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StatusVisibility = 0, // Everyone
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// The player's stored online-status visibility. Self MUST
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// see its own stored value: the profile dialog's current
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// selection is read from the cached self presence, and a
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// hard-coded 0 here snapped it back to Public after every
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// presence refresh.
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StatusVisibility = visibility.GetValueOrDefault(id, PresenceVisibility.Public),
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DeviceClass = 0, // Desktop / unknown — not VR
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VrMovementMode = 0,
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// Full instance details are safe, and necessary, when the
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@@ -124,6 +143,58 @@ public class PlayerPresenceController(
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return Ok(result);
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}
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/// <summary>The caller's own room as their heartbeat reports it.</summary>
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private RoomInstanceDto? SelfRoom(long playerId)
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{
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if (joinTimeouts.GetPending(playerId) is { DeferPresenceCommit: true } pending)
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return pending.TargetRoom;
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if (presence.IsInNoRoom(playerId)) return null;
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return presence.GetRoom(playerId);
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}
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private Task<Dictionary<long, int>> LoadVisibilityAsync(HashSet<long> ids) =>
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PresenceBroadcastService.GetStatusVisibilitiesAsync(db, ids);
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/// <summary>Ids whose online status the caller may not see. The caller
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/// always sees itself; anonymous callers only see Public players.</summary>
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private async Task<HashSet<long>> ResolveHiddenAsync(
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long? callerId, HashSet<long> ids, Dictionary<long, int> visibility)
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{
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var hidden = new HashSet<long>();
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var restricted = visibility
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.Where(kv => kv.Value != PresenceVisibility.Public && kv.Key != callerId)
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.ToList();
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if (restricted.Count == 0) return hidden;
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if (callerId is not long me)
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{
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foreach (var kv in restricted) hidden.Add(kv.Key);
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return hidden;
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}
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HashSet<long>? friends = null;
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HashSet<long>? favoritedMe = null;
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foreach (var (target, vis) in restricted)
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{
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if (vis == PresenceVisibility.Offline) { hidden.Add(target); continue; }
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friends ??= (await RelationshipQueries.EffectiveFriendIdsAsync(db, settings, me)).ToHashSet();
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if (!friends.Contains(target)) { hidden.Add(target); continue; }
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if (vis == PresenceVisibility.FavoriteFriendsOnly)
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{
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// Favorited lives on the favoriter's own row
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// (RequesterId = favoriter), as RelationshipsController.BuildMerged reads it.
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favoritedMe ??= (await db.Relationships
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.Where(r => r.TargetId == me && r.Favorited && ids.Contains(r.RequesterId))
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.Select(r => r.RequesterId)
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.ToListAsync()).ToHashSet();
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if (!favoritedMe.Contains(target)) hidden.Add(target);
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}
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}
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return hidden;
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}
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private static bool ShouldExposeFullRoom(
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long? callerId,
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RoomInstanceDto? callerRoom,
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@@ -151,8 +222,8 @@ public class PlayerPresenceDto
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[JsonPropertyName("playerId")]
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public int PlayerId { get; set; }
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/// <summary>PlayerStatusVisibility enum (int):
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/// 0 = Hidden / Offline-appearing, 1 = Visible, 2 = FriendsOnly.</summary>
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/// <summary>Online-status visibility enum (int, 2023 client):
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/// 0 = Public, 1 = FriendsOnly, 2 = FavoriteFriendsOnly, 3 = Offline.</summary>
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[JsonPropertyName("statusVisibility")]
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public int StatusVisibility { get; set; }
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Reference in New Issue
Block a user