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:
Alexa
2026-10-15 14:08:11 +03:00
parent 36e64e99ba
commit 6ee1d6f9b3
45 changed files with 6666 additions and 448 deletions
@@ -41,6 +41,7 @@ public class GoToController(
NotificationService notifications,
JoinTimeoutService joinTimeouts,
ServerSettingsService serverSettings,
PresenceBroadcastService presenceFanout,
ILogger<GoToController> logger) : ControllerBase
{
[HttpPost("/goto/room/{roomName}")]
@@ -1294,15 +1295,14 @@ public class GoToController(
private async Task NotifyFriendsOfMoveAsync(long playerId, RoomInstanceDto room)
{
// Honors the global-friends toggle: with it on, every other player is
// a "friend" and gets the presence ping (so the whole small server
// sees each other's room moves).
var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, playerId);
// Honors the global-friends toggle (every other player is a "friend"
// when it is on). Goes through the shared fan-out so the frame
// carries the player's real status visibility and the same
// online/room state every other presence transition reports.
logger.LogInformation(
"[goto-fanout] player={PlayerId} moved to room={RoomId}/{RoomName} → notifying {FriendCount} friend(s)",
playerId, room.RoomId, room.Name, friendIds.Count);
if (friendIds.Count == 0) return;
await notifications.PlayerEnteredRoom(friendIds, playerId, room);
"[goto-fanout] player={PlayerId} moved to room={RoomId}/{RoomName}",
playerId, room.RoomId, room.Name);
await presenceFanout.PublishCurrentAsync(playerId);
}
private async Task<MatchmakingResponseDto> BuildResponseAsync(string roomName)
@@ -22,6 +22,7 @@ public class MatchController(
PlayerPresenceService presence,
PrivateInstanceService privateInstances,
JoinTimeoutService joinTimeouts,
PresenceBroadcastService presenceFanout,
RoomService rooms,
DorkNetDbContext db,
ILogger<MatchController> logger) : ControllerBase
@@ -67,6 +68,12 @@ public class MatchController(
completed.Value.TargetRoom.Name,
completed.Value.TargetRoom.RoomInstanceId,
completed.Value.DeferPresenceCommit);
// A deferred join (matchmake/dorm, private-instance hop)
// commits HERE, not at matchmake time, so this is the only
// point friends can learn about the move. Immediate commits
// were already announced by /goto.
if (completed.Value.DeferPresenceCommit)
await presenceFanout.PublishCurrentAsync(pid);
}
else
{
@@ -88,36 +95,48 @@ public class MatchController(
return Ok();
}
/// <summary>POST <c>matchmake/none</c> — "leave room". The 2023 client's
/// only caller is TryGoToOfflineRoom
/// (RecNet.Runtime/RecNet/Matchmaking.txt:12677-13279): it has already
/// switched its own cached presence to the local offline instance
/// (RoomInstanceId -1) before posting this, and it discards the reply
/// (<c>&lt;TryGoToOfflineRoom&gt;b__119_0</c> returns a constant).
///
/// So the player is now online in no room, and that is what presence must
/// say. This used to re-commit the previous room (or the dorm) instead:
/// the next heartbeat then answered with a room while the client held the
/// offline instance, the client logged "presence heartbeat response
/// indicates local presence is out-of-sync", cancelled its offline load
/// ("OnPlayerPresenceUpdate is cancelling room load for -1") and chased the
/// server's room — and friends kept seeing the room the player had left.
///
/// A join still pending is abandoned too: the client only goes offline
/// after giving up on it (fallback chain after a Photon timeout), and
/// echoing its target from the heartbeat would pull the player back.</summary>
[HttpPost("/matchmake/none")]
public async Task<IActionResult> MatchmakeNone()
{
var pid = this.CurrentPlayerId() ?? 0;
if (pid == 0) return Unauthorized();
var previous = presence.GetRoom(pid);
var pending = joinTimeouts.GetPending(pid);
if (pending is { DeferPresenceCommit: true })
{
presence.MarkActive(pid);
logger.LogInformation(
"[matchmake-none] player={Player} has deferred pending room={Room} instance={Instance}; not committing presence",
pid,
pending.Value.TargetRoom.RoomId,
pending.Value.TargetRoom.RoomInstanceId);
return Ok(new MatchmakingResponseDto
{
ErrorCode = 0,
RoomInstance = pending.Value.TargetRoom,
});
}
var current = presence.GetRoom(pid) ?? await BuildDormRoomInstanceAsync(pid);
presence.SetRoom(pid, current);
joinTimeouts.Cancel(pid, "matchmake-none");
presence.SetNoRoom(pid);
presence.MarkActive(pid);
logger.LogInformation("[matchmake-none] player={Player}", pid);
presence.EndBootDormGrace(pid);
logger.LogInformation(
"[matchmake-none] player={Player} left room={Room} instance={Instance} abandonedPending={Pending}; online with no room",
pid, previous?.RoomId, previous?.RoomInstanceId, pending?.TargetRoom.RoomInstanceId);
await presenceFanout.PublishCurrentAsync(pid);
// The client ignores this body; keep a well-formed instance in it so
// the shared MatchmakingResponse reader never sees a null object.
return Ok(new MatchmakingResponseDto
{
ErrorCode = 0,
RoomInstance = current,
RoomInstance = previous ?? pending?.TargetRoom ?? await BuildDormRoomInstanceAsync(pid),
});
}
@@ -24,6 +24,7 @@ public class MatchPlayerController(
RoomService rooms,
PrivateInstanceService privateInstances,
JoinTimeoutService joinTimeouts,
PresenceBroadcastService presenceFanout,
IConfiguration config,
DorkNetDbContext db,
ILogger<MatchPlayerController> log) : ControllerBase
@@ -87,13 +88,20 @@ public class MatchPlayerController(
/// <summary>
/// POST /player/logout — fires when the client gives up on a session
/// (e.g. Photon connection couldn't be established, client aborts).
/// Clear the cached presence so the next /goto starts fresh.
/// Clear the cached presence so the next /goto starts fresh, and tell
/// friends right away — otherwise they keep seeing the player in their
/// last room until a bulk poll happens to notice.
/// </summary>
[HttpPost("/player/logout")]
public IActionResult PlayerLogout()
public async Task<IActionResult> PlayerLogout()
{
var playerId = TryGetCurrentPlayerId();
if (playerId != 0) presence.Clear(playerId);
if (playerId != 0)
{
joinTimeouts.Cancel(playerId, "logout");
presence.Clear(playerId);
await presenceFanout.PublishOfflineAsync(playerId);
}
return Ok(new { success = true, error = "" });
}
@@ -178,7 +186,15 @@ public class MatchPlayerController(
public async Task<ActionResult<PresenceDto>> SetStatusVisibility([FromForm(Name = "statusVisibility")] int? value)
{
var playerId = TryGetCurrentPlayerId();
if (value is int v) await SetPlayerPrefAsync(playerId, PrefStatusVisibility, v.ToString());
if (value is int v)
{
await SetPlayerPrefAsync(playerId, PrefStatusVisibility, v.ToString());
// Friends only. The client does not apply this response to its own
// cached presence, and a PresenceUpdate about the local player runs
// the same apply-and-rejoin path as an out-of-sync heartbeat
// (Matchmaking.EGPABEDPEJO -> FLAOOBNJAAD, Matchmaking.txt:6917), so no self push.
await presenceFanout.PublishCurrentAsync(playerId);
}
var room = await GetPresenceRoomForResponseAsync(playerId);
return Ok(new PresenceDto
{
@@ -212,7 +228,7 @@ public class MatchPlayerController(
// back in the response and was then dropped, so the setting reverted on the
// next heartbeat and never survived a restart. They live in PlayerSettings
// (no schema change needed) and are read back wherever presence is built.
private const string PrefStatusVisibility = "pref:statusVisibility";
private const string PrefStatusVisibility = PresenceBroadcastService.StatusVisibilityPrefKey;
private const string PrefVrMovementMode = "pref:vrMovementMode";
private const string PrefAvoidJuniors = "pref:avoidJuniors";
@@ -395,6 +411,21 @@ public class MatchPlayerController(
if (room is null)
{
// The player went to the offline room (matchmake/none). Their
// client now holds RoomInstanceId -1, which the heartbeat compare
// treats as "no room" (HCHDEHIGEBE.GIICPDHJOOH, sign bit of the id;
// RecNet.Runtime/RecNet/Matchmaking.txt:18415-18437) and is only in
// sync with a null roomInstance. The dorm fallback below would
// read as out-of-sync and drag the player out of the offline room.
if (presence.IsInNoRoom(playerId))
{
presence.TouchNoRoom(playerId);
log.LogInformation(
"[player-heartbeat] player={PlayerId} online in no room (left via matchmake/none); returning null roomInstance",
playerId);
return null;
}
if (presence.IsBootDormGraceActive(playerId))
{
log.LogInformation(
@@ -426,6 +457,7 @@ public class MatchPlayerController(
playerId, fallback.RoomId, fallback.DataBlob);
presence.SetRoom(playerId, fallback);
presence.MarkActive(playerId);
await presenceFanout.PublishCurrentAsync(playerId);
return fallback;
}
log.LogInformation("[player-heartbeat] player={PlayerId} room=null", playerId);
@@ -1,6 +1,8 @@
using Microsoft.AspNetCore.Mvc;
using System.Text.Json.Serialization;
using Microsoft.EntityFrameworkCore;
using DorkNet.Server.Auth;
using DorkNet.Server.Data;
using DorkNet.Server.Services;
namespace DorkNet.Server.Controllers.Match;
@@ -36,10 +38,19 @@ namespace DorkNet.Server.Controllers.Match;
/// </summary>
[ApiController]
public class PlayerPresenceController(
PlayerPresenceService presence) : ControllerBase
PlayerPresenceService presence,
PresenceBroadcastService presenceFanout,
JoinTimeoutService joinTimeouts,
DorkNetDbContext db,
ServerSettingsService settings) : ControllerBase
{
/// <summary>PlayerSettings key written by <c>PUT /player/statusvisibility</c>
/// (MatchPlayerController.PrefStatusVisibility — same literal; the
/// round-trip is pinned by a regression test).</summary>
public const string PrefStatusVisibility = PresenceBroadcastService.StatusVisibilityPrefKey;
[HttpGet("/player")]
public ActionResult<List<PlayerPresenceDto>> GetPresences()
public async Task<ActionResult<List<PlayerPresenceDto>>> GetPresences()
{
// The watch sends two URL flavours for this endpoint:
// 1. Bulk: <c>/player?{id1}&amp;{id2}&amp;{id3}</c> — bare keys,
@@ -81,31 +92,39 @@ public class PlayerPresenceController(
// mid-coroutine. Only redact for OTHER players where the
// privacy concern actually applies.
var callerId = this.CurrentPlayerId();
var callerRoom = callerId is long cid ? presence.GetRoom(cid) : null;
var callerRoom = callerId is long cid ? SelfRoom(cid) : null;
var visibility = await LoadVisibilityAsync(ids);
var hiddenFromCaller = await ResolveHiddenAsync(callerId, ids, visibility);
var result = ids.Select(id =>
{
var room = presence.GetRoom(id);
// Other players need both a room presence and an active
// live signal. Use the recent-heartbeat marker as the
// truth source: SignalR can drop while the player is still
// heartbeating, or linger after the game is gone. Presence
// keys intentionally live for minutes to survive long room
// loads, so using them alone leaves friends stuck online
// after a graceful disconnect.
var isSelf = callerId == id;
var active = isSelf || presence.IsRecentlyActive(id);
var isOnline = room is not null && active;
// The caller's own row must say exactly what their heartbeat
// says (pending-join target, or null in the offline room): the
// client compares its cached self presence field by field
// (HCHDEHIGEBE.DCIJHIPJHOB) and treats any difference as
// out-of-sync.
var room = isSelf ? callerRoom : presence.GetRoom(id);
// Online = a live signal (recent heartbeat, or a SignalR
// connection), NOT "has a room". Presence keys live for minutes
// to survive long room loads, so a room alone would leave friends
// stuck online after the game is gone; and a player in the offline
// room after matchmake/none has no room but is very much online
// (the 2023 DTO carries isOnline on its own; see
// NotificationService.BuildPresenceUpdatePayload).
// A player who chose "appear offline" (or friends/favorites
// only, when the caller doesn't qualify) is reported exactly
// like a genuinely offline player: no room, isOnline=false.
var isOnline = (isSelf || presenceFanout.IsOnline(id)) && !hiddenFromCaller.Contains(id);
if (!isOnline) room = null;
return new PlayerPresenceDto
{
PlayerId = (int)id,
// StatusVisibility is the player's *preference* for who may
// see them online. The enum is Everyone=0 / FriendsOnly=1 /
// Nobody=2 — so the previous value 1 (mislabeled "Visible")
// actually meant FriendsOnly, and anyone who wasn't your
// friend saw you as OFFLINE. On a private server everyone
// should see everyone, so report Everyone (0). IsOnline=false
// still gates the "Online" badge for offline players.
StatusVisibility = 0, // Everyone
// The player's stored online-status visibility. Self MUST
// see its own stored value: the profile dialog's current
// selection is read from the cached self presence, and a
// hard-coded 0 here snapped it back to Public after every
// presence refresh.
StatusVisibility = visibility.GetValueOrDefault(id, PresenceVisibility.Public),
DeviceClass = 0, // Desktop / unknown — not VR
VrMovementMode = 0,
// Full instance details are safe, and necessary, when the
@@ -124,6 +143,58 @@ public class PlayerPresenceController(
return Ok(result);
}
/// <summary>The caller's own room as their heartbeat reports it.</summary>
private RoomInstanceDto? SelfRoom(long playerId)
{
if (joinTimeouts.GetPending(playerId) is { DeferPresenceCommit: true } pending)
return pending.TargetRoom;
if (presence.IsInNoRoom(playerId)) return null;
return presence.GetRoom(playerId);
}
private Task<Dictionary<long, int>> LoadVisibilityAsync(HashSet<long> ids) =>
PresenceBroadcastService.GetStatusVisibilitiesAsync(db, ids);
/// <summary>Ids whose online status the caller may not see. The caller
/// always sees itself; anonymous callers only see Public players.</summary>
private async Task<HashSet<long>> ResolveHiddenAsync(
long? callerId, HashSet<long> ids, Dictionary<long, int> visibility)
{
var hidden = new HashSet<long>();
var restricted = visibility
.Where(kv => kv.Value != PresenceVisibility.Public && kv.Key != callerId)
.ToList();
if (restricted.Count == 0) return hidden;
if (callerId is not long me)
{
foreach (var kv in restricted) hidden.Add(kv.Key);
return hidden;
}
HashSet<long>? friends = null;
HashSet<long>? favoritedMe = null;
foreach (var (target, vis) in restricted)
{
if (vis == PresenceVisibility.Offline) { hidden.Add(target); continue; }
friends ??= (await RelationshipQueries.EffectiveFriendIdsAsync(db, settings, me)).ToHashSet();
if (!friends.Contains(target)) { hidden.Add(target); continue; }
if (vis == PresenceVisibility.FavoriteFriendsOnly)
{
// Favorited lives on the favoriter's own row
// (RequesterId = favoriter), as RelationshipsController.BuildMerged reads it.
favoritedMe ??= (await db.Relationships
.Where(r => r.TargetId == me && r.Favorited && ids.Contains(r.RequesterId))
.Select(r => r.RequesterId)
.ToListAsync()).ToHashSet();
if (!favoritedMe.Contains(target)) hidden.Add(target);
}
}
return hidden;
}
private static bool ShouldExposeFullRoom(
long? callerId,
RoomInstanceDto? callerRoom,
@@ -151,8 +222,8 @@ public class PlayerPresenceDto
[JsonPropertyName("playerId")]
public int PlayerId { get; set; }
/// <summary>PlayerStatusVisibility enum (int):
/// 0 = Hidden / Offline-appearing, 1 = Visible, 2 = FriendsOnly.</summary>
/// <summary>Online-status visibility enum (int, 2023 client):
/// 0 = Public, 1 = FriendsOnly, 2 = FavoriteFriendsOnly, 3 = Offline.</summary>
[JsonPropertyName("statusVisibility")]
public int StatusVisibility { get; set; }