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)