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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:
@@ -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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