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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:
@@ -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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