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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:
@@ -42,8 +42,7 @@ public class NotifyHub(
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OnlinePresenceService presence,
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PlayerPresenceService playerRooms,
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NotificationService notifications,
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DorkNetDbContext db,
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ServerSettingsService serverSettings,
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PresenceBroadcastService presenceFanout,
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ILogger<NotifyHub> logger) : Hub
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{
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/// <summary>SignalR group name for a given player id. Use this
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@@ -108,18 +107,11 @@ public class NotifyHub(
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// friend's list for the rest of the session even though they were
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// still playing.
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//
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// Only push when a room is already known. The presence payload
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// derives isOnline from roomInstance being non-null, so a push with
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// no room reads as OFFLINE — worse than staying quiet. On a fresh
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// boot there is no room yet and the /goto that follows sends the
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// real presence anyway; this branch is for reconnects, where the
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// cached room is exactly what friends need to see again.
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if (cameOnline && playerRooms.GetRoom(id) is { } room)
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{
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var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, id);
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if (friendIds.Count > 0)
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await notifications.PlayerCameOnline(friendIds, id, room);
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}
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// isOnline is sent explicitly now, so this no longer needs a
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// known room: a player who connects before matchmaking, or who is
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// sitting in the offline room, is online with roomInstance null.
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if (cameOnline)
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await presenceFanout.PublishCurrentAsync(id);
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}
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else
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{
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@@ -139,9 +131,17 @@ public class NotifyHub(
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await Groups.RemoveFromGroupAsync(Context.ConnectionId, GroupForPlayer(id));
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if (wentOffline)
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{
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var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, id);
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if (friendIds.Count > 0)
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await notifications.PlayerWentOffline(friendIds, id);
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// The socket can drop under a live session (the server or a
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// proxy closes it; the client logs "RecNet HubConnection error:
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// ... TCP Stream closed unexpectedly by the remote server" and
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// reconnects by itself). While the player is still
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// heartbeating, wait one activity window before calling them
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// offline; a real exit either logs out (immediate offline push)
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// or stops heartbeating and is caught by the deferred check.
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if (playerRooms.IsRecentlyActive(id))
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presenceFanout.ScheduleOfflineCheck(id);
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else
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await presenceFanout.PublishOfflineAsync(id);
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}
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logger.LogInformation(
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"[hub] disconnected player={PlayerId} conn={ConnectionId} wentOffline={WentOffline} error={Error}",
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