feat(cdn): Rec Royale stub blob ships the room's game-rule chip

Frontier has no baked *_GameRuleWrapperCircuit; real Rec Room delivered
Rec Royale's rule chip in the room blob, and without it there is no
BattleRoyaleManager and no match. A newer-client export of a custom Rec
Royale room shows the saved RecRoyaleSquads chip is minimal — prefab id,
palette tag (prefab name lower-cased, 25 chars), circuit node id and an
EMPTY GameRuleWrapperData (field 41) — so the stub can generate it.

Prefab ids read from the client's spawnable-tool table in resources.assets
(SpawnableTool_Runtime_<ENUM> → 20-byte hash → two u32 → 16-byte id), the
Squads id cross-checked against the real save: Solos 983db81a…, Squads
857f7500…. The stub for a room whose name contains RecRoyaleSolos /
RecRoyaleSquads carries the matching chip as a fourth persistence view.
Test: Rec_royale_stub_carries_its_game_rule_chip (both rooms).
This commit is contained in:
Alexa
2026-09-27 23:45:57 +03:00
parent 3edeaa5484
commit 806b160acc
4 changed files with 131 additions and 0 deletions
+6
View File
@@ -232,6 +232,12 @@ actions:
the second reason "enable + co-owner" still showed no Maker Pen. The
default role sets `can_use_maker_pen` to true, matching the permissive
room-role overlay; the built-in roles mirror the reference saves.
For the two Rec Royale rooms the stub also carries the room's
**game-rule chip** (`RecRoyaleSolos_GameRuleWrapperCircuit` prefab id
`983db81a…`, `RecRoyaleSquads_…` `857f7500…`, read from the client's
spawnable-tool table; a saved Squads chip is header + prefab id + tag +
node id + an empty wrapper payload), so the match logic exists on first
join without anyone spawning it by hand.
- **Reset to baked scene** — `POST api/admin/v1/rooms/{id}/subrooms/{subRoomId}/blob/reset`.
Clears both pointers. This is the escape hatch if a save left the room
unplayable. Saved blobs stay in `RoomDataBlobs`, so the in-game restore