fix: sub-room id sequence, restore sync, presence index TTL, permission races

From the local CodeRabbit review:
- Scene ids: the repair and room clone assigned max + 1, which never
  advanced the Postgres identity sequence (live: sequence 3412, max id 3466),
  so the next add / clone sub-room would collide on the primary key. The
  repair now moves the sequence past the highest id at startup, and both
  let the database assign ids.
- Room-level restores (datahistory/restore and the admin restore) now also
  restore the entry sub-room, whose blob room details serve first.
- TouchRoom refreshes the room's presence index too, so players kept alive
  only by heartbeats no longer drop out of the instance browser after 20 min.
- Sub-room permission saves match cells exactly (as the unique index does)
  and retry when a concurrent editor inserted the same new cell.
This commit is contained in:
Alexa
2026-10-25 13:59:30 +02:00
parent 9076fb9fae
commit 8be0f90dbc
5 changed files with 129 additions and 43 deletions
@@ -118,6 +118,35 @@ public sealed class SubRoomsAndInstances2023Tests : IClassFixture<DorkNetServerF
Assert.Equal((0, 0), await service.RepairRoomScenesAsync());
}
[Fact]
public async Task Room_level_restore_also_restores_the_entry_sub_room()
{
var owner = await PlayerAsync();
var roomId = await SeedRoomAsync(owner.PlayerId, accessibility: 0, scenes: new[] { "Home", "Back" });
await using (var scope = _factory.Services.CreateAsyncScope())
{
var db = scope.ServiceProvider.GetRequiredService<DorkNetDbContext>();
await db.RoomScenes.Where(s => s.RoomId == roomId)
.ExecuteUpdateAsync(s => s.SetProperty(x => x.DataBlobName, "blob-old"));
db.RoomDataBlobs.Add(new RoomDataBlobEntity { RoomId = roomId, BlobName = "blob-new", UploadedByPlayerId = owner.PlayerId });
await db.SaveChangesAsync();
}
using var api = Client("api", owner);
using var response = await api.PostAsync("/api/rooms/v1/restore", new FormUrlEncodedContent(new Dictionary<string, string>
{
["roomId"] = roomId.ToString(), ["blobName"] = "blob-new",
}));
Assert.True(response.IsSuccessStatusCode, await response.Content.ReadAsStringAsync());
await using var check = _factory.Services.CreateAsyncScope();
var checkDb = check.ServiceProvider.GetRequiredService<DorkNetDbContext>();
var blobs = await checkDb.RoomScenes.AsNoTracking().Where(s => s.RoomId == roomId)
.OrderBy(s => s.OrderIndex).Select(s => s.DataBlobName).ToListAsync();
// The entry sub-room follows the restore; other sub-rooms keep theirs.
Assert.Equal(new[] { "blob-new", "blob-old" }, blobs);
}
[Fact]
public async Task Startup_repair_restores_a_missing_entry_sub_room_next_to_others()
{
@@ -1406,6 +1406,7 @@ public class RoomsController(
.ExecuteUpdateAsync(s => s
.SetProperty(r => r.CurrentDataBlobName, blob.BlobName)
.SetProperty(r => r.UpdatedAt, DateTime.UtcNow));
if (!room.IsDormRoom) await SyncEntrySceneBlobAsync(room.Id, blob.BlobName);
await db.SaveChangesAsync();
// Push the same SubscriptionUpdateRoom the save flow sends so
@@ -1479,10 +1480,27 @@ public class RoomsController(
.ExecuteUpdateAsync(s => s
.SetProperty(r => r.CurrentDataBlobName, blob.BlobName)
.SetProperty(r => r.UpdatedAt, DateTime.UtcNow));
if (!room.IsDormRoom) await SyncEntrySceneBlobAsync(roomId, blob.BlobName);
await db.SaveChangesAsync();
return Ok(new { restored = blob.BlobName });
}
/// <summary>A room-level restore also restores the entry sub-room
/// (OrderIndex 0): room details serve the entry scene's own blob ahead
/// of the room's, so updating only <c>Rooms.CurrentDataBlobName</c>
/// would leave the old version in place. The per-sub-room restore keeps
/// the two in step the other way round. Dorms keep their blob per
/// player (DormState) instead.</summary>
private Task SyncEntrySceneBlobAsync(long roomId, string blobName)
{
var now = DateTime.UtcNow;
return db.RoomScenes
.Where(s => s.RoomId == roomId && s.OrderIndex == 0)
.ExecuteUpdateAsync(s => s
.SetProperty(x => x.DataBlobName, blobName)
.SetProperty(x => x.DataModifiedAt, now));
}
/// <summary>GET <c>api/rooms/v{1,2}/personaldetails/{roomId}</c> —
/// per-caller bookmark/cheer flags for one room. Wire shape verified
/// against <c>RecNet.PersonalRoomDetails.Deserialize</c>
@@ -3829,35 +3847,51 @@ public class RoomsController(
var scene = await GetOrCreateSceneForMutationAsync(room, subRoomId);
if (scene is null) return NotFound();
var existing = await db.RoomRolePermissions
.Where(p => p.RoomId == roomId && p.SubRoomId == subRoomId)
.ToListAsync();
var now = DateTime.UtcNow;
foreach (var cell in cells)
{
var row = existing.FirstOrDefault(p =>
p.Role == cell.Role
&& string.Equals(p.Permission, cell.Permission, StringComparison.OrdinalIgnoreCase));
if (row is null)
{
row = new RoomRolePermissionEntity
{
RoomId = roomId,
SubRoomId = subRoomId,
Role = cell.Role,
Permission = cell.Permission,
};
db.RoomRolePermissions.Add(row);
existing.Add(row);
}
row.Type = cell.Type;
row.Override = cell.Override;
row.Value = cell.Value;
row.UpdatedByPlayerId = pid;
row.UpdatedAt = now;
}
scene.DataModifiedAt = now;
await db.SaveChangesAsync();
for (var attempt = 1; ; attempt++)
{
var existing = await db.RoomRolePermissions
.Where(p => p.RoomId == roomId && p.SubRoomId == subRoomId)
.ToListAsync();
foreach (var cell in cells)
{
// Exact match, like the unique index on
// (RoomId, SubRoomId, Role, Permission).
var row = existing.FirstOrDefault(p =>
p.Role == cell.Role && string.Equals(p.Permission, cell.Permission, StringComparison.Ordinal));
if (row is null)
{
row = new RoomRolePermissionEntity
{
RoomId = roomId,
SubRoomId = subRoomId,
Role = cell.Role,
Permission = cell.Permission,
};
db.RoomRolePermissions.Add(row);
existing.Add(row);
}
row.Type = cell.Type;
row.Override = cell.Override;
row.Value = cell.Value;
row.UpdatedByPlayerId = pid;
row.UpdatedAt = now;
}
try
{
await db.SaveChangesAsync();
break;
}
catch (DbUpdateException) when (attempt < 3)
{
// Another editor inserted the same new cell between our read
// and our insert (unique index). Forget our pending rows and
// apply the cells again, now as updates of theirs.
foreach (var entry in db.ChangeTracker.Entries<RoomRolePermissionEntity>().ToList())
entry.State = EntityState.Detached;
}
}
logger.LogInformation(
"[subroom-permissions] room={Room} sub={Sub} by={By} cells={Count}",
@@ -141,7 +141,19 @@ public class PlayerPresenceService
{
try
{
mux.GetDatabase().KeyExpire(Key(playerId), PresenceTtl);
var db = mux.GetDatabase();
db.KeyExpire(Key(playerId), PresenceTtl);
// Keep the room's membership index alive as long as its
// members are: a player refreshed only through here would
// otherwise outlive the set (SetRoom's 2 × TTL) and drop out
// of the instance browser and room pushes.
var json = db.StringGet(Key(playerId));
if (json.HasValue &&
JsonSerializer.Deserialize<RoomInstanceDto>(json.ToString(), JsonOpts) is { RoomId: > 0 } room)
{
db.SetAdd(RoomIndexKey(room.RoomId), playerId);
db.KeyExpire(RoomIndexKey(room.RoomId), PresenceTtl + PresenceTtl);
}
}
catch (Exception ex)
{
@@ -60,7 +60,7 @@ public static class RoomPermissionMatrix
var cell = new Cell(row.Permission, row.Role, row.Override, row.Type, row.Value);
var at = cells.FindIndex(c =>
c.Role == row.Role
&& string.Equals(c.Permission, row.Permission, StringComparison.OrdinalIgnoreCase));
&& string.Equals(c.Permission, row.Permission, StringComparison.Ordinal));
if (at >= 0) cells[at] = cell;
else cells.Add(cell);
}
+25 -14
View File
@@ -570,6 +570,22 @@ public class RoomService(DorkNetDbContext db)
DataModifiedAt = DateTime.UtcNow,
};
/// <summary>Postgres only: moves the RoomScenes id sequence past the
/// highest existing id. Rows written with explicit ids (seeds, older
/// builds of the clone and repair code) leave it behind, and the next
/// insert that relies on it (add / clone sub-room) then collides on the
/// primary key. A no-op on SQLite, which assigns max + 1 itself.</summary>
public async Task SyncRoomSceneIdSequenceAsync()
{
if (!db.Database.IsNpgsql()) return;
await db.Database.ExecuteSqlRawAsync(
"""
SELECT setval(pg_get_serial_sequence('"RoomScenes"', 'Id'),
GREATEST(COALESCE((SELECT MAX("Id") FROM "RoomScenes"), 0), 1),
EXISTS (SELECT 1 FROM "RoomScenes"));
""");
}
/// <summary>Startup self-heal for sub-rooms (idempotent).
///
/// <para>Every non-dorm room must own at least one real RoomScenes row,
@@ -583,12 +599,12 @@ public class RoomService(DorkNetDbContext db)
/// are left alone: their details are shaped per player and their single
/// scene is synthesised on purpose.</para>
///
/// <para>Scene ids are assigned explicitly (max + 1) for the same reason
/// the clone handler does: seeded rows were inserted with manual ids
/// without advancing the Postgres identity sequence. Every service that
/// <para>It first moves the Postgres id sequence of RoomScenes past the
/// highest id (<see cref="SyncRoomSceneIdSequenceAsync"/>), then lets the
/// database assign ids like every other scene insert. Every service that
/// runs the database bootstrap calls this at startup, so on Postgres the
/// whole repair holds the bootstrap's advisory lock: replicas booting
/// together take turns instead of handing out the same ids.</para>
/// whole repair holds the bootstrap's advisory lock and replicas booting
/// together take turns.</para>
/// Returns (rooms given an entry scene, scenes renamed).</summary>
public async Task<(int ScenesAdded, int ScenesRenamed)> RepairRoomScenesAsync()
{
@@ -598,16 +614,13 @@ public class RoomService(DorkNetDbContext db)
// The entry sub-room is OrderIndex 0 (its blob is the room's own front
// door), so a room missing it is repaired even when it has others.
await SyncRoomSceneIdSequenceAsync();
var roomsWithoutEntry = await db.Rooms
.Where(r => !r.IsDormRoom && !db.RoomScenes.Any(s => s.RoomId == r.Id && s.OrderIndex == 0))
.ToListAsync();
var nextSceneId = await db.RoomScenes.MaxAsync(s => (long?)s.Id) ?? 0L;
foreach (var room in roomsWithoutEntry)
{
var scene = NewHomeScene(room);
scene.Id = ++nextSceneId;
db.RoomScenes.Add(scene);
}
db.RoomScenes.Add(NewHomeScene(room));
var unnamed = await db.RoomScenes
.Where(s => s.Name == null || s.Name.Trim() == string.Empty)
@@ -1144,9 +1157,7 @@ public class RoomService(DorkNetDbContext db)
db.Rooms.Add(clone);
// Every room owns a real entry sub-room (see RepairRoomScenesAsync).
var home = NewHomeScene(clone);
home.Id = (await db.RoomScenes.MaxAsync(s => (long?)s.Id) ?? 0L) + 1;
db.RoomScenes.Add(home);
db.RoomScenes.Add(NewHomeScene(clone));
await db.SaveChangesAsync();
return new CloneResult(0 /* Success */, clone);
}