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
@@ -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)
{