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
+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);
}