Implement "Everyone is friends" toggle: add global friends functionality with server settings and UI integration

This commit is contained in:
Alexa
2026-06-04 13:40:15 +03:00
parent 31e2cf7389
commit 8dfe4c8d63
10 changed files with 281 additions and 11 deletions
@@ -24,6 +24,7 @@ public class MessagesController(
PrivateInstanceService privateInstances,
OnlinePresenceService onlinePresence,
PlayerPresenceService presence,
ServerSettingsService serverSettings,
ILogger<MessagesController> logger) : ControllerBase
{
private long Me => this.RequireCurrentPlayerId();
@@ -534,11 +535,8 @@ public class MessagesController(
[HttpGet("/api/messages/v1/onlineStatus")]
public async Task<ActionResult> FavoriteFriendOnlineStatus()
{
var friendIds = await db.Relationships
.Where(r => r.Status == RelationshipStatus.Friend &&
(r.RequesterId == Me || r.TargetId == Me))
.Select(r => r.RequesterId == Me ? r.TargetId : r.RequesterId)
.ToListAsync();
// Honors the global-friends toggle (everyone is a friend when on).
var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, Me);
var online = onlinePresence.OnlinePlayerIds().ToHashSet();
return Ok(friendIds.Select(id => new
{
@@ -48,7 +48,7 @@ namespace DorkNet.Server.Controllers.API.Relationships.V2;
/// </summary>
[ApiController]
[Authorize]
public class RelationshipsController(DorkNetDbContext db, NotificationService notifications) : ControllerBase
public class RelationshipsController(DorkNetDbContext db, NotificationService notifications, ServerSettingsService settings) : ControllerBase
{
// RelationshipType — int values match Relationship.RelationshipType
// in the patched dump.cs.
@@ -72,6 +72,13 @@ public class RelationshipsController(DorkNetDbContext db, NotificationService no
public async Task<ActionResult> GetMyRelationships()
{
var me = CurrentPlayerId;
// Global-friends mode (admin toggle): synthesize a Friend row for
// every other account WITHOUT persisting anything. Real rows are
// overlaid so mute/favorite still apply and Blocked stays non-friend.
if (await settings.IsGlobalFriendsEnabledAsync())
return Ok(await BuildGlobalFriendListAsync(me));
var rels = await db.Relationships
.Where(r => r.RequesterId == me || r.TargetId == me)
.ToListAsync();
@@ -79,6 +86,55 @@ public class RelationshipsController(DorkNetDbContext db, NotificationService no
return Ok(wire);
}
/// <summary>Synthesize the caller's friend list as "everyone" for the
/// global-friends toggle. One Friend entry per other account; real rows
/// are overlaid so a Block stays None and mute/favorite carry through.</summary>
private async Task<List<Dictionary<string, object>>> BuildGlobalFriendListAsync(long me)
{
var realRows = await db.Relationships
.Where(r => r.RequesterId == me || r.TargetId == me)
.ToListAsync();
var realByOther = new Dictionary<long, RelationshipEntity>();
foreach (var r in realRows)
realByOther[r.RequesterId == me ? r.TargetId : r.RequesterId] = r;
var others = await db.Players
.Where(p => p.Id != me && p.Id != RelationshipQueries.SystemAccountId)
.Select(p => p.Id)
.ToListAsync();
var wire = new List<Dictionary<string, object>>(others.Count);
foreach (var otherId in others)
{
if (realByOther.TryGetValue(otherId, out var row))
{
// A real block wins — that pair is genuinely not friends.
if (row.Status == EntityStatus.Blocked) { wire.Add(EmptyRelationship(otherId)); continue; }
wire.Add(SynthFriend(otherId, row, me));
}
else
{
wire.Add(SynthFriend(otherId, null, me));
}
}
return wire;
}
/// <summary>A synthetic Friend relationship for global-friends mode,
/// carrying mute/ignore/favorite from the caller's real row when present.</summary>
private static Dictionary<string, object> SynthFriend(long other, RelationshipEntity? real, long me)
{
var mineDir = real is not null && real.RequesterId == me;
return new()
{
["PlayerID"] = (int)other,
["RelationshipType"] = RT_Friend,
["Muted"] = mineDir && real!.Muted ? 1 : 0,
["Ignored"] = mineDir && real!.Ignored ? 1 : 0,
["Favorited"] = mineDir && real!.Favorited ? 1 : 0,
};
}
/// <summary>GET <c>api/relationships/v2/personaldetails/{playerId}</c>
/// — single relationship row from the caller's perspective. Used
/// by the watch's profile-card view to determine whether to show
@@ -90,6 +146,14 @@ public class RelationshipsController(DorkNetDbContext db, NotificationService no
var me = CurrentPlayerId;
if (playerId <= 0 || playerId == me) return Ok(EmptyRelationship(playerId));
var row = await FindAsync(me, playerId);
// Global-friends mode: report Friend for any real account that isn't
// the system account and isn't explicitly blocked.
if (playerId != RelationshipQueries.SystemAccountId
&& (row is null || row.Status != EntityStatus.Blocked)
&& await settings.IsGlobalFriendsEnabledAsync())
return Ok(SynthFriend(playerId, row, me));
return Ok(row is null ? EmptyRelationship(playerId) : BuildRelationship(row, me));
}
@@ -1390,12 +1390,41 @@ public class AdminController(
return Ok(new
{
row.SignupsDisabled,
row.GlobalFriendsEnabled,
row.WeeklyChallengesCompletedRequired,
row.UpdatedAt,
});
}
public sealed record SignupsToggleRequest(bool Disabled);
public sealed record GlobalFriendsToggleRequest(bool Enabled);
/// <summary>POST <c>api/admin/v1/settings/global-friends</c> — flip the
/// "everyone is friends" toggle. No relationship rows are written; the
/// friend graph is synthesized at read time (see
/// <see cref="RelationshipQueries"/>). After flipping, broadcast
/// <c>RelationshipsInvalid</c> to every connected watch so it re-fetches
/// <c>api/relationships/v2/get</c> and shows the new state live — no
/// relog (the 2020 watch handles that push via
/// <c>Relationships.RefreshList</c>).</summary>
[HttpPost("settings/global-friends")]
public async Task<ActionResult> SetGlobalFriends([FromBody] GlobalFriendsToggleRequest body)
{
var row = await serverSettings.SetGlobalFriendsEnabledAsync(body.Enabled);
await LogAsync(body.Enabled ? "global_friends_enabled" : "global_friends_disabled", "system", 0, "");
await db.SaveChangesAsync();
// Live refresh: every connected watch re-pulls its relationship list.
await notifications.BroadcastAsync(DorkNet.Models.Notification.PushNotificationId.RelationshipsInvalid);
return Ok(new
{
row.SignupsDisabled,
row.GlobalFriendsEnabled,
row.WeeklyChallengesCompletedRequired,
row.UpdatedAt,
});
}
/// <summary>POST <c>api/admin/v1/settings/signups</c> — flip the
/// server-wide account-creation kill switch. While disabled, both
@@ -1412,6 +1441,7 @@ public class AdminController(
return Ok(new
{
row.SignupsDisabled,
row.GlobalFriendsEnabled,
row.WeeklyChallengesCompletedRequired,
row.UpdatedAt,
});
@@ -40,6 +40,7 @@ public class GoToController(
DorkNet.Server.Data.DorkNetDbContext db,
NotificationService notifications,
JoinTimeoutService joinTimeouts,
ServerSettingsService serverSettings,
ILogger<GoToController> logger) : ControllerBase
{
[HttpPost("/goto/room/{roomName}")]
@@ -1005,11 +1006,10 @@ public class GoToController(
private async Task NotifyFriendsOfMoveAsync(long playerId, RoomInstanceDto room)
{
var friendIds = await db.Relationships
.Where(r => r.Status == DorkNet.Server.Data.Entities.RelationshipStatus.Friend &&
(r.RequesterId == playerId || r.TargetId == playerId))
.Select(r => r.RequesterId == playerId ? r.TargetId : r.RequesterId)
.ToListAsync();
// Honors the global-friends toggle: with it on, every other player is
// a "friend" and gets the presence ping (so the whole small server
// sees each other's room moves).
var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, playerId);
logger.LogInformation(
"[goto-fanout] player={PlayerId} moved to room={RoomId}/{RoomName} → notifying {FriendCount} friend(s)",
playerId, room.RoomId, room.Name, friendIds.Count);
@@ -22,6 +22,16 @@ public class ServerSettingsEntity
/// brand-new account requests are blocked.</summary>
public bool SignupsDisabled { get; set; }
/// <summary>When true, every account on the server is treated as a
/// friend of every other account — the relationships list, friend
/// online-status HUD, and room-move fan-out all behave as if everyone
/// is mutually friended. Built for small private servers where
/// searching + manually friend-requesting each other is friction; no
/// rows are written, so flipping it off instantly reverts to the real
/// relationship graph. Blocked relationships still suppress the pairing,
/// and the system/coach account (Id=1) is excluded.</summary>
public bool GlobalFriendsEnabled { get; set; }
/// <summary>When true, the challenge map tells the 2020 watch that
/// weekly challenge completion is required for the weekly reward flow.
/// Individual player challenge rows still default to incomplete until
@@ -0,0 +1,62 @@
using DorkNet.Server.Data;
using DorkNet.Server.Data.Entities;
using Microsoft.EntityFrameworkCore;
namespace DorkNet.Server.Services;
/// <summary>
/// Effective-friend resolution that honors the
/// <see cref="ServerSettingsEntity.GlobalFriendsEnabled"/> toggle.
///
/// When the toggle is ON, every account on the server is treated as a
/// friend of every other account WITHOUT writing any relationship rows —
/// the friend graph is synthesized at read time. This keeps a small private
/// server frictionless (no searching + manual friend requests) and reverts
/// instantly when the toggle flips off, since nothing was persisted.
///
/// Blocked relationships still suppress the pairing, and the system/coach
/// account (<see cref="SystemAccountId"/>) is never offered as a friend.
///
/// Live propagation: flipping the toggle broadcasts
/// <c>PushNotificationId.RelationshipsInvalid</c>, which the 2020 watch
/// handles by calling <c>Relationships.RefreshList</c> — a full re-fetch of
/// <c>api/relationships/v2/get</c> — so connected players see the change
/// without relogging (verified against the readable March decompile:
/// <c>RecNet/Relationships.txt → OnRelationshipsInvalid → RefreshList</c>).
/// </summary>
public static class RelationshipQueries
{
/// <summary>Coach/system account seeded at startup (Player.Id = 1).
/// Excluded from the global-friends set so it never shows up as a
/// friend in anyone's list.</summary>
public const long SystemAccountId = 1;
/// <summary>The effective friend ids for <paramref name="me"/>. With the
/// global-friends toggle off this is the real Friend graph; with it on
/// it's every other (non-system, non-blocked) account.</summary>
public static async Task<List<long>> EffectiveFriendIdsAsync(
DorkNetDbContext db, ServerSettingsService settings, long me)
{
if (!await settings.IsGlobalFriendsEnabledAsync())
{
return await db.Relationships
.Where(r => r.Status == RelationshipStatus.Friend &&
(r.RequesterId == me || r.TargetId == me))
.Select(r => r.RequesterId == me ? r.TargetId : r.RequesterId)
.ToListAsync();
}
// Global friends: everyone except myself, the system account, and
// anyone in a Blocked relationship with me (either direction).
var blocked = await db.Relationships
.Where(r => r.Status == RelationshipStatus.Blocked &&
(r.RequesterId == me || r.TargetId == me))
.Select(r => r.RequesterId == me ? r.TargetId : r.RequesterId)
.ToListAsync();
return await db.Players
.Where(p => p.Id != me && p.Id != SystemAccountId && !blocked.Contains(p.Id))
.Select(p => p.Id)
.ToListAsync();
}
}
@@ -48,6 +48,26 @@ public class ServerSettingsService(DorkNetDbContext db)
return existing;
}
/// <summary>When true, every account is treated as a friend of every
/// other account (synthesized at read time — no relationship rows are
/// written). See <see cref="ServerSettingsEntity.GlobalFriendsEnabled"/>
/// and <see cref="RelationshipQueries"/>.</summary>
public async Task<bool> IsGlobalFriendsEnabledAsync()
{
var row = await db.ServerSettings.AsNoTracking()
.FirstOrDefaultAsync(s => s.Id == RowId);
return row?.GlobalFriendsEnabled ?? false;
}
public async Task<ServerSettingsEntity> SetGlobalFriendsEnabledAsync(bool enabled)
{
var existing = await GetTrackedRowAsync();
existing.GlobalFriendsEnabled = enabled;
existing.UpdatedAt = DateTime.UtcNow;
await db.SaveChangesAsync();
return existing;
}
public async Task<WeeklyChallengeSettings> GetWeeklyChallengesAsync()
{
var row = await GetAsync();
@@ -248,6 +248,8 @@ public static class DatabaseBootstrap
@"ALTER TABLE ""ServerSettings"" ADD COLUMN IF NOT EXISTS ""RecCenterDoorsJson"" text NOT NULL DEFAULT '';");
await db.Database.ExecuteSqlRawAsync(
@"ALTER TABLE ""ServerSettings"" ADD COLUMN IF NOT EXISTS ""DiscoveredGameConfigsJson"" text NOT NULL DEFAULT '';");
await db.Database.ExecuteSqlRawAsync(
@"ALTER TABLE ""ServerSettings"" ADD COLUMN IF NOT EXISTS ""GlobalFriendsEnabled"" boolean NOT NULL DEFAULT false;");
return;
}
@@ -286,6 +288,18 @@ public static class DatabaseBootstrap
// ignore the duplicate-column error; any other schema problem
// will surface when EF reads ServerSettings.
}
try
{
await db.Database.ExecuteSqlRawAsync(
@"ALTER TABLE ""ServerSettings"" ADD COLUMN ""GlobalFriendsEnabled"" INTEGER NOT NULL DEFAULT 0;");
}
catch
{
// SQLite has no ADD COLUMN IF NOT EXISTS. If it already exists,
// ignore the duplicate-column error; any other schema problem
// will surface when EF reads ServerSettings.
}
}
/// <summary>SQLite migration-history reconciliation. Handles two
@@ -6,6 +6,7 @@ import { Plus, RefreshCw, Trash } from '../components/Icons';
interface ServerSettings {
signupsDisabled: boolean;
globalFriendsEnabled: boolean;
weeklyChallengesCompletedRequired: boolean;
updatedAt: string;
}
@@ -190,6 +191,30 @@ export function Settings({ embedded }: { embedded?: boolean } = {}) {
}
};
const toggleGlobalFriends = async () => {
if (!settings) return;
const next = !settings.globalFriendsEnabled;
const verb = next ? 'make everyone friends' : 'turn off all-friends';
if (!confirm(
next
? 'Make every account friends with every other account? No friend rows are written — it\'s synthesized live, and connected players refresh instantly. Toggle off to revert.'
: `Really ${verb}? Players will revert to their real friends list.`,
)) return;
setBusy(true);
try {
const updated = await api<ServerSettings>('/settings/global-friends', {
method: 'POST',
body: { Enabled: next },
});
setSettings(updated);
toast.push(next ? 'Everyone is now friends — players refreshing live.' : 'All-friends turned off.', 'success');
} catch (e) {
toast.push((e as Error).message, 'error');
} finally {
setBusy(false);
}
};
const updateWeeklyChallenge = (index: number, patch: Partial<WeeklyChallenge>) => {
setWeekly((current) => {
if (!current) return current;
@@ -428,6 +453,38 @@ export function Settings({ embedded }: { embedded?: boolean } = {}) {
</div>
)}
{settings && (
<div className="card !p-5 max-w-2xl mt-5">
<div className="flex items-start justify-between gap-4">
<div className="min-w-0 flex-1">
<h2 className="text-sm font-semibold text-ink-50">Everyone is friends</h2>
<p className="mt-1 text-xs text-ink-400">
When on, every account is treated as a friend of every other account, so players
don't have to search and friend-request each other on a small server. Nothing is
written to the database — it's synthesized live, and connected players get a refresh
signal so their friends list updates without relogging. Turn it off to instantly
revert to real friend lists. Blocks are still respected.
</p>
<p className="mt-2 text-[11px] text-ink-500">
Last changed {new Date(settings.updatedAt).toLocaleString()}.
</p>
</div>
<button
onClick={toggleGlobalFriends}
disabled={busy}
className={(settings.globalFriendsEnabled ? 'btn-danger' : 'btn-primary') + ' text-xs shrink-0'}
>
{busy ? 'Working…' : settings.globalFriendsEnabled ? 'Turn off' : 'Make everyone friends'}
</button>
</div>
<div className="mt-4 text-xs">
{settings.globalFriendsEnabled
? <span className="badge-online">Everyone is friends</span>
: <span className="badge-neutral">Normal friend lists</span>}
</div>
</div>
)}
{gameConfigs && (
<DiscoveredGameConfigsPanel
settings={gameConfigs}