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https://github.com/DorkSquadRR/DorkNet.git
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feat: cloned rooms get their own copy of the source's save data
Cloning was a shallow copy: the new room's scenes kept pointing at the SOURCE room's blob until someone saved over them. So every clone of a room shared one object, a clone read as "already has content" while owning none of it, and the room a player copied stayed load-bearing for their copy indefinitely. Cloning RecCenter produced rooms whose data blob was literally room_100_v1.dat, which is visible in the join log. Each sub-room's bytes are now copied into the clone's own namespace, keyed by the CLONE's room id so BlobRouter files them under that room's prefix. Sub-room 0 takes the canonical default name, which matters because the details builder falls back to exactly that name when a room has no recorded blob — writing the copy there means both the recorded and the fallback path resolve to real content. Each copy also gets a RoomDataBlobs row so it is tracked like any other save. Two cases deliberately do not clear a reference: - With no object store configured there is nothing to copy, and a blob name is only a reference; clearing it would throw away the player's edits, which is strictly worse than the shared reference. That path keeps the old shallow behaviour, which is also what the existing user-room clone test asserts. - A source object that is missing or unreadable leaves the clone empty rather than failing the request. The room and its sub-rooms are already committed by that point, so a hard failure would strand a half-made room, and an unsaved source clones to an empty room anyway. Everywhere else a reference is either replaced by a real copy or cleared — it is never left pointing into another room.
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@@ -22,7 +22,10 @@ namespace DorkNet.Server.Controllers.API.Rooms.V2;
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/// </summary>
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[ApiController]
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[Authorize]
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public class RoomsModerationController(DorkNetDbContext db) : ControllerBase
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public class RoomsModerationController(
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DorkNetDbContext db,
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IObjectStorage storage,
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ILogger<RoomsModerationController> logger) : ControllerBase
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{
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private const int PublicAccessibility = 1;
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private const long CanUseShareCamPermission = 1L << 18;
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@@ -1507,6 +1510,8 @@ public class RoomsModerationController(DorkNetDbContext db) : ControllerBase
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await db.SaveChangesAsync();
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}
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await GiveCloneItsOwnBlobsAsync(clone, sourceScenes, clonedScenes, Me);
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// The 2023 client's clone (RecNet.Runtime NLDBPDCNNCF.GDHIIAHCBMN)
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// deserializes the response as the FULL room-details object
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// (FGCPNAACHIK — the same type get-by-id / rename return on the
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@@ -1518,6 +1523,144 @@ public class RoomsModerationController(DorkNetDbContext db) : ControllerBase
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// room".
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return Ok(RoomsController.BuildRoomServerDetails(clone, clonedScenes));
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}
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/// <summary>Give a freshly-cloned room its OWN copy of the source's save
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/// data instead of pointing its scenes at the source's blob.
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///
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/// The shallow copy this replaces relied on copy-on-write: the clone
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/// referenced <c>room_<source>_*.dat</c> until someone saved over it.
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/// That left every clone of a room sharing one object, so a clone read as
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/// "already has content" while owning none of it, and the room a player
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/// copied stayed load-bearing for their copy forever. Cloning RecCenter
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/// produced rooms whose data blob was literally <c>room_100_v1.dat</c>.
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///
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/// Each sub-room's bytes are copied to a name derived from the CLONE's id,
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/// so <see cref="BlobRouter"/> files them under that room's own prefix.
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/// Sub-room 0 takes the canonical default name, which matters because the
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/// details builder falls back to exactly that name when a room has no
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/// recorded blob — writing the copy there means both paths resolve to real
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/// content.
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///
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/// A missing source object is not fatal: the clone keeps an empty blob name
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/// and behaves like a fresh room, which is the same outcome as cloning a
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/// room that never had a save. Failing the whole clone would be worse — the
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/// room and its sub-rooms are already committed by this point.</summary>
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private async Task GiveCloneItsOwnBlobsAsync(
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RoomEntity clone,
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List<RoomSceneEntity> sourceScenes,
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List<RoomSceneEntity> clonedScenes,
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long callerId)
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{
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// With no object store there are no objects to copy, and a blob name is
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// only a reference. Clearing it would throw away the player's edits —
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// strictly worse than the shared reference — so leave the shallow copy
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// alone and let copy-on-write handle it, exactly as before.
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if (!storage.IsS3Configured)
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{
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logger.LogInformation(
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"[room-clone] no object store configured; room {Room} keeps the source's blob references",
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clone.Id);
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return;
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}
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string? subRoomZeroBlob = null;
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for (var i = 0; i < clonedScenes.Count; i++)
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{
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var target = clonedScenes[i];
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// The scene was created as a shallow copy, so its DataBlobName is
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// currently the SOURCE's. Either a copy replaces it or it gets
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// cleared — it must never survive as-is.
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var copied = await CopyBlobForCloneAsync(
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sourceScenes[i].DataBlobName, clone.Id, target.OrderIndex, callerId);
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target.DataBlobName = copied ?? string.Empty;
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target.DataModifiedAt = DateTime.UtcNow;
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if (target.OrderIndex == 0) subRoomZeroBlob = copied;
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}
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// Same rule for the room row, which carries its own inherited copy of
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// the name. Sub-room 0 is the room's current save, so prefer whatever
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// that produced; with no sub-room 0 at all, copy the room-level blob
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// directly. Anything that can't be copied is cleared rather than left
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// pointing into another room.
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if (clonedScenes.Any(s => s.OrderIndex == 0))
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{
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clone.CurrentDataBlobName = subRoomZeroBlob ?? string.Empty;
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}
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else
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{
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clone.CurrentDataBlobName =
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await CopyBlobForCloneAsync(clone.CurrentDataBlobName, clone.Id, 0, callerId)
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?? string.Empty;
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}
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await db.SaveChangesAsync();
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}
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/// <summary>Copy one blob into the clone's own namespace. Returns the new
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/// name, or null when there was nothing to copy or the source object could
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/// not be read — in which case the caller clears the reference.
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///
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/// A missing source is not fatal: the clone then behaves like a room that
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/// was never saved, which is also what cloning an unsaved room does. The
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/// room and its sub-rooms are already committed by this point, so failing
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/// the request outright would leave a half-made room behind.</summary>
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private async Task<string?> CopyBlobForCloneAsync(
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string? sourceBlob, long cloneId, int orderIndex, long callerId)
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{
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// A first-party template deliberately starts empty (see
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// CurrentDataBlobName in BareClone), and a sub-room may simply never
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// have been saved.
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if (string.IsNullOrWhiteSpace(sourceBlob)) return null;
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byte[]? bytes;
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try
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{
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var (srcBucket, srcKey) = BlobRouter.Route(sourceBlob);
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bytes = await storage.GetAsync(srcBucket, srcKey);
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}
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catch (Exception ex)
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{
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logger.LogWarning(ex,
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"[room-clone] could not read source blob {Blob}; room {Room} sub-room {Sub} starts empty",
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sourceBlob, cloneId, orderIndex);
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return null;
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}
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if (bytes is null || bytes.Length == 0)
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{
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logger.LogWarning(
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"[room-clone] source blob {Blob} is missing from storage; room {Room} sub-room {Sub} "
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+ "starts empty", sourceBlob, cloneId, orderIndex);
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return null;
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}
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var newBlob = CloneBlobName(cloneId, orderIndex);
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var (dstBucket, dstKey) = BlobRouter.Route(newBlob);
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await storage.PutAsync(dstBucket, dstKey, bytes, "application/octet-stream");
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db.RoomDataBlobs.Add(new RoomDataBlobEntity
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{
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RoomId = cloneId,
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BlobName = newBlob,
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SubRoomId = orderIndex,
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UploadedByPlayerId = callerId,
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UploadedAt = DateTime.UtcNow,
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});
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logger.LogInformation(
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"[room-clone] copied {Bytes} bytes {From} → {To} (room {Room} sub-room {Sub})",
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bytes.Length, sourceBlob, newBlob, cloneId, orderIndex);
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return newBlob;
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}
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/// <summary>Blob name for a cloned sub-room, keyed by the CLONE's room id so
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/// BlobRouter files it under that room rather than the source's.</summary>
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private static string CloneBlobName(long roomId, int orderIndex) =>
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orderIndex == 0
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? RoomService.SyntheticDefaultRoomDataBlobName(roomId)
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: $"room_{roomId}_dorknet_v8_sub{orderIndex}.dat";
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/// <summary>A seeded first-party RRO template (RecCenter, the games):
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/// AG-flagged AND owned by the system account. User clones inherit the
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/// AG flag but are owned by the player, so they don't match.</summary>
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