fix: address review on the notification pushes

- Force-join's RoomUpdate carries the room's role grants, so it no
  longer wipes them from the client's cached room.
- The consumable push reports IsTransferable the same as the inventory
  list does.
- A rejected private-instance join sends the owner at most one "wants
  to join" message per requester and instance every 5 minutes.
- SubscribeToPlayers ignores sets over 5,000 ids and keeps the current
  subscriptions.
- The subscriber exclusion list looks up online friends' connections in
  one pipelined Redis batch instead of one call per friend.
This commit is contained in:
Alexa
2026-10-24 20:25:51 +03:00
parent e33145307f
commit afad9bbc5a
6 changed files with 99 additions and 15 deletions
@@ -463,7 +463,9 @@ public class InventoryController(
CreatedAt = inv.AcquiredAt,
ActiveDurationMinutes = (int?)null,
inv.IsActive,
IsTransferable = true,
// Same as GET api/consumables/v2/getUnlocked, so a push never flips
// what the inventory list says.
IsTransferable = false,
};
private static object ToConsumableWire(PlayerInventoryEntity inv, StoreItemEntity item)
@@ -3520,9 +3520,15 @@ public class AdminController(
.Where(sc => sc.RoomId == room.Id)
.OrderBy(sc => sc.OrderIndex)
.ToListAsync();
// With every role grant: the client replaces its cached room with
// this, so a payload without them would drop everyone's roles.
var forceJoinRoles = await db.RoomRoles
.Where(r => r.RoomId == room.Id)
.ToListAsync();
await notifications.NotifyAsync(id,
PushNotificationId.SubscriptionUpdateRoom,
DorkNet.Server.Controllers.API.Rooms.V2.RoomsController.BuildRoomServerDetails(room, forceJoinScenes));
DorkNet.Server.Controllers.API.Rooms.V2.RoomsController.BuildRoomServerDetails(
room, forceJoinScenes, roles: forceJoinRoles));
await LogAsync("force_join", "player", id,
$"room={body.RoomId} sub={subRoomId} instance={roomInstanceId} photon={photonRoomId}");
@@ -880,8 +880,11 @@ public class GoToController(
callerId, playerId, theirRoom.RoomInstanceId);
// Tell the OWNER someone tried to follow them in, as the
// client's own "wants to join" message (RequestGameInvite,
// from the caller), so they can send an invite.
if (callerId is long requester)
// from the caller), so they can send an invite. At most once
// per requester, owner and instance per cooldown, so retrying
// doesn't fill the owner's inbox.
if (callerId is long requester
&& JoinRequestCooldown.TryStart(requester, playerId, theirRoom.RoomInstanceId))
await systemNotifications.SendAsync(playerId,
SystemNotificationService.MessageType.RequestGameInvite, fromPlayerId: requester);
return Ok(new MatchmakingResponseDto
@@ -1670,3 +1673,35 @@ public class RoomInstanceDto
};
}
}
/// <summary>Rate limit for "wants to join" messages: one per (requester,
/// owner, room instance) per <see cref="Window"/>. Later retries and other
/// instances still go through. Per replica, which is enough to stop a
/// retry loop from flooding an inbox.</summary>
internal static class JoinRequestCooldown
{
public static readonly TimeSpan Window = TimeSpan.FromMinutes(5);
private static readonly System.Collections.Concurrent.ConcurrentDictionary<(long, long, long), DateTime> Last = new();
/// <summary>True when no request for this key was sent within the window
/// (and records this one); false while it is cooling down.</summary>
public static bool TryStart(long requester, long owner, long roomInstanceId)
{
var now = DateTime.UtcNow;
if (Last.Count > 10_000)
foreach (var (key, at) in Last)
if (now - at > Window) Last.TryRemove(key, out _);
var k = (requester, owner, roomInstanceId);
while (true)
{
if (!Last.TryGetValue(k, out var prev))
{
if (Last.TryAdd(k, now)) return true;
continue;
}
if (now - prev < Window) return false;
if (Last.TryUpdate(k, now, prev)) return true;
}
}
}