fix: 2023 room instances, publish, role permissions and co-owner invites

- Room roles: list the creator as Creator (255), not CoOwner (30). The
  client takes the local role from the Roles list and only lets a player
  edit roles below their own (Creator excepted), so the creator could not
  edit Co-Owner and Creator permissions. Enforce the role ladder on the
  server (RoomRoleRules), let invitees accept (PUT roles/{me} role=30) and
  reject (PUT roles/{me}/invite role=0), send message Types 62/60/61, and
  push RoomUpdate after every role change.
- Permissions: persist PUT subrooms/{sub}/permissions cells in a new
  RoomRolePermissions table, serve them from photon_access_token (plus a
  roomserver/ twin) and push PhotonAccessToken to the sub-room.
- Publish: player-owned rooms are never IsRRO on the wire; the client
  hides Publish and every room setting for an RRO.
- Sub-rooms: wire SubRoomId = OrderIndex + 1 (the client will not load a
  sub-room with id 0), new rooms always get a named Home sub-room, and a
  startup pass repairs rooms without one.
- Instance browser: per-room Redis presence index, live players only,
  private instances for the people allowed in, real IsFull.
- Room/sub-room settings: creator or accepted co-owner everywhere.
This commit is contained in:
Alexa
2026-10-24 23:21:46 +03:00
parent 0839d932ce
commit fd2153d82b
25 changed files with 6012 additions and 419 deletions
@@ -394,7 +394,11 @@ public class PlayerEventsController(
if (evt is null) return NotFound();
var extras = (await LoadExtrasAsync(new[] { evt }))[evt.Id];
var subRoomId = extras.SubRoomId is long sub && sub > 0 ? sub : (long?)null;
// The event stores the client's wire SubRoomId; presence and private
// instances hold the OrderIndex (RoomSceneIds).
var subRoomId = extras.SubRoomId is long sub && sub > 0
? RoomSceneIds.ToOrderIndex(sub)
: (long?)null;
// Same sourcing as the room browser: presence rows are the live truth
// (one instance per distinct PhotonRoomId), and the caller's OWN private
@@ -417,7 +421,7 @@ public class PlayerEventsController(
{
roomInstanceId = room.RoomInstanceId,
roomId = room.RoomId,
subRoomId = room.SubRoomId,
subRoomId = RoomSceneIds.ToWire(room.SubRoomId),
// MaxCapacity is the per-instance cap the matchmaker handed
// out, so this is a real answer rather than a constant false.
isFull = room.MaxCapacity > 0 && playerIds.Count >= room.MaxCapacity,
@@ -438,7 +442,7 @@ public class PlayerEventsController(
{
roomInstanceId = p.Id,
roomId = p.RoomId,
subRoomId = p.SubRoomId,
subRoomId = RoomSceneIds.ToWire(p.SubRoomId),
isFull = false,
createdAt = DateTime.SpecifyKind(p.CreatedAt, DateTimeKind.Utc),
playerIds = Array.Empty<int>(),