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
@@ -105,6 +105,15 @@ public class PlayerPresenceService
var db = mux.GetDatabase();
db.StringSet(Key(playerId), json, PresenceTtl);
db.KeyDelete(NoRoomKey(playerId));
// Per-room membership index for the instance browser
// (EnumerateActiveInstances). Members are validated against
// the player's live presence on read, so a player who moved
// on is pruned lazily instead of needing the old room here.
if (room is not null && room.RoomId > 0)
{
db.SetAdd(RoomIndexKey(room.RoomId), playerId);
db.KeyExpire(RoomIndexKey(room.RoomId), PresenceTtl + PresenceTtl);
}
_log?.LogDebug("[presence] set redis player={PlayerId} room={Room} bytes={Bytes}",
playerId, room?.Name ?? "<null>", json.Length);
}
@@ -459,45 +468,97 @@ public class PlayerPresenceService
_localNoRoomExpires[playerId] = DateTimeOffset.UtcNow.Add(PresenceTtl);
}
/// <summary>List the currently-active instances of a given room,
/// grouped by PhotonRoomId, with the player ids currently presenced
/// in each. Drives the watch's RoomInstanceBrowser
/// (<c>GET match.*/room/{id}/instances</c>) so players can see
/// which instance their friends are in.
/// <summary>List the live instances of a given room, grouped by
/// PhotonRoomId (or RoomInstanceId when a row has none), with the player
/// ids currently presenced in each. Drives the room instance browser
/// (<c>GET match.*/room/{id}/instances</c>) and the event instance list.
///
/// Redis caveat: without a secondary index per room we'd need a
/// SCAN over every presence key — too expensive to do on each
/// request. For now the Redis path returns empty and the local
/// in-process dictionary is the source of truth. Single-instance
/// deployments work; multi-replica Redis deployments need a
/// per-room set index to be added before the browser is reliable
/// there.</summary>
public IEnumerable<(RoomInstanceDto Room, List<long> PlayerIds)> EnumerateActiveInstances(long roomId)
/// <para>Only players whose presence is still live count: an expired
/// room presence (<see cref="PresenceTtl"/>) is dropped, and so is a
/// player whose activity marker (<see cref="ActivityTtl"/>, refreshed by
/// every heartbeat and join) has lapsed. A client that crashed keeps its
/// room presence for up to ten minutes, but it is not in the instance and
/// must not inflate the player count or keep an empty instance listed.</para>
///
/// <para><b>Redis.</b> <see cref="SetRoom"/> records each player in a
/// per-room set (<c>presence-room:{roomId}</c>); this reads that set and
/// validates every member against their current presence, pruning the
/// ones that have moved on or expired. Without the index the Redis path
/// had nothing to enumerate and returned an empty list on every
/// multi-replica deployment.</para>
///
/// <para>Private instances are skipped unless
/// <paramref name="includePrivate"/> is set; callers that include them
/// must apply their own visibility rule.</para></summary>
public IEnumerable<(RoomInstanceDto Room, List<long> PlayerIds)> EnumerateActiveInstances(
long roomId, bool includePrivate = false)
{
if (_redis is not null) return Array.Empty<(RoomInstanceDto, List<long>)>();
var groups = new Dictionary<string, (RoomInstanceDto Room, List<long> PlayerIds)>(StringComparer.Ordinal);
foreach (var kv in _local)
var members = new List<(long PlayerId, RoomInstanceDto Room)>();
if (_redis is { } mux)
{
var room = kv.Value;
if (room is null || room.RoomId != roomId) continue;
// Skip private instances — those are surfaced separately
// in the controller via PrivateInstanceService so we never
// leak a photonRoomId for an invite-only match into the
// public browser.
if (room.IsPrivate) continue;
var key = string.IsNullOrEmpty(room.PhotonRoomId)
? $"<{room.RoomInstanceId}>"
: room.PhotonRoomId;
try
{
var db = mux.GetDatabase();
var stale = new List<RedisValue>();
foreach (var member in db.SetMembers(RoomIndexKey(roomId)))
{
if (!long.TryParse(member.ToString(), out var playerId))
{
stale.Add(member);
continue;
}
var room = GetRoom(playerId);
if (room is null || room.RoomId != roomId)
{
stale.Add(member);
continue;
}
members.Add((playerId, room));
}
if (stale.Count > 0)
db.SetRemove(RoomIndexKey(roomId), stale.ToArray());
}
catch (Exception ex)
{
_log?.LogWarning(ex, "[presence] redis room index scan failed room={RoomId}", roomId);
return Array.Empty<(RoomInstanceDto, List<long>)>();
}
}
else
{
foreach (var playerId in _local.Keys.ToList())
{
var room = GetRoom(playerId); // honours the room TTL
if (room is not null && room.RoomId == roomId)
members.Add((playerId, room));
}
}
var groups = new Dictionary<string, (RoomInstanceDto Room, List<long> PlayerIds)>(StringComparer.Ordinal);
foreach (var (playerId, room) in members)
{
if (room.IsPrivate && !includePrivate) continue;
if (!IsRecentlyActive(playerId)) continue;
var key = InstanceKey(room);
if (!groups.TryGetValue(key, out var entry))
{
entry = (room, new List<long>());
groups[key] = entry;
}
entry.PlayerIds.Add(kv.Key);
entry.PlayerIds.Add(playerId);
}
return groups.Values;
}
/// <summary>The identity two presence rows share when they are in the
/// same live instance: the Photon room, else the instance id.</summary>
public static string InstanceKey(RoomInstanceDto room)
=> string.IsNullOrEmpty(room.PhotonRoomId)
? "<" + room.RoomInstanceId + ">"
: room.PhotonRoomId;
private static string RoomIndexKey(long roomId) => "presence-room:" + roomId;
private static string Key(long playerId) => $"presence:{playerId}";
private static string ActiveKey(long playerId) => $"presence-active:{playerId}";
private static string BootDormGraceKey(long playerId) => $"presence-boot-dorm-grace:{playerId}";