Enhance GoToRoom method: add JoinMode handling for instance creation and improve player movement tracking

This commit is contained in:
Alexa
2026-06-03 10:33:59 +03:00
parent 7e765bb536
commit ff0fb65505
@@ -42,7 +42,22 @@ public class GoToController(
[HttpPost("/goto/room/{roomName}")] [HttpPost("/goto/room/{roomName}")]
public async Task<ActionResult<MatchmakingResponseDto>> GoToRoom( public async Task<ActionResult<MatchmakingResponseDto>> GoToRoom(
string roomName, string roomName,
[FromForm(Name = "CreatePrivateInstance")] bool createPrivateInstance = false) [FromForm(Name = "CreatePrivateInstance")] bool createPrivateInstance = false,
// The December watch signals "make a new instance" via the
// JoinMode form field, NOT CreatePrivateInstance (which it never
// sends — verified on the wire: a "New Private Instance" request
// carries `JoinMode=2` and no CreatePrivateInstance key). Maps to
// RecNet.Matchmaking's GIJOGKJCEKG enum:
// 0 = PublicMatchmaking (join the existing shared instance)
// 1 = PublicNewInstance (fork a fresh PUBLIC instance)
// 2 = PrivateNewInstance (fork a fresh, invite-gated instance)
// Without honouring this, JoinMode 1/2 fell through to the
// default branch and returned the SAME roomInstanceId+photonRoomId
// the player was already standing in. Per the sub-room note below,
// identical instance id + photon room => the watch's transition
// state machine never fires and "Going to <room>" hangs forever
// (the player softlocks; the join-watchdog then times out at 30s).
[FromForm(Name = "JoinMode")] int joinMode = 0)
{ {
// Unknown room name shouldn't silently drop the player into a // Unknown room name shouldn't silently drop the player into a
// synth'd dorm scene any more — that masked typo bug reports // synth'd dorm scene any more — that masked typo bug reports
@@ -688,23 +703,28 @@ public class GoToController(
private async Task RecordResponseAsync(MatchmakingResponseDto response) private async Task RecordResponseAsync(MatchmakingResponseDto response)
{ {
if (this.CurrentPlayerId() is not long playerId) return; if (this.CurrentPlayerId() is not long playerId) return;
if (response.RoomInstance is null) return; var room = response.RoomInstance;
if (room is null) return;
presence.SetRoom(playerId, response.RoomInstance); var previousRoom = presence.GetRoom(playerId);
joinTimeouts.MarkPending(playerId, response.RoomInstance); var additionalPlayerIds = await GetEligibleAdditionalPlayerIdsAsync(playerId, previousRoom);
await RecordPlayerMoveAsync(playerId, room);
// Real visit tracking: upsert the per-(room, player) row so if (additionalPlayerIds.Count == 0)
// we get distinct VisitorCount (unique players ever) AND the return;
// gross VisitCount (every join, including rejoins). Skip the
// canonical dorm (RoomId=1) so per-day boots don't skew it.
if (response.RoomInstance.RoomId != 1)
await RecordVisitAsync(playerId, response.RoomInstance.RoomId);
// Push a presence-update notification to every accepted-friend logger.LogInformation(
// so their watch's "friends" list shows the new room. Cheap "[goto-party] player={PlayerId} moving additional players [{AdditionalPlayerIds}] to instance={InstanceId}",
// query — Relationships is small, and we only fan out to the playerId, string.Join(",", additionalPlayerIds), room.RoomInstanceId);
// actually-connected friends.
await NotifyFriendsOfMoveAsync(playerId, response.RoomInstance); foreach (var additionalPlayerId in additionalPlayerIds)
{
var roomForPartyMember = CloneRoomInstance(room);
if (roomForPartyMember.IsPrivate)
await privateInstances.InviteAsync(roomForPartyMember.RoomInstanceId, additionalPlayerId);
await RecordPlayerMoveAsync(additionalPlayerId, roomForPartyMember);
}
// NOTE: we INTENTIONALLY do NOT self-push SubscriptionUpdateRoom // NOTE: we INTENTIONALLY do NOT self-push SubscriptionUpdateRoom
// from /goto. The watch's Rooms.OnSubscriptionUpdateRoom // from /goto. The watch's Rooms.OnSubscriptionUpdateRoom
@@ -724,6 +744,77 @@ public class GoToController(
// first one for any (room, subRoom). // first one for any (room, subRoom).
} }
private async Task RecordPlayerMoveAsync(long playerId, RoomInstanceDto room)
{
presence.SetRoom(playerId, room);
joinTimeouts.MarkPending(playerId, room);
// Real visit tracking: upsert the per-(room, player) row so
// we get distinct VisitorCount (unique players ever) AND the
// gross VisitCount (every join, including rejoins). Skip the
// canonical dorm (RoomId=1) so per-day boots don't skew it.
if (room.RoomId != 1)
await RecordVisitAsync(playerId, room.RoomId);
// Push a presence-update notification to every accepted-friend
// so their watch's "friends" list shows the new room. Cheap
// query — Relationships is small, and we only fan out to the
// actually-connected friends.
await NotifyFriendsOfMoveAsync(playerId, room);
}
private async Task<IReadOnlyList<long>> GetEligibleAdditionalPlayerIdsAsync(
long callerPlayerId,
RoomInstanceDto? callerPreviousRoom)
{
if (!Request.HasFormContentType || callerPreviousRoom is null)
return Array.Empty<long>();
var form = await Request.ReadFormAsync();
var rawValues = form["AdditionalPlayerIds"]
.Concat(form["additionalPlayerIds"])
.Concat(form["additionalPlayerIds[]"])
.ToArray();
if (rawValues.Length == 0)
return Array.Empty<long>();
var ids = rawValues
.SelectMany(v => (v ?? string.Empty).Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
.Select(v => long.TryParse(v, out var id) ? id : 0)
.Where(id => id > 0 && id != callerPlayerId)
.Distinct()
.ToList();
if (ids.Count == 0)
return Array.Empty<long>();
var eligible = new List<long>(ids.Count);
foreach (var id in ids)
{
var current = presence.GetRoom(id);
if (current is not null && IsSameLiveInstance(current, callerPreviousRoom))
{
eligible.Add(id);
continue;
}
logger.LogWarning(
"[goto-party] ignoring AdditionalPlayerIds entry caller={CallerId} additional={AdditionalId} callerPrevious={CallerInstance} additionalCurrent={AdditionalInstance}",
callerPlayerId, id, callerPreviousRoom.RoomInstanceId, current?.RoomInstanceId);
}
return eligible;
}
private static bool IsSameLiveInstance(RoomInstanceDto a, RoomInstanceDto b)
{
if (a.RoomInstanceId == b.RoomInstanceId)
return true;
return !string.IsNullOrWhiteSpace(a.PhotonRoomId)
&& string.Equals(a.PhotonRoomId, b.PhotonRoomId, StringComparison.OrdinalIgnoreCase);
}
/// <summary>Mutate the response so it represents a fresh invite-only /// <summary>Mutate the response so it represents a fresh invite-only
/// match: forks the PhotonRoomId with a per-(player, nonce) suffix /// match: forks the PhotonRoomId with a per-(player, nonce) suffix
/// so randos can't matchmake into it, sets isPrivate=true, and /// so randos can't matchmake into it, sets isPrivate=true, and