Commit Graph

37 Commits

Author SHA1 Message Date
Alexa 6605f61047 feat(admin): IsAGRoom (IsRRO) toggle on room props, for the editable-Rec-Royale experiment
The Maker Pen permission check runs a room precondition that looks the
current room up in AGRoomRuntimeConfig — a table baked into the client's
resources.assets — and returns a per-original boolean. Rec Center and
Stunt Runner allow creation there; Rec Royale does not, so no blob, role or
server response can grant the pen while the client treats the room as
that original. The table is consulted only for rooms with IsRRO (our
IsAGRoom) set.

Expose IsAGRoom on rooms/{id}/props (+ a checkbox on the General tab) so a
CLONE of Rec Royale can be flipped to a non-original with a real save
attached; whether the client still loads the baked Frontier scene for a
non-original is what that experiment answers. docs/admin.md explains the
gate and the two possible outcomes.
2026-09-28 00:34:56 +03:00
Alexa d7b1722abd feat(admin): attach a real PersistedRoomData save to a baked RRO sub-room
POST rooms/{id}/subrooms/{sub}/blob/upload (multipart file, ?mode=full|
basics) rewrites a save from ANY client version for this room —
activity_id → the room's LocationReplicationId, output_log / sub_room_id /
unknown-to-2023 fields dropped, header versions clamped to the 2023
maxima; "basics" additionally keeps only the game-role (field 50) and
game-rule (40/41) objects and strips the circuit payloads, since a newer
CircuitsV2 graph is rejected by the client's own CV2 gate regardless —
stores it as room_{id}_upload_*.dat, records the RoomDataBlobs row and
points the sub-room (and room, for sub-room 0) at it. The CDN's RRO role
overlay + clamp then apply on serve exactly as for Rec Center's saved
blob. Admin SPA: "Upload save" file input + mode select on the Sub-rooms
tab for baked originals.

Purpose: A/B a genuine custom-Rec-Royale save (Squads chip room) against
the generated stub, whose four objects the client currently fails to
instantiate (NullReferenceException in CreationManager.InstantiateRequest-
ForViewData, then "Not object found for Persistence View").
Test: Uploading_a_real_save_attaches_it_to_the_room_rewritten_for_2023.
2026-09-28 00:16:51 +03:00
Alexa 36c5dd5ca9 fix(admin): RRO blob switch works for rooms with no RoomScenes row
The seeded Rec Royale rows carry no RoomScenes at all ("Scenes 0"), so the
Sub-rooms tab listed nothing and blob/enable would have 404'd. The admin
list now synthesises the same virtual "Home" entry scene the game-client
details builder does (isVirtual: true, max players = room capacity),
blob/enable creates the real row with the game-side defaults
(RoomsController.GetOrCreateSceneForMutationAsync), and blob/reset copes
with a missing row. Max-players save is disabled on the virtual row.
Test: Room_without_scene_rows_gets_a_virtual_entry_scene_and_enable_creates_it.
2026-09-27 23:02:40 +03:00
Alexa 258183fb94 feat: Rec Royale night mode (ClientMod) + admin switch to give baked RRO rooms a data blob
ClientMod (2023-03-21): opt-in Rec Royale night mode. RRO scenes never
enable the room mood engine (no data blob → SceneMoodSettings.isEnabled
stays false, CurrentMood null, the per-frame update returns at once), so
the mod replays the room-data loader's bring-up, registers a shipped
night MoodSetting (Night_Calm_Outdoor_Mood by default) as the scene's
default mood, supplies a skybox material on the Custom/SkyBox shader
(MoodConfig.SkyBoxMaterial is not loaded outside custom rooms), assigns
the scene's directional light as RenderSettings.sun, matches the key
light to the engine-driven sun, darkens via the mood's post-exposure and
sun/ambient intensities, forces post-processing on, keeps or disables
fog, hides the daytime cloud meshes, unlocks weapon flashlights, and
restores everything on hotkey-off / scene change. All knobs live in
dorknet-clientmod.json (RecRoyaleNight*), written by install-melon.ps1.

Server/admin: baked Rec Room Originals are seeded with an empty
DataBlobName, which the 2023 client reads as "no room data" — no Maker
Pen, no CV2 room-settings chips, no saves, and for Rec Royale no game at
all (its game-rule chip RecRoyaleSolos_GameRuleWrapperCircuit ships in
the blob, not the scene). New admin actions on the Sub-rooms tab:
POST rooms/{id}/subrooms/{sub}/blob/enable stamps the synthetic default
blob name (which CdnController already answers with the RRO-editable
blob) and blob/reset clears it back to scene-only. IsRRO is derived from
IsAGRoom, so the client keeps loading the baked map.

Docs: README section, docs/admin.md procedure, docs/recroom-2023-room-save.md,
new docs/recroom-2023-scene-moods.md with the ISIL offsets behind all of it.
Tests: RroRoomBlobTests.
2026-09-27 22:45:40 +03:00
Alexa cf3aa29ba2 fix: address the 15 CodeRabbit findings from the wire-audit review
Security:
- roomcode PUT now requires instance ownership (any player could plant
  or relocate codes on foreign private instances)
- /platformid/{accountId} requires auth (anonymous Steam/Oculus id
  enumeration oracle)
- request tracing no longer captures successful /thread bodies by
  default (chat messages landed unredacted in logs); opt in via
  Trace__SuccessBodyPaths
- anonymous action-link renewal clamped to 720h per consume

Data integrity:
- buyPurchaseReminder upserts its objective sentinel (second purchase
  threw UNIQUE after the wallet was debited)
- progression reward gift + idempotency sentinel commit in one
  transaction (crash between them double-minted the reward)
- ClubPermissionsGalleryAndModeration migration defaults corrected to
  the entity contract (CommentsJson '[]', ClubChatEnabled true); new
  one-shot ClubChatDefaultRepair migration fixes databases that
  applied the wrong defaults; bootstrap repairs '' CommentsJson rows
- admin subroom-maxplayers audit entry commits with the mutation
- account purge covers CustomAvatarItems (ownership deleted, created
  items reassigned to the system account)
- duplicate photo reports ignored while one is unresolved

Stability:
- bootstrap only swallows the expected duplicate-column error; locked
  databases and schema failures now fail startup instead of the first
  endpoint
- clone blob write failure degrades to an empty sub-room instead of a
  500 after the clone row committed
- resumed photo-feed cursor stamped DateTimeKind.Utc (Npgsql rejects
  Unspecified for timestamptz)
- unreadcounts queries per requested room instead of materialising the
  whole comment keyspace

Tests:
- destroys-the-probe-session template guard is case-insensitive

74/74 tests pass.
2026-08-02 01:16:38 +03:00
Alexa f43ce3f368 feat: per-sub-room max players, editable in game and from admin
Player caps were two settings pretending to be one. RoomEntity.MaxCapacity is
what the ROOM advertises (and what matchmaking hands to
RoomInstance.MaxCapacity); RoomSceneEntity.MaxPlayers is what ONE sub-room caps
itself at. The details payload was reading its room-level MaxPlayers off
sub-room 0, which collapsed the two — editing a sub-room would have moved the
room's advertised capacity with it. It now reports MaxCapacity, and each entry
in SubRooms[] reports its own figure.

The in-game path already existed (the "Max Player Count in This Subroom"
slider). Admin had no way to reach it at all — only zip import ever set it — so
a cap could not be corrected on a room the admin does not own:

  GET api/admin/v1/rooms/{id}/subrooms
  PUT api/admin/v1/rooms/{id}/subrooms/{subRoomId}/maxplayers  {"MaxPlayers":n}

subRoomId is the sub-room's ORDER INDEX — the id the client and the rest of the
wire use — not the row's primary key. Row ids are serialised as strings because
the admin SPA is JavaScript and mangles integers past 2^53. Both paths clamp to
1..80, matching rooms/{id}/props: 0 would make a sub-room unjoinable, and a
shared range stops the two settings disagreeing about what is legal.

The test drives the client's exact wire rather than a convenient one:
NLDBPDCNNCF.MNBPCGJNLNP builds a BLNOGFGHIIF whose single JSON key is
"maxPlayers" and PUTs it — this route does NOT form-encode like most of its
siblings, so a form-bodied test would have passed while the real client's body
went unread. It also asserts the reply carries the new value, since the client
deserialises it back as FGCPNAACHIK.
2026-07-28 11:06:49 +03:00
Alexa 4b5086cdf1 feat: implement the client routes that had no handler
Sixteen agents, one controller each, over every route the coverage test
reported as missing or wrong-verb. Route+verb coverage is now 516/522 (98.9%),
up from 90.8%.

Each handler was written against binary evidence rather than the audit's prose:
verb from the BestHTTP.HTTPMethods ordinal at the call site, response shape from
the issuing method's return type, request shape from whether the client uses
form fields, a raw JsonUtility body, or query params. Agents were told to skip
rather than stub, and several did.

New surface worth noting:

- Link host: actionlink create/get/consume and datalink get/put, previously
  unrouted entirely.
- Club roster reads: members, banned, requests, requests/search, members/search,
  each with the client's real sort/paging params and the wire row shape its
  reader expects (the banned row has no MembershipType field, so it isn't sent).
- Home clubhouse set/clear, club disband (soft, via the existing State column),
  and DELETE mainimage as its own action rather than a verb alias — the client
  parses the details envelope from it, so it is not status-only.
- Club chat threads, comment CRUD, keepsake collect/delete, progression-event
  xp boosts, image report and cheered/bulk, iOS StoreKit product reporting.

The six routes still missing all need storage that does not exist yet
(per-role club permissions, club additional-image slots, MinLevel,
ClubChatEnabled). Those are left for a single schema change rather than faked.

Also excludes DELETE /account/me from the endpoint contract probe. That route is
now a real, correctly-guarded account purge, and the probe walks every route
with one test player — so calling it destroyed the probe's own session and
turned one real event into 49 cascading foreign-key and 401 failures.
2026-07-28 09:11:26 +03:00
Alexa e93bbb14cb feat: Implement room blob version clamp toggle; add settings endpoint and UI support for managing version clamping of imported rooms 2026-07-16 23:34:55 +03:00
Alexa 2c749c2677 feat: Implement base room management; add API endpoints for retrieving and setting curated base rooms 2026-07-13 00:40:35 +03:00
Alexa 5fcef3ffe7 feat: Remove unnecessary push notifications for avatar updates in AdminController; update comments for clarity 2026-07-12 13:18:32 +03:00
Alexa e27b06ce5b feat: Implement "everyone owns all avatar items" toggle; update server settings, controller logic, and admin UI 2026-07-09 11:37:47 +03:00
Alexa 4021f7c6e0 feat: Update RoomInstance handling to serialize roomInstanceId as string for JSON compatibility; add tests to ensure correct behavior 2026-07-08 03:04:45 +03:00
Alexa 628f430645 Add Charades word lists management, profanity filter, and matchmaking routes (#41)
* feat: add 3D Charades word lists management and profanity filter toggle

- Implemented Charades word lists management in the admin UI, allowing for unlimited named word lists with difficulty settings.
- Added functionality to bind live card slots to specific word lists, with automatic fallback to built-in lists.
- Introduced a profanity filter toggle in server settings, enabling or disabling the server-side profanity filter.
- Updated database schema to support new features, including additional columns for profanity filter status and charades slot bindings.
- Enhanced documentation to reflect new features and their usage.

* feat: add identityserver-signing.pfx to .gitignore

* feat: add new matchmake routes for player, event, club, and code
2026-07-02 10:11:18 +03:00
Alexa ac1dcf3ad7 feat: Implement room restoration functionality and update room state management 2026-06-26 11:14:21 +03:00
Alexa 9d33b1f4d6 feat: Add support for Studio single-room dumps in RoomZipImportController and update ImportRoom UI 2026-06-25 15:27:34 +03:00
Alexa 312ecbbdc8 feat: Add account privacy settings endpoint
- Implemented new endpoints for retrieving account privacy settings.
- Added fields for privacy preferences such as profile visibility, online status, and activity visibility.

feat: Extend play menu tags functionality

- Updated PlayMenuTagsRequest to include TrendingTags.
- Modified SetPlayMenuTags to handle trending tags.
- Enhanced logging to include trending tags.

fix: Increase maximum archive size for room zip imports

- Updated MaxArchiveBytes from 12GB to 25GB in RoomZipImportController.

feat: Improve CDN image handling

- Added local image path resolution for room images.
- Implemented lazy loading of room image aliases from JSON file.

feat: Enhance match player presence resolution

- Updated ResolveDataBlobForPresenceAsync to consider sub-room IDs and private instance status.

feat: Extend RoomEntity with new properties

- Added AllowNewUsers, MinLevel, MaxPlayerCalculationMode, LoadScreensJson, PromoImagesJson, and PromoExternalContentJson fields.

feat: Update database schema for new room properties

- Added new columns to the Rooms table for AllowNewUsers, MinLevel, MaxPlayerCalculationMode, LoadScreensJson, PromoImagesJson, and PromoExternalContentJson.

feat: Implement platform notifications controller

- Created PlatformNotificationsController for managing user notification preferences.
- Added endpoints for retrieving and setting notification preferences and categories.
2026-06-25 01:23:57 +03:00
Alexa 1d4777e3da feat: Enhance RoomZipImportController to support Unity asset bundles
- Added support for .assetbundle files in RoomZipImportController.
- Introduced new properties in RoomSceneEntity for handling Studio asset metadata.
- Updated ZipImport method to handle asset bundles during bulk imports.
- Enhanced CdnController to serve Unity asset bundles via a new route.
- Modified GoToController to include Unity asset ID in matchmaking responses.
- Updated database schema to accommodate new fields related to Studio asset bundles.
- Improved URL coverage documentation to reflect new routes for asset bundles.
2026-06-24 16:11:21 +03:00
Alexa 2b87f3d7c5 feat: Implement admin account deletion with confirmation and update documentation 2026-06-09 00:16:02 +03:00
Alexa 482c73e1bc feat: Implement adjustable room capacity and quest team size
- Added MaxCapacity property to RoomEntity and updated related controllers to utilize it.
- Modified RoomsController to set MaxPlayers based on room's MaxCapacity.
- Introduced QuestTeamSize class to dynamically adjust quest party sizes beyond the default limit.
- Updated DevMenu to include options for debugging and managing room settings.
- Created UI elements for adjusting MaxCapacity in the admin interface.
- Added configuration file for DevMenu with default settings.
2026-06-08 01:27:30 +03:00
Alexa 657402b613 feat: add endpoints to unlock all items for players, including cosmetics and hair dyes 2026-06-06 23:47:49 +03:00
Alexa eb2fb0e1f1 Enhance room role management: refactor role granting logic, add role invitation endpoints, and improve role handling in RoomsController and AdminController 2026-06-06 20:33:08 +03:00
Alexa 31c53b9070 Refactor presence tracking: replace OnlinePresenceService with PlayerPresenceService for improved activity management and streamline message handling logic 2026-06-06 00:37:19 +03:00
Alexa fe1c2c53e3 Refactor leaderboard logic: incorporate room context into leaderboard stats and channel metadata handling 2026-06-05 23:55:26 +03:00
Alexa e2f169cdea Refactor RelationshipsController: merge relationship rows for accurate status representation and enhance gifting functionality in AdminController and Gift component 2026-06-04 15:55:59 +03:00
Alexa 8dfe4c8d63 Implement "Everyone is friends" toggle: add global friends functionality with server settings and UI integration 2026-06-04 13:40:15 +03:00
Alexa ef440bedaa Add game configuration management: implement endpoints for retrieving and updating discovered game configurations; enhance database schema and UI integration 2026-06-02 17:14:39 +03:00
Alexa 810ba0992c Add Rec Center doors management: implement endpoints for retrieving and updating door configurations; enhance database schema and UI integration 2026-06-02 17:08:42 +03:00
Alexa 218d92f856 Implement Play Menu Tags management: add endpoints for retrieving and updating tags; enhance database schema and UI integration 2026-06-02 16:46:28 +03:00
Alexa 24c8a920e4 Refactor moderation notifications: replace NotifyAsync with KickPlayerAsync for player kicks in InGameModerationController and AdminController; update NotificationService to streamline moderation kick payloads. 2026-06-02 02:48:04 +03:00
Alexa 96eb368d41 Refactor AvatarGiftsController: change ToWire method to public for external access; update AdminController to use ToWire for gift notifications 2026-06-02 02:39:29 +03:00
Alexa 27c560906f Enhance admin dashboard: add new player count, active sessions, and online player details; improve stats display and layout 2026-06-02 02:33:31 +03:00
Alexa 5dbcf50d37 Enhance room import functionality: support studio single-room dumps, improve zip parsing, and add validation for save entries 2026-06-02 02:22:38 +03:00
Alexa e18e167660 Enhance signup process: increase item fetch limit, update Join API to use password, and improve UI for account creation 2026-06-02 02:05:01 +03:00
Alexa e404ed8352 Fix live room and account updates 2026-06-01 20:55:43 +03:00
Alexa 3d089f6e32 admin: change a player's username from the Players panel
Add POST players/{id}/username + a Username field in the player detail's
Profile tab. Changes only the unique @handle (not the display name) and
rejects a collision outright rather than auto-suffixing, so the admin
gets the exact handle they typed. Same 2-24 char letters/digits/_/-
rule as the account API; logged to the audit trail as old -> new.
2026-05-31 20:52:11 +03:00
Alexa 3480ca21fa signup codes: admin-issued invite codes + site /join redemption
While account creation is disabled, the only way in is now an
admin-issued single-use signup code (Discord-invite style), redeemed on
the public site's /join page.

Because the 2020 watch login is device-id-bound with no code field, the
flow captures it server-side instead: a new device refused at the
signups-disabled gate (PlatformLogin / account create) is stashed in a
PendingDevices table keyed by the real client IP (CF-Connecting-IP aware).
The /join page then shows the player the device their own client just
reported, they enter their code + username, and the account is minted
bound to that device — so the next launch logs straight in via the
existing device-id path. No watch changes.

- SignupCodeEntity (code, descriptor, optional expiry, redeemer) +
  PendingDeviceEntity; idempotent CREATE TABLE in DatabaseBootstrap so
  both providers pick them up without a new migration.
- SignupCodeService: generate / list / revoke / redeem + pending-device
  capture, single-use + expiry + revoke validation.
- Admin: GET/POST signup-codes + revoke endpoints and a Signup codes
  admin-ui page (generate with descriptor/expiry, status table, revoke).
- Public: anonymous /api/site/v1/join pending-devices + redeem, and a
  /join site page (+ header link).
- README documents the flow + the post-Initial table-create approach.
2026-05-31 20:00:35 +03:00
Alexa 4edf25b2d5 Import december-2020-12-18 from private repo (scrubbed 2026-05-27)
Targets Rec Room 2020.12.18 client.

Re-import after adding:
- DorkNet.ClientMod/dorknet-clientmod.json.template — config schema
  the launcher's manifest-driven patcher renders into UserData/.
- tools/build-patcher-zip.ps1 — produces the dorknet-clientpatch-{key}.zip
  Release asset the launcher fetches.
- .github/workflows/release.yml — auto-publishes both Release assets
  on v1-december-* tag push.

Scrubbed via maintainer-side scrub-for-public.ps1: same drop rules as
the prior import, plus build-patcher-zip.ps1 added to the tools/
allow-list so it survives the scrub.
2026-05-27 01:04:12 +03:00