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6ee1d6f9b3
Every change below was checked against the 2023-03-21 client disassembly;
file:line evidence is in the code comments and in
docs/recroom-2023-client-api-complete.md.
Presence
- matchmake/none means "online, in no room" (its only caller is
TryGoToOfflineRoom, which ignores the reply). The server used to keep the
old room or invent a dorm, so the next heartbeat looked out of sync and
the client cancelled its load to chase that room.
- The join watchdog no longer clears presence 30 s into a long room load;
it is a 3 minute backstop that drops the room only.
- One fan-out (PresenceBroadcastService) for every transition: deferred
joins, matchmake/none, logout, failed joins, visibility changes, SignalR
connect/disconnect. isOnline is sent on its own; pushes never go to the
subject, because a self push moves the player.
- Online-status visibility (Public / Friends / Favorites / Appear offline)
is stored and honoured by GET /player and by the live pushes.
Profile
- PUT account/me/{emoji,personalpronouns,identityflags,bannerimage} were
404; added with the client's real form keys and persisted (new Players
columns plus migration). Every account read now returns them, and edits
push AccountUpdate to everyone.
Outfit menu
- Saved outfits kept OutfitSelectionsV2 and CustomAvatarItems, so loading a
slot restores what was saved instead of a stale outfit.
- isCreationAllowedForAccount answers the {Success, Error} envelope the
client parses; minPriceForPublicItem is a bare int; gifts/generate accepts
form bodies; lockeditems returns the full owned-item shape; colourways no
longer share their base item's AvatarItemId.
RecNetResult writes
- About 40 writes look status-only but parse the body as {Success, Error}.
An empty 200 showed "Failed to ..." after the server applied the change,
and a body without Success threw "Error message cannot be null". Clubs,
announcements, keepsakes, comments/read, subscriptions, purchase offers
and privacy settings now answer RecNetResult.
- Login token and device-code grants are real; remoteauth approves the
device code; createlogintoken returns a bare string.
- New: incentivizedreferrals/referrals, account/bulk/{email,phone},
GET strings, account/me/confirmphone, PlayMenuCarouselOrdering_1.
Route inventory and coverage test extended to match.
README now describes the 2023 branch.
260 lines
12 KiB
C#
260 lines
12 KiB
C#
using Microsoft.AspNetCore.Mvc;
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using System.Text.Json.Serialization;
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using Microsoft.EntityFrameworkCore;
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using DorkNet.Server.Auth;
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using DorkNet.Server.Data;
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using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.Match;
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/// <summary>
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/// match.rec.net/player — bulk player-presence query used by
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/// <c>RecNet.Matchmaking.RefreshCachedPlayerPresences</c>.
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///
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/// URL pattern verified against
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/// Cpp2IL_ISIL/IsilDump/Assembly-CSharp/RecNet/Matchmaking.txt
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/// lines 3565-3568:
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/// <c>String.Join("&", ids)</c> → <c>String.Concat("player?", joined)</c>.
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/// So the request URL is literally <c>player?{id1}&{id2}&{id3}...</c>
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/// — every query-string KEY is one account id, with no value. The previous
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/// <c>[FromQuery(Name="id")] int[] ids</c> binding only matched
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/// <c>?id=X&id=Y</c> and never picked up any of the watch's bare-id
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/// requests, which is why every other player rendered as offline: with no
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/// ids parsed, the response was <c>[]</c> and IsOnline (which checks
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/// <c>roomInstance != null</c>) defaulted to false.
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///
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/// Response shape: <c>List<PlayerPresence></c> — keys verified by
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/// disassembling <c>RecNet.PlayerPresence.Deserialize</c>:
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/// <c>"playerId"</c> (int, required)
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/// <c>"statusVisibility"</c> (int, required)
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/// <c>"deviceClass"</c> (int, required)
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/// <c>"vrMovementMode"</c> (only read when deviceClass == 1)
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/// <c>"roomInstance"</c> (object, optional)
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///
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/// <c>PlayerPresence.IsOnline</c> returns true iff
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/// <c>roomInstance</c> is non-null — so we surface the live RoomInstance
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/// from <see cref="PlayerPresenceService"/> rather than always sending
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/// null. Players who haven't /goto'd anywhere still report offline.
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/// </summary>
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[ApiController]
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public class PlayerPresenceController(
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PlayerPresenceService presence,
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PresenceBroadcastService presenceFanout,
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JoinTimeoutService joinTimeouts,
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DorkNetDbContext db,
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ServerSettingsService settings) : ControllerBase
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{
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/// <summary>PlayerSettings key written by <c>PUT /player/statusvisibility</c>
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/// (MatchPlayerController.PrefStatusVisibility — same literal; the
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/// round-trip is pinned by a regression test).</summary>
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public const string PrefStatusVisibility = PresenceBroadcastService.StatusVisibilityPrefKey;
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[HttpGet("/player")]
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public async Task<ActionResult<List<PlayerPresenceDto>>> GetPresences()
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{
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// The watch sends two URL flavours for this endpoint:
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// 1. Bulk: <c>/player?{id1}&{id2}&{id3}</c> — bare keys,
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// from RefreshCachedPlayerPresences (Matchmaking.txt:3565).
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// 2. Single: <c>/player?id={N}</c> — observed in the live trace
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// from a different code path (probably the per-player presence
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// probe). Both must work; an empty response makes
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// PUNNetworkManager skip Photon region setup, which then
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// crashes <c>PingPhotonRegionsInternal</c> with
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// "An item with the same key has already been added. Key: none"
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// and leaves the player on a black screen post-dorm-load.
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//
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// We accept ANY query parameter whose value parses as a long, plus
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// any bare key that does. Same dedup → same DB lookup → same
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// response shape regardless.
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var ids = new HashSet<long>();
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foreach (var (key, values) in Request.Query)
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{
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if (long.TryParse(key, out var fromKey) && fromKey > 0)
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ids.Add(fromKey);
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foreach (var v in values)
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{
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if (long.TryParse(v, out var fromValue) && fromValue > 0)
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ids.Add(fromValue);
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}
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}
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// Caller's own id gets the FULL RoomInstance (photonRoomId +
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// dataBlob) so the watch's cached PlayerPresence for itself
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// matches what /player/heartbeat returns. The watch calls
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// /player/?id=<self>&id=<friend>&... at boot via
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// RefreshCachedPlayerPresences and then caches each entry; if
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// self's entry is redacted (photonRoomId="" / dataBlob="") but
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// heartbeat later returns the full values, RoomInstance.
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// RoomInstancesAreDifferent fires → "presence heartbeat
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// response indicates local presence is out-of-sync!" →
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// OnPresenceHeartbeatResponse tears the player out of the
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// current room and re-joins, killing any in-flight save flow
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// mid-coroutine. Only redact for OTHER players where the
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// privacy concern actually applies.
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var callerId = this.CurrentPlayerId();
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var callerRoom = callerId is long cid ? SelfRoom(cid) : null;
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var visibility = await LoadVisibilityAsync(ids);
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var hiddenFromCaller = await ResolveHiddenAsync(callerId, ids, visibility);
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var result = ids.Select(id =>
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{
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var isSelf = callerId == id;
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// The caller's own row must say exactly what their heartbeat
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// says (pending-join target, or null in the offline room): the
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// client compares its cached self presence field by field
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// (HCHDEHIGEBE.DCIJHIPJHOB) and treats any difference as
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// out-of-sync.
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var room = isSelf ? callerRoom : presence.GetRoom(id);
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// Online = a live signal (recent heartbeat, or a SignalR
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// connection), NOT "has a room". Presence keys live for minutes
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// to survive long room loads, so a room alone would leave friends
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// stuck online after the game is gone; and a player in the offline
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// room after matchmake/none has no room but is very much online
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// (the 2023 DTO carries isOnline on its own; see
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// NotificationService.BuildPresenceUpdatePayload).
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// A player who chose "appear offline" (or friends/favorites
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// only, when the caller doesn't qualify) is reported exactly
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// like a genuinely offline player: no room, isOnline=false.
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var isOnline = (isSelf || presenceFanout.IsOnline(id)) && !hiddenFromCaller.Contains(id);
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if (!isOnline) room = null;
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return new PlayerPresenceDto
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{
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PlayerId = (int)id,
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// The player's stored online-status visibility. Self MUST
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// see its own stored value: the profile dialog's current
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// selection is read from the cached self presence, and a
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// hard-coded 0 here snapped it back to Public after every
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// presence refresh.
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StatusVisibility = visibility.GetValueOrDefault(id, PresenceVisibility.Public),
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DeviceClass = 0, // Desktop / unknown — not VR
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VrMovementMode = 0,
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// Full instance details are safe, and necessary, when the
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// queried player is already co-present with the caller.
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// PUN asks /player?{remotePlayerId} after a Photon actor
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// joins; returning a redacted same-room instance there
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// leaves the 2020 client with an incomplete roomInstance
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// and can null-ref while reconciling player presence.
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RoomInstance = isOnline && ShouldExposeFullRoom(callerId, callerRoom, id, room)
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? room
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: RoomInstanceDto.Redact(isOnline ? room : null),
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IsOnline = isOnline,
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};
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}).ToList();
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return Ok(result);
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}
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/// <summary>The caller's own room as their heartbeat reports it.</summary>
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private RoomInstanceDto? SelfRoom(long playerId)
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{
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if (joinTimeouts.GetPending(playerId) is { DeferPresenceCommit: true } pending)
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return pending.TargetRoom;
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if (presence.IsInNoRoom(playerId)) return null;
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return presence.GetRoom(playerId);
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}
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private Task<Dictionary<long, int>> LoadVisibilityAsync(HashSet<long> ids) =>
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PresenceBroadcastService.GetStatusVisibilitiesAsync(db, ids);
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/// <summary>Ids whose online status the caller may not see. The caller
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/// always sees itself; anonymous callers only see Public players.</summary>
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private async Task<HashSet<long>> ResolveHiddenAsync(
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long? callerId, HashSet<long> ids, Dictionary<long, int> visibility)
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{
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var hidden = new HashSet<long>();
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var restricted = visibility
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.Where(kv => kv.Value != PresenceVisibility.Public && kv.Key != callerId)
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.ToList();
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if (restricted.Count == 0) return hidden;
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if (callerId is not long me)
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{
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foreach (var kv in restricted) hidden.Add(kv.Key);
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return hidden;
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}
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HashSet<long>? friends = null;
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HashSet<long>? favoritedMe = null;
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foreach (var (target, vis) in restricted)
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{
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if (vis == PresenceVisibility.Offline) { hidden.Add(target); continue; }
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friends ??= (await RelationshipQueries.EffectiveFriendIdsAsync(db, settings, me)).ToHashSet();
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if (!friends.Contains(target)) { hidden.Add(target); continue; }
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if (vis == PresenceVisibility.FavoriteFriendsOnly)
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{
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// Favorited lives on the favoriter's own row
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// (RequesterId = favoriter), as RelationshipsController.BuildMerged reads it.
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favoritedMe ??= (await db.Relationships
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.Where(r => r.TargetId == me && r.Favorited && ids.Contains(r.RequesterId))
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.Select(r => r.RequesterId)
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.ToListAsync()).ToHashSet();
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if (!favoritedMe.Contains(target)) hidden.Add(target);
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}
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}
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return hidden;
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}
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private static bool ShouldExposeFullRoom(
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long? callerId,
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RoomInstanceDto? callerRoom,
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long targetId,
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RoomInstanceDto? targetRoom)
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{
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if (targetRoom is null) return false;
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if (targetId == callerId) return true;
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if (callerRoom is null) return false;
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if (callerRoom.RoomInstanceId != 0
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&& callerRoom.RoomInstanceId == targetRoom.RoomInstanceId)
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{
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return true;
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}
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return !string.IsNullOrEmpty(callerRoom.PhotonRoomId)
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&& string.Equals(callerRoom.PhotonRoomId, targetRoom.PhotonRoomId,
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StringComparison.Ordinal);
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}
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}
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public class PlayerPresenceDto
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{
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[JsonPropertyName("playerId")]
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public int PlayerId { get; set; }
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/// <summary>Online-status visibility enum (int, 2023 client):
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/// 0 = Public, 1 = FriendsOnly, 2 = FavoriteFriendsOnly, 3 = Offline.</summary>
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[JsonPropertyName("statusVisibility")]
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public int StatusVisibility { get; set; }
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/// <summary>RecNet.DeviceClass enum (int).</summary>
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[JsonPropertyName("deviceClass")]
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public int DeviceClass { get; set; }
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/// <summary>VRMovementMode enum (int) — only consulted when
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/// deviceClass == 1.</summary>
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[JsonPropertyName("vrMovementMode")]
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public int VrMovementMode { get; set; }
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/// <summary>Read by Util.GetObjectKey<RoomInstance> — must
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/// be a nested object (or null), NOT a string. Empty string ""
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/// triggers
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/// <c>InvalidCastException: Unable to cast object of type 'String'
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/// to type 'Dictionary'2'</c>. <c>null</c> means "player not in
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/// any room" → IsOnline = false.</summary>
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[JsonPropertyName("roomInstance")]
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public object? RoomInstance { get; set; } = null;
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// 2020.12 PlayerPresence.Deserialize (EFAJBHGDIDD.PPGFHEDFBEA) reads
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// these as required keys after roomInstance. Missing → KeyNotFoundException
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// → "RecNet presence heartbeat failed: Malformed Response" spam.
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[JsonPropertyName("isOnline")]
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public bool IsOnline { get; set; } = true;
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[JsonPropertyName("appVersion")]
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// 2023.03.21 client build version ("20230317"); must match the joining
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// client's own version or it reports a version mismatch. Stale 2020 value
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// (20201210) carried over from the December branch.
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public string AppVersion { get; set; } = "20230317";
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}
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