mirror of
https://github.com/DorkSquadRR/DorkNet.git
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184 lines
8.3 KiB
C#
184 lines
8.3 KiB
C#
using Microsoft.AspNetCore.Mvc;
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using System.Text.Json.Serialization;
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using DorkNet.Server.Auth;
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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) : ControllerBase
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{
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[HttpGet("/player")]
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public 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 ? presence.GetRoom(cid) : null;
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var result = ids.Select(id =>
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{
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var room = presence.GetRoom(id);
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// Other players need both a room presence and an active
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// live signal. Use the recent-heartbeat marker as the
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// truth source: SignalR can drop while the player is still
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// heartbeating, or linger after the game is gone. Presence
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// keys intentionally live for minutes to survive long room
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// loads, so using them alone leaves friends stuck online
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// after a graceful disconnect.
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var isSelf = callerId == id;
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var active = isSelf || presence.IsRecentlyActive(id);
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var isOnline = room is not null && active;
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return new PlayerPresenceDto
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{
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PlayerId = (int)id,
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// StatusVisibility is the player's *preference* (would
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// they like to appear online if they were online?). For
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// offline players we still report Visible so when they
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// come back the friend's cached preference is correct,
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// and IsOnline=false is what gates the "Online" badge.
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StatusVisibility = 1, // Visible
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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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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>PlayerStatusVisibility enum (int):
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/// 0 = Hidden / Offline-appearing, 1 = Visible, 2 = FriendsOnly.</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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public string AppVersion { get; set; } = "20201210";
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}
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