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49df7393dc
OnDisconnectedAsync told friends a player went offline, but nothing ever pushed the opposite transition — PlayerCameOnline existed in NotificationService with zero callers. The pair was asymmetric, so a SignalR reconnect (network blip, replica restart) greyed the player out on every friend's list for the rest of the session even though they were still playing. Only re-entering a room, which pushes presence via /goto, brought them back. AddConnectionAsync already computed the first-connection transition to maintain the online set but returned void; it now reports it, mirroring RemoveConnectionAsync. The push is deliberately conditional on a room already being known. The presence payload derives isOnline from roomInstance being non-null, so pushing with no room reads as OFFLINE — worse than staying quiet. On a fresh boot there is no room yet and the /goto that follows sends the real presence anyway, so this only fires on reconnects, where the cached room is exactly what friends need to see again.
209 lines
9.1 KiB
C#
209 lines
9.1 KiB
C#
using Microsoft.AspNetCore.Authorization;
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using Microsoft.AspNetCore.SignalR;
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using DorkNet.Server.Data;
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using DorkNet.Server.Services;
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using System.Security.Claims;
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using System.Text.Json;
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namespace DorkNet.Server.Hubs;
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/// <summary>
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/// notify.rec.net/hub/v1 — SignalR Core hub used by the client's
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/// BestHTTP.SignalRCore.HubConnection (RecNet.SignalRHubConnection wraps it).
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///
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/// Each connection authenticates via the same JWT used for the rest of
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/// the API; we extract the player id from the bearer claim and add the
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/// connection to a per-player SignalR group so the rest of the app can
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/// push to "player N" by group name without tracking connection ids
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/// directly.
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///
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/// **Per-replica vs cross-replica state**: SignalR's group fan-out is
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/// driven by its registered backplane — when Redis is configured in
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/// <c>Program.cs</c> via <c>AddStackExchangeRedis</c>, a notification
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/// published to <c>player:N</c> from any replica reaches every
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/// replica's matching connections. Connection-tracking for
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/// "is player N online?" queries lives in <see cref="OnlinePresenceService"/>
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/// (also Redis-backed) so admin tools see the cluster-wide truth.
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/// Pre-PR-2 used a local <c>static ConcurrentDictionary</c> which only
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/// reflected this replica's connections.
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///
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/// Hub methods invoked by the client (verified by string-literal scan
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/// of metadata at addresses 0x39b2470, 0x39b24c8, 0x39b4ba8):
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/// "Subscribe" - generic topic subscribe
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/// "Unsubscribe" - generic topic unsubscribe
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/// "SubscribeToPlayers" - subscribe to per-player events (used by
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/// RecNet.NotificationManager / SubscribeToPlayers)
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/// All accept JsonElement so we don't lock ourselves into a parameter
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/// schema we haven't verified yet, and return Task so the client's
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/// awaited Invoke completes cleanly.
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/// </summary>
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[Authorize]
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public class NotifyHub(
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OnlinePresenceService presence,
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PlayerPresenceService playerRooms,
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NotificationService notifications,
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DorkNetDbContext db,
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ServerSettingsService serverSettings,
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ILogger<NotifyHub> logger) : Hub
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{
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/// <summary>SignalR group name for a given player id. Use this
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/// from <see cref="Services.NotificationService"/> to push.</summary>
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public static string GroupForPlayer(long playerId) => $"player:{playerId}";
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public override async Task OnConnectedAsync()
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{
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var pid = TryGetPlayerId();
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if (pid is long id)
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{
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// Enforce single-session-per-account. When a SECOND device
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// logs in with the same credentials, both the original
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// session and the new one would otherwise share the
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// <c>player:N</c> group. We can't differentiate by LoginLock
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// because the watch derives that token from cached login
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// state (device_id-tied) — two clients restored from the
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// same install hand back the same lock GUID.
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//
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// Instead: at the moment the SECOND session's WebSocket
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// arrives, take a snapshot of the EXISTING connection ids
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// (which still belong to the original session — we haven't
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// joined the group yet) and push a targeted ModerationKick
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// to those ids. The watch's OnModerationKick handler at
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// PlayerReporting.txt:1857 shows the standard moderation
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// dialog and routes through LocalModerationKickSelf, the
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// same graceful disconnect path the original Rec Room used
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// for real moderator kicks.
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//
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// Targeting specific connection ids (not the group) means
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// the new connection — about to join the group on the next
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// line — never receives the kick, even with Redis backplane
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// routing across replicas.
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var existing = presence.GetConnections(id);
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if (existing.Count > 0)
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{
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logger.LogWarning(
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"[hub] second-session connect for player={PlayerId} (conn={NewConn}); kicking {OldCount} existing connection(s)",
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id, Context.ConnectionId, existing.Count);
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try
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{
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await notifications.KickConnectionsAsync(
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existing,
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"Your account was signed in on another device.");
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}
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catch (Exception ex)
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{
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logger.LogWarning(ex, "[hub] failed to kick stale connections for player={PlayerId}", id);
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}
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}
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await Groups.AddToGroupAsync(Context.ConnectionId, GroupForPlayer(id));
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var cameOnline = await presence.AddConnectionAsync(id, Context.ConnectionId);
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logger.LogInformation(
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"[hub] connected player={PlayerId} conn={ConnectionId} group={Group} cameOnline={CameOnline}",
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id, Context.ConnectionId, GroupForPlayer(id), cameOnline);
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// Tell friends they're back. OnDisconnectedAsync pushes
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// PlayerWentOffline, but nothing used to push the opposite
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// transition, so the pair was asymmetric: a SignalR reconnect
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// (network blip, replica restart) greyed the player out on every
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// friend's list for the rest of the session even though they were
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// still playing.
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//
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// Only push when a room is already known. The presence payload
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// derives isOnline from roomInstance being non-null, so a push with
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// no room reads as OFFLINE — worse than staying quiet. On a fresh
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// boot there is no room yet and the /goto that follows sends the
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// real presence anyway; this branch is for reconnects, where the
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// cached room is exactly what friends need to see again.
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if (cameOnline && playerRooms.GetRoom(id) is { } room)
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{
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var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, id);
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if (friendIds.Count > 0)
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await notifications.PlayerCameOnline(friendIds, id, room);
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}
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}
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else
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{
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logger.LogWarning(
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"[hub] connected without player id conn={ConnectionId} user={User}",
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Context.ConnectionId, Context.User?.Identity?.Name);
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}
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await base.OnConnectedAsync();
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}
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public override async Task OnDisconnectedAsync(Exception? exception)
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{
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var pid = TryGetPlayerId();
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if (pid is long id)
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{
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var wentOffline = await presence.RemoveConnectionAsync(id, Context.ConnectionId);
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await Groups.RemoveFromGroupAsync(Context.ConnectionId, GroupForPlayer(id));
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if (wentOffline)
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{
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var friendIds = await RelationshipQueries.EffectiveFriendIdsAsync(db, serverSettings, id);
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if (friendIds.Count > 0)
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await notifications.PlayerWentOffline(friendIds, id);
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}
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logger.LogInformation(
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"[hub] disconnected player={PlayerId} conn={ConnectionId} wentOffline={WentOffline} error={Error}",
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id, Context.ConnectionId, wentOffline, exception?.Message);
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}
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else
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{
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logger.LogInformation(
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"[hub] disconnected unknown-player conn={ConnectionId} error={Error}",
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Context.ConnectionId, exception?.Message);
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}
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await base.OnDisconnectedAsync(exception);
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}
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public Task SubscribeToPlayers(JsonElement payload)
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{
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logger.LogInformation(
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"[hub] SubscribeToPlayers player={PlayerId} conn={ConnectionId} payload={Payload}",
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TryGetPlayerId(), Context.ConnectionId, RawPayload(payload));
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return Task.CompletedTask;
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}
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public Task UnsubscribeFromPlayers(JsonElement payload)
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{
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logger.LogInformation(
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"[hub] UnsubscribeFromPlayers player={PlayerId} conn={ConnectionId} payload={Payload}",
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TryGetPlayerId(), Context.ConnectionId, RawPayload(payload));
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return Task.CompletedTask;
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}
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public Task Subscribe(JsonElement payload)
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{
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logger.LogInformation(
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"[hub] Subscribe player={PlayerId} conn={ConnectionId} payload={Payload}",
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TryGetPlayerId(), Context.ConnectionId, RawPayload(payload));
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return Task.CompletedTask;
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}
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public Task Unsubscribe(JsonElement payload)
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{
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logger.LogInformation(
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"[hub] Unsubscribe player={PlayerId} conn={ConnectionId} payload={Payload}",
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TryGetPlayerId(), Context.ConnectionId, RawPayload(payload));
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return Task.CompletedTask;
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}
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private long? TryGetPlayerId()
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{
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var raw = Context.User?.FindFirstValue(ClaimTypes.NameIdentifier);
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return long.TryParse(raw, out var id) ? id : null;
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}
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private static string RawPayload(JsonElement payload)
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{
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try
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{
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return payload.ValueKind == JsonValueKind.Undefined ? "<undefined>" : payload.GetRawText();
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}
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catch
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{
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return "<unreadable>";
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}
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}
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}
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