Files
DorkNet/DorkNet.Server/Controllers/Match/PlayerPresenceController.cs
T

184 lines
8.3 KiB
C#

using Microsoft.AspNetCore.Mvc;
using System.Text.Json.Serialization;
using DorkNet.Server.Auth;
using DorkNet.Server.Services;
namespace DorkNet.Server.Controllers.Match;
/// <summary>
/// match.rec.net/player — bulk player-presence query used by
/// <c>RecNet.Matchmaking.RefreshCachedPlayerPresences</c>.
///
/// URL pattern verified against
/// Cpp2IL_ISIL/IsilDump/Assembly-CSharp/RecNet/Matchmaking.txt
/// lines 3565-3568:
/// <c>String.Join("&amp;", ids)</c> → <c>String.Concat("player?", joined)</c>.
/// So the request URL is literally <c>player?{id1}&amp;{id2}&amp;{id3}...</c>
/// — every query-string KEY is one account id, with no value. The previous
/// <c>[FromQuery(Name="id")] int[] ids</c> binding only matched
/// <c>?id=X&amp;id=Y</c> and never picked up any of the watch's bare-id
/// requests, which is why every other player rendered as offline: with no
/// ids parsed, the response was <c>[]</c> and IsOnline (which checks
/// <c>roomInstance != null</c>) defaulted to false.
///
/// Response shape: <c>List&lt;PlayerPresence&gt;</c> — keys verified by
/// disassembling <c>RecNet.PlayerPresence.Deserialize</c>:
/// <c>"playerId"</c> (int, required)
/// <c>"statusVisibility"</c> (int, required)
/// <c>"deviceClass"</c> (int, required)
/// <c>"vrMovementMode"</c> (only read when deviceClass == 1)
/// <c>"roomInstance"</c> (object, optional)
///
/// <c>PlayerPresence.IsOnline</c> returns true iff
/// <c>roomInstance</c> is non-null — so we surface the live RoomInstance
/// from <see cref="PlayerPresenceService"/> rather than always sending
/// null. Players who haven't /goto'd anywhere still report offline.
/// </summary>
[ApiController]
public class PlayerPresenceController(
PlayerPresenceService presence) : ControllerBase
{
[HttpGet("/player")]
public ActionResult<List<PlayerPresenceDto>> GetPresences()
{
// The watch sends two URL flavours for this endpoint:
// 1. Bulk: <c>/player?{id1}&amp;{id2}&amp;{id3}</c> — bare keys,
// from RefreshCachedPlayerPresences (Matchmaking.txt:3565).
// 2. Single: <c>/player?id={N}</c> — observed in the live trace
// from a different code path (probably the per-player presence
// probe). Both must work; an empty response makes
// PUNNetworkManager skip Photon region setup, which then
// crashes <c>PingPhotonRegionsInternal</c> with
// "An item with the same key has already been added. Key: none"
// and leaves the player on a black screen post-dorm-load.
//
// We accept ANY query parameter whose value parses as a long, plus
// any bare key that does. Same dedup → same DB lookup → same
// response shape regardless.
var ids = new HashSet<long>();
foreach (var (key, values) in Request.Query)
{
if (long.TryParse(key, out var fromKey) && fromKey > 0)
ids.Add(fromKey);
foreach (var v in values)
{
if (long.TryParse(v, out var fromValue) && fromValue > 0)
ids.Add(fromValue);
}
}
// Caller's own id gets the FULL RoomInstance (photonRoomId +
// dataBlob) so the watch's cached PlayerPresence for itself
// matches what /player/heartbeat returns. The watch calls
// /player/?id=<self>&id=<friend>&... at boot via
// RefreshCachedPlayerPresences and then caches each entry; if
// self's entry is redacted (photonRoomId="" / dataBlob="") but
// heartbeat later returns the full values, RoomInstance.
// RoomInstancesAreDifferent fires → "presence heartbeat
// response indicates local presence is out-of-sync!" →
// OnPresenceHeartbeatResponse tears the player out of the
// current room and re-joins, killing any in-flight save flow
// mid-coroutine. Only redact for OTHER players where the
// privacy concern actually applies.
var callerId = this.CurrentPlayerId();
var callerRoom = callerId is long cid ? presence.GetRoom(cid) : null;
var result = ids.Select(id =>
{
var room = presence.GetRoom(id);
// Other players need both a room presence and an active
// live signal. Use the recent-heartbeat marker as the
// truth source: SignalR can drop while the player is still
// heartbeating, or linger after the game is gone. Presence
// keys intentionally live for minutes to survive long room
// loads, so using them alone leaves friends stuck online
// after a graceful disconnect.
var isSelf = callerId == id;
var active = isSelf || presence.IsRecentlyActive(id);
var isOnline = room is not null && active;
return new PlayerPresenceDto
{
PlayerId = (int)id,
// StatusVisibility is the player's *preference* (would
// they like to appear online if they were online?). For
// offline players we still report Visible so when they
// come back the friend's cached preference is correct,
// and IsOnline=false is what gates the "Online" badge.
StatusVisibility = 1, // Visible
DeviceClass = 0, // Desktop / unknown — not VR
VrMovementMode = 0,
// Full instance details are safe, and necessary, when the
// queried player is already co-present with the caller.
// PUN asks /player?{remotePlayerId} after a Photon actor
// joins; returning a redacted same-room instance there
// leaves the 2020 client with an incomplete roomInstance
// and can null-ref while reconciling player presence.
RoomInstance = isOnline && ShouldExposeFullRoom(callerId, callerRoom, id, room)
? room
: RoomInstanceDto.Redact(isOnline ? room : null),
IsOnline = isOnline,
};
}).ToList();
return Ok(result);
}
private static bool ShouldExposeFullRoom(
long? callerId,
RoomInstanceDto? callerRoom,
long targetId,
RoomInstanceDto? targetRoom)
{
if (targetRoom is null) return false;
if (targetId == callerId) return true;
if (callerRoom is null) return false;
if (callerRoom.RoomInstanceId != 0
&& callerRoom.RoomInstanceId == targetRoom.RoomInstanceId)
{
return true;
}
return !string.IsNullOrEmpty(callerRoom.PhotonRoomId)
&& string.Equals(callerRoom.PhotonRoomId, targetRoom.PhotonRoomId,
StringComparison.Ordinal);
}
}
public class PlayerPresenceDto
{
[JsonPropertyName("playerId")]
public int PlayerId { get; set; }
/// <summary>PlayerStatusVisibility enum (int):
/// 0 = Hidden / Offline-appearing, 1 = Visible, 2 = FriendsOnly.</summary>
[JsonPropertyName("statusVisibility")]
public int StatusVisibility { get; set; }
/// <summary>RecNet.DeviceClass enum (int).</summary>
[JsonPropertyName("deviceClass")]
public int DeviceClass { get; set; }
/// <summary>VRMovementMode enum (int) — only consulted when
/// deviceClass == 1.</summary>
[JsonPropertyName("vrMovementMode")]
public int VrMovementMode { get; set; }
/// <summary>Read by Util.GetObjectKey&lt;RoomInstance&gt; — must
/// be a nested object (or null), NOT a string. Empty string ""
/// triggers
/// <c>InvalidCastException: Unable to cast object of type 'String'
/// to type 'Dictionary'2'</c>. <c>null</c> means "player not in
/// any room" → IsOnline = false.</summary>
[JsonPropertyName("roomInstance")]
public object? RoomInstance { get; set; } = null;
// 2020.12 PlayerPresence.Deserialize (EFAJBHGDIDD.PPGFHEDFBEA) reads
// these as required keys after roomInstance. Missing → KeyNotFoundException
// → "RecNet presence heartbeat failed: Malformed Response" spam.
[JsonPropertyName("isOnline")]
public bool IsOnline { get; set; } = true;
[JsonPropertyName("appVersion")]
public int AppVersion { get; set; } = 20201210;
}