mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 15:08:47 -07:00
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.
619 lines
24 KiB
C#
619 lines
24 KiB
C#
using System.Collections.Concurrent;
|
|
using System.Text.Json;
|
|
using DorkNet.Server.Controllers.Match;
|
|
using Microsoft.Extensions.Logging;
|
|
using StackExchange.Redis;
|
|
|
|
namespace DorkNet.Server.Services;
|
|
|
|
/// <summary>
|
|
/// Cross-replica tracker for which RoomInstance each authenticated
|
|
/// player most recently went to via /goto. The presence heartbeat
|
|
/// reads this back so the client's local state matches what the
|
|
/// server says, and is the only passive path that extends the room
|
|
/// TTL.
|
|
///
|
|
/// Why this exists: every ~5s the client POSTs /player/heartbeat,
|
|
/// expecting a PlayerPresence response that mirrors its own cached
|
|
/// presence. If the server returns roomInstance:null but the client
|
|
/// knows it's in DormRoom, RecNet.Matchmaking.OnPresenceHeartbeatResponse
|
|
/// logs "presence heartbeat response indicates local presence is
|
|
/// out-of-sync" repeatedly, the client gives up after a few rounds,
|
|
/// and shows the "Error: -2 / We lost the connection to Rec Room"
|
|
/// UI even though no network connection actually dropped.
|
|
///
|
|
/// **Multi-replica**: when <see cref="IConnectionMultiplexer"/> is
|
|
/// available, presence lives in Redis as <c>presence:{playerId}</c>
|
|
/// (JSON-serialised <see cref="RoomInstanceDto"/>). EXPIRE is set to
|
|
/// <see cref="PresenceTtl"/> so a player who silently drops
|
|
/// (uninstall, kill -9) ages out automatically; their next /goto
|
|
/// refreshes the value and heartbeat refreshes the TTL. Read-only
|
|
/// presence queries intentionally do not refresh it, otherwise admin
|
|
/// pages and friends-list polls keep stale rooms alive forever. When
|
|
/// no Redis is configured, falls back to a process-local
|
|
/// <see cref="ConcurrentDictionary"/>
|
|
/// — identical to pre-PR-2 behaviour and fine for single-instance
|
|
/// dev workflows.
|
|
///
|
|
/// State is intentionally non-persistent — a server restart drops
|
|
/// every presence record, and clients re-establish via their next
|
|
/// /goto call. Method signatures stay sync because the call sites
|
|
/// (heartbeat, /goto, room-state queries) are too numerous to pay
|
|
/// the cost of an async cascade. Sync StackExchange.Redis ops are
|
|
/// sub-millisecond on the same network at our QPS.
|
|
/// </summary>
|
|
public class PlayerPresenceService
|
|
{
|
|
private readonly ConcurrentDictionary<long, RoomInstanceDto> _local = new();
|
|
private readonly ConcurrentDictionary<long, DateTimeOffset> _localRoomExpires = new();
|
|
private readonly ConcurrentDictionary<long, DateTimeOffset> _localActiveExpires = new();
|
|
private readonly ConcurrentDictionary<long, DateTimeOffset> _localBootDormGraceExpires = new();
|
|
private readonly ConcurrentDictionary<long, DateTimeOffset> _localNoRoomExpires = new();
|
|
private readonly IConnectionMultiplexer? _redis;
|
|
private readonly ILogger<PlayerPresenceService>? _log;
|
|
|
|
/// <summary>
|
|
/// Presence must survive long room loads. The 2020 client can go
|
|
/// quiet for ~45 seconds while downloading/deserializing large
|
|
/// uploaded rooms; a 45s Redis TTL expires right before the next
|
|
/// heartbeat, making the server synthesize dorm fallback presence
|
|
/// and effectively bouncing the player back to dorm. Ten minutes
|
|
/// still ages out abandoned sessions, but does not punish slow
|
|
/// room loads or temporary network stalls.
|
|
/// </summary>
|
|
public static TimeSpan PresenceTtl { get; } = TimeSpan.FromMinutes(10);
|
|
|
|
/// <summary>
|
|
/// Short online-status marker refreshed by heartbeat/join activity.
|
|
/// This smooths over flaky SignalR notify sockets without letting a
|
|
/// stale room presence make someone look online for the full room TTL.
|
|
/// </summary>
|
|
public static TimeSpan ActivityTtl { get; } = TimeSpan.FromSeconds(90);
|
|
|
|
/// <summary>
|
|
/// Right after login the 2023 watch may boot into its cached offline
|
|
/// DormRoom before the live Photon join finishes. During that window
|
|
/// a null roomInstance is safer than returning stale/live presence:
|
|
/// the client treats the offline placeholder as invalid and accepts
|
|
/// null, but a live private dorm forces a resync.
|
|
/// </summary>
|
|
public static TimeSpan BootDormGraceTtl { get; } = TimeSpan.FromSeconds(45);
|
|
|
|
private static readonly JsonSerializerOptions JsonOpts = new()
|
|
{
|
|
// Match the wire format used by the matchmaking response so
|
|
// the round-trip is lossless. Properties are already tagged
|
|
// with [JsonPropertyName] for camelCase wire keys.
|
|
PropertyNamingPolicy = null,
|
|
};
|
|
|
|
public PlayerPresenceService(
|
|
IConnectionMultiplexer? redis = null,
|
|
ILogger<PlayerPresenceService>? log = null)
|
|
{
|
|
_redis = redis;
|
|
_log = log;
|
|
}
|
|
|
|
public void SetRoom(long playerId, RoomInstanceDto room)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var json = JsonSerializer.Serialize(room, JsonOpts);
|
|
var db = mux.GetDatabase();
|
|
db.StringSet(Key(playerId), json, PresenceTtl);
|
|
db.KeyDelete(NoRoomKey(playerId));
|
|
_log?.LogDebug("[presence] set redis player={PlayerId} room={Room} bytes={Bytes}",
|
|
playerId, room?.Name ?? "<null>", json.Length);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
// Don't let a Redis blip take down the goto handler — log
|
|
// and fall through. Heartbeat will see no presence and the
|
|
// watch will resync via its next /goto.
|
|
_log?.LogWarning(ex, "[presence] redis SET failed for player={PlayerId}", playerId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_local[playerId] = room;
|
|
_localRoomExpires[playerId] = DateTimeOffset.UtcNow.Add(PresenceTtl);
|
|
_localNoRoomExpires.TryRemove(playerId, out _);
|
|
_log?.LogDebug("[presence] set local player={PlayerId} room={Room}",
|
|
playerId, room?.Name ?? "<null>");
|
|
}
|
|
}
|
|
|
|
public void TouchRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().KeyExpire(Key(playerId), PresenceTtl);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis EXPIRE failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (_local.ContainsKey(playerId))
|
|
_localRoomExpires[playerId] = DateTimeOffset.UtcNow.Add(PresenceTtl);
|
|
}
|
|
|
|
public void MarkActive(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().StringSet(ActiveKey(playerId), "1", ActivityTtl);
|
|
mux.GetDatabase().SetAdd(ActiveSetKey, playerId);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis active SET failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
_localActiveExpires[playerId] = DateTimeOffset.UtcNow.Add(ActivityTtl);
|
|
}
|
|
|
|
public void BeginBootDormGrace(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().StringSet(BootDormGraceKey(playerId), "1", BootDormGraceTtl);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis boot grace SET failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
_localBootDormGraceExpires[playerId] = DateTimeOffset.UtcNow.Add(BootDormGraceTtl);
|
|
}
|
|
|
|
public bool IsBootDormGraceActive(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
return mux.GetDatabase().KeyExists(BootDormGraceKey(playerId));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis boot grace GET failed for player={PlayerId}", playerId);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!_localBootDormGraceExpires.TryGetValue(playerId, out var expires)) return false;
|
|
if (expires > DateTimeOffset.UtcNow) return true;
|
|
_localBootDormGraceExpires.TryRemove(playerId, out _);
|
|
return false;
|
|
}
|
|
|
|
public void EndBootDormGrace(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().KeyDelete(BootDormGraceKey(playerId));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis boot grace DEL failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
_localBootDormGraceExpires.TryRemove(playerId, out _);
|
|
}
|
|
|
|
public IReadOnlyCollection<long> RecentlyActivePlayerIds()
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var db = mux.GetDatabase();
|
|
var members = db.SetMembers(ActiveSetKey);
|
|
if (members.Length == 0) return Array.Empty<long>();
|
|
|
|
var activeIds = new List<long>(members.Length);
|
|
var stale = new List<RedisValue>();
|
|
foreach (var member in members)
|
|
{
|
|
if (!long.TryParse(member.ToString(), out var playerId))
|
|
{
|
|
stale.Add(member);
|
|
continue;
|
|
}
|
|
|
|
if (db.KeyExists(ActiveKey(playerId)))
|
|
activeIds.Add(playerId);
|
|
else
|
|
stale.Add(member);
|
|
}
|
|
|
|
if (stale.Count > 0)
|
|
db.SetRemove(ActiveSetKey, stale.ToArray());
|
|
return activeIds;
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis active scan failed");
|
|
return Array.Empty<long>();
|
|
}
|
|
}
|
|
|
|
var now = DateTimeOffset.UtcNow;
|
|
var active = new List<long>();
|
|
foreach (var kv in _localActiveExpires)
|
|
{
|
|
if (kv.Value > now)
|
|
{
|
|
active.Add(kv.Key);
|
|
}
|
|
else
|
|
{
|
|
_localActiveExpires.TryRemove(kv.Key, out _);
|
|
}
|
|
}
|
|
return active;
|
|
}
|
|
|
|
public bool IsRecentlyActive(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
return mux.GetDatabase().KeyExists(ActiveKey(playerId));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis active GET failed for player={PlayerId}", playerId);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!_localActiveExpires.TryGetValue(playerId, out var expires)) return false;
|
|
if (expires > DateTimeOffset.UtcNow) return true;
|
|
_localActiveExpires.TryRemove(playerId, out _);
|
|
return false;
|
|
}
|
|
|
|
public RoomInstanceDto? GetRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var db = mux.GetDatabase();
|
|
var key = Key(playerId);
|
|
var v = db.StringGet(key);
|
|
if (!v.HasValue)
|
|
{
|
|
_log?.LogDebug("[presence] miss redis player={PlayerId}", playerId);
|
|
return null;
|
|
}
|
|
return JsonSerializer.Deserialize<RoomInstanceDto>(v.ToString(), JsonOpts);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis GET failed for player={PlayerId}", playerId);
|
|
return null;
|
|
}
|
|
}
|
|
if (!_local.TryGetValue(playerId, out var room)) return null;
|
|
if (_localRoomExpires.TryGetValue(playerId, out var expires)
|
|
&& expires <= DateTimeOffset.UtcNow)
|
|
{
|
|
_local.TryRemove(playerId, out _);
|
|
_localRoomExpires.TryRemove(playerId, out _);
|
|
_localActiveExpires.TryRemove(playerId, out _);
|
|
return null;
|
|
}
|
|
return room;
|
|
}
|
|
|
|
public void Clear(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
var db = mux.GetDatabase();
|
|
db.KeyDelete(Key(playerId));
|
|
db.KeyDelete(ActiveKey(playerId));
|
|
db.KeyDelete(BootDormGraceKey(playerId));
|
|
db.KeyDelete(NoRoomKey(playerId));
|
|
db.SetRemove(ActiveSetKey, playerId);
|
|
}
|
|
else
|
|
{
|
|
_local.TryRemove(playerId, out _);
|
|
_localRoomExpires.TryRemove(playerId, out _);
|
|
_localActiveExpires.TryRemove(playerId, out _);
|
|
_localBootDormGraceExpires.TryRemove(playerId, out _);
|
|
_localNoRoomExpires.TryRemove(playerId, out _);
|
|
}
|
|
}
|
|
|
|
/// <summary>Forget the player's room but keep everything that says they
|
|
/// are still here (activity marker, login lock, boot grace). Used when a
|
|
/// join fails or times out: the player is still online and about to run
|
|
/// the client's fallback chain, so friends must not see them go offline,
|
|
/// they just must not see a room the player never reached.</summary>
|
|
public void ClearRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().KeyDelete(Key(playerId));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis room DEL failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
_local.TryRemove(playerId, out _);
|
|
_localRoomExpires.TryRemove(playerId, out _);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Record that the player deliberately left online matchmaking: they are
|
|
/// online, but in no room instance.
|
|
///
|
|
/// The 2023 client does this in TryGoToOfflineRoom
|
|
/// (RecNet.Runtime/RecNet/Matchmaking.txt:12677, the only caller of
|
|
/// <c>matchmake/none</c> at :13279): it swaps its cached presence to the
|
|
/// local offline instance (RoomInstanceId -1) and posts matchmake/none,
|
|
/// ignoring the reply (<c><TryGoToOfflineRoom>b__119_0</c> returns a
|
|
/// constant). From then on the heartbeat handler
|
|
/// (Matchmaking.txt:18103, compare at :18415-18467) treats a negative RoomInstanceId like no
|
|
/// room (HCHDEHIGEBE.GIICPDHJOOH = <c>RoomInstanceId < 0</c>) and is
|
|
/// only in sync while the server answers <c>roomInstance: null</c>. Any
|
|
/// room here — the old one, or a synthesised dorm — reads as out-of-sync
|
|
/// and the client cancels its offline load to chase the server's room.
|
|
/// The marker keeps the heartbeat's dorm fallback from firing for this
|
|
/// player until they matchmake somewhere again.
|
|
/// </summary>
|
|
public void SetNoRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var db = mux.GetDatabase();
|
|
db.KeyDelete(Key(playerId));
|
|
db.StringSet(NoRoomKey(playerId), "1", PresenceTtl);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis no-room SET failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
_local.TryRemove(playerId, out _);
|
|
_localRoomExpires.TryRemove(playerId, out _);
|
|
_localNoRoomExpires[playerId] = DateTimeOffset.UtcNow.Add(PresenceTtl);
|
|
}
|
|
|
|
/// <summary>True while the player is online with no room after
|
|
/// <see cref="SetNoRoom"/>. Cleared by the next <see cref="SetRoom"/> or
|
|
/// <see cref="Clear"/>.</summary>
|
|
public bool IsInNoRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
return mux.GetDatabase().KeyExists(NoRoomKey(playerId));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis no-room GET failed for player={PlayerId}", playerId);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!_localNoRoomExpires.TryGetValue(playerId, out var expires)) return false;
|
|
if (expires > DateTimeOffset.UtcNow) return true;
|
|
_localNoRoomExpires.TryRemove(playerId, out _);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Keep the no-room marker alive while the player keeps
|
|
/// heartbeating from the offline room.</summary>
|
|
public void TouchNoRoom(long playerId)
|
|
{
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
mux.GetDatabase().KeyExpire(NoRoomKey(playerId), PresenceTtl);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[presence] redis no-room EXPIRE failed for player={PlayerId}", playerId);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (_localNoRoomExpires.ContainsKey(playerId))
|
|
_localNoRoomExpires[playerId] = DateTimeOffset.UtcNow.Add(PresenceTtl);
|
|
}
|
|
|
|
/// <summary>List the currently-active instances of a given room,
|
|
/// grouped by PhotonRoomId, with the player ids currently presenced
|
|
/// in each. Drives the watch's RoomInstanceBrowser
|
|
/// (<c>GET match.*/room/{id}/instances</c>) so players can see
|
|
/// which instance their friends are in.
|
|
///
|
|
/// Redis caveat: without a secondary index per room we'd need a
|
|
/// SCAN over every presence key — too expensive to do on each
|
|
/// request. For now the Redis path returns empty and the local
|
|
/// in-process dictionary is the source of truth. Single-instance
|
|
/// deployments work; multi-replica Redis deployments need a
|
|
/// per-room set index to be added before the browser is reliable
|
|
/// there.</summary>
|
|
public IEnumerable<(RoomInstanceDto Room, List<long> PlayerIds)> EnumerateActiveInstances(long roomId)
|
|
{
|
|
if (_redis is not null) return Array.Empty<(RoomInstanceDto, List<long>)>();
|
|
var groups = new Dictionary<string, (RoomInstanceDto Room, List<long> PlayerIds)>(StringComparer.Ordinal);
|
|
foreach (var kv in _local)
|
|
{
|
|
var room = kv.Value;
|
|
if (room is null || room.RoomId != roomId) continue;
|
|
// Skip private instances — those are surfaced separately
|
|
// in the controller via PrivateInstanceService so we never
|
|
// leak a photonRoomId for an invite-only match into the
|
|
// public browser.
|
|
if (room.IsPrivate) continue;
|
|
var key = string.IsNullOrEmpty(room.PhotonRoomId)
|
|
? $"<{room.RoomInstanceId}>"
|
|
: room.PhotonRoomId;
|
|
if (!groups.TryGetValue(key, out var entry))
|
|
{
|
|
entry = (room, new List<long>());
|
|
groups[key] = entry;
|
|
}
|
|
entry.PlayerIds.Add(kv.Key);
|
|
}
|
|
return groups.Values;
|
|
}
|
|
|
|
private static string Key(long playerId) => $"presence:{playerId}";
|
|
private static string ActiveKey(long playerId) => $"presence-active:{playerId}";
|
|
private static string BootDormGraceKey(long playerId) => $"presence-boot-dorm-grace:{playerId}";
|
|
private static string NoRoomKey(long playerId) => $"presence-noroom:{playerId}";
|
|
private const string ActiveSetKey = "presence-active";
|
|
|
|
// ── LoginLock single-session enforcement ─────────────────────────
|
|
// The 2020 watch generates a fresh GUID per session and sends it
|
|
// in the `LoginLock` form field on every match.* request. Real
|
|
// Rec Room rejects heartbeats whose lock doesn't match the
|
|
// most-recent /player/login — that's how a second login on the
|
|
// same account kicks the first session. We mirror that by storing
|
|
// the most-recent lock in Redis (or the in-process fallback)
|
|
// keyed by player id, with the same 45-s TTL as presence.
|
|
//
|
|
// SetLock OVERWRITES regardless of prior value — newest login
|
|
// wins. ValidateLock returns false when the caller's lock is stale
|
|
// or absent, which the heartbeat handler maps to a
|
|
// session-terminated response so the watch logs out.
|
|
|
|
private readonly ConcurrentDictionary<long, string> _localLocks = new();
|
|
|
|
public bool SetLock(long playerId, string loginLock)
|
|
{
|
|
if (string.IsNullOrWhiteSpace(loginLock)) return false;
|
|
var replacedActiveSession = false;
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var db = mux.GetDatabase();
|
|
var key = LockKey(playerId);
|
|
var previous = db.StringGet(key);
|
|
replacedActiveSession = previous.HasValue &&
|
|
!string.Equals(previous.ToString(), loginLock, StringComparison.Ordinal);
|
|
db.StringSet(key, loginLock, PresenceTtl);
|
|
}
|
|
catch (Exception ex) { _log?.LogWarning(ex, "[lock] redis SET failed for player={PlayerId}", playerId); }
|
|
}
|
|
else
|
|
{
|
|
replacedActiveSession = _localLocks.TryGetValue(playerId, out var previous) &&
|
|
!string.Equals(previous, loginLock, StringComparison.Ordinal);
|
|
_localLocks[playerId] = loginLock;
|
|
}
|
|
|
|
if (replacedActiveSession)
|
|
_log?.LogWarning("[lock] concurrent login detected for player={PlayerId}; newest LoginLock wins", playerId);
|
|
return replacedActiveSession;
|
|
}
|
|
|
|
public bool ValidateLock(long playerId, string? loginLock)
|
|
{
|
|
if (string.IsNullOrWhiteSpace(loginLock)) return false;
|
|
if (_redis is { } mux)
|
|
{
|
|
try
|
|
{
|
|
var v = mux.GetDatabase().StringGet(LockKey(playerId));
|
|
if (!v.HasValue) return false;
|
|
// Refresh TTL on each successful validate so the
|
|
// active session keeps its lock alive across heartbeats.
|
|
if (string.Equals(v.ToString(), loginLock, StringComparison.Ordinal))
|
|
{
|
|
mux.GetDatabase().KeyExpire(LockKey(playerId), PresenceTtl);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
_log?.LogWarning(ex, "[lock] redis GET failed for player={PlayerId}", playerId);
|
|
return true; // fail open — better double-session than mass kick on Redis blip
|
|
}
|
|
}
|
|
return _localLocks.TryGetValue(playerId, out var stored)
|
|
&& string.Equals(stored, loginLock, StringComparison.Ordinal);
|
|
}
|
|
|
|
private static string LockKey(long playerId) => $"loginlock:{playerId}";
|
|
|
|
// ── Photon region pings ──────────────────────────────────────────
|
|
// The 2020 watch reports its measured Photon-region latencies in a
|
|
// single POST after the matchmaking init handshake (see
|
|
// MatchPlayerController.PhotonRegionPings). We hold the latest
|
|
// reading per player in process memory only — region preferences
|
|
// change infrequently, lose-on-restart is fine, and pushing this
|
|
// through Redis would just bloat the key space for no gain.
|
|
|
|
private readonly ConcurrentDictionary<long, IReadOnlyDictionary<string, int>> _regionPings = new();
|
|
|
|
public void SetPhotonRegionPings(long playerId, IReadOnlyDictionary<string, int> pings)
|
|
{
|
|
if (pings.Count == 0) return;
|
|
_regionPings[playerId] = pings;
|
|
}
|
|
|
|
/// <summary>Returns the region code with the lowest reported ping,
|
|
/// or <c>null</c> when no pings were ever received for the
|
|
/// player (matchmaking falls back to its default region in that
|
|
/// case).</summary>
|
|
public string? GetPreferredPhotonRegion(long playerId)
|
|
{
|
|
if (!_regionPings.TryGetValue(playerId, out var pings) || pings.Count == 0)
|
|
return null;
|
|
string? best = null;
|
|
var bestMs = int.MaxValue;
|
|
foreach (var kv in pings)
|
|
{
|
|
if (kv.Value < bestMs)
|
|
{
|
|
bestMs = kv.Value;
|
|
best = kv.Key;
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
}
|