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DorkNet/DorkNet.Server/Controllers/Match/MatchPlayerController.cs
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using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using DorkNet.Server.Auth;
using DorkNet.Server.Data;
using DorkNet.Server.Services;
using System.Text.Json.Serialization;
namespace DorkNet.Server.Controllers.Match;
/// <summary>
/// match.rec.net/player/* — endpoints that operate on the local player's
/// matchmaking session. These were previously falling through to the
/// GlobalCatchAllController which returned the kitchen-sink "RecNetResult
/// shotgun" body. That body lacks the required keys for the actual response
/// types and the client crashes with KeyNotFoundException.
///
/// The endpoints here use the same camelCase PlayerPresence shape as
/// PlayerPresenceController (verified at RVA 0x1458920).
/// </summary>
[ApiController]
public class MatchPlayerController(
PlayerPresenceService presence,
NotificationService notifications,
RoomService rooms,
PrivateInstanceService privateInstances,
IConfiguration config,
DorkNetDbContext db,
ILogger<MatchPlayerController> log) : ControllerBase
{
/// <summary>
/// POST <c>/player/login</c> — the 2020 watch starts every session by
/// posting here with a fresh <c>LoginLock</c> GUID it generated client-side.
/// We persist the lock as the canonical "active session" marker for this
/// player so subsequent heartbeats can be validated against it; a NEW
/// login overwrites the lock and any older session's heartbeats start
/// failing, which is the intended kick-the-first-session behaviour.
/// </summary>
[HttpPost("/player/login")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> PlayerLogin([FromForm(Name = "LoginLock")] string? loginLock)
{
var playerId = TryGetCurrentPlayerId();
if (playerId != 0 && !string.IsNullOrWhiteSpace(loginLock))
{
var replaced = presence.SetLock(playerId, loginLock);
if (replaced)
{
log.LogWarning(
"[player-login] concurrent session for player={PlayerId}; kicking old session(s) via ModerationKick push",
playerId);
// The new session hasn't opened its SignalR socket yet
// (negotiate fires AFTER /player/login on the watch's
// boot sequence — verified in the live trace), so the
// ModerationKick push hits only the OLDER session's
// existing connections. They'll show the "you've been
// kicked" dialog and gracefully disconnect via the
// watch's LocalModerationKickSelf path.
await notifications.KickStaleSession(playerId,
"Your account was signed in on another device.");
}
}
return Ok(Array.Empty<object>());
}
/// <summary>
/// POST /player/logout — fires when the client gives up on a session
/// (e.g. Photon connection couldn't be established, client aborts).
/// Clear the cached presence so the next /goto starts fresh.
/// </summary>
[HttpPost("/player/logout")]
public IActionResult PlayerLogout()
{
var playerId = TryGetCurrentPlayerId();
if (playerId != 0) presence.Clear(playerId);
return Ok(new { success = true, error = "" });
}
/// <summary>
/// POST <c>/player/notifydisconnect</c> — fired by
/// <c>RecNet.Matchmaking.NotifyPlayerDisconnected(int otherPlayerId)</c>
/// (Matchmaking.cs:326). Body is form-urlencoded
/// <c>otherPlayerId=&lt;id&gt;</c>. The watch uses this to tell the
/// server "I just saw this other Photon participant disappear" —
/// e.g. when someone leaves a room via the menu. Real Rec Room
/// likely used it to GC sticky presence rows; we just acknowledge
/// and log so it stops falling through to GlobalCatchAll.
///
/// Returns 200 with no body (BestHTTP ignores the response per
/// Matchmaking.txt:6668-6699).
/// </summary>
[HttpPost("/player/notifydisconnect")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public IActionResult NotifyDisconnect([FromForm(Name = "otherPlayerId")] int? otherPlayerId)
{
var caller = TryGetCurrentPlayerId();
log.LogInformation(
"[player-notify-disconnect] caller={Caller} reported other={Other} left",
caller, otherPlayerId);
return Ok();
}
/// <summary>
/// POST /player/heartbeat — every ~5–30s while connected. Client expects
/// a PlayerPresence response that mirrors its own cached state.
/// CRITICAL: must include the player's CURRENT roomInstance, not null.
/// Returning null while the client knows it's in DormRoom triggers
/// "presence heartbeat response indicates local presence is out-of-sync"
/// repeatedly → eventual "Error: -2" disconnect dialog.
///
/// We pull the current room from PlayerPresenceService, which records
/// each successful /goto/room/* call.
/// </summary>
[HttpPost("/player/heartbeat")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<ActionResult<PresenceDto>> Heartbeat([FromForm(Name = "LoginLock")] string? loginLock)
{
// We track the LoginLock per player in /player/login (still useful
// for admin diagnostics + future session-management) but
// intentionally DO NOT 401 here on stale locks. Returning 401 on
// a heartbeat causes the watch to yank the player out of the
// current Photon room mid-session — symptoms include
// "Cannot send messages when not connected" + "Head/LeftHand/
// RightHand being destroyed" + "presence heartbeat response
// indicates local presence is out-of-sync" — which is worse than
// letting two sessions co-exist briefly. If we want true
// single-session enforcement we'll do it via SignalR push to the
// older session and a graceful client-side disconnect, not via
// an HTTP 401 mid-heartbeat.
var playerId = TryGetCurrentPlayerId();
var room = await GetPresenceRoomForResponseAsync(playerId);
if (playerId != 0)
{
presence.MarkActive(playerId);
if (room is not null) presence.TouchRoom(playerId);
}
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = 1,
DeviceClass = 0,
VrMovementMode = 0,
RoomInstance = room,
});
}
[HttpPut("/player/statusvisibility")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<ActionResult<PresenceDto>> SetStatusVisibility([FromForm(Name = "statusVisibility")] int? value)
{
var playerId = TryGetCurrentPlayerId();
var room = await GetPresenceRoomForResponseAsync(playerId);
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = value ?? 1,
DeviceClass = 0,
VrMovementMode = 0,
RoomInstance = room,
});
}
[HttpPut("/player/vrmovementmode")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<ActionResult<PresenceDto>> SetVrMovementMode([FromForm(Name = "vrMovementMode")] int? value)
{
var playerId = TryGetCurrentPlayerId();
var room = await GetPresenceRoomForResponseAsync(playerId);
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = 1,
DeviceClass = 0,
VrMovementMode = value ?? 0,
RoomInstance = room,
});
}
/// <summary>
/// GET <c>/player/avoidjuniors</c> — returns a primitive boolean.
/// Verified against
/// Cpp2IL_ISIL/.../RecNet/Matchmaking.txt:7728 (URL) and 7737
/// (<c>PromiseExtensions.ExpectPrimitiveResponse</c>) — the watch
/// expects a bare JSON <c>true</c>/<c>false</c>, not an array or
/// object. Returning <c>[]</c> from the catch-all triggered
/// "Failed to get avoid juniors status: Malformed Response" + a
/// Convert.ChangeType InvalidCastException, which left the
/// matchmaking init in a never-completes state on some boot flows.
/// </summary>
[HttpGet("/player/avoidjuniors")]
public ActionResult<bool> GetAvoidJuniors() => Ok(false);
/// <summary>PUT <c>/player/avoidjuniors</c> — body
/// <c>avoidJuniors=true|false</c> (Matchmaking.txt:7883). Stub for
/// now; the multi-tenant server doesn't currently track this
/// preference per-player. Returns the new value as a JSON
/// primitive so the watch's ExpectPrimitiveResponse is happy.</summary>
[HttpPut("/player/avoidjuniors")]
[HttpPost("/player/avoidjuniors")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public ActionResult<bool> SetAvoidJuniors([FromForm(Name = "avoidJuniors")] bool? value)
=> Ok(value ?? false);
/// <summary>POST <c>/player/photonregionpings</c> — watch reports
/// its measured Photon region ping vector so the server can pick
/// the best region for this player's matchmaking. Body is form-
/// urlencoded: <c>region=eu&amp;ping=42&amp;region=us&amp;ping=80&amp;...</c>
/// (one (region, ping) pair per row, repeated). Persists the
/// freshest measurement per (player, region) pair in
/// <see cref="PlayerPresenceService"/>'s in-memory map — the
/// matchmaking GoTo flow reads this to bias instance creation
/// toward the player's lowest-ping region.
/// Verified URL at Matchmaking.txt:7280.</summary>
// 2020.12 calls this with the BestHTTP method enum value 3 (= PUT, not POST).
// Server-side route was POST → 405 Method Not Allowed → "Failed to upload
// photon region pings: HTTP Error 405". Accept GET/POST/PUT to cover both
// 2020.03 (POST) and 2020.12 (PUT) without guessing wrong on the enum.
[HttpPost("/player/photonregionpings")]
[HttpPut("/player/photonregionpings")]
[HttpGet("/player/photonregionpings")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data")]
public IActionResult PhotonRegionPings()
{
var playerId = TryGetCurrentPlayerId();
if (playerId == 0) return Ok();
var form = Request.Form;
var regions = form["region"].ToArray();
var pings = form["ping"].ToArray();
var pairs = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
for (var i = 0; i < Math.Min(regions.Length, pings.Length); i++)
{
var r = regions[i]?.Trim();
if (string.IsNullOrEmpty(r)) continue;
if (!int.TryParse(pings[i], out var p)) continue;
// Sanity bound — discard wild values from misbehaving clients.
pairs[r] = Math.Clamp(p, 0, 2000);
}
if (pairs.Count > 0)
presence.SetPhotonRegionPings(playerId, pairs);
log.LogInformation("[player-region-pings] player={Player} regions={Count}", playerId, pairs.Count);
return Ok();
}
// Heartbeat / logout are unauthenticated endpoints (the client hits them
// before any token is acquired in some boot flows), so we use the
// optional `CurrentPlayerId()` extension and treat 0 as "anonymous".
// Cast to int because the wire shape's PlayerId field is an int — fits
// every accountId we mint (random in [100_000, 9_999_999)).
private int TryGetCurrentPlayerId() =>
this.CurrentPlayerId() is long id ? (int)id : 0;
private async Task<RoomInstanceDto?> GetPresenceRoomForResponseAsync(int playerId)
{
if (playerId == 0) return null;
var room = presence.GetRoom(playerId);
if (room is null)
{
// Boot-time race: the watch hits /player/heartbeat before
// /goto/room/DormRoom has finished recording presence. The
// watch's OnPresenceHeartbeatResponse compares
// (cachedRoomInstance != null) XOR (serverRoomInstance != null)
// (Cpp2IL_ISIL/.../RecNet/Matchmaking.txt:8584) — if its local
// cache already has a dorm but we hand back null, it fires
// "RecNet presence heartbeat response indicates local presence
// is out-of-sync!" and tears down the local player (the
// RigidbodyEx Head/Hand "Cannot set the parent" warnings at
// [line 585] are the destruction shrapnel). Synthesise a
// default dorm RoomInstance instead so the heartbeat never
// returns null for an authenticated player. Matches what
// /goto/room/DormRoom builds — same RoomId, same
// PhotonRoomId pattern, same location GUID — so the watch's
// RoomInstancesAreDifferent finds them identical.
var fallback = await BuildDefaultDormPresenceAsync(playerId);
if (fallback is not null)
{
log.LogInformation(
"[player-heartbeat] synthesised dorm fallback player={PlayerId} room={RoomId} dataBlob={DataBlob} (presence cache miss)",
playerId, fallback.RoomId, fallback.DataBlob);
presence.SetRoom(playerId, fallback);
presence.MarkActive(playerId);
return fallback;
}
log.LogInformation("[player-heartbeat] player={PlayerId} room=null", playerId);
return null;
}
if (string.IsNullOrWhiteSpace(room.DataBlob))
{
var resolved = await ResolveDataBlobForPresenceAsync(room.RoomId, playerId);
if (!string.IsNullOrWhiteSpace(resolved))
{
log.LogWarning(
"[player-heartbeat] repairing empty presence dataBlob player={PlayerId} room={RoomId} instance={InstanceId} resolved={DataBlob}",
playerId, room.RoomId, room.RoomInstanceId, resolved);
room.DataBlob = resolved;
presence.SetRoom(playerId, room);
}
}
presence.MarkActive(playerId);
presence.TouchRoom(playerId);
log.LogInformation(
"[player-heartbeat] player={PlayerId} room={RoomId} instance={InstanceId} subRoom={SubRoomId} location={Location} photon={PhotonRoomId} dataBlob={DataBlob}",
playerId, room.RoomId, room.RoomInstanceId, room.SubRoomId, room.Location, room.PhotonRoomId, room.DataBlob);
return room;
}
/// <summary>Build a RoomInstance that matches the shape
/// <c>/goto/room/DormRoom</c> would have produced for this player
/// — used as a heartbeat fallback when presence is empty (boot
/// race, replica restart, Redis TTL expiry).
///
/// CRITICAL: this MUST reproduce <c>/goto</c>'s RoomInstance
/// byte-for-byte (RoomInstanceId, PhotonRoomId, Location, DataBlob),
/// or the watch's RoomInstancesAreDifferent fires
/// "presence heartbeat response indicates local presence is
/// out-of-sync!" and boot-loops the player. The previous version
/// computed <c>RoomInstanceId = roomId * 100_000</c>, but
/// <c>GoToController</c> stamps the dorm with
/// <c>EnsureForDormAsync</c>'s id (<c>0xDD0000 ^ …</c>) — so the two
/// disagreed and every cache-miss heartbeat (e.g. right after a
/// server restart) kicked the player. We now go through the exact
/// same <see cref="RoomService.EnsurePersonalDormAsync"/> +
/// <see cref="PrivateInstanceService.EnsureForDormAsync"/> path
/// <c>/goto/room/DormRoom</c> uses, so the id math can never drift
/// again. Returns null only for anonymous callers.</summary>
private async Task<RoomInstanceDto?> BuildDefaultDormPresenceAsync(int playerId)
{
if (playerId == 0) return null;
// Same resolution /goto does: the caller's personal dorm row is
// the source of truth for RoomId + LocationReplicationId.
var personal = await rooms.EnsurePersonalDormAsync(playerId);
var roomId = personal.Id;
var location = personal.LocationReplicationId;
var dataBlob = await ResolveDataBlobForPresenceAsync(roomId, playerId);
var photonRegion = (config["Photon:CloudRegion"] ?? "us").ToLowerInvariant();
var photonRoomId = $"^dormroom_p{playerId}";
var dormInstanceName = await BuildDormInstanceNameAsync(playerId);
// EnsureForDormAsync owns the deterministic dorm instance-id
// formula; reusing it here guarantees the heartbeat's
// RoomInstanceId equals the one /goto handed the watch.
var dorm = await privateInstances.EnsureForDormAsync(
ownerPlayerId: playerId,
roomId: roomId,
subRoomId: 0,
baseName: dormInstanceName,
location: location,
dataBlob: dataBlob,
photonRegion: photonRegion,
maxCapacity: 8,
photonRoomId: photonRoomId);
return new RoomInstanceDto
{
RoomInstanceId = dorm.InstanceId,
RoomId = roomId,
SubRoomId = 0,
Location = location,
PhotonRegionId = photonRegion,
PhotonRoomId = photonRoomId,
Name = dormInstanceName,
MaxCapacity = 8,
IsFull = false,
IsPrivate = true,
IsInProgress = true,
DataBlob = dataBlob ?? string.Empty,
EventId = 0,
};
}
private async Task<string> BuildDormInstanceNameAsync(long ownerPlayerId)
{
var player = await db.Players.AsNoTracking()
.Where(p => p.Id == ownerPlayerId)
.Select(p => new { p.DisplayName, p.Username })
.FirstOrDefaultAsync();
var name = !string.IsNullOrWhiteSpace(player?.DisplayName)
? player!.DisplayName
: !string.IsNullOrWhiteSpace(player?.Username)
? player!.Username
: $"Player{ownerPlayerId}";
var cleaned = new string(name
.Select(ch => char.IsLetterOrDigit(ch) || ch == '_' || ch == '-' ? ch : '_')
.ToArray()).Trim('_');
return string.IsNullOrWhiteSpace(cleaned) ? $"Player{ownerPlayerId}_dorm" : $"{cleaned}_dorm";
}
private async Task<string> ResolveDataBlobForPresenceAsync(long roomId, int playerId)
{
var room = await db.Rooms.AsNoTracking().FirstOrDefaultAsync(r => r.Id == roomId);
if (room is null) return string.Empty;
if (room.IsDormRoom)
{
var dormBlob = await db.DormStates.AsNoTracking()
.Where(d => d.PlayerId == playerId)
.Select(d => d.CurrentDataBlobName)
.FirstOrDefaultAsync();
if (!string.IsNullOrWhiteSpace(dormBlob)) return dormBlob;
}
if (!string.IsNullOrWhiteSpace(room.CurrentDataBlobName)) return room.CurrentDataBlobName;
var customisable = room.IsDormRoom || room.CreatorPlayerId != 1;
return customisable ? $"room_{room.Id}_v1.dat" : string.Empty;
}
}
/// <summary>
/// Wire shape of RecNet.PlayerPresence (RVA 0x1458920). Lives here as a
/// local DTO; same fields as PlayerPresenceController.PlayerPresenceDto.
/// </summary>
public class PresenceDto
{
[JsonPropertyName("playerId")]
public int PlayerId { get; set; }
[JsonPropertyName("statusVisibility")]
public int StatusVisibility { get; set; }
[JsonPropertyName("deviceClass")]
public int DeviceClass { get; set; }
[JsonPropertyName("vrMovementMode")]
public int VrMovementMode { get; set; }
[JsonPropertyName("roomInstance")]
public object? RoomInstance { get; set; } = null;
// 2020.12 PlayerPresence.Deserialize reads these as required keys.
[JsonPropertyName("isOnline")]
public bool IsOnline { get; set; } = true;
[JsonPropertyName("appVersion")]
public int AppVersion { get; set; } = 20201210;
}