Radicade Public Code

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JogmansonReal
2026-10-16 23:33:13 -07:00
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using Microsoft.EntityFrameworkCore;
using RadicadeServer.DB;
using RadicadeServer.RecNet.Accounts;
using RadicadeServer.RecNet.Enums;
using RadicadeServer.RecNet.Enums.Rooms;
using RadicadeServer.RecNet.Responses;
using RadicadeServer.RecNet.Rooms;
using RadicadeServer.Utils;
using Xunit;
namespace RadicadeServer.Tests;
/// <summary>
/// A public room instance has no life of its own: Photon destroys the room the moment its
/// last client leaves, and Radicade only keeps the row. So an instance with nobody in it is
/// a photonRoomId pointing at a room that is gone.
///
/// Handing that id to a client is how a room becomes permanently unjoinable: every
/// matchmake re-selects the same empty row (it is the only non-full, non-private instance
/// of the room), the client connects to a room name that no longer exists, the peer sits
/// there until Photon times it out - "Failed to connect to room Radicade44-<guid>" /
/// ClientTimeout - and the room load aborts. That is what the RecCenter did twice in the
/// 2026-09-20 log: once on the realtime peer, once on the voice peer, ~15s of silence each
/// time, while the dorm (a private instance, minted fresh per player) joined in under a
/// second.
///
/// These pin the sweep that now runs before public instance selection.
/// </summary>
[Collection(DbFactoryCollection.Name)]
public class MatchmakeEmptyInstanceTests
{
private const long RoomId = 3;
private const long SubRoomId = 3;
private const long OtherRoomId = 25;
private const long PlayerId = 2;
/// <summary>The empty row this bug was seen on: instance 20965 of the RecCenter.</summary>
private const string DeadPhotonRoomId = "Radicade44-1fe4247ce8794b7c897ef1987d2a593d";
private sealed class TestDbContextFactory : IDbContextFactory<RecDBContext>
{
private readonly DbContextOptions<RecDBContext> options;
public TestDbContextFactory()
{
options = TestDbOptions.Create()
.UseInMemoryDatabase(Guid.NewGuid().ToString())
.Options;
}
public RecDBContext CreateDbContext() => new(options);
}
private static (TestDbContextFactory Factory, RecDBContext Db) CreateContext()
{
var factory = new TestDbContextFactory();
RoomUtils.DbFactory = factory;
MatchmakingUtils.DbFactory = factory;
return (factory, factory.CreateDbContext());
}
private static void SeedRoom(RecDBContext db, long roomId = RoomId, long subRoomId = SubRoomId, string name = "RecCenter")
{
db.Rooms.Add(new RoomData
{
RoomId = roomId,
Name = name,
CreatorAccountId = 1,
Accessibility = Accessibility.Public,
MaxPlayers = 100,
CreatedAt = DateTime.UtcNow,
});
db.SubRooms.Add(new SubRoom
{
SubRoomId = subRoomId,
RoomId = roomId,
Name = "Home",
UnitySceneId = "cbad71af-0831-44d8-b8ef-69edafa841f6",
MaxPlayers = 100,
Accessibility = Accessibility.Public,
});
}
private static RoomInstance SeedInstance(
RecDBContext db,
bool isPrivate = false,
RoomInstanceType type = RoomInstanceType.Public,
long roomId = RoomId,
long subRoomId = SubRoomId,
string photonRoomId = DeadPhotonRoomId)
{
var instance = new RoomInstance
{
roomId = roomId,
subRoomId = subRoomId,
roomInstanceType = type,
isPrivate = isPrivate,
maxCapacity = 100,
name = "^RecCenter",
location = "cbad71af-0831-44d8-b8ef-69edafa841f6",
photonRoomId = photonRoomId,
};
db.RoomInstances.Add(instance);
return instance;
}
private static RealPresence AddPresence(RecDBContext db, long playerId, long? roomInstance, bool isOnline = true)
{
var presence = new RealPresence
{
playerId = playerId,
isOnline = isOnline,
roomInstance = roomInstance,
errorCode = JoinStatus.Success,
};
db.Presences.Add(presence);
return presence;
}
private static async Task<MatchResponse> MatchmakeRecCenterAsync()
{
return await MatchmakingUtils.Matchmake(
JoinMode.PublicMatchmaking,
"RecCenter",
PlayerId);
}
[Fact]
public async Task AnEmptyPublicInstanceIsNeverHandedOut()
{
var (factory, db) = CreateContext();
await using var _db = db;
SeedRoom(db);
var dead = SeedInstance(db);
AddPresence(db, PlayerId, null);
await db.SaveChangesAsync();
var deadId = dead.roomInstanceId;
var match = await MatchmakeRecCenterAsync();
Assert.Equal(JoinStatus.Success, match.errorCode);
Assert.NotNull(match.roomInstance);
// The join must land on a fresh instance, not on the room nobody can enter.
Assert.NotEqual(deadId, match.roomInstance!.roomInstanceId);
Assert.NotEqual(DeadPhotonRoomId, match.roomInstance.photonRoomId);
// And the dead row must be gone, so the next attempt cannot pick it up either.
await using var verify = factory.CreateDbContext();
Assert.Null(await verify.RoomInstances.FirstOrDefaultAsync(x => x.roomInstanceId == deadId));
}
[Fact]
public async Task AnInstanceWithSomebodyOnlineInItIsStillReused()
{
var (factory, db) = CreateContext();
await using var _db = db;
SeedRoom(db);
var live = SeedInstance(db);
AddPresence(db, PlayerId, null);
AddPresence(db, 7, live.roomInstanceId);
await db.SaveChangesAsync();
var liveId = live.roomInstanceId;
var match = await MatchmakeRecCenterAsync();
Assert.Equal(JoinStatus.Success, match.errorCode);
Assert.Equal(liveId, match.roomInstance!.roomInstanceId);
await using var verify = factory.CreateDbContext();
Assert.NotNull(await verify.RoomInstances.FirstOrDefaultAsync(x => x.roomInstanceId == liveId));
}
[Fact]
public async Task AnInstanceHeldOnlyByAnOfflinePresenceIsReaped()
{
var (factory, db) = CreateContext();
await using var _db = db;
SeedRoom(db);
// A client that dropped after a failed join leaves its presence parked on the
// instance. It counts as nobody in the room, so the room is gone.
var parked = SeedInstance(db);
AddPresence(db, PlayerId, null);
AddPresence(db, 7, parked.roomInstanceId, isOnline: false);
await db.SaveChangesAsync();
var parkedId = parked.roomInstanceId;
var match = await MatchmakeRecCenterAsync();
Assert.Equal(JoinStatus.Success, match.errorCode);
Assert.NotEqual(parkedId, match.roomInstance!.roomInstanceId);
await using var verify = factory.CreateDbContext();
Assert.Null(await verify.RoomInstances.FirstOrDefaultAsync(x => x.roomInstanceId == parkedId));
}
[Fact]
public async Task APrivateInstanceIsLeftAlone()
{
var (factory, db) = CreateContext();
await using var _db = db;
SeedRoom(db);
// An owner's private session is empty too, but its owner has to be able to walk
// back in through matchmake/instance/{id}, so the sweep must not touch it.
var private_ = SeedInstance(db, isPrivate: true, type: RoomInstanceType.Private);
AddPresence(db, PlayerId, null);
await db.SaveChangesAsync();
var privateId = private_.roomInstanceId;
var match = await MatchmakeRecCenterAsync();
// Public matchmaking also must not drop the player into somebody's private room.
Assert.Equal(JoinStatus.Success, match.errorCode);
Assert.NotEqual(privateId, match.roomInstance!.roomInstanceId);
await using var verify = factory.CreateDbContext();
Assert.NotNull(await verify.RoomInstances.FirstOrDefaultAsync(x => x.roomInstanceId == privateId));
}
[Fact]
public async Task TheSweepOnlyTouchesTheRoomBeingJoined()
{
var (factory, db) = CreateContext();
await using var _db = db;
SeedRoom(db);
SeedRoom(db, OtherRoomId, subRoomId: 32, name: "DormRoom");
var other = SeedInstance(db, roomId: OtherRoomId, subRoomId: 32, photonRoomId: "Radicade39-other");
AddPresence(db, PlayerId, null);
await db.SaveChangesAsync();
var otherId = other.roomInstanceId;
var match = await MatchmakeRecCenterAsync();
Assert.Equal(JoinStatus.Success, match.errorCode);
await using var verify = factory.CreateDbContext();
Assert.NotNull(await verify.RoomInstances.FirstOrDefaultAsync(x => x.roomInstanceId == otherId));
}
}