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[match] fix issue where private room subroom join was not marked as private
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+43
-11
@@ -750,6 +750,17 @@ function persistenceVersionRefusal(
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*/
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const ROOM_IS_PRIVATE = MatchmakingErrorCode.RoomIsPrivate
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/**
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* Whether a room is PUBLISHED — Public, or Unlisted (reachable by whoever holds the id,
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* just not listed). Every other accessibility (Private, and the two Dev_ ones) is a room
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* its owner hasn't released.
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*/
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function isPublished(room: Room): boolean {
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return (
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room.Accessibility === Accessibility.Public || room.Accessibility === Accessibility.Unlisted
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)
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}
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/**
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* Whether a room MATCHMAKE may enter this room at all, before any instance is found or
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* made. A PUBLISHED room — Public, or Unlisted (reachable by whoever holds the id, just
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@@ -768,12 +779,7 @@ const ROOM_IS_PRIVATE = MatchmakingErrorCode.RoomIsPrivate
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* their guests through the invite routes, not this one.
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*/
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async function canEnterRoom(db: D1Database, room: Room, accountId: number): Promise<boolean> {
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if (
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room.Accessibility === Accessibility.Public ||
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room.Accessibility === Accessibility.Unlisted
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) {
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return true
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}
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if (isPublished(room)) return true
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if (room.CreatorAccountId === accountId) return true
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if (roomRoles(room).some((r) => r.AccountId === accountId && r.Role !== Role.None)) return true
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return hasRoomInviteTo(db, accountId, Number(room.RoomId))
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@@ -1468,6 +1474,16 @@ async function resolveRoomInstance(
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return { instance: null, errorCode: ROOM_IS_PRIVATE }
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}
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// An unpublished room has no PUBLIC instances, whatever `JoinMode` asked for. The gate
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// above only decides who may START a session; a public one is then a door for everyone
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// it never admitted — a friend follows the owner in, and `IsPrivate: false` tells every
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// client the session is open. The owner walking through their own room's subroom door
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// posts `JoinMode` 0, so this has to be decided here rather than trusted from the body.
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// Private means a fresh instance each time, as `JoinMode` 2 always has: the room's
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// people reach each other by invite. Room routes only, like the gate — an event or a
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// clubhouse held in a private room is a session its own guest list shares.
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const privateInstance = isPrivate || (gateOnAccessibility && !isPublished(room))
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// The build this player is on, from their token. A 2023 client can't load a scene
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// saved at a newer persistence version, so it is refused the room outright (see
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// persistenceVersionRefusal) before any instance is created or reused.
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@@ -1489,7 +1505,7 @@ async function resolveRoomInstance(
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// search, which pushes them to another live instance if one exists or forces a
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// fresh one below. (Only the public path reuses instances, so only it needs the
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// read; a private matchmake always gets a fresh instance.)
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const currentInstanceId = isPrivate
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const currentInstanceId = privateInstance
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? undefined
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: (await getPresence<RoomInstance>(c.env.DB, ownerId))?.roomInstance?.roomInstanceId
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// The same build, with GAME_VERSION standing in for a token that names none. It scopes
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@@ -1501,7 +1517,7 @@ async function resolveRoomInstance(
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// another, and neither must a session running a different version of the room.
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// Private matchmakes always get a fresh instance. Create one when there's nothing
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// to join.
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let instance = isPrivate
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let instance = privateInstance
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? null
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: await getJoinableInstance(c.env.DB, f.roomId, gameVersion, f.subRoomId, currentInstanceId)
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if (!instance) {
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@@ -1514,7 +1530,7 @@ async function resolveRoomInstance(
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photonRoomId: crypto.randomUUID(),
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name: f.name,
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maxCapacity: f.maxCapacity,
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isPrivate: isPrivate || f.isDorm,
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isPrivate: privateInstance || f.isDorm,
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roomInstanceType: f.roomInstanceType,
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gameVersion,
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})
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@@ -1523,7 +1539,7 @@ async function resolveRoomInstance(
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instance: roomInstanceFromRoom(
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c.env,
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room,
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isPrivate,
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privateInstance,
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instance.roomInstanceId,
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instance.photonRoomId,
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f.subRoomId
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@@ -1542,7 +1558,8 @@ async function resolveRoomInstance(
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* The one gate that is these routes' alone is the room's ACCESSIBILITY (see
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* {@link canEnterRoom}): a room that isn't published answers `RoomIsPrivate` (25) to anyone
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* but its creator, its role holders and its invitees, in either join mode — a private
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* instance of an unpublished room is still a way into it.
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* instance of an unpublished room is still a way into it. Those it does admit always get
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* a PRIVATE instance of it, whatever `JoinMode` they posted.
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*
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* `subRoomId` is optional: absent, `resolveRoomInstance` falls back to the room's first
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* subroom (its default entrance).
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@@ -2317,6 +2334,21 @@ const app = new Hono<App>()
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return matchmakeResult(c, BANNED_FROM_ROOM, null)
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}
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// Nor through the room's accessibility gate: friendship is not a key to a room its
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// owner hasn't published, so the friend must be someone that room admits on their
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// own account (canEnterRoom). The same opaque refusal as "not in a room" — a
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// distinct code would tell the caller where their friend is. An instance naming no
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// stored room (a dorm's synthetic one) has nothing to gate on.
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const followedRoom = await getRoomById(c.env.DB, instance.roomId)
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if (followedRoom && !(await canEnterRoom(c.env.DB, followedRoom, id))) {
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logger.info('follow refused: friend is in an unpublished room', {
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roomId: instance.roomId,
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targetId,
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id,
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})
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return matchmakeResult(c, NO_SUCH_ROOM, null)
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}
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// Nor does it go through the build scoping the room matchmakes get by
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// construction, so a player on another build could otherwise follow their way
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// into a session that can't render them. Compared against the FRIEND's presence
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