mirror of
https://github.com/djdevin/recflare.git
synced 2026-10-25 23:18:51 -07:00
[studio] prefix assets
This commit is contained in:
@@ -21,13 +21,9 @@ import { bindPlaceholders, chunkForBinds, MAX_BOUND_PARAMS } from './d1-binds'
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import { Accessibility, Role } from './enums'
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import { countPlayersByRoom } from './presence-db'
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import { resyncInstanceCapacity } from './room-instance-db'
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import {
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bakedStudioUnityAssets,
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isMissingStudioAssetTable,
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listStudioUnityAssetFiles,
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} from './studio-unity-assets'
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import { bakedUnityAssets, listUnityAssetBuilds } from './unity-assets-db'
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import type { StudioUnityAssetFile } from './studio-unity-assets'
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import type { UnityAssetBuild } from './unity-assets-db'
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/** Schema DDL (mirror of the head migration schema, sans the seed INSERT). */
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export const ROOM_SCHEMA_DDL: string[] = [
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@@ -2287,10 +2283,10 @@ async function attachCurrentSaves(
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}
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/**
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* Fill `UnitySubAssets` on saves that point at a stored Studio build. Maker-pen
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* saves have no `UnityAssetId` and are left untouched, including their empty
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* arrays. A missing studio table is the same answer: the scene blob still loads,
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* and the bundle list stays empty until the migration exists.
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* Fill `UnitySubAssets` on saves that point at a stored Studio build (rows of
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* `unity_asset`). Maker-pen saves have no `UnityAssetId` and are left untouched,
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* including their empty arrays; so is a save whose asset has no stored build —
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* the scene blob still loads, and the bundle list stays empty.
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*
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* Only main bundles are listed. Stripped bundles stay in the bucket.
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*/
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@@ -2306,23 +2302,18 @@ export async function attachStudioUnityAssets(
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),
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]
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if (ids.length === 0) return
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let files: StudioUnityAssetFile[]
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try {
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files = await listStudioUnityAssetFiles(db, ids)
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} catch (err) {
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if (isMissingStudioAssetTable(err)) return
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throw err
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}
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const byAsset = new Map<string, StudioUnityAssetFile[]>()
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for (const file of files) {
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const list = byAsset.get(file.unityAssetId) ?? []
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list.push(file)
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byAsset.set(file.unityAssetId, list)
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const builds = await listUnityAssetBuilds(db, ids)
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// Rows come back with the id lowercased; a save may spell its GUID either way.
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const byAsset = new Map<string, UnityAssetBuild[]>()
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for (const build of builds) {
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const list = byAsset.get(build.UnityAssetId) ?? []
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list.push(build)
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byAsset.set(build.UnityAssetId, list)
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}
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for (const save of saves) {
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const id = save.UnityAssetId
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if (typeof id !== 'string') continue
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const baked = bakedStudioUnityAssets(byAsset.get(id) ?? [])
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const baked = bakedUnityAssets(byAsset.get(id.toLowerCase()) ?? [])
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if (baked.length === 0) continue
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save.UnitySubAssets = baked
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}
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@@ -1,20 +1,24 @@
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/**
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* Baked Rec Room Studio bundles, stored by the studio worker.
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* Rec Room Studio cloud builds.
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*
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* The studio migration owns the tables. This module only reads them, and tests
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* apply {@link STUDIO_UNITY_ASSET_SCHEMA_DDL} directly. A room load must keep
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* working before that migration has been applied, so a missing table is
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* reported by {@link isMissingStudioAssetTable} and the caller leaves the save
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* the way a maker-pen room already looks.
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* The editor builds Windows and Android asset bundles on the creator's PC and posts them
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* to the `studio` worker, which stores the bytes in the shared `recflare-cdn` bucket,
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* records each bundle as a row of `unity_asset` (see unity-assets-db.ts — the same table
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* the game's bulk lookup reads) and files the build itself in `studio_cloud_build`, the
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* one table this module describes. The studio migration owns that table; this module
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* reads it, and tests apply {@link STUDIO_CLOUD_BUILD_SCHEMA_DDL} directly.
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*
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* The filename column is what a client requests. New builds store a name that
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* contains the unity asset id, because the download route looks the file up by
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* filename alone and two rooms can otherwise both upload `win.assetbundle`.
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* A room load must keep working before that migration has been applied, so a missing
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* table is reported by {@link isMissingStudioAssetTable} and the caller falls back to
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* whatever it knows without the build record.
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*/
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import { bindPlaceholders, chunkForBinds } from './d1-binds'
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import { listUnityAssetBuilds } from './unity-assets-db'
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export const STUDIO_UNITY_ASSET_SCHEMA_DDL: string[] = [
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import type { UnityAssetBuild } from './unity-assets-db'
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/** Schema DDL (mirror of apps/studio/migrations/0001_studio_cloud_build.sql, less the dropped file table). */
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export const STUDIO_CLOUD_BUILD_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS studio_cloud_build (
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cloud_build_id TEXT PRIMARY KEY,
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room_id INTEGER NOT NULL,
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@@ -28,174 +32,72 @@ export const STUDIO_UNITY_ASSET_SCHEMA_DDL: string[] = [
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)`,
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`CREATE INDEX IF NOT EXISTS idx_studio_cloud_build_room
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ON studio_cloud_build (room_id, sub_room_id, started_at)`,
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`CREATE TABLE IF NOT EXISTS studio_unity_asset_file (
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unity_asset_id TEXT NOT NULL,
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platform TEXT NOT NULL,
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kind TEXT NOT NULL,
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filename TEXT NOT NULL,
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sha256 TEXT NOT NULL,
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byte_length INTEGER NOT NULL,
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r2_key TEXT NOT NULL,
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PRIMARY KEY (unity_asset_id, platform, kind)
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)`,
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]
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/** The version stamped on every baked file this server stores. */
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/** The `Version` stamped on every bundle a Studio build stores. */
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export const STUDIO_ASSET_VERSION = 1
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/** The platforms a local Studio build posts, named as the multipart fields name them. */
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export type StudioBundlePlatform = 'windows' | 'android'
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export type StudioBundleKind = 'main' | 'stripped'
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export interface StudioUnityAssetFile {
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unityAssetId: string
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platform: StudioBundlePlatform
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kind: StudioBundleKind
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filename: string
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/** Lowercase hex SHA-256, the form the studio upload stores. */
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sha256: string
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byteLength: number
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r2Key: string
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}
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/**
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* One baked bundle as a room save lists it. PascalCase, like the rest of
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* `CurrentSave`. `Target` uses the numbers the game sends as `unityAssetTarget`
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* on a custom avatar: 0 is Windows, 2 is Android/Quest.
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*/
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export interface BakedStudioUnityAsset {
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UnityAssetId: string
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Target: number
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Version: number
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Filename: string
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/** Base64 SHA-256. An empty string is not a hash. */
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Hash: string
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}
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interface StudioUnityAssetFileRow {
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unity_asset_id: string
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platform: string
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kind: string
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filename: string
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sha256: string
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byte_length: number
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r2_key: string
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}
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/**
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* The name a client downloads. Unique per build, platform, and kind, so a
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* filename lookup cannot return another room's bundle.
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* A Studio bundle's `unity_asset.filename` — the name the client downloads, which it
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* prefixes with `/room/` (see {@link studioBundleR2Key}). Laid out like the official
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* game's room assets (`unity/<roomId>/<name>.assetbundle`) with `studio` in place of
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* `unity`, so a room's bundles sit together under its id. Unique per build, platform,
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* and kind, so two rooms that both uploaded `win.assetbundle` cannot collide.
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*/
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export function publicStudioBundleFilename(
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roomId: number,
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unityAssetId: string,
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platform: string,
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platform: StudioBundlePlatform,
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kind: string
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): string {
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const id = unityAssetId.replace(/-/g, '').toLowerCase()
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return `${id}.${platform}.${kind}.assetbundle`
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return `studio/${roomId}/${id}.${platform}.${kind}.assetbundle`
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}
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/**
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* 0 for Windows, 2 for Android/Quest. Anything else is treated as Windows:
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* those are the only two platforms a local build stores.
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* Where the bytes behind a `unity_asset.filename` live in the shared `recflare-cdn`
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* bucket. The game client fetches every room asset under `/room/`, straight from the
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* bucket, so the key is the filename with that prefix — `room/studio/<roomId>/<name>`.
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*/
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export function studioAssetTarget(platform: string): number {
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export function studioBundleR2Key(filename: string): string {
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return `room/${filename}`
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}
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/**
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* 0 for Windows, 2 for Android/Quest — the `Target` a bundle is stored under, the same
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* numbers the game sends as `unityAssetTarget` on a custom avatar.
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*/
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export function studioAssetTarget(platform: StudioBundlePlatform): number {
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return platform === 'android' ? 2 : 0
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}
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/** Base64 SHA-256, which is the hash encoding avatar and invention downloads use. */
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export function sha256HexToBase64(hex: string): string {
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const clean = hex.trim().toLowerCase()
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if (!/^[0-9a-f]{64}$/.test(clean)) return ''
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const bytes = new Uint8Array(32)
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for (let i = 0; i < 32; i++) bytes[i] = Number.parseInt(clean.slice(i * 2, i * 2 + 2), 16)
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let binary = ''
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for (const byte of bytes) binary += String.fromCharCode(byte)
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return btoa(binary)
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}
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/** True when D1 failed because the studio asset tables have not been migrated. */
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/** True when D1 failed because the studio cloud-build table has not been migrated. */
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export function isMissingStudioAssetTable(err: unknown): boolean {
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const message = err instanceof Error ? err.message : String(err)
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return message.toLowerCase().includes('no such table')
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}
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function toStudioUnityAssetFile(row: StudioUnityAssetFileRow): StudioUnityAssetFile | null {
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if (row.platform !== 'windows' && row.platform !== 'android') return null
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if (row.kind !== 'main' && row.kind !== 'stripped') return null
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return {
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unityAssetId: row.unity_asset_id,
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platform: row.platform,
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kind: row.kind,
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filename: row.filename,
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sha256: row.sha256,
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byteLength: row.byte_length,
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r2Key: row.r2_key,
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}
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}
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/** Every stored file for the given unity asset ids. An empty id list reads nothing. */
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export async function listStudioUnityAssetFiles(
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db: D1Database,
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unityAssetIds: string[]
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): Promise<StudioUnityAssetFile[]> {
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const ids = [...new Set(unityAssetIds.filter((id) => id !== ''))]
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if (ids.length === 0) return []
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const pages = await Promise.all(
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chunkForBinds(ids).map((chunk) =>
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db
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.prepare(
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`SELECT unity_asset_id, platform, kind, filename, sha256, byte_length, r2_key
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FROM studio_unity_asset_file
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WHERE unity_asset_id IN (${bindPlaceholders(chunk)})`
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)
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.bind(...chunk)
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.all<StudioUnityAssetFileRow>()
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)
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)
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return pages
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.flatMap((page) => page.results)
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.map(toStudioUnityAssetFile)
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.filter((file): file is StudioUnityAssetFile => file !== null)
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}
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/**
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* The one file stored under `filename`. Null when none matches, and also when
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* more than one row shares the name: serving either would hand the client the
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* wrong room's bundle.
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*/
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export async function findStudioUnityAssetByFilename(
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db: D1Database,
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filename: string
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): Promise<StudioUnityAssetFile | null> {
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const { results } = await db
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.prepare(
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`SELECT unity_asset_id, platform, kind, filename, sha256, byte_length, r2_key
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FROM studio_unity_asset_file WHERE filename = ?1`
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)
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.bind(filename)
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.all<StudioUnityAssetFileRow>()
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if (results.length !== 1) return null
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return toStudioUnityAssetFile(results[0]!)
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}
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export interface StudioUnityAssetRecord {
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unityAssetId: string
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/** 0 when the cloud-build row is gone. The route can fall back to the save's author. */
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createdByAccountId: number
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files: StudioUnityAssetFile[]
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/** Every stored bundle of the asset, stripped ones included. */
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builds: UnityAssetBuild[]
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}
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/**
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* One unity asset and the account that built it. Null when no files are stored.
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* A missing cloud-build table leaves `createdByAccountId` at 0; a missing file
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* table throws, and {@link isMissingStudioAssetTable} tells the caller apart.
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* One unity asset and the account that built it. Null when no bundle is stored. A
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* missing cloud-build table leaves `createdByAccountId` at 0.
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*/
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export async function getStudioUnityAsset(
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db: D1Database,
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unityAssetId: string
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): Promise<StudioUnityAssetRecord | null> {
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const files = await listStudioUnityAssetFiles(db, [unityAssetId])
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if (files.length === 0) return null
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const builds = await listUnityAssetBuilds(db, [unityAssetId])
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if (builds.length === 0) return null
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let createdByAccountId = 0
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try {
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const row = await db
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@@ -209,23 +111,5 @@ export async function getStudioUnityAsset(
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} catch (err) {
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if (!isMissingStudioAssetTable(err)) throw err
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}
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return { unityAssetId, createdByAccountId, files }
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}
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/**
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* The main bundles of these files, Windows then Android. Stripped bundles stay
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* in storage and are left off this list: a client that loads every entry would
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* otherwise replace the scene with the stripped one.
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*/
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export function bakedStudioUnityAssets(files: StudioUnityAssetFile[]): BakedStudioUnityAsset[] {
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return files
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.filter((file) => file.kind === 'main')
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.map((file) => ({
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UnityAssetId: file.unityAssetId,
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Target: studioAssetTarget(file.platform),
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Version: STUDIO_ASSET_VERSION,
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Filename: file.filename,
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Hash: sha256HexToBase64(file.sha256),
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}))
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.sort((a, b) => a.Target - b.Target || a.Filename.localeCompare(b.Filename))
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return { unityAssetId, createdByAccountId, builds }
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}
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@@ -3,42 +3,54 @@
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*
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* `unity_asset` holds one row per BUILD of a unity asset: the asset's GUID, the `Target`
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* it was built for (0 Windows, 2 Android/Quest — the same numbers a custom avatar's
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* `unityAssetTarget` uses), its `Version`, and the storage blob the client downloads
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* (`Filename`, a `<date>/<guid>` path, and its base64 SHA-256 `Hash`). The client asks for
|
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* these in bulk from `POST /unity_assets/baked/bulk` (the `rooms` worker) while loading a
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* room — the step Player.log times as `AssetBundle_Download` — and downloads `Filename`
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* from the CDN; a lookup that answers no row, or a row without a `Filename`, simply
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* downloads nothing, with no error anywhere.
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* `unityAssetTarget` uses), its `Version`, the `Kind` of bundle (`main`, the scene the
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* client loads; `stripped`, the editor-only variant the Studio upload also stores), and
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* the storage blob the client downloads (`Filename`, fetched as `/room/<Filename>` straight
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* from the shared `recflare-cdn` bucket, and its base64 SHA-256 `Hash`).
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*
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* This is a separate store from the Rec Room Studio builds in `studio_unity_asset_file`
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* (see studio-unity-assets.ts), which the studio worker writes per platform and kind and
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* which `GET /rooms/{id}` folds onto `CurrentSave.UnitySubAssets`. Nothing writes this
|
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* table yet; it is the record the bulk lookup reads.
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* Two things read it. The client asks for main bundles in bulk from
|
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* `POST /unity_assets/baked/bulk` (the `rooms` worker) while loading a room — the step
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* Player.log times as `AssetBundle_Download` — and `GET /rooms/{id}` folds the same main
|
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* bundles onto `CurrentSave.UnitySubAssets`; either way the client then downloads
|
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* `/room/<Filename>` from the bucket, and a lookup that answers no row,
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* or a row without a `Filename`, simply downloads nothing, with no error anywhere.
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*
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* The `rooms` worker owns the table and its migration — see
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* apps/rooms/migrations/0024_unity_asset.sql.
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* The `studio` worker writes it: a Rec Room Studio build posts a Windows + Android bundle
|
||||
* pair (plus optional stripped ones), stored here at {@link STUDIO_ASSET_VERSION} with the
|
||||
* cloud-build record in `studio_cloud_build` (see studio-unity-assets.ts).
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*
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* The `rooms` worker owns the table and its migrations — see
|
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* apps/rooms/migrations/0024_unity_asset.sql and 0026_unity_asset_kind.sql.
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*/
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||||
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||||
import { bindPlaceholders, chunkForBinds } from './d1-binds'
|
||||
|
||||
/** Schema DDL (mirror of apps/rooms/migrations/0024_unity_asset.sql) — tests apply this. */
|
||||
/** Schema DDL (mirror of apps/rooms/migrations/0026_unity_asset_kind.sql) — tests apply this. */
|
||||
export const UNITY_ASSET_SCHEMA_DDL: string[] = [
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// A unity asset is built once per target, and may be rebuilt at a new version, so the
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// three together name a row. `unity_asset_id` is stored lowercase: a GUID's case is not
|
||||
// part of its identity and the client is not consistent about it.
|
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// A unity asset is built once per target and kind, and may be rebuilt at a new version,
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// so the four together name a row. `unity_asset_id` is stored lowercase: a GUID's case
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||||
// is not part of its identity and the client is not consistent about it.
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||||
`CREATE TABLE IF NOT EXISTS unity_asset (
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unity_asset_id TEXT NOT NULL,
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||||
target INTEGER NOT NULL,
|
||||
version INTEGER NOT NULL,
|
||||
kind TEXT NOT NULL DEFAULT 'main',
|
||||
filename TEXT NOT NULL,
|
||||
hash TEXT NOT NULL,
|
||||
PRIMARY KEY (unity_asset_id, target, version)
|
||||
PRIMARY KEY (unity_asset_id, target, version, kind)
|
||||
)`,
|
||||
]
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||||
|
||||
/**
|
||||
* Which bundle of a build a row is. `main` is the scene the game loads; `stripped` is the
|
||||
* editor-only variant Rec Room Studio uploads beside it, stored but never listed to the
|
||||
* game — a client that loaded every row would replace the scene with the stripped one.
|
||||
*/
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||||
export type UnityAssetKind = 'main' | 'stripped'
|
||||
|
||||
/**
|
||||
* One baked bundle as the client reads it — its five-key DTO, in this order. An element of
|
||||
* the bare array `POST /unity_assets/baked/bulk` answers.
|
||||
* the bare array `POST /unity_assets/baked/bulk` answers, and of a save's `UnitySubAssets`.
|
||||
*/
|
||||
export interface BakedUnityAsset {
|
||||
/** GUID. */
|
||||
@@ -46,16 +58,22 @@ export interface BakedUnityAsset {
|
||||
/** 0 Windows, 2 Android/Quest. */
|
||||
Target: number
|
||||
Version: number
|
||||
/** The storage blob path the client downloads, `<date>/<guid>`. */
|
||||
/** The storage blob the client downloads, as `/room/<Filename>` from the bucket. */
|
||||
Filename: string
|
||||
/** Base64 SHA-256 of the blob. */
|
||||
Hash: string
|
||||
}
|
||||
|
||||
/** One stored row: a baked bundle and which kind of bundle it is. */
|
||||
export interface UnityAssetBuild extends BakedUnityAsset {
|
||||
Kind: UnityAssetKind
|
||||
}
|
||||
|
||||
interface UnityAssetRow {
|
||||
unity_asset_id: string
|
||||
target: number
|
||||
version: number
|
||||
kind: string
|
||||
filename: string
|
||||
hash: string
|
||||
}
|
||||
@@ -68,19 +86,54 @@ const toBakedUnityAsset = (row: UnityAssetRow): BakedUnityAsset => ({
|
||||
Hash: row.hash,
|
||||
})
|
||||
|
||||
/** Record a build. Replaces the row for the same (asset, target, version). */
|
||||
export async function putUnityAsset(db: D1Database, asset: BakedUnityAsset): Promise<void> {
|
||||
await db
|
||||
const toUnityAssetBuild = (row: UnityAssetRow): UnityAssetBuild => ({
|
||||
...toBakedUnityAsset(row),
|
||||
Kind: row.kind === 'stripped' ? 'stripped' : 'main',
|
||||
})
|
||||
|
||||
/**
|
||||
* The statement that records a build, for callers that batch it with other writes.
|
||||
* Replaces the row for the same (asset, target, version, kind).
|
||||
*/
|
||||
export function unityAssetUpsert(
|
||||
db: D1Database,
|
||||
asset: BakedUnityAsset,
|
||||
kind: UnityAssetKind = 'main'
|
||||
): D1PreparedStatement {
|
||||
return db
|
||||
.prepare(
|
||||
`INSERT OR REPLACE INTO unity_asset (unity_asset_id, target, version, filename, hash)
|
||||
VALUES (?1, ?2, ?3, ?4, ?5)`
|
||||
`INSERT OR REPLACE INTO unity_asset (unity_asset_id, target, version, kind, filename, hash)
|
||||
VALUES (?1, ?2, ?3, ?4, ?5, ?6)`
|
||||
)
|
||||
.bind(asset.UnityAssetId.toLowerCase(), asset.Target, asset.Version, asset.Filename, asset.Hash)
|
||||
.bind(
|
||||
asset.UnityAssetId.toLowerCase(),
|
||||
asset.Target,
|
||||
asset.Version,
|
||||
kind,
|
||||
asset.Filename,
|
||||
asset.Hash
|
||||
)
|
||||
}
|
||||
|
||||
/** Record a build. Replaces the row for the same (asset, target, version, kind). */
|
||||
export async function putUnityAsset(
|
||||
db: D1Database,
|
||||
asset: BakedUnityAsset,
|
||||
kind: UnityAssetKind = 'main'
|
||||
): Promise<void> {
|
||||
await unityAssetUpsert(db, asset, kind).run()
|
||||
}
|
||||
|
||||
/** Forget every build of `unityAssetId`, all targets and kinds. The blobs stay in R2. */
|
||||
export async function deleteUnityAssetBuilds(db: D1Database, unityAssetId: string): Promise<void> {
|
||||
await db
|
||||
.prepare('DELETE FROM unity_asset WHERE unity_asset_id = ?1')
|
||||
.bind(unityAssetId.toLowerCase())
|
||||
.run()
|
||||
}
|
||||
|
||||
/**
|
||||
* The baked bundles for `unityAssetIds` on `target` — one entry per asset that has one, in
|
||||
* The main bundles for `unityAssetIds` on `target` — one entry per asset that has one, in
|
||||
* the order asked, assets with no build left out. An asset built more than once is served
|
||||
* ONCE: the build at the requested `version` when there is one, otherwise the newest. The
|
||||
* request's version is a preference, not a filter, because the one capture pairing the two
|
||||
@@ -102,8 +155,9 @@ export async function getBakedUnityAssets(
|
||||
chunkForBinds(ids, 2).map((chunk) =>
|
||||
db
|
||||
.prepare(
|
||||
`SELECT unity_asset_id, target, version, filename, hash FROM unity_asset
|
||||
WHERE target = ?1 AND unity_asset_id IN (${bindPlaceholders(chunk, 2)})
|
||||
`SELECT unity_asset_id, target, version, kind, filename, hash FROM unity_asset
|
||||
WHERE target = ?1 AND kind = 'main'
|
||||
AND unity_asset_id IN (${bindPlaceholders(chunk, 2)})
|
||||
ORDER BY (version = ?2) DESC, version DESC`
|
||||
)
|
||||
.bind(target, version, ...chunk)
|
||||
@@ -117,3 +171,39 @@ export async function getBakedUnityAssets(
|
||||
}
|
||||
return ids.flatMap((id) => best.get(id) ?? [])
|
||||
}
|
||||
|
||||
/**
|
||||
* Every stored build of the given unity assets — all targets, versions and kinds. Ids are
|
||||
* matched case-insensitively and served as stored (lowercase). An empty id list reads
|
||||
* nothing.
|
||||
*/
|
||||
export async function listUnityAssetBuilds(
|
||||
db: D1Database,
|
||||
unityAssetIds: string[]
|
||||
): Promise<UnityAssetBuild[]> {
|
||||
const ids = [...new Set(unityAssetIds.filter((id) => id !== '').map((id) => id.toLowerCase()))]
|
||||
if (ids.length === 0) return []
|
||||
const pages = await Promise.all(
|
||||
chunkForBinds(ids).map((chunk) =>
|
||||
db
|
||||
.prepare(
|
||||
`SELECT unity_asset_id, target, version, kind, filename, hash FROM unity_asset
|
||||
WHERE unity_asset_id IN (${bindPlaceholders(chunk)})`
|
||||
)
|
||||
.bind(...chunk)
|
||||
.all<UnityAssetRow>()
|
||||
)
|
||||
)
|
||||
return pages.flatMap((page) => page.results).map(toUnityAssetBuild)
|
||||
}
|
||||
|
||||
/**
|
||||
* The main bundles among `builds` as a save lists them: Windows then Android, the client's
|
||||
* five-key DTO. Stripped bundles are left off — see {@link UnityAssetKind}.
|
||||
*/
|
||||
export function bakedUnityAssets(builds: UnityAssetBuild[]): BakedUnityAsset[] {
|
||||
return builds
|
||||
.filter((build) => build.Kind === 'main')
|
||||
.map(({ Kind: _kind, ...baked }) => baked)
|
||||
.sort((a, b) => a.Target - b.Target || a.Filename.localeCompare(b.Filename))
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user