move presence to d1

This commit is contained in:
Devin Zuczek
2026-07-11 12:37:22 -04:00
parent aad184181b
commit fb553c2fd0
16 changed files with 452 additions and 131 deletions
+5 -8
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@@ -10,6 +10,7 @@ import {
RoomInstanceType,
setLastLoginTime,
setPasswordHash,
setPresence,
} from '@repo/domain'
import { logger, withNotFound, withOnError } from '@repo/hono-helpers'
import { generateToken, TOKEN_TTL_SECONDS, validateAndGetAccountId } from '@repo/jwt'
@@ -48,16 +49,14 @@ const ORIENTATION_ROOM_ID = 13
* client treats presence as out-of-sync and bounces the player to the dorm.
*/
const ORIENTATION_INSTANCE_ID = -2
/** Presence TTL (s) — matches the match worker; refreshed by each heartbeat. */
const PRESENCE_TTL = 900
/**
* Seed a freshly created account's match presence to the Orientation room. The
* client is placed into Orientation by its new-user flow without a matchmake
* call, so the match heartbeat would otherwise report no/stale (dorm) presence
* and bounce the player out. We write the Orientation instance (built from the
* shared rooms D1, matching the match worker's `roomInstanceFromRoom` shape) so
* the heartbeat keeps them there.
* shared rooms D1, matching the match worker's `roomInstanceFromRoom` shape) into
* the shared `presence` table (see @repo/domain) so the heartbeat keeps them there.
*/
async function placeNewPlayerInOrientation(env: App['Bindings'], accountId: number): Promise<void> {
const row = await env.DB.prepare('SELECT data FROM room WHERE room_id = ?1')
@@ -92,16 +91,14 @@ async function placeNewPlayerInOrientation(env: App['Bindings'], accountId: numb
isInProgress: false,
EncryptVoiceChat: false,
}
const presence = {
await setPresence(env.DB, {
accountId,
roomInstance,
statusVisibility: 0,
deviceClass: 0,
vrMovementMode: 1,
platform: 0,
appVersion: '20230302',
}
await env.RECFLARE_MATCH_PRESENCE.put(`presence:${accountId}`, JSON.stringify(presence), {
expirationTtl: PRESENCE_TTL,
})
}
+3 -5
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@@ -3,12 +3,10 @@ import type { SharedHonoEnv, SharedHonoVariables } from '@repo/hono-helpers/src/
export type Env = SharedHonoEnv & {
// Shared rooms/accounts D1 database. The `auth` worker owns the `accounts`
// table (creates accounts on signup, seeds the system + Coach accounts).
// table (creates accounts on signup, seeds the system + Coach accounts). Also
// seeds new players' presence to the Orientation room (the shared `presence`
// table, see @repo/domain) so the match heartbeat keeps them there.
DB: D1Database
// Shared match-presence KV (owned by the `match` worker). On account creation
// the new player's presence is seeded to the Orientation room so the match
// heartbeat keeps them there instead of bouncing them to the dorm.
RECFLARE_MATCH_PRESENCE: KVNamespace
// Shared Secrets Store binding for the HS256 signing key. Resolve the value with
// `await env.JWT_SECRET.get()`. Every worker binds the same store, so tokens
// signed here verify in all of them. Provisioned via `wrangler secrets-store`;
+11 -5
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@@ -4,7 +4,7 @@ import { beforeAll, describe, expect, test } from 'vitest'
import '../../auth.app'
import { SCHEMA_DDL } from '@repo/domain'
import { PRESENCE_SCHEMA_DDL, SCHEMA_DDL } from '@repo/domain'
import { hashPassword } from '../../password'
import { REFRESH_SCHEMA_DDL } from '../../refresh-db'
@@ -32,6 +32,8 @@ beforeAll(async () => {
await adminSecretsStore(env.JWT_SECRET).create('test-signing-key')
for (const stmt of SCHEMA_DDL) await env.DB.prepare(stmt).run()
for (const stmt of REFRESH_SCHEMA_DDL) await env.DB.prepare(stmt).run()
// Presence table (owned by the rooms worker) — signup seeds the Orientation row.
for (const stmt of PRESENCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
// Seed the accounts the credential-login tests use, each with LOGIN_PASSWORD set.
const hash = await hashPassword(LOGIN_PASSWORD)
@@ -312,11 +314,15 @@ describe('auth worker routes', () => {
test('POST /connect/token create_account seeds the new player into Orientation', async () => {
const payload = await tokenFor('grant_type=create_account&platform_id=steam-456')
const sub = payload.sub as string
const presence = await env.RECFLARE_MATCH_PRESENCE.get<{
// Presence is written to the shared `presence` D1 table (account_id keyed).
const row = await env.DB.prepare('SELECT data FROM presence WHERE account_id = ?1')
.bind(Number(sub))
.first<{ data: string }>()
expect(row).not.toBeNull()
const presence = JSON.parse(row!.data) as {
roomInstance: { roomInstanceId: number; roomId: number; location: string; name: string }
}>(`presence:${sub}`, 'json')
expect(presence).not.toBeNull()
expect(presence!.roomInstance).toMatchObject({
}
expect(presence.roomInstance).toMatchObject({
roomInstanceId: -2,
roomId: 13,
location: ORIENTATION_SCENE,
-8
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@@ -18,14 +18,6 @@
"migrations_table": "d1_migrations_auth"
}
],
// Shared match-presence KV (owned by the `match` worker) — used to place new
// accounts into the Orientation room on signup.
"kv_namespaces": [
{
"binding": "RECFLARE_MATCH_PRESENCE",
"id": "local"
}
],
"logpush": false,
// Shared Secrets Store holding the HS256 JWT signing key. Every worker binds the
// same store as JWT_SECRET so tokens signed by `auth` verify here. The "local"
+5 -6
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@@ -6,12 +6,11 @@ export type Env = SharedHonoEnv & {
// with `await env.JWT_SECRET.get()`; all workers bind the same store so tokens
// signed by `auth` verify here.
JWT_SECRET: SecretsStoreSecret
// Per-player presence (the room instance they're currently in). Written by
// matchmake/goto, read by the heartbeat, cleared on login — mirrors the
// reference server's HeartbeatDB.
RECFLARE_MATCH_PRESENCE: KVNamespace
// Shared rooms DB (owned by the `rooms` worker). Read-only here to resolve a
// room's real scene/subroom when matchmaking into it.
// Shared `recflare` DB. Resolves room scenes for matchmaking (read), writes a
// player's personal dorm room on first entry, and holds player presence — the
// room instance each player is currently in (written by matchmake/heartbeat,
// read by the heartbeat and the batch `/player` lookup). See @repo/domain's
// presence-db (table owned/migrated by the `rooms` worker).
DB: D1Database
}
+76 -57
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@@ -5,23 +5,28 @@ import {
createRoomInstance,
getJoinableInstance,
getOrCreateDormRoom,
getPresence,
getPresences,
getRoomById,
getRoomByName,
getRoomInstancesByRoom,
refreshInstanceFullness,
RoomInstanceType,
setPresence,
setRoomInstanceInProgress,
} from '@repo/domain'
import { withNotFound, withOnError } from '@repo/hono-helpers'
import { validateAndGetAccountId } from '@repo/jwt'
import type { Room } from '@repo/domain'
import type { Room, StoredPresence } from '@repo/domain'
import type { Context } from 'hono'
import type { App } from './context'
/**
* The matchmaking surface. Rooms and room instances are D1-backed (matchmaking
* finds/creates a `room_instance` row per session); player lookups still fall back
* to default values when nothing is found. Presence lives in the match KV.
* to default values when nothing is found. Presence is D1-backed too (the
* `presence` table; see @repo/domain's presence-db).
*
* Auth-gated routes still validate the Bearer JWT issued by the `auth` worker.
*/
@@ -72,20 +77,19 @@ type RoomInstance = ReturnType<typeof dormRoomInstance>
/**
* Stored presence for a player — the room instance they matchmade into plus the
* status fields the heartbeat echoes back. Mirrors the reference server's
* HeartbeatDB row.
* status fields the heartbeat echoes back. The generic StoredPresence lives in
* @repo/domain; here it's specialized to the match worker's RoomInstance shape.
*/
interface Presence {
roomInstance: RoomInstance | null
statusVisibility: number
deviceClass: number
vrMovementMode: number
platform: number
appVersion: string
}
type Presence = StoredPresence<RoomInstance>
/** Presence is kept this long (s) after the last matchmake/heartbeat refresh. */
const PRESENCE_TTL = 900
/**
* A heartbeat that changes nothing re-writes presence only once its TTL drops
* within this window of expiring (s), instead of on every beat. So a player who's
* sitting still is refreshed at most once per (PRESENCE_TTL_SECONDS this) rather
* than on every heartbeat — far fewer D1 writes, while still staying comfortably
* ahead of expiry (the client heartbeats many times inside this window).
*/
const PRESENCE_REFRESH_THRESHOLD = 300
/**
* Game build version reported in presence. This is a server-side constant — the
@@ -94,24 +98,11 @@ const PRESENCE_TTL = 900
*/
const GAME_VERSION = '20230302'
const presenceKey = (id: number) => `presence:${id}`
/** Persist the player's presence (room instance + status), refreshing the TTL. */
async function setPresence(c: Context<App>, id: number, presence: Presence): Promise<void> {
await c.env.RECFLARE_MATCH_PRESENCE.put(presenceKey(id), JSON.stringify(presence), {
expirationTtl: PRESENCE_TTL,
})
}
/** Read the player's stored presence, or null when they aren't in a room. */
async function getPresence(c: Context<App>, id: number): Promise<Presence | null> {
return c.env.RECFLARE_MATCH_PRESENCE.get<Presence>(presenceKey(id), 'json')
}
/** Store the room instance the player just matchmade into, preserving status. */
async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance): Promise<void> {
const prev = await getPresence(c, id)
await setPresence(c, id, {
const prev = await getPresence<RoomInstance>(c.env.DB, id)
await setPresence(c.env.DB, {
accountId: id,
roomInstance,
statusVisibility: prev?.statusVisibility ?? 0,
deviceClass: prev?.deviceClass ?? 0,
@@ -119,6 +110,15 @@ async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance
platform: prev?.platform ?? 0,
appVersion: prev?.appVersion || GAME_VERSION,
})
// Keep the destination instance's is_full flag in sync with live presence (the
// player's own presence, just written, is counted). Then re-evaluate the
// instance they left — its head-count dropped — so a full room frees up when
// players move on. Both no-op for the synthetic dorm/orientation instances.
await refreshInstanceFullness(c.env.DB, roomInstance.roomInstanceId)
const leftId = prev?.roomInstance?.roomInstanceId
if (leftId != null && leftId !== roomInstance.roomInstanceId) {
await refreshInstanceFullness(c.env.DB, leftId)
}
}
/**
@@ -330,21 +330,22 @@ const app = new Hono<App>()
.filter((n) => !Number.isNaN(n))
if (!ids || ids.length === 0) return c.json(DEFAULT_GET_PLAYER)
const players = await Promise.all(
ids.map(async (playerId) => {
const p = await getPresence(c, playerId)
return {
playerId,
statusVisibility: p?.statusVisibility ?? 0,
deviceClass: p?.deviceClass ?? 0,
vrMovementMode: p?.vrMovementMode ?? 1,
roomInstance: p?.roomInstance ?? null,
isOnline: p?.roomInstance != null,
appVersion: p?.appVersion || GAME_VERSION,
platform: p?.platform ?? 0,
}
})
)
// One query for the whole batch (D1 `WHERE account_id IN (…)`), rather than a
// point read per id as the KV store required.
const presences = await getPresences<RoomInstance>(c.env.DB, ids)
const players = ids.map((playerId) => {
const p = presences.get(playerId)
return {
playerId,
statusVisibility: p?.statusVisibility ?? 0,
deviceClass: p?.deviceClass ?? 0,
vrMovementMode: p?.vrMovementMode ?? 1,
roomInstance: p?.roomInstance ?? null,
isOnline: p?.roomInstance != null,
appVersion: p?.appVersion || GAME_VERSION,
platform: p?.platform ?? 0,
}
})
return c.json(players)
})
@@ -367,16 +368,34 @@ const app = new Hono<App>()
// Return the player's stored presence (set by matchmake/goto), mirroring the
// reference server's HeartbeatDB.GetPlayerHeartbeat. No presence → the player
// isn't in a room yet, so roomInstance=null / isOnline=false. Posted status
// fields are merged back and the TTL refreshed so presence stays alive.
const presence = await getPresence(c, id)
// fields are merged back; the row is re-written (refreshing the TTL) only when
// something changed or its TTL is close to lapsing — see below.
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence) {
if (hb.statusVisibility !== undefined) presence.statusVisibility = hb.statusVisibility
if (hb.deviceClass !== undefined) presence.deviceClass = hb.deviceClass
if (hb.vrMovementMode !== undefined) presence.vrMovementMode = hb.vrMovementMode
if (hb.platform !== undefined) presence.platform = hb.platform
if (hb.appVersion) presence.appVersion = hb.appVersion
if (!presence.appVersion) presence.appVersion = GAME_VERSION
await setPresence(c, id, presence)
// Merge the posted status fields, tracking whether any actually changed.
let changed = false
const apply = <K extends keyof Presence>(key: K, value: Presence[K]) => {
if (presence[key] !== value) {
presence[key] = value
changed = true
}
}
if (hb.statusVisibility !== undefined) apply('statusVisibility', hb.statusVisibility)
if (hb.deviceClass !== undefined) apply('deviceClass', hb.deviceClass)
if (hb.vrMovementMode !== undefined) apply('vrMovementMode', hb.vrMovementMode)
if (hb.platform !== undefined) apply('platform', hb.platform)
if (hb.appVersion) apply('appVersion', hb.appVersion)
if (!presence.appVersion) apply('appVersion', GAME_VERSION)
// Extending the TTL means re-writing the row, so skip the write on an
// unchanged heartbeat until the TTL is within PRESENCE_REFRESH_THRESHOLD
// (s) of lapsing — a still player is refreshed periodically rather than on
// every beat. `expiresAt` is epoch seconds (set by setPresence).
const nowSeconds = Math.floor(Date.now() / 1000)
const dueForRefresh = presence.expiresAt - nowSeconds <= PRESENCE_REFRESH_THRESHOLD
if (changed || dueForRefresh) {
await setPresence(c.env.DB, presence)
}
}
return c.json({
@@ -397,10 +416,10 @@ const app = new Hono<App>()
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const sv =
typeof body.statusVisibility === 'string' ? Number.parseInt(body.statusVisibility, 10) : NaN
const presence = await getPresence(c, id)
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence && !Number.isNaN(sv)) {
presence.statusVisibility = sv
await setPresence(c, id, presence)
await setPresence(c.env.DB, presence)
}
}
return c.body(null, 200)
@@ -434,7 +453,7 @@ const app = new Hono<App>()
// So: preserve existing presence; only fall back to the offline dorm when the
// player has none (e.g. the title screen before they've entered any room).
if (id !== null) {
const presence = await getPresence(c, id)
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence?.roomInstance) {
return c.json({ errorCode: 0, roomInstance: presence.roomInstance })
}
+127 -1
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@@ -2,7 +2,12 @@ import { adminSecretsStore, env } from 'cloudflare:test'
import { exports } from 'cloudflare:workers'
import { beforeAll, describe, expect, test } from 'vitest'
import { ROOM_INSTANCE_SCHEMA_DDL } from '@repo/domain'
import {
countPlayersInInstance,
getRoomInstance,
PRESENCE_SCHEMA_DDL,
ROOM_INSTANCE_SCHEMA_DDL,
} from '@repo/domain'
import '../../match.app'
@@ -40,6 +45,14 @@ const TEST_ROOMS = [
CreatorAccountId: 42,
SubRooms: [{ SubRoomId: 3, UnitySceneId: RECCENTER_SCENE, MaxPlayers: 8 }],
},
{
// A single-seat room so one player fills its instance (fullness tests).
RoomId: 5,
Name: 'SoloRoom',
IsDorm: false,
Accessibility: 1,
SubRooms: [{ SubRoomId: 5, UnitySceneId: RECCENTER_SCENE, MaxPlayers: 1 }],
},
]
beforeAll(async () => {
@@ -58,6 +71,8 @@ beforeAll(async () => {
await env.DB.batch(TEST_ROOMS.map((r) => insert.bind(JSON.stringify(r))))
// Room instances (owned by the rooms worker) — matchmaking finds/creates here.
for (const stmt of ROOM_INSTANCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
// Presence table (owned by the rooms worker) — written/read by matchmake + heartbeat.
for (const stmt of PRESENCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
// Accounts table (owned by the auth worker) — dorm creation reads the username
// to name the room. Seed the players the dorm tests authenticate as.
@@ -458,6 +473,117 @@ describe('auth-gated endpoints', () => {
})
})
// Seed presence directly into D1 with a chosen `expiresAt` (epoch seconds) so the
// TTL-refresh branch can be exercised deterministically (independent of timing).
const seedPresence = (id: number, expiresAt: number) =>
env.DB.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
.bind(
JSON.stringify({
accountId: id,
roomInstance: { roomInstanceId: 1000042, roomId: 1 },
statusVisibility: 0,
deviceClass: 0,
vrMovementMode: 1,
platform: 0,
appVersion: '20230302',
expiresAt,
})
)
.run()
const storedExpiresAt = async (id: number): Promise<number> => {
const row = await env.DB.prepare('SELECT data FROM presence WHERE account_id = ?1')
.bind(id)
.first<{ data: string }>()
return (JSON.parse(row!.data) as { expiresAt: number }).expiresAt
}
const nowSeconds = () => Math.floor(Date.now() / 1000)
test('heartbeat refreshes presence when its TTL is close to lapsing', async () => {
// TTL about to lapse (well inside the refresh window).
const nearExpiry = nowSeconds() + 10
await seedPresence(700, nearExpiry)
await exports.default.fetch(`${ORIGIN}/player/heartbeat`, {
method: 'POST',
headers: await bearer('700'),
})
// The heartbeat re-wrote the row, pushing expiry ~PRESENCE_TTL_SECONDS ahead.
expect(await storedExpiresAt(700)).toBeGreaterThan(nearExpiry + 60)
})
test('heartbeat skips the write when nothing changed and the TTL is healthy', async () => {
// A distinctive, far-future expiry (outside the refresh window) survives
// untouched — proving the unchanged heartbeat did not re-write the row.
const healthyExpiry = nowSeconds() + 800
await seedPresence(701, healthyExpiry)
await exports.default.fetch(`${ORIGIN}/player/heartbeat`, {
method: 'POST',
headers: await bearer('701'),
})
expect(await storedExpiresAt(701)).toBe(healthyExpiry)
})
test('countPlayersInInstance counts live players in a room instance (excludes expired)', async () => {
// Three players in instance 1000099 — two live, one expired.
const seedInInstance = (id: number, expiresAt: number) =>
env.DB.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
.bind(
JSON.stringify({
accountId: id,
roomInstance: { roomInstanceId: 1000099, roomId: 2 },
statusVisibility: 0,
deviceClass: 0,
vrMovementMode: 1,
platform: 0,
appVersion: '20230302',
expiresAt,
})
)
.run()
await seedInInstance(710, nowSeconds() + 800)
await seedInInstance(711, nowSeconds() + 800)
await seedInInstance(712, nowSeconds() - 10) // already expired → not counted
expect(await countPlayersInInstance(env.DB, 1000099)).toBe(2)
expect(await countPlayersInInstance(env.DB, 999999)).toBe(0)
})
// Matchmake into a room, returning the resulting instance id.
const matchmakeInto = async (room: string, sub: string): Promise<number> => {
const res = (await (
await exports.default.fetch(`${ORIGIN}/matchmake/${room}`, {
method: 'POST',
headers: await bearer(sub),
})
).json()) as { roomInstance: { roomInstanceId: number } }
return res.roomInstance.roomInstanceId
}
test('matchmaking flags an instance full once it reaches capacity, and routes the next player elsewhere', async () => {
// SoloRoom (RoomId 5, MaxPlayers 1): one player fills its instance.
const first = await matchmakeInto('5', '820')
expect((await getRoomInstance(env.DB, first))?.isFull).toBe(true)
// A second player can't join the full instance — matchmaking makes a fresh one.
const second = await matchmakeInto('5', '821')
expect(second).not.toBe(first)
expect((await getRoomInstance(env.DB, second))?.isFull).toBe(true)
})
test('matchmaking leaves an instance not full below capacity', async () => {
// RecCenter (RoomId 2, MaxPlayers 12): one player does not fill it.
const instanceId = await matchmakeInto('2', '822')
expect((await getRoomInstance(env.DB, instanceId))?.isFull).toBe(false)
})
test('leaving a full instance clears its full flag', async () => {
// Fill SoloRoom, then the same player matchmakes into RecCenter — the SoloRoom
// instance they left should no longer be full.
const solo = await matchmakeInto('5', '823')
expect((await getRoomInstance(env.DB, solo))?.isFull).toBe(true)
await matchmakeInto('2', '823')
expect((await getRoomInstance(env.DB, solo))?.isFull).toBe(false)
})
test('player/login, exclusivelogin and logout all preserve presence', async () => {
const headers = await bearer('9')
await exports.default.fetch(`${ORIGIN}/matchmake/dorm`, { method: 'POST', headers })
+4 -13
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@@ -4,19 +4,10 @@
"main": "src/match.app.ts",
"compatibility_date": "2025-09-20",
"compatibility_flags": ["nodejs_compat"],
// Per-player presence store (room instance the player is currently in). Create
// with `wrangler kv namespace create RECFLARE_MATCH_PRESENCE`, then put the id in
// the root .env under RECFLARE_KV (see .env.example)it is spliced into the
// "local" placeholder below at deploy time.
"kv_namespaces": [
{
"binding": "RECFLARE_MATCH_PRESENCE",
"id": "local"
}
],
// Shared `recflare` DB. Mostly read (room scenes for matchmaking); also writes a
// player's personal dorm room on first dorm entry (see getOrCreateDormRoom). The
// "local" placeholder is replaced with the real id from RECFLARE_D1 at deploy time.
// Shared `recflare` DB. Reads room scenes for matchmaking, writes a player's
// personal dorm room on first dorm entry (see getOrCreateDormRoom), and holds
// player presence (the `presence` table — owned/migrated by the `rooms` worker).
// The "local" placeholder is replaced with the real id from RECFLARE_D1 at deploy time.
"d1_databases": [
{
"binding": "DB",
+19
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@@ -0,0 +1,19 @@
-- Player presence — the room instance a player is currently in, plus the status
-- fields the match heartbeat echoes back. Stored as a JSON blob in `data` with
-- generated (virtual) columns for the fields we query on, the same pattern as the
-- rooms/room_instance tables. One row per account (unique `account_id`); writes
-- upsert via INSERT OR REPLACE. Rows carry an absolute `expires_at` (epoch
-- seconds) — reads filter expired rows out and a cleanup pass purges them.
-- Generated from packages/domain/src/presence-db.ts (PRESENCE_SCHEMA_DDL) — keep
-- in sync. Written by the match/auth workers, read by match/rooms.
CREATE TABLE IF NOT EXISTS presence (
data TEXT NOT NULL,
account_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.accountId')) VIRTUAL,
room_instance_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomInstanceId')) VIRTUAL,
room_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomId')) VIRTUAL,
expires_at INTEGER GENERATED ALWAYS AS (json_extract(data, '$.expiresAt')) VIRTUAL
);
CREATE UNIQUE INDEX IF NOT EXISTS idx_presence_account ON presence (account_id);
CREATE INDEX IF NOT EXISTS idx_presence_room_instance ON presence (room_instance_id);
CREATE INDEX IF NOT EXISTS idx_presence_expires ON presence (expires_at);
+3 -5
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@@ -9,12 +9,10 @@ export type Env = SharedHonoEnv & {
// with `await env.JWT_SECRET.get()`; all workers bind the same store so tokens
// signed by `auth` verify here.
JWT_SECRET: SecretsStoreSecret
// D1 database holding rooms (JSON blob + generated columns). See rooms-db.ts.
// Shared `recflare` D1. Owns the rooms tables (JSON blob + generated columns,
// see rooms-db.ts) and migrates the shared `presence` table, which is read here
// to resolve the caller's current room instance for the photon access token.
DB: D1Database
// Shared player-presence KV (owned by the `match` worker). Read here to resolve
// the caller's current room instance for the photon access token — the
// equivalent of the reference server's HeartbeatDB.GetPlayerHeartbeat.
RECFLARE_MATCH_PRESENCE: KVNamespace
// SignalR notifications hub (DO owned by the `notify` worker). Bound here to
// push RoomUpdate notifications when a room is mutated.
RECFLARE_NOTIFICATIONS_HUB: DurableObjectNamespace<NotificationsHub>
+5 -11
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@@ -10,6 +10,7 @@ import {
getFeaturedRooms,
getHotRooms,
getInteraction,
getPresence,
getPublicRoomsByCreator,
getRecommendedRooms,
getRoomById,
@@ -66,13 +67,9 @@ function allIds(idParam: string): number[] {
* hardcoded moderator/dev accounts. */
const MAKER_PEN_ACCOUNT_IDS = new Set([1, 2, 3])
/** Presence KV key (owned by the `match` worker); keep in sync with match's `presenceKey`. */
const presenceKey = (id: number) => `presence:${id}`
/** The slice of the match worker's presence record we read — the caller's current
* room instance. Mirrors the reference server's HeartbeatDB row. */
/** The slice of the shared presence row we read — the caller's current room instance. */
interface PresenceView {
roomInstance?: { roomInstanceId?: number } | null
roomInstanceId?: number
}
/**
@@ -117,15 +114,12 @@ function photonAccessToken(accountId: number, roomInstanceId: number | null) {
/**
* Photon access-token handler (served bare and under `/roomserver`). Auth-gated:
* resolves the caller, reads their current room instance from the shared
* presence KV, and returns the permissions + token.
* `presence` table (see @repo/domain), and returns the permissions + token.
*/
async function handlePhotonAccessToken(c: Context<App>) {
const accountId = await authedAccountId(c)
if (accountId === null) return unauthorized(c)
const presence = await c.env.RECFLARE_MATCH_PRESENCE.get<PresenceView>(
presenceKey(accountId),
'json'
)
const presence = await getPresence<PresenceView>(c.env.DB, accountId)
const roomInstanceId = presence?.roomInstance?.roomInstanceId ?? null
return c.json(photonAccessToken(accountId, roomInstanceId))
}
+12 -4
View File
@@ -6,6 +6,7 @@ import '../../rooms.app'
import {
createRoomInstance,
getRoomInstance,
PRESENCE_SCHEMA_DDL,
ROOM_INSTANCE_SCHEMA_DDL,
ROOM_SCHEMA_DDL,
} from '@repo/domain'
@@ -50,6 +51,8 @@ beforeAll(async () => {
await adminSecretsStore(env.JWT_SECRET).create('test-signing-key')
for (const stmt of ROOM_SCHEMA_DDL) await env.DB.prepare(stmt).run()
for (const stmt of ROOM_INSTANCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
// Presence table (read by the photon access-token handler).
for (const stmt of PRESENCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
const insert = env.DB.prepare('INSERT OR IGNORE INTO room (data) VALUES (?1)')
await env.DB.batch(importRooms.map((r) => insert.bind(JSON.stringify(r))))
})
@@ -785,10 +788,15 @@ describe('rooms endpoints', () => {
it('GET /photon_access_token (bare + /roomserver) returns permissions + presence instance', async () => {
// Seed the caller's presence so RoomInstanceId reflects their current instance.
await env.RECFLARE_MATCH_PRESENCE.put(
'presence:777',
JSON.stringify({ roomInstance: { roomInstanceId: 1000042 } })
)
await env.DB.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
.bind(
JSON.stringify({
accountId: 777,
roomInstance: { roomInstanceId: 1000042 },
expiresAt: Math.floor(Date.now() / 1000) + 900,
})
)
.run()
const headers = await bearer('777')
for (const path of ['/photon_access_token', '/roomserver/photon_access_token']) {
const res = await SELF.fetch(`${ORIGIN}${path}`, { headers })
-8
View File
@@ -19,14 +19,6 @@
"migrations_dir": "migrations"
}
],
// Shared player-presence KV (owned by the `match` worker). Read-only here to
// resolve the caller's current room instance for the photon access token.
"kv_namespaces": [
{
"binding": "RECFLARE_MATCH_PRESENCE",
"id": "local"
}
],
// Cross-worker binding to the SignalR notifications hub DO (owned/migrated by
// the `notify` worker). We only invoke its RPC methods; no migration here.
"durable_objects": {
+1
View File
@@ -2,3 +2,4 @@ export { RoomInstanceType, Accessibility, Role } from './enums'
export * from './accounts-db'
export * from './rooms-db'
export * from './room-instance-db'
export * from './presence-db'
+148
View File
@@ -0,0 +1,148 @@
/**
* Player presence — the room instance a player is currently in, plus the status
* fields the match heartbeat echoes back. Stored on the shared `recflare` D1 with
* the same JSON-blob pattern as the rooms/room_instance tables: the full presence
* is a JSON blob in `data`, and the fields we query on (account_id,
* room_instance_id, room_id, expires_at) are SQLite generated (virtual) columns
* extracted from it. One row per account (unique `account_id`); writes upsert via
* `INSERT OR REPLACE`.
*
* The `match` worker owns presence — written on matchmake/heartbeat, read by the
* heartbeat and the batch `/player` lookup. The `auth` worker seeds it for new
* players (Orientation) and the `rooms` worker reads it (Photon access token). All
* three import these helpers from `@repo/domain`; the `rooms` worker owns the
* schema (migrations/0006_presence.sql).
*
* This replaces the old match-presence KV. D1 gives strong reads (no cross-PoP
* staleness that would read presence as out-of-sync and bounce the player), a
* single-query batch lookup for `/player`, and lets matchmaking count players per
* instance (see {@link countPlayersInInstance}). Rows carry an absolute
* `expiresAt` (epoch seconds); reads filter expired rows out and
* {@link deleteExpiredPresence} purges them.
*/
/** Presence is kept this long (s) after the last matchmake/heartbeat refresh. */
export const PRESENCE_TTL_SECONDS = 900
/** Schema DDL (mirror of migrations/0006_presence.sql). */
export const PRESENCE_SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS presence (
data TEXT NOT NULL,
account_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.accountId')) VIRTUAL,
room_instance_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomInstanceId')) VIRTUAL,
room_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomId')) VIRTUAL,
expires_at INTEGER GENERATED ALWAYS AS (json_extract(data, '$.expiresAt')) VIRTUAL
)`,
`CREATE UNIQUE INDEX IF NOT EXISTS idx_presence_account ON presence (account_id)`,
`CREATE INDEX IF NOT EXISTS idx_presence_room_instance ON presence (room_instance_id)`,
`CREATE INDEX IF NOT EXISTS idx_presence_expires ON presence (expires_at)`,
]
/**
* The presence a caller writes — the room instance the player is in plus the
* status fields the heartbeat echoes. Generic over the room-instance shape so each
* worker keeps its own typing (`match` its full instance, `rooms` just the id).
*/
export interface PresenceInput<TRoomInstance = unknown> {
accountId: number
roomInstance: TRoomInstance | null
statusVisibility: number
deviceClass: number
vrMovementMode: number
platform: number
appVersion: string
}
/** A stored presence row — the input plus its absolute expiry (epoch seconds). */
export interface StoredPresence<TRoomInstance = unknown> extends PresenceInput<TRoomInstance> {
expiresAt: number
}
const nowSeconds = () => Math.floor(Date.now() / 1000)
/**
* Upsert a player's presence, stamping a fresh absolute expiry (now +
* PRESENCE_TTL_SECONDS). One row per account: `INSERT OR REPLACE` resolves on the
* unique `account_id` index. Returns the stored row (with its new expiry).
*/
export async function setPresence<TRoomInstance>(
db: D1Database,
input: PresenceInput<TRoomInstance>
): Promise<StoredPresence<TRoomInstance>> {
const stored: StoredPresence<TRoomInstance> = {
...input,
expiresAt: nowSeconds() + PRESENCE_TTL_SECONDS,
}
await db
.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
.bind(JSON.stringify(stored))
.run()
return stored
}
/** Read a player's live presence, or null when they're absent or expired. */
export async function getPresence<TRoomInstance>(
db: D1Database,
accountId: number,
now = nowSeconds()
): Promise<StoredPresence<TRoomInstance> | null> {
const row = await db
.prepare('SELECT data FROM presence WHERE account_id = ?1 AND expires_at > ?2')
.bind(accountId, now)
.first<{ data: string }>()
return row ? (JSON.parse(row.data) as StoredPresence<TRoomInstance>) : null
}
/**
* Read many players' live presence in one query, keyed by account id (absent or
* expired players are simply missing from the map). Replaces the N point reads the
* batch `/player?id=…` lookup did against KV.
*/
export async function getPresences<TRoomInstance>(
db: D1Database,
accountIds: number[],
now = nowSeconds()
): Promise<Map<number, StoredPresence<TRoomInstance>>> {
const out = new Map<number, StoredPresence<TRoomInstance>>()
if (accountIds.length === 0) return out
const placeholders = accountIds.map((_, i) => `?${i + 1}`).join(', ')
const { results } = await db
.prepare(
`SELECT data FROM presence
WHERE account_id IN (${placeholders}) AND expires_at > ?${accountIds.length + 1}`
)
.bind(...accountIds, now)
.all<{ data: string }>()
for (const r of results) {
const p = JSON.parse(r.data) as StoredPresence<TRoomInstance>
out.set(p.accountId, p)
}
return out
}
/**
* How many players are currently in a room instance — the live head-count
* matchmaking can use to spread players and avoid full instances (something KV
* couldn't answer without scanning every key). Counts only unexpired presence.
*/
export async function countPlayersInInstance(
db: D1Database,
roomInstanceId: number,
now = nowSeconds()
): Promise<number> {
const row = await db
.prepare('SELECT COUNT(*) AS n FROM presence WHERE room_instance_id = ?1 AND expires_at > ?2')
.bind(roomInstanceId, now)
.first<{ n: number }>()
return row?.n ?? 0
}
/**
* Purge expired presence rows — housekeeping only, since reads already ignore them
* (and `INSERT OR REPLACE` keeps a single row per account, so the table is bounded
* by account count). Returns the number of rows removed.
*/
export async function deleteExpiredPresence(db: D1Database, now = nowSeconds()): Promise<number> {
const res = await db.prepare('DELETE FROM presence WHERE expires_at <= ?1').bind(now).run()
return res.meta.changes ?? 0
}
+33
View File
@@ -12,6 +12,8 @@
* the client DTO (`toDto`).
*/
import { countPlayersInInstance } from './presence-db'
/** Schema DDL (mirror of migrations/0004_room_instance.sql). */
export const ROOM_INSTANCE_SCHEMA_DDL: string[] = [
`CREATE TABLE IF NOT EXISTS room_instance (
@@ -201,6 +203,37 @@ export async function setRoomInstanceInProgress(
return toDto(stored)
}
/**
* Recompute an instance's `isFull` flag from live match presence: full once the
* number of players currently present in the instance reaches its `maxCapacity`
* (capacity 0 — unset — is never full). Rewrites the JSON blob (the generated
* `is_full` column follows it) only when the flag actually changes. Returns the
* new fullness, or null when the instance has no row (e.g. the synthetic
* dorm/orientation instances). Matchmaking calls this for the instance a player
* enters and the one they leave, so the flag matchmaking selects on stays accurate.
*/
export async function refreshInstanceFullness(
db: D1Database,
roomInstanceId: number
): Promise<boolean | null> {
const row = await db
.prepare('SELECT data FROM room_instance WHERE id = ?1')
.bind(roomInstanceId)
.first<{ data: string }>()
if (!row) return null
const stored = parse(row.data)
const count = await countPlayersInInstance(db, roomInstanceId)
const isFull = stored.maxCapacity > 0 && count >= stored.maxCapacity
if (stored.isFull !== isFull) {
stored.isFull = isFull
await db
.prepare('UPDATE room_instance SET data = ?1 WHERE id = ?2')
.bind(JSON.stringify(stored), roomInstanceId)
.run()
}
return isFull
}
/**
* The oldest joinable public instance of a room (not private, not full, joins
* enabled, not already in progress), or null when there's none to join. Used by