mirror of
https://github.com/djdevin/recflare.git
synced 2026-09-08 22:51:30 -07:00
move presence to d1
This commit is contained in:
@@ -6,12 +6,11 @@ export type Env = SharedHonoEnv & {
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// with `await env.JWT_SECRET.get()`; all workers bind the same store so tokens
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// signed by `auth` verify here.
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JWT_SECRET: SecretsStoreSecret
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// Per-player presence (the room instance they're currently in). Written by
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// matchmake/goto, read by the heartbeat, cleared on login — mirrors the
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// reference server's HeartbeatDB.
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RECFLARE_MATCH_PRESENCE: KVNamespace
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// Shared rooms DB (owned by the `rooms` worker). Read-only here to resolve a
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// room's real scene/subroom when matchmaking into it.
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// Shared `recflare` DB. Resolves room scenes for matchmaking (read), writes a
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// player's personal dorm room on first entry, and holds player presence — the
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// room instance each player is currently in (written by matchmake/heartbeat,
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// read by the heartbeat and the batch `/player` lookup). See @repo/domain's
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// presence-db (table owned/migrated by the `rooms` worker).
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DB: D1Database
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}
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+76
-57
@@ -5,23 +5,28 @@ import {
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createRoomInstance,
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getJoinableInstance,
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getOrCreateDormRoom,
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getPresence,
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getPresences,
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getRoomById,
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getRoomByName,
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getRoomInstancesByRoom,
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refreshInstanceFullness,
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RoomInstanceType,
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setPresence,
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setRoomInstanceInProgress,
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} from '@repo/domain'
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import { withNotFound, withOnError } from '@repo/hono-helpers'
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import { validateAndGetAccountId } from '@repo/jwt'
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import type { Room } from '@repo/domain'
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import type { Room, StoredPresence } from '@repo/domain'
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import type { Context } from 'hono'
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import type { App } from './context'
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/**
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* The matchmaking surface. Rooms and room instances are D1-backed (matchmaking
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* finds/creates a `room_instance` row per session); player lookups still fall back
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* to default values when nothing is found. Presence lives in the match KV.
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* to default values when nothing is found. Presence is D1-backed too (the
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* `presence` table; see @repo/domain's presence-db).
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*
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* Auth-gated routes still validate the Bearer JWT issued by the `auth` worker.
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*/
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@@ -72,20 +77,19 @@ type RoomInstance = ReturnType<typeof dormRoomInstance>
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/**
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* Stored presence for a player — the room instance they matchmade into plus the
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* status fields the heartbeat echoes back. Mirrors the reference server's
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* HeartbeatDB row.
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* status fields the heartbeat echoes back. The generic StoredPresence lives in
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* @repo/domain; here it's specialized to the match worker's RoomInstance shape.
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*/
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interface Presence {
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roomInstance: RoomInstance | null
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statusVisibility: number
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deviceClass: number
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vrMovementMode: number
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platform: number
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appVersion: string
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}
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type Presence = StoredPresence<RoomInstance>
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/** Presence is kept this long (s) after the last matchmake/heartbeat refresh. */
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const PRESENCE_TTL = 900
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/**
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* A heartbeat that changes nothing re-writes presence only once its TTL drops
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* within this window of expiring (s), instead of on every beat. So a player who's
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* sitting still is refreshed at most once per (PRESENCE_TTL_SECONDS − this) rather
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* than on every heartbeat — far fewer D1 writes, while still staying comfortably
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* ahead of expiry (the client heartbeats many times inside this window).
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*/
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const PRESENCE_REFRESH_THRESHOLD = 300
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/**
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* Game build version reported in presence. This is a server-side constant — the
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@@ -94,24 +98,11 @@ const PRESENCE_TTL = 900
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*/
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const GAME_VERSION = '20230302'
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const presenceKey = (id: number) => `presence:${id}`
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/** Persist the player's presence (room instance + status), refreshing the TTL. */
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async function setPresence(c: Context<App>, id: number, presence: Presence): Promise<void> {
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await c.env.RECFLARE_MATCH_PRESENCE.put(presenceKey(id), JSON.stringify(presence), {
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expirationTtl: PRESENCE_TTL,
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})
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}
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/** Read the player's stored presence, or null when they aren't in a room. */
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async function getPresence(c: Context<App>, id: number): Promise<Presence | null> {
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return c.env.RECFLARE_MATCH_PRESENCE.get<Presence>(presenceKey(id), 'json')
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}
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/** Store the room instance the player just matchmade into, preserving status. */
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async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance): Promise<void> {
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const prev = await getPresence(c, id)
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await setPresence(c, id, {
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const prev = await getPresence<RoomInstance>(c.env.DB, id)
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await setPresence(c.env.DB, {
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accountId: id,
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roomInstance,
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statusVisibility: prev?.statusVisibility ?? 0,
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deviceClass: prev?.deviceClass ?? 0,
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@@ -119,6 +110,15 @@ async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance
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platform: prev?.platform ?? 0,
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appVersion: prev?.appVersion || GAME_VERSION,
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})
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// Keep the destination instance's is_full flag in sync with live presence (the
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// player's own presence, just written, is counted). Then re-evaluate the
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// instance they left — its head-count dropped — so a full room frees up when
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// players move on. Both no-op for the synthetic dorm/orientation instances.
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await refreshInstanceFullness(c.env.DB, roomInstance.roomInstanceId)
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const leftId = prev?.roomInstance?.roomInstanceId
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if (leftId != null && leftId !== roomInstance.roomInstanceId) {
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await refreshInstanceFullness(c.env.DB, leftId)
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}
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}
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/**
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@@ -330,21 +330,22 @@ const app = new Hono<App>()
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.filter((n) => !Number.isNaN(n))
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if (!ids || ids.length === 0) return c.json(DEFAULT_GET_PLAYER)
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const players = await Promise.all(
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ids.map(async (playerId) => {
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const p = await getPresence(c, playerId)
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return {
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playerId,
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statusVisibility: p?.statusVisibility ?? 0,
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deviceClass: p?.deviceClass ?? 0,
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vrMovementMode: p?.vrMovementMode ?? 1,
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roomInstance: p?.roomInstance ?? null,
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isOnline: p?.roomInstance != null,
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appVersion: p?.appVersion || GAME_VERSION,
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platform: p?.platform ?? 0,
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}
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})
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)
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// One query for the whole batch (D1 `WHERE account_id IN (…)`), rather than a
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// point read per id as the KV store required.
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const presences = await getPresences<RoomInstance>(c.env.DB, ids)
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const players = ids.map((playerId) => {
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const p = presences.get(playerId)
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return {
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playerId,
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statusVisibility: p?.statusVisibility ?? 0,
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deviceClass: p?.deviceClass ?? 0,
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vrMovementMode: p?.vrMovementMode ?? 1,
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roomInstance: p?.roomInstance ?? null,
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isOnline: p?.roomInstance != null,
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appVersion: p?.appVersion || GAME_VERSION,
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platform: p?.platform ?? 0,
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}
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})
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return c.json(players)
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})
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@@ -367,16 +368,34 @@ const app = new Hono<App>()
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// Return the player's stored presence (set by matchmake/goto), mirroring the
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// reference server's HeartbeatDB.GetPlayerHeartbeat. No presence → the player
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// isn't in a room yet, so roomInstance=null / isOnline=false. Posted status
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// fields are merged back and the TTL refreshed so presence stays alive.
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const presence = await getPresence(c, id)
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// fields are merged back; the row is re-written (refreshing the TTL) only when
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// something changed or its TTL is close to lapsing — see below.
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence) {
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if (hb.statusVisibility !== undefined) presence.statusVisibility = hb.statusVisibility
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if (hb.deviceClass !== undefined) presence.deviceClass = hb.deviceClass
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if (hb.vrMovementMode !== undefined) presence.vrMovementMode = hb.vrMovementMode
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if (hb.platform !== undefined) presence.platform = hb.platform
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if (hb.appVersion) presence.appVersion = hb.appVersion
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if (!presence.appVersion) presence.appVersion = GAME_VERSION
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await setPresence(c, id, presence)
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// Merge the posted status fields, tracking whether any actually changed.
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let changed = false
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const apply = <K extends keyof Presence>(key: K, value: Presence[K]) => {
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if (presence[key] !== value) {
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presence[key] = value
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changed = true
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}
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}
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if (hb.statusVisibility !== undefined) apply('statusVisibility', hb.statusVisibility)
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if (hb.deviceClass !== undefined) apply('deviceClass', hb.deviceClass)
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if (hb.vrMovementMode !== undefined) apply('vrMovementMode', hb.vrMovementMode)
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if (hb.platform !== undefined) apply('platform', hb.platform)
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if (hb.appVersion) apply('appVersion', hb.appVersion)
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if (!presence.appVersion) apply('appVersion', GAME_VERSION)
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// Extending the TTL means re-writing the row, so skip the write on an
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// unchanged heartbeat until the TTL is within PRESENCE_REFRESH_THRESHOLD
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// (s) of lapsing — a still player is refreshed periodically rather than on
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// every beat. `expiresAt` is epoch seconds (set by setPresence).
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const nowSeconds = Math.floor(Date.now() / 1000)
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const dueForRefresh = presence.expiresAt - nowSeconds <= PRESENCE_REFRESH_THRESHOLD
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if (changed || dueForRefresh) {
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await setPresence(c.env.DB, presence)
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}
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}
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return c.json({
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@@ -397,10 +416,10 @@ const app = new Hono<App>()
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const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
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const sv =
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typeof body.statusVisibility === 'string' ? Number.parseInt(body.statusVisibility, 10) : NaN
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const presence = await getPresence(c, id)
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence && !Number.isNaN(sv)) {
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presence.statusVisibility = sv
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await setPresence(c, id, presence)
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await setPresence(c.env.DB, presence)
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}
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}
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return c.body(null, 200)
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@@ -434,7 +453,7 @@ const app = new Hono<App>()
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// So: preserve existing presence; only fall back to the offline dorm when the
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// player has none (e.g. the title screen before they've entered any room).
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if (id !== null) {
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const presence = await getPresence(c, id)
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence?.roomInstance) {
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return c.json({ errorCode: 0, roomInstance: presence.roomInstance })
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}
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@@ -2,7 +2,12 @@ import { adminSecretsStore, env } from 'cloudflare:test'
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import { exports } from 'cloudflare:workers'
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import { beforeAll, describe, expect, test } from 'vitest'
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import { ROOM_INSTANCE_SCHEMA_DDL } from '@repo/domain'
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import {
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countPlayersInInstance,
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getRoomInstance,
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PRESENCE_SCHEMA_DDL,
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ROOM_INSTANCE_SCHEMA_DDL,
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} from '@repo/domain'
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import '../../match.app'
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@@ -40,6 +45,14 @@ const TEST_ROOMS = [
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CreatorAccountId: 42,
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SubRooms: [{ SubRoomId: 3, UnitySceneId: RECCENTER_SCENE, MaxPlayers: 8 }],
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},
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{
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// A single-seat room so one player fills its instance (fullness tests).
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RoomId: 5,
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Name: 'SoloRoom',
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IsDorm: false,
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Accessibility: 1,
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SubRooms: [{ SubRoomId: 5, UnitySceneId: RECCENTER_SCENE, MaxPlayers: 1 }],
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},
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]
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beforeAll(async () => {
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@@ -58,6 +71,8 @@ beforeAll(async () => {
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await env.DB.batch(TEST_ROOMS.map((r) => insert.bind(JSON.stringify(r))))
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// Room instances (owned by the rooms worker) — matchmaking finds/creates here.
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for (const stmt of ROOM_INSTANCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
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// Presence table (owned by the rooms worker) — written/read by matchmake + heartbeat.
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for (const stmt of PRESENCE_SCHEMA_DDL) await env.DB.prepare(stmt).run()
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// Accounts table (owned by the auth worker) — dorm creation reads the username
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// to name the room. Seed the players the dorm tests authenticate as.
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@@ -458,6 +473,117 @@ describe('auth-gated endpoints', () => {
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})
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})
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// Seed presence directly into D1 with a chosen `expiresAt` (epoch seconds) so the
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// TTL-refresh branch can be exercised deterministically (independent of timing).
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const seedPresence = (id: number, expiresAt: number) =>
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env.DB.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
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.bind(
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JSON.stringify({
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accountId: id,
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roomInstance: { roomInstanceId: 1000042, roomId: 1 },
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statusVisibility: 0,
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deviceClass: 0,
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vrMovementMode: 1,
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platform: 0,
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appVersion: '20230302',
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expiresAt,
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})
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)
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.run()
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const storedExpiresAt = async (id: number): Promise<number> => {
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const row = await env.DB.prepare('SELECT data FROM presence WHERE account_id = ?1')
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.bind(id)
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.first<{ data: string }>()
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return (JSON.parse(row!.data) as { expiresAt: number }).expiresAt
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}
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const nowSeconds = () => Math.floor(Date.now() / 1000)
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test('heartbeat refreshes presence when its TTL is close to lapsing', async () => {
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// TTL about to lapse (well inside the refresh window).
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const nearExpiry = nowSeconds() + 10
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await seedPresence(700, nearExpiry)
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await exports.default.fetch(`${ORIGIN}/player/heartbeat`, {
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method: 'POST',
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headers: await bearer('700'),
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})
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// The heartbeat re-wrote the row, pushing expiry ~PRESENCE_TTL_SECONDS ahead.
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expect(await storedExpiresAt(700)).toBeGreaterThan(nearExpiry + 60)
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})
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test('heartbeat skips the write when nothing changed and the TTL is healthy', async () => {
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// A distinctive, far-future expiry (outside the refresh window) survives
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// untouched — proving the unchanged heartbeat did not re-write the row.
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const healthyExpiry = nowSeconds() + 800
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await seedPresence(701, healthyExpiry)
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await exports.default.fetch(`${ORIGIN}/player/heartbeat`, {
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method: 'POST',
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headers: await bearer('701'),
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})
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expect(await storedExpiresAt(701)).toBe(healthyExpiry)
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})
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test('countPlayersInInstance counts live players in a room instance (excludes expired)', async () => {
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// Three players in instance 1000099 — two live, one expired.
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const seedInInstance = (id: number, expiresAt: number) =>
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env.DB.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
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.bind(
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JSON.stringify({
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accountId: id,
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roomInstance: { roomInstanceId: 1000099, roomId: 2 },
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statusVisibility: 0,
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deviceClass: 0,
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vrMovementMode: 1,
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platform: 0,
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appVersion: '20230302',
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expiresAt,
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})
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)
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.run()
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await seedInInstance(710, nowSeconds() + 800)
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await seedInInstance(711, nowSeconds() + 800)
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await seedInInstance(712, nowSeconds() - 10) // already expired → not counted
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expect(await countPlayersInInstance(env.DB, 1000099)).toBe(2)
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expect(await countPlayersInInstance(env.DB, 999999)).toBe(0)
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})
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// Matchmake into a room, returning the resulting instance id.
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const matchmakeInto = async (room: string, sub: string): Promise<number> => {
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const res = (await (
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await exports.default.fetch(`${ORIGIN}/matchmake/${room}`, {
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method: 'POST',
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headers: await bearer(sub),
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})
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).json()) as { roomInstance: { roomInstanceId: number } }
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return res.roomInstance.roomInstanceId
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}
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test('matchmaking flags an instance full once it reaches capacity, and routes the next player elsewhere', async () => {
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// SoloRoom (RoomId 5, MaxPlayers 1): one player fills its instance.
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const first = await matchmakeInto('5', '820')
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expect((await getRoomInstance(env.DB, first))?.isFull).toBe(true)
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// A second player can't join the full instance — matchmaking makes a fresh one.
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const second = await matchmakeInto('5', '821')
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expect(second).not.toBe(first)
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expect((await getRoomInstance(env.DB, second))?.isFull).toBe(true)
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})
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test('matchmaking leaves an instance not full below capacity', async () => {
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// RecCenter (RoomId 2, MaxPlayers 12): one player does not fill it.
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const instanceId = await matchmakeInto('2', '822')
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expect((await getRoomInstance(env.DB, instanceId))?.isFull).toBe(false)
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})
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test('leaving a full instance clears its full flag', async () => {
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// Fill SoloRoom, then the same player matchmakes into RecCenter — the SoloRoom
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// instance they left should no longer be full.
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const solo = await matchmakeInto('5', '823')
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expect((await getRoomInstance(env.DB, solo))?.isFull).toBe(true)
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await matchmakeInto('2', '823')
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expect((await getRoomInstance(env.DB, solo))?.isFull).toBe(false)
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})
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test('player/login, exclusivelogin and logout all preserve presence', async () => {
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const headers = await bearer('9')
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await exports.default.fetch(`${ORIGIN}/matchmake/dorm`, { method: 'POST', headers })
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Reference in New Issue
Block a user