import { resolver } from 'hono-openapi' import { z } from 'zod' import type { OpenAPIV3_1 } from 'openapi-types' /** * OpenAPI schemas for the match worker. * * IMPORTANT: these are DESCRIPTIVE ONLY. They are passed to `describeRoute` to * generate the spec and are never wired into `hono-openapi`'s `validator()`. * * As with the auth/accounts workers, this is deliberate: the Rec Room client is the * only real consumer, the handlers are lenient (bodies are parsed defensively and * missing fields fall through to sensible defaults), and the exact request/response * shapes are reverse-engineered. These schemas record observed behaviour; to enforce * one, do it per-route and land a test with it. */ /** Emit a zod schema as an `application/json` response body. */ export function json(schema: z.ZodType, description: string) { return { description, content: { 'application/json': { schema: resolver(schema) } } } } /** * Convert a zod schema to a plain OpenAPI schema for a request body. `describeRoute`'s * `requestBody` takes an OpenAPI schema (not a `resolver()`). zod's `$schema` key and * `additionalProperties: false` are dropped — the handlers read the fields they know * and ignore the rest, so a closed object would misreport them as stricter than they * are. */ function toOpenApiSchema(schema: z.ZodType): OpenAPIV3_1.SchemaObject { const { $schema: _$schema, additionalProperties: _extra, ...jsonSchema } = z.toJSONSchema(schema) return jsonSchema as OpenAPIV3_1.SchemaObject } /** A form-urlencoded / multipart request body (the client posts both). */ export function form(schema: z.ZodType, description: string): OpenAPIV3_1.RequestBodyObject { const s = toOpenApiSchema(schema) return { description, content: { 'application/x-www-form-urlencoded': { schema: s }, 'multipart/form-data': { schema: s }, }, } } /** An `application/json` request body (the heartbeat posts one). */ export function jsonBody(schema: z.ZodType, description: string): OpenAPIV3_1.RequestBodyObject { return { description, content: { 'application/json': { schema: toOpenApiSchema(schema) } } } } /** An empty-body `200 OK` ack — the response many match routes return. */ export const EMPTY_OK = { description: 'Acknowledged (empty body)' } /** The empty-body 401 the auth-gated routes return. */ export const UNAUTHORIZED_RESPONSE = { description: 'Missing or invalid bearer token (empty body)' } /** Bearer-JWT security requirement, for the auth-gated routes. */ export const AUTHED = [{ bearerAuth: [] }] /** * RoomInstanceType enum, by value. `Dormroom` instances are private; `Public` are the * shared, joinable ones matchmaking reuses. */ export const RoomInstanceType = z .int() .describe('RoomInstanceType: 0 Public, 1 Dormroom, … (see @repo/domain)') /** * A room instance — the session the client connects to (scene + Photon coordinates). * Joiners of the same public instance share `roomInstanceId` and `photonRoomId`. Names * are `^`-prefixed so the client resolves the scene (personal dorms use `@owner's Dorm` * instead). `location` is the SubRoom's Unity scene id; an empty one makes the client * reject the session. */ export const RoomInstanceDto = z.object({ roomInstanceId: z.int(), roomId: z.int(), subRoomId: z.int().describe('Which subroom (scene) of the room this instance is'), roomInstanceType: RoomInstanceType, location: z.string().describe('SubRoom Unity scene id; empty is rejected by the client'), dataBlob: z.string(), eventId: z.int(), clubId: z.int(), roomCode: z.string(), photonRegion: z.string(), photonRegionId: z.string(), photonRoomId: z.string().describe('Shared by joiners of the same instance'), name: z.string().describe('`^`-prefixed (or `@owner’s Dorm` for personal dorms)'), maxCapacity: z.int(), isFull: z.boolean(), isPrivate: z.boolean(), isInProgress: z.boolean().describe('Set by the owner via PUT /roominstance/:id/inprogress'), EncryptVoiceChat: z.boolean(), }) /** * One live instance in the owner's management listing (`GET /room/:roomId/instances`). * Not the client `RoomInstanceDto`: it carries who's in there and drops the connection * details (photon ids, data blob, room code) of a session the owner isn't in. */ export const RoomInstanceSummaryDto = z.object({ roomInstanceId: z.int(), roomId: z.int(), subRoomId: z.int().describe('Which subroom (scene) of the room this instance is'), isFull: z.boolean(), createdAt: z.string().describe('ISO 8601 UTC, stamped when the instance was created'), playerIds: z .array(z.int()) .describe('Accounts currently in the instance (live presence); empty when nobody is'), }) /** * A player's presence as the client reads it (`GET /player`, `POST /player/heartbeat`). * `isOnline` means "has a live (unexpired) presence row", NOT "is in a room" — a player * can be online in the lobby with `roomInstance` null. The `photon*`/`voice*` * connection fields are only populated in a matchmaking response, never here, but the * client needs the keys present, so they're always null. */ export const PlayerDto = z.object({ playerId: z.int(), isOnline: z.boolean().describe('Has a live presence row (presence expires on a TTL)'), errorCode: z.int().describe('0 = no error; non-zero only on a failed matchmake'), roomInstance: RoomInstanceDto.nullable().describe('null when not in a room'), appVersion: z.string(), deviceClass: z.int(), statusVisibility: z.int(), vrMovementMode: z.int(), platform: z.int(), photonAuthToken: z.null(), photonRealtimeAppId: z.null(), photonVoiceAppId: z.null(), photonChatAppId: z.null(), photonRegion: z.null(), photonRoomId: z.null(), voiceConnectionInfo: z.null(), voiceServerId: z.null(), experiments: z.null(), }) /** * The matchmake result envelope. Code 0 with a `roomInstance` is success; a non-zero * code (e.g. 20 NoSuchRoom) comes with `roomInstance: null`. * * `result` and `errorCode` are the same code under two names: `result` is what the * client reads, `errorCode` is what this server has always sent (and what its own tests * read), so both are served and they always agree. `correlationId` echoes the * `CorrelationId` the request was tagged with — without it the client never matches the * response to the attempt and fails with "Unable to connect to game session". */ export const MatchmakeResponse = z.object({ result: z.int().describe('The join-result code the client checks first; same as errorCode'), errorCode: z .int() .describe('0 = success; 20 = NoSuchRoom; 55 = banned from the room (the one non-opaque code)'), roomInstance: RoomInstanceDto.nullable(), correlationId: z .string() .describe('Echoes the request’s CorrelationId; all-zero GUID when it sent none'), }) /** * `GET /player/avoidjuniors` — a BARE JSON boolean (`true`/`false`), not an envelope and * not a `{ value }` wrapper. The whole body is the preference. */ export const AvoidJuniorsResponse = z .boolean() .describe('Whether the player asked to be kept away from junior accounts') /** * `PUT /player/avoidjuniors` form body. The client posts `avoidJuniors=True`; the field is * matched case-insensitively and `True`/`false`/`1`/`0`/`yes`/`no` all parse, since neither * the casing nor the spelling of the boolean is guaranteed across the client's surfaces. */ export const AvoidJuniorsRequest = z.object({ avoidJuniors: z.string().describe('`True`/`False` (also `1`/`0`, `yes`/`no`)'), }) /** `POST /player/exclusivelogin` — a bare error code. */ export const ExclusiveLoginResponse = z.object({ errorCode: z.int().describe('Always 0') }) /** * The networking feature flags the client reads off its connection info — verbatim * from the reference server. The client changes how it replicates based on these, so * they are not free to tune. `shouldUseGameServerNetworking` is the load-bearing one: * true points the client at a local game server (127.0.0.1:7777) instead of Photon. */ export const ConnectionExperiments = z.object({ networkTransformSyncInterval: z.number(), shouldUseUnreliableOnChange: z.boolean(), shouldAvoidDiscontinuityRPCs: z.boolean(), shouldAvoidRedundantDiscontinuity: z.boolean(), r2RuntimeStaticBaking: z.boolean(), r2AutoEmbodiment: z.boolean(), r2RuntimeStaticBakingMinShapeThreshold: z.int(), r2UseCheapReplicas: z.boolean(), shouldUseGameServerNetworking: z .boolean() .describe('true connects to a local game server instead of Photon'), }) /** * `GET /player/connection-info` — the realtime (Photon) credentials, in a * `{ success, value, error }` envelope. The applications and region are fixed for * recflare; what varies per caller is `photonAuthToken` (minted for them on the spot) * and `photonRoomId`, the Photon room of the instance their presence says they're in * — the same name every other player in that instance is handed. The voice fields name * the Tachyon server that instance was assigned out of the `TACHYON_HOST_PORT` pool — * likewise the same for everyone in the session — and are empty when the pool is unset * or the caller is in no instance. `photonRegion` matches the one stamped * on every room instance, so the two can't disagree. */ export const ConnectionInfo = z.object({ photonAuthToken: z.string().describe('Short-lived HS256 token identifying the caller to Photon'), photonRealtimeAppId: z.string().describe('Photon Realtime application id'), photonVoiceAppId: z.string().describe('Photon Voice application id'), photonChatAppId: z.string().describe('Photon Chat application id'), photonRegion: z.string().describe('Region id, matching a room instance’s `photonRegion`'), photonRoomId: z.string().describe('The caller’s current instance; empty when they’re in none'), voiceConnectionInfo: z .string() .describe('The instance’s Tachyon server, `host:port`; empty when none is configured'), voiceServerId: z .string() .describe('That server’s generated id (`tachyon-1`, …); cosmetic, empty when there is none'), experiments: ConnectionExperiments, }) /** `GET /player/connection-info` — the connection info in the client's standard envelope. */ export const ConnectionInfoResponse = z.object({ success: z.literal(true), value: ConnectionInfo, error: z.null(), }) /** * One QoS probe target (`GET /player/qos`) — a region the client pings to measure * latency, then reports back through `PUT /player/photonregionpings`. A bare array, * not the `{ success, value, error }` envelope. `id` is the region id the pings are * keyed by; `address` is `host:port`, not a URL. */ export const QosRegion = z.object({ id: z.string().describe('Region id, e.g. `us-east1`'), address: z.string().describe('`host:port` of the probe endpoint'), }) /** * The session `LoginLock` GUID form field. The client posts it on every presence * lifecycle call — `POST /player/login`, `/player/exclusivelogin`, `/player/logout`, * and `/player/heartbeat` — so it's always present, not optional. Recorded in presence * at login and verified on each heartbeat (a mismatched lock is a superseded session). */ export const LoginLockRequest = z.object({ LoginLock: z.string().describe('The session login-lock GUID (always sent)'), }) /** `PUT /roominstance/:id/inprogress` form body. */ export const InProgressRequest = z.object({ inProgress: z.string().describe('"True" | "False" (case-insensitive)'), }) /** `PUT /player/statusvisibility` form body. */ export const StatusVisibilityRequest = z.object({ statusVisibility: z.string().describe('Integer string; non-numeric is ignored'), }) /** * `POST /player/notifydisconnect` form body — posted by Photon when it sees a player * drop a room instance. Both fields are integer strings. */ export const NotifyDisconnectRequest = z.object({ PlayerId: z.string().describe('The account that disconnected'), RoomInstanceId: z.string().describe('The room instance they dropped'), }) /** * The `CorrelationId` every matchmake carries — a GUID the client generates per attempt * and expects back on the response (see `MatchmakeResponse`). Posted in the form body; * the field is matched case-insensitively and a query param is accepted too, for the * matchmakes that post no body at all. * * This is the whole body of the target-less matchmakes (`/matchmake/dorm`, * `/matchmake/none`, `/matchmake/player/:id`, `/matchmake/v2/player/:id`, * `/matchmake/instance/:id`), which is why it's a schema of its own; the room matchmakes * extend it. Other fields the client sends (`LoginLock`, `MaxPersistenceVersion`, * `VoiceServerVersion`, `BypassMovementModeRestriction`, `PlayerIsPartyMember`) are * accepted and ignored. */ export const CorrelationIdRequest = z.object({ CorrelationId: z.string().optional().describe('Per-attempt GUID; echoed on the response'), }) /** * The `JoinMode` form field the matchmake routes read (`2` = a private instance; * anything else = public). Posted as a urlencoded/multipart body. */ export const JoinModeRequest = CorrelationIdRequest.extend({ JoinMode: z.string().optional().describe('"2" requests a private instance'), }) /** * The room-matchmake form body (`/matchmake/room/:roomId[/:subRoomId]`). Beyond * `JoinMode` the 2023 client posts `AdditionalPlayerIds` — the caller's party — so each * of them is invited (a game invite) into the instance the leader lands in. It's a * repeated field (one id each, not comma-separated). `CorrelationId` rides along as it * does on every matchmake. Other fields the client sends (`LoginLock`, * `MaxPersistenceVersion`, `VoiceServerVersion`, `BypassMovementModeRestriction`) are * accepted and ignored. */ export const MatchmakeRoomRequest = CorrelationIdRequest.extend({ JoinMode: z.string().optional().describe('"2" requests a private instance'), AdditionalPlayerIds: z .string() .optional() .describe('Party members to invite into the room; repeated once per id'), }) /** * The v2 room-matchmake body (`/matchmake/v2/room/:roomId[/:subRoomId]`). Unlike the 2023 * client's urlencoded form, the newer client posts JSON with real types: `JoinMode` is a * number, and `AdditionalPlayerIds` is an array — `null`, not `[]`, when the player is * alone. Only `JoinMode`, `AdditionalPlayerIds` and `CorrelationId` are read; the rest are * accepted and ignored, and are recorded here because they are what the client actually * sends. */ export const MatchmakeRoomV2Request = z.object({ CorrelationId: z.string().optional().describe('Per-attempt GUID; echoed on the response'), JoinMode: z.int().optional().describe('2 requests a private instance'), AdditionalPlayerIds: z .array(z.int()) .nullable() .optional() .describe('Party members to invite into the room; null when the player is alone'), InviteMode: z.int().optional(), ShouldKeepPlayerWithParty: z.boolean().optional(), BypassMovementModeRestriction: z.boolean().optional(), MaxPersistenceVersion: z.int().optional(), Ugc1SubVersion: z.int().optional(), Ugc2SubVersion: z.int().optional(), VoiceServerVersion: z.string().optional(), LoginLock: z.string().optional(), ClientJoinData: z.string().nullable().optional(), PlayerScores: z.unknown().optional(), }) /** * The v2 client's room instance: PascalCase, and a SUBSET of `RoomInstanceDto`. The * reference server's v2 response carries no `DataBlob` and no Photon coordinates at all, * and adds `MatchmakingPolicy` — this mirrors it field for field. The instance behind it * is the same row a v1 matchmake answers with; only the projection differs. */ export const RoomInstanceV2Dto = z.object({ RoomInstanceId: z.int(), RoomId: z.int(), SubRoomId: z.int(), Location: z.string().describe('SubRoom Unity scene id; empty is rejected by the client'), EventId: z.int(), ClubId: z.int(), RoomCode: z.string(), Name: z.string(), MaxCapacity: z.int(), IsFull: z.boolean(), IsPrivate: z.boolean(), IsInProgress: z.boolean(), EncryptVoiceChat: z.boolean(), RoomInstanceType: RoomInstanceType, MatchmakingPolicy: z.int().describe('Always 0; this server has no policy to express'), }) /** * The v2 matchmake envelope. Same codes and the same correlation-id echo as * `MatchmakeResponse`, but PascalCase and with no `result` twin — the v2 client reads * `ErrorCode`. Refusals answer `RoomInstance: null` with a non-zero `ErrorCode`. */ export const MatchmakeV2Response = z.object({ ErrorCode: z .int() .describe('0 = success; 20 = NoSuchRoom; 55 = banned from the room (the one non-opaque code)'), CorrelationId: z .string() .describe('Echoes the request’s CorrelationId; all-zero GUID when it sent none'), RoomInstance: RoomInstanceV2Dto.nullable(), }) /** `POST /invite` form body — invite a player into the caller's room instance. */ export const InviteRequest = z.object({ playerId: z.string().describe('The account to invite; a non-zero integer (else 400)'), roomInstanceId: z .string() .optional() .describe('The caller’s room instance to invite them into; resolves the invite’s RoomId'), }) /** * `POST /invite` response — the `room_invite` row the invite just created. The frame the * invitee receives is ephemeral; the row is what gives the invite an id of its own. */ export const InviteResponse = z.object({ RoomInviteId: z.int().describe('Id of the new `room_invite` row'), FromPlayerId: z.int().describe('The caller (the Bearer token)'), ToPlayerId: z.int().describe('The invited account'), RoomId: z .int() .nullable() .describe('The room the invite points at; null when the room instance didn’t resolve'), }) /** * `GET /tachyon?id=…` — the room instance a player is in, as a BARE NUMBER: the whole body * is the id, with no object around it. * * 0 means "not in one" — no live presence for that account, an expired row, or no `id` * given. Presence rows carry synthetic ids too, which are passed through as they stand: * -2 is the Orientation seed the `auth` worker writes for a brand-new player. */ export const InstanceIdResponse = z .int() .describe('The player’s room instance id, or 0 when they are not in one') /** * `GET /clubhousesearch/mostactivenow` — one row per clubhouse someone is standing in * right now, busiest first. * * A bare array, and only the clubs with players in them: an empty clubhouse is absent * rather than listed with a `PlayerCount` of 0, so a quiet server answers `[]`. */ export const ActiveClubhouseDto = z.object({ RoomId: z.int().describe('The club’s clubhouse room'), ClubId: z.int().describe('The club that clubhouse belongs to'), PlayerCount: z.int().describe('How many players are in the room this second'), })