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310 lines
12 KiB
TypeScript
310 lines
12 KiB
TypeScript
/**
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* Player presence — the room instance a player is currently in, plus the status
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* fields the match heartbeat echoes back. Stored on the shared `recflare` D1 with
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* the same JSON-blob pattern as the rooms/room_instance tables: the full presence
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* is a JSON blob in `data`, and the fields we query on (account_id,
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* room_instance_id, room_id, expires_at) are SQLite generated (virtual) columns
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* extracted from it. One row per account (unique `account_id`); writes upsert via
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* `INSERT OR REPLACE`.
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*
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* The `match` worker owns presence — written on matchmake/heartbeat, read by the
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* heartbeat and the batch `/player` lookup. The `auth` worker seeds it for new
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* players (Orientation) and the `rooms` worker reads it (Photon access token). All
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* three import these helpers from `@repo/domain`; the `rooms` worker owns the
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* schema (migrations/0006_presence.sql).
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*
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* This replaces the old match-presence KV. D1 gives strong reads (no cross-PoP
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* staleness that would read presence as out-of-sync and bounce the player), a
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* single-query batch lookup for `/player`, and lets matchmaking count players per
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* instance (see {@link countPlayersInInstance}). Rows carry an absolute
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* `expiresAt` (epoch seconds); reads filter expired rows out and
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* {@link deleteExpiredPresence} purges them.
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*/
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/** Presence is kept this long (s) after the last matchmake/heartbeat refresh. */
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export const PRESENCE_TTL_SECONDS = 900
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/**
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* Game build version reported in presence (and echoed in the auth token's `rn.ver`
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* claim). This is a server-side constant — the client doesn't supply it, and an
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* empty value breaks the client's presence/version handling. Matches our target
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* 2023 client build.
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*/
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export const GAME_VERSION = '20230414'
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/**
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* Client builds `/api/versioncheck/v4` answers "current" for. `GAME_VERSION` is the one
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* the rest of the stack targets and reports for itself; the others are later clients
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* that talk close enough to the same protocol to get past the update prompt.
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*
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* DEBUGGING ONLY beyond `GAME_VERSION`: this is not a supported-version list. Nothing
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* else in the stack targets those builds, so a client waved through here can still hit
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* protocol differences the version check would otherwise have caught. Trim it back to
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* `GAME_VERSION` alone before anyone but us is playing.
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*/
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export const SUPPORTED_GAME_VERSIONS: string[] = [
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GAME_VERSION,
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'20230616',
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'20231207',
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'20250424.01',
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'20250718.01',
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]
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/** Whether a client-supplied build (the version check's `?v=`) is one we serve. */
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export function isSupportedGameVersion(version: string | null | undefined): boolean {
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return version != null && SUPPORTED_GAME_VERSIONS.includes(version)
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}
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/** Schema DDL (mirror of migrations/0006_presence.sql). */
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export const PRESENCE_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS presence (
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data TEXT NOT NULL,
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account_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.accountId')) VIRTUAL,
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room_instance_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomInstanceId')) VIRTUAL,
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room_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstance.roomId')) VIRTUAL,
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expires_at INTEGER GENERATED ALWAYS AS (json_extract(data, '$.expiresAt')) VIRTUAL
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)`,
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`CREATE UNIQUE INDEX IF NOT EXISTS idx_presence_account ON presence (account_id)`,
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`CREATE INDEX IF NOT EXISTS idx_presence_room_instance ON presence (room_instance_id)`,
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`CREATE INDEX IF NOT EXISTS idx_presence_expires ON presence (expires_at)`,
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]
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/**
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* The presence a caller writes — the room instance the player is in plus the
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* status fields the heartbeat echoes. Generic over the room-instance shape so each
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* worker keeps its own typing (`match` its full instance, `rooms` just the id).
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*/
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export interface PresenceInput<TRoomInstance = unknown> {
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accountId: number
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roomInstance: TRoomInstance | 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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* The session's `LoginLock` GUID, bound from the form body at matchmake time. The
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* heartbeat posts it back purely to verify it still owns the session — a heartbeat
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* carrying a different lock is a superseded session and is rejected. Absent until a
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* matchmake supplies one.
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*/
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loginLock?: string
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}
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/** A stored presence row — the input plus its absolute expiry (epoch seconds). */
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export interface StoredPresence<TRoomInstance = unknown> extends PresenceInput<TRoomInstance> {
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expiresAt: number
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}
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const nowSeconds = () => Math.floor(Date.now() / 1000)
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/**
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* Upsert a player's presence, stamping a fresh absolute expiry (now +
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* PRESENCE_TTL_SECONDS). One row per account: `INSERT OR REPLACE` resolves on the
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* unique `account_id` index. Returns the stored row (with its new expiry).
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*/
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export async function setPresence<TRoomInstance>(
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db: D1Database,
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input: PresenceInput<TRoomInstance>
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): Promise<StoredPresence<TRoomInstance>> {
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const stored: StoredPresence<TRoomInstance> = {
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...input,
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expiresAt: nowSeconds() + PRESENCE_TTL_SECONDS,
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}
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await db
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.prepare('INSERT OR REPLACE INTO presence (data) VALUES (?1)')
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.bind(JSON.stringify(stored))
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.run()
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return stored
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}
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/** Read a player's live presence, or null when they're absent or expired. */
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export async function getPresence<TRoomInstance>(
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db: D1Database,
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accountId: number,
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now = nowSeconds()
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): Promise<StoredPresence<TRoomInstance> | null> {
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const row = await db
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.prepare('SELECT data FROM presence WHERE account_id = ?1 AND expires_at > ?2')
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.bind(accountId, now)
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.first<{ data: string }>()
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return row ? (JSON.parse(row.data) as StoredPresence<TRoomInstance>) : null
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}
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/**
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* Read many players' live presence in one query, keyed by account id (absent or
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* expired players are simply missing from the map). Replaces the N point reads the
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* batch `/player?id=…` lookup did against KV.
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*/
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export async function getPresences<TRoomInstance>(
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db: D1Database,
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accountIds: number[],
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now = nowSeconds()
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): Promise<Map<number, StoredPresence<TRoomInstance>>> {
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const out = new Map<number, StoredPresence<TRoomInstance>>()
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if (accountIds.length === 0) return out
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const placeholders = accountIds.map((_, i) => `?${i + 1}`).join(', ')
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const { results } = await db
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.prepare(
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`SELECT data FROM presence
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WHERE account_id IN (${placeholders}) AND expires_at > ?${accountIds.length + 1}`
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)
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.bind(...accountIds, now)
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.all<{ data: string }>()
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for (const r of results) {
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const p = JSON.parse(r.data) as StoredPresence<TRoomInstance>
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out.set(p.accountId, p)
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}
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return out
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}
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/**
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* How many players are currently in a room instance — the live head-count
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* matchmaking can use to spread players and avoid full instances (something KV
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* couldn't answer without scanning every key). Counts only unexpired presence.
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*/
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export async function countPlayersInInstance(
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db: D1Database,
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roomInstanceId: number,
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now = nowSeconds()
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): Promise<number> {
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const row = await db
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.prepare('SELECT COUNT(*) AS n FROM presence WHERE room_instance_id = ?1 AND expires_at > ?2')
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.bind(roomInstanceId, now)
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.first<{ n: number }>()
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return row?.n ?? 0
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}
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/**
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* WHO is standing in a room instance right now — the sibling of
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* {@link countPlayersInInstance}, for when the answer has to be addressed rather than
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* counted. The fan-out set for anything that happens in front of a room: a cheer plays its
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* effect on every client in the instance, not just the two players involved.
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*
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* Reads only unexpired presence, so it is the LIVE occupancy — a player who crashed out
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* drops off it when their row lapses. Ordered by account id for a stable result.
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*/
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export async function getPlayerIdsInInstance(
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db: D1Database,
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roomInstanceId: number,
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now = nowSeconds()
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): Promise<number[]> {
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const { results } = await db
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.prepare(
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`SELECT account_id AS accountId FROM presence
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WHERE room_instance_id = ?1 AND expires_at > ?2
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ORDER BY account_id`
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)
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.bind(roomInstanceId, now)
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.all<{ accountId: number }>()
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return results.map((r) => r.accountId)
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}
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/**
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* How many players are online right now, anywhere — one row per account, so this is
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* the player count a status page means. Counts unexpired presence only: rows outlive
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* the player by up to the TTL until the sweep purges them, and reads elsewhere ignore
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* them the same way. Lobby (null-instance) presence IS counted — those players are
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* signed in and playing, they're just not in a room.
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*/
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export async function countOnlinePlayers(db: D1Database, now = nowSeconds()): Promise<number> {
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const row = await db
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.prepare('SELECT COUNT(*) AS n FROM presence WHERE expires_at > ?1')
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.bind(now)
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.first<{ n: number }>()
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return row?.n ?? 0
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}
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/**
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* Live head-count per ROOM, keyed by room id — the players standing in any of a
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* room's instances right now. One grouped query rather than a count per room, so
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* feeds that rank by "who's playing" (the hot feed) stay a single read. Counts
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* only unexpired presence; rooms nobody is in are simply absent from the map, and
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* lobby (null-instance) presence is excluded.
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*/
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export async function countPlayersByRoom(
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db: D1Database,
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now = nowSeconds()
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): Promise<Map<number, number>> {
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const { results } = await db
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.prepare(
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`SELECT room_id AS roomId, COUNT(*) AS n FROM presence
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WHERE expires_at > ?1 AND room_instance_id IS NOT NULL AND room_id IS NOT NULL
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GROUP BY room_id`
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)
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.bind(now)
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.all<{ roomId: number; n: number }>()
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return new Map(results.map((r) => [r.roomId, r.n]))
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}
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/**
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* Who is standing in each of a room's instances right now, keyed by instance id —
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* one grouped query rather than a lookup per instance, so the owner's instance list
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* stays a single read. Reads only unexpired presence; instances nobody is in are
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* simply absent from the map (callers default to an empty list), and lobby
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* (null-instance) presence is excluded.
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*/
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export async function getPlayerIdsByRoomInstance(
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db: D1Database,
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roomId: number,
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now = nowSeconds()
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): Promise<Map<number, number[]>> {
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const { results } = await db
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.prepare(
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`SELECT room_instance_id AS instanceId, account_id AS accountId FROM presence
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WHERE room_id = ?1 AND expires_at > ?2 AND room_instance_id IS NOT NULL
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ORDER BY account_id`
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)
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.bind(roomId, now)
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.all<{ instanceId: number; accountId: number }>()
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const out = new Map<number, number[]>()
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for (const r of results) {
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const players = out.get(r.instanceId)
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if (players) players.push(r.accountId)
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else out.set(r.instanceId, [r.accountId])
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}
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return out
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}
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/**
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* The room instances that expired presence rows still point at — the instances a
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* player was in when they stopped heartbeating (a crash or a hard quit, where no
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* matchmake ever moved them out). Their head-count has really dropped, so callers
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* purging presence use this to recompute those instances' fullness. Distinct ids,
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* lobby (null-instance) presence excluded.
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*/
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export async function getExpiredPresenceInstanceIds(
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db: D1Database,
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now = nowSeconds()
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): Promise<number[]> {
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const { results } = await db
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.prepare(
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`SELECT DISTINCT room_instance_id AS id FROM presence
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WHERE expires_at <= ?1 AND room_instance_id IS NOT NULL`
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)
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.bind(now)
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.all<{ id: number }>()
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return results.map((r) => r.id)
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}
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/**
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* Purge expired presence rows — housekeeping only, since reads already ignore them
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* (and `INSERT OR REPLACE` keeps a single row per account, so the table is bounded
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* by account count). Returns the number of rows removed.
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*/
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export async function deleteExpiredPresence(db: D1Database, now = nowSeconds()): Promise<number> {
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const res = await db.prepare('DELETE FROM presence WHERE expires_at <= ?1').bind(now).run()
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return res.meta.changes ?? 0
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}
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/**
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* Delete a single player's presence row — the player goes offline immediately
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* (rather than waiting out the TTL). Used on logout. Returns rows removed (0 when
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* they had no live presence). The caller is responsible for recomputing the
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* fullness of the instance they were in.
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*/
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export async function deletePresence(db: D1Database, accountId: number): Promise<number> {
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const res = await db.prepare('DELETE FROM presence WHERE account_id = ?1').bind(accountId).run()
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return res.meta.changes ?? 0
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}
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