mirror of
https://github.com/djdevin/recflare.git
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543 lines
23 KiB
TypeScript
543 lines
23 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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import { bindPlaceholders, chunkForBinds } from './d1-binds'
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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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* The BUILD a client version names — the `YYYYMMDD` date of `20250718.01`, `20250718.2`
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* or `20250718` alike — or null when there is nothing to name (no version, or an empty
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* one). The `.NN` after the date is a same-day point release: it does not change the
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* protocol, the scene format or anything else this server keys on, so every build gate
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* compares builds, not versions, and a point release is served exactly as its date is.
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*
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* Versions are still carried VERBATIM where they describe the client to someone — the
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* token's `rn.ver` and presence's `appVersion` echo what the client posted. Only the
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* comparisons (and the room-instance key, see `room-instance-db`) go through here.
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*/
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export function gameBuild(version: string | null | undefined): string | null {
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const build = version?.split('.')[0] ?? ''
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return build === '' ? null : build
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}
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/**
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* The DEFAULT set of client builds this server serves — what `/api/versioncheck/v4`
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* answers "current" for and `auth` hands a token to when the operator has not set
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* `SUPPORTED_GAME_VERSIONS` (see {@link supportedGameBuilds}). In the support tiers the
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* README publishes; they talk close enough to the same protocol to get past the update
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* prompt, and how much beyond that is tested differs by tier:
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*
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* - `GAME_VERSION` (`20230414`, manifest `7859140924515540835`) is the DEFAULT — the
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* build the rest of the stack targets and the one it reports for itself.
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* - `20250718` (the `20250718.01` client, manifest `1151455856673601091`, reached through
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* the `patch-2025` patch) is BETA — supported, and the build the "newer than `20230414`"
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* gates in `econ`/`api`/`rooms` are written and tested against.
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* - The rest are ALPHA: waved past the version check, but nothing else in the stack
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* targets them, so they can still hit protocol differences this check would otherwise
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* have caught. Expect breakage rather than treating a bug there as a regression.
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*
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* Listed WITHOUT the point release: a client reports `20250718.01`, `20250718.2` or
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* `20250718` and all three are this build (see {@link gameBuild}). Keep the entries to the
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* bare date — one with a `.NN` would match nothing.
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*/
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export const SUPPORTED_GAME_VERSIONS: string[] = [
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GAME_VERSION, // default
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'20250718', // beta (20250718.01)
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'20230616', // alpha
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'20231207', // alpha
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'20250424', // alpha (20250424.01)
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'20260323', // alpha (20260323.14), under staged rollout — see ROLLOUT_GAME_VERSIONS
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]
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/**
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* The DEFAULT builds under STAGED ROLLOUT to Discord supporters, applied when the
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* operator has not set `ROLLOUT_GAME_VERSIONS` (see {@link rolloutGameBuilds}). A build
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* here is kept apart from the live side of the stack:
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*
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* - `auth` refuses `/connect/token` on one of these unless the account's Discord link
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* holds a role in `DISCORD_ROLLOUT_ROLE_IDS` (closed to everyone when none is set).
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* - `match` hands `GET /player/connection-info` the `TACHYON_HOST_PORT_ROLLOUT` pool for a
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* caller whose token's `rn.ver` is one of these (a sandbox account keeps its sandbox
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* pool) — the new build runs against its own voice servers, apart from the live pool.
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*
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* One list so the two gates can't drift: a build is either rolling out or it isn't. A
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* build under rollout is always SERVED (it is folded into {@link supportedGameBuilds}), it
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* is just gated. Bare dates, like `SUPPORTED_GAME_VERSIONS`: every point release of a
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* listed date is under rollout.
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*/
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export const ROLLOUT_GAME_VERSIONS: readonly string[] = ['20260323']
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/**
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* The two worker vars that override the lists above, both OPTIONAL and set for every
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* worker at once from the root `.env` (`RECFLARE_SUPPORTED_GAME_VERSIONS`,
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* `RECFLARE_ROLLOUT_GAME_VERSIONS` — see .env.example and `recflare_vars`). Each is a
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* list of builds separated by commas (no whitespace survives the deploy script, but it is
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* accepted), and either may be `off`/`none` for an EMPTY list. Entries are reduced to
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* their build ({@link gameBuild}), so an operator who copies the client's `20250718.01`
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* off a screen gets the same gate as `20250718`.
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*
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* A worker that reads either declares it in its context.ts and passes its env here;
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* `auth`, `api` and `match` do. The lifecycle the knobs exist for:
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*
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* 1. ROLLOUT: both unset. The 2026 build is served to staff and Discord supporters only.
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* 2. GENERAL AVAILABILITY: `ROLLOUT_GAME_VERSIONS=off`. The 2026 build is open to all.
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* 3. FORCED UPGRADE: `SUPPORTED_GAME_VERSIONS=20230414,20260323` (and `off` as above). The
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* 2025 build fails the version check and is refused a token, so it has to update.
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*
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* Or, to pull a rollout back entirely: `SUPPORTED_GAME_VERSIONS=20230414,20250718` with
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* `ROLLOUT_GAME_VERSIONS=off` — the build is in neither list, so nobody reaches it.
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*/
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export interface GameVersionVars {
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/** The served builds; unset means {@link SUPPORTED_GAME_VERSIONS}. */
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SUPPORTED_GAME_VERSIONS?: string
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/** The builds under staged rollout; unset means {@link ROLLOUT_GAME_VERSIONS}. */
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ROLLOUT_GAME_VERSIONS?: string
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}
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/**
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* A game-version var as a list of builds, or null when it is UNSET — absent, not a string
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* (a var declared in wrangler.jsonc keeps its JSON type) or blank — so the caller applies
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* its default. `off` or `none` (any case) is an EMPTY list, which is distinct from unset:
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* it is how an operator empties a list that has a non-empty default. Entries are split on
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* commas and/or whitespace, reduced to builds and de-duplicated; a lone `.NN` or an empty
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* entry between two commas contributes nothing.
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*/
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export function parseGameBuilds(raw: unknown): string[] | null {
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if (typeof raw !== 'string' || raw.trim() === '') return null
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const trimmed = raw.trim()
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if (/^(off|none)$/i.test(trimmed)) return []
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const builds: string[] = []
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for (const entry of trimmed.split(/[\s,]+/)) {
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const build = gameBuild(entry)
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if (build !== null && !builds.includes(build)) builds.push(build)
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}
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return builds
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}
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/** The builds under staged rollout: the operator's `ROLLOUT_GAME_VERSIONS`, or the default. */
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export function rolloutGameBuilds(env: GameVersionVars): string[] {
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return parseGameBuilds(env.ROLLOUT_GAME_VERSIONS) ?? [...ROLLOUT_GAME_VERSIONS]
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}
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/**
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* The builds this server serves: the operator's `SUPPORTED_GAME_VERSIONS` (or the default
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* list) PLUS every build under rollout — a build being rolled out is being served, to
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* whoever the rollout gate lets through, whether or not the operator also listed it.
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*/
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export function supportedGameBuilds(env: GameVersionVars): string[] {
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const supported = parseGameBuilds(env.SUPPORTED_GAME_VERSIONS) ?? [...SUPPORTED_GAME_VERSIONS]
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for (const build of rolloutGameBuilds(env)) {
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if (!supported.includes(build)) supported.push(build)
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}
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return supported
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}
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/**
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* Whether a client-supplied version (the version check's `?v=`, a grant's posted `ver`)
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* names a build we serve. Compared as a build, so the client's point release never
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* decides it. `builds` is {@link supportedGameBuilds} for a worker with the vars in hand;
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* the default list otherwise.
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*/
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export function isSupportedGameVersion(
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version: string | null | undefined,
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builds: readonly string[] = SUPPORTED_GAME_VERSIONS
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): boolean {
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const build = gameBuild(version)
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return build !== null && builds.includes(build)
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}
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/**
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* Whether a version (a token's `rn.ver`, a grant's posted `ver`) names a build under
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* staged rollout. `builds` is {@link rolloutGameBuilds} for a worker with the vars in
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* hand; the default list otherwise.
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*/
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export function isRolloutGameVersion(
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version: string | null | undefined,
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builds: readonly string[] = ROLLOUT_GAME_VERSIONS
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): boolean {
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const build = gameBuild(version)
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return build !== null && builds.includes(build)
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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 as few queries as D1 allows, 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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// The expiry cutoff spends one of the statement's binds, so each chunk of ids runs one
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// short of the cap. A friends list is routinely longer than that; unchunked, it 500s.
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const pages = await Promise.all(
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chunkForBinds(accountIds, 1).map((chunk) =>
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db
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.prepare(
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`SELECT data FROM presence
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WHERE account_id IN (${bindPlaceholders(chunk)}) AND expires_at > ?${chunk.length + 1}`
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)
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.bind(...chunk, now)
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.all<{ data: string }>()
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)
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)
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for (const r of pages.flatMap((page) => page.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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* Everyone standing in a ROOM right now, across all of its instances — the fan-out set for
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* something that changes the room itself rather than one session of it, such as a role
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* being accepted: every client in the room re-renders it, whichever instance they are in.
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*
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* The room-wide counterpart to {@link getPlayerIdsInInstance}, which is the narrower set
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* for something that happens in front of one session (a cheer). Reads only unexpired
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* presence, so it is LIVE occupancy — a player who crashed out drops off it when their row
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* lapses — and excludes lobby (null-instance) presence. Ordered by account id, and DISTINCT:
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* a stale row in another instance of the same room must not earn a second push.
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*/
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export async function getPlayerIdsInRoom(
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db: D1Database,
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roomId: 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 DISTINCT 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<{ accountId: number }>()
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return results.map((r) => r.accountId)
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}
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/**
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* Everyone standing in one subroom of a room right now, across every live instance of
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* that subroom. The narrower cut of {@link getPlayerIdsInRoom}: a room has several
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* subrooms, and a player in a different subroom of the same room is not here.
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*
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* `subRoomId` is not its own column — presence indexes the room and the instance — so
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* the subroom is read out of the instance blob. Unexpired presence only, lobby
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* (null-instance) rows excluded, ordered by account id.
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*/
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export async function getPlayerIdsInRoomSubRoom(
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db: D1Database,
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roomId: number,
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subRoomId: 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 DISTINCT account_id AS accountId FROM presence
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WHERE room_id = ?1
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AND expires_at > ?2
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AND room_instance_id IS NOT NULL
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AND CAST(json_extract(data, '$.roomInstance.subRoomId') AS INTEGER) = ?3
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ORDER BY account_id`
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)
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.bind(roomId, now, subRoomId)
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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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* Everyone online right now, anywhere — the same population {@link countOnlinePlayers}
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* counts, as ids. Unexpired presence only, one row per account, lobby (null-instance)
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* presence included: a player sat in a menu is as online as one in a room, and a gift to
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* "everyone online" that skipped them would look to them like being skipped on purpose.
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* Ordered so a pass over it is deterministic.
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*/
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export async function getOnlinePlayerIds(db: D1Database, now = nowSeconds()): Promise<number[]> {
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const { results } = await db
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.prepare(
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`SELECT DISTINCT account_id AS accountId FROM presence
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WHERE expires_at > ?1
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ORDER BY account_id`
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)
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.bind(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
|
|
* the player by up to the TTL until the sweep purges them, and reads elsewhere ignore
|
|
* them the same way. Lobby (null-instance) presence IS counted — those players are
|
|
* signed in and playing, they're just not in a room.
|
|
*/
|
|
export async function countOnlinePlayers(db: D1Database, now = nowSeconds()): Promise<number> {
|
|
const row = await db
|
|
.prepare('SELECT COUNT(*) AS n FROM presence WHERE expires_at > ?1')
|
|
.bind(now)
|
|
.first<{ n: number }>()
|
|
return row?.n ?? 0
|
|
}
|
|
|
|
/**
|
|
* Live head-count per ROOM, keyed by room id — the players standing in any of a
|
|
* room's instances right now. One grouped query rather than a count per room, so
|
|
* feeds that rank by "who's playing" (the hot feed) stay a single read. Counts
|
|
* only unexpired presence; rooms nobody is in are simply absent from the map, and
|
|
* lobby (null-instance) presence is excluded.
|
|
*/
|
|
export async function countPlayersByRoom(
|
|
db: D1Database,
|
|
now = nowSeconds()
|
|
): Promise<Map<number, number>> {
|
|
const { results } = await db
|
|
.prepare(
|
|
`SELECT room_id AS roomId, COUNT(*) AS n FROM presence
|
|
WHERE expires_at > ?1 AND room_instance_id IS NOT NULL AND room_id IS NOT NULL
|
|
GROUP BY room_id`
|
|
)
|
|
.bind(now)
|
|
.all<{ roomId: number; n: number }>()
|
|
return new Map(results.map((r) => [r.roomId, r.n]))
|
|
}
|
|
|
|
/**
|
|
* Who is standing in each of a room's instances right now, keyed by instance id —
|
|
* one grouped query rather than a lookup per instance, so the owner's instance list
|
|
* stays a single read. Reads only unexpired presence; instances nobody is in are
|
|
* simply absent from the map (callers default to an empty list), and lobby
|
|
* (null-instance) presence is excluded.
|
|
*/
|
|
export async function getPlayerIdsByRoomInstance(
|
|
db: D1Database,
|
|
roomId: number,
|
|
now = nowSeconds()
|
|
): Promise<Map<number, number[]>> {
|
|
const { results } = await db
|
|
.prepare(
|
|
`SELECT room_instance_id AS instanceId, account_id AS accountId FROM presence
|
|
WHERE room_id = ?1 AND expires_at > ?2 AND room_instance_id IS NOT NULL
|
|
ORDER BY account_id`
|
|
)
|
|
.bind(roomId, now)
|
|
.all<{ instanceId: number; accountId: number }>()
|
|
const out = new Map<number, number[]>()
|
|
for (const r of results) {
|
|
const players = out.get(r.instanceId)
|
|
if (players) players.push(r.accountId)
|
|
else out.set(r.instanceId, [r.accountId])
|
|
}
|
|
return out
|
|
}
|
|
|
|
/**
|
|
* The room instances that expired presence rows still point at — the instances a
|
|
* player was in when they stopped heartbeating (a crash or a hard quit, where no
|
|
* matchmake ever moved them out). Their head-count has really dropped, so callers
|
|
* purging presence use this to recompute those instances' fullness. Distinct ids,
|
|
* lobby (null-instance) presence excluded.
|
|
*/
|
|
export async function getExpiredPresenceInstanceIds(
|
|
db: D1Database,
|
|
now = nowSeconds()
|
|
): Promise<number[]> {
|
|
const { results } = await db
|
|
.prepare(
|
|
`SELECT DISTINCT room_instance_id AS id FROM presence
|
|
WHERE expires_at <= ?1 AND room_instance_id IS NOT NULL`
|
|
)
|
|
.bind(now)
|
|
.all<{ id: number }>()
|
|
return results.map((r) => r.id)
|
|
}
|
|
|
|
/**
|
|
* The players whose presence rows have expired — the players about to be purged by
|
|
* {@link deleteExpiredPresence}. Read BEFORE the purge: once the rows are gone nothing
|
|
* remembers who lapsed, and their friends are owed the same offline
|
|
* SubscriptionUpdatePresence a logout sends (the lapse IS their logout, just one the
|
|
* client never got to post). Includes lobby (null-instance) presence — a player idle
|
|
* in the lobby who stops heartbeating has gone offline too.
|
|
*/
|
|
export async function getExpiredPresenceAccountIds(
|
|
db: D1Database,
|
|
now = nowSeconds()
|
|
): Promise<number[]> {
|
|
const { results } = await db
|
|
.prepare('SELECT account_id AS id FROM presence WHERE expires_at <= ?1 ORDER BY account_id')
|
|
.bind(now)
|
|
.all<{ id: number }>()
|
|
return results.map((r) => r.id)
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
}
|
|
|
|
/**
|
|
* Delete a single player's presence row — the player goes offline immediately
|
|
* (rather than waiting out the TTL). Used on logout. Returns rows removed (0 when
|
|
* they had no live presence). The caller is responsible for recomputing the
|
|
* fullness of the instance they were in.
|
|
*/
|
|
export async function deletePresence(db: D1Database, accountId: number): Promise<number> {
|
|
const res = await db.prepare('DELETE FROM presence WHERE account_id = ?1').bind(accountId).run()
|
|
return res.meta.changes ?? 0
|
|
}
|