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recflare/apps/match/src/match.app.ts
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Devin Zuczek 82f011c0b0 fix invites
2026-07-23 18:09:16 -04:00

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import { Hono } from 'hono'
import { describeRoute, openAPIRouteHandler } from 'hono-openapi'
import { useWorkersLogger } from 'workers-tagged-logger'
import {
areFriends,
canManageRoom,
createRoomInstance,
deleteExpiredPresence,
deletePresence,
GAME_VERSION,
getAccount,
getClubSummary,
getExpiredPresenceInstanceIds,
getFriendIds,
getJoinableInstance,
getOrCreateDormRoom,
getPresence,
getPresences,
getRoomById,
getRoomByName,
getRoomInstance,
getRoomInstancesByRoom,
isClubMember,
MessageType,
refreshInstanceFullness,
RoomInstanceType,
setPresence,
setRoomInstanceInProgress,
} from '@repo/domain'
import { logger, withCleanSpec, withNotFound, withOnError } from '@repo/hono-helpers'
import { validateAndGetAccountId } from '@repo/jwt'
// Value import of the notify worker's NotificationType enum (its bundle has no runtime
// deps), so /invite sends a typed MessageReceived frame instead of a magic number.
import { NotificationType } from '../../notify/src/notification-types'
import {
AUTHED,
EMPTY_OK,
ExclusiveLoginResponse,
form,
HeartbeatRequest as HeartbeatRequestSchema,
InProgressRequest,
InviteRequest,
JoinModeRequest,
json,
jsonBody,
MatchmakeResponse,
MatchmakeRoomRequest,
PlayerDto,
RoomInstanceDto,
StatusVisibilityRequest,
UNAUTHORIZED_RESPONSE,
} from './openapi'
import type { Context } from 'hono'
import type { Room, StoredPresence } from '@repo/domain'
import type { App, Env } from './context'
/**
* The matchmaking surface. Rooms and room instances are D1-backed (matchmaking
* finds/creates a `room_instance` row per session); player lookups still fall back
* to default values when nothing is found. Presence is D1-backed too (the
* `presence` table; see @repo/domain's presence-db).
*
* Auth-gated routes still validate the Bearer JWT issued by the `auth` worker.
*/
/**
* The connection fields the client expects on a player payload but that only ever
* carry a value in a matchmaking response — the photon/voice credentials for the
* instance you were just placed into. Reading someone else's presence never hands
* out credentials, so they're always null here; the client needs the keys present.
*/
const NULL_CONNECTION_INFO = {
photonAuthToken: null,
photonRealtimeAppId: null,
photonVoiceAppId: null,
photonChatAppId: null,
photonRegion: null,
photonRoomId: null,
voiceConnectionInfo: null,
voiceServerId: null,
experiments: null,
} as const
/**
* A player's presence as the client reads it (`/player`, `/player/heartbeat`).
* `isOnline` means "has a live presence row" — presence rows expire, so a player who
* stopped heartbeating drops offline — and is deliberately *not* derived from being
* in a room: you can be online in the lobby with `roomInstance` null. `errorCode` 0
* is "no error"; it only turns non-zero on a failed matchmake.
*/
function playerPayload(playerId: number, presence?: Presence | null) {
return {
appVersion: presence?.appVersion || GAME_VERSION,
deviceClass: presence?.deviceClass ?? 0,
errorCode: 0,
// `getPresence` yields null and the batch map yields undefined — neither is online.
isOnline: presence != null,
playerId,
roomInstance: presence?.roomInstance ?? null,
statusVisibility: presence?.statusVisibility ?? 0,
vrMovementMode: presence?.vrMovementMode ?? 1,
platform: presence?.platform ?? 0,
...NULL_CONNECTION_INFO,
}
}
/** Heartbeat body posted by the client (all fields optional). */
interface HeartbeatRequest {
playerId?: number
statusVisibility?: number
deviceClass?: number
vrMovementMode?: number
appVersion?: string | null
platform?: number
}
/**
* Resolve the account id from a Bearer token, mirroring the repeated
* auth-header check. Returns `null` when the header is missing,
* the token is invalid, or the `sub` claim isn't an integer.
*/
async function authedId(c: Context<App>): Promise<number | null> {
return validateAndGetAccountId(c.req.raw, await c.env.JWT_SECRET.get())
}
/** Results.Unauthorized() equivalent — 401 with empty body. */
function unauthorized(c: Context<App>) {
return c.body(null, 401)
}
/** A synthesized room instance (same shape for dorm and other rooms). */
type RoomInstance = ReturnType<typeof dormRoomInstance>
/**
* Stored presence for a player — the room instance they matchmade into plus the
* status fields the heartbeat echoes back. The generic StoredPresence lives in
* @repo/domain; here it's specialized to the match worker's RoomInstance shape.
*/
type Presence = StoredPresence<RoomInstance>
/**
* A heartbeat that changes nothing re-writes presence only once its TTL drops
* within this window of expiring (s), instead of on every beat. So a player who's
* sitting still is refreshed at most once per (PRESENCE_TTL_SECONDS this) rather
* than on every heartbeat — far fewer D1 writes, while still staying comfortably
* ahead of expiry (the client heartbeats many times inside this window).
*/
const PRESENCE_REFRESH_THRESHOLD = 300
/**
* Default `/player` payload, served whenever the `id` is missing/invalid or the
* account isn't found. Inlined here (Workers have no filesystem). The stub player
* reads as online — it's a placeholder for a real, present player.
*/
const DEFAULT_GET_PLAYER = [{ ...playerPayload(1), isOnline: true }]
/**
* The wire subset of a room instance a friend sees in a presence update — the
* reference's `RoomInstanceDto.Redact` projection. `photonRoomId` and `dataBlob` are
* BLANKED (empty string): they're safe only for the player themselves. A leaked
* `photonRoomId` would let anyone who can read your presence `JoinByName` the Photon
* room directly, bypassing the private-instance invite check — the friend list only
* needs `roomId`/`name`/`isPrivate` to render the row, and joins go back through
* matchmaking (`/goto/player/:id`), which enforces access. `photonRegion` is omitted
* (not on the presence DTO); `name` is already the `^`-prefixed wire name.
*/
function redactInstanceForPresence(instance: RoomInstance) {
return {
roomInstanceId: instance.roomInstanceId,
roomId: instance.roomId,
subRoomId: instance.subRoomId,
roomInstanceType: instance.roomInstanceType,
location: instance.location,
// Blanked — see above: never hand another player the join coordinates.
dataBlob: '',
eventId: instance.eventId,
clubId: instance.clubId,
roomCode: instance.roomCode,
photonRegionId: instance.photonRegionId,
photonRoomId: '',
name: instance.name,
maxCapacity: instance.maxCapacity,
isFull: instance.isFull,
isPrivate: instance.isPrivate,
isInProgress: instance.isInProgress,
EncryptVoiceChat: instance.EncryptVoiceChat,
}
}
/**
* The SubscriptionUpdatePresence message a friend receives when the player changes rooms:
* a presence snapshot of who, and the redacted instance they're now in (null when in no
* room → `isOnline` false). `statusVisibility` is forced to 0 (Everyone) so the player
* isn't hidden from friends. `appVersion` MUST be a string — the client's presence DTO
* reads it with a string reader, and a numeric value aborts the whole SignalR frame
* ("expected String Begin Token"), dropping the room/presence update.
*/
function presenceUpdateMessage(playerId: number, instance: RoomInstance | null) {
return {
playerId,
statusVisibility: 0,
deviceClass: 0,
vrMovementMode: 0,
roomInstance: instance ? redactInstanceForPresence(instance) : null,
isOnline: instance != null,
appVersion: GAME_VERSION,
}
}
/**
* Push a SubscriptionUpdatePresence to every online friend of `playerId` after their
* presence changes (they entered a room). Mirrors the reference's PlayerPresenceChanged:
* only currently-connected friends receive it (an offline friend gets nothing, not a
* queued stale frame), so it's an ephemeral batch send. The room instance the friends
* see is read from the player's stored presence — the authoritative record just written,
* the same one the heartbeat replays. Best-effort: a hub or lookup failure is logged and
* swallowed, so it never fails the matchmake that triggered it.
*/
async function notifyFriendsPresence(c: Context<App>, playerId: number): Promise<void> {
try {
const friendIds = await getFriendIds(c.env.DB, playerId)
if (friendIds.length === 0) return
const presence = await getPresence<RoomInstance>(c.env.DB, playerId)
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayersEphemeral(
friendIds,
NotificationType.SubscriptionUpdatePresence,
presenceUpdateMessage(playerId, presence?.roomInstance ?? null)
)
} catch (err) {
logger.error('failed to push SubscriptionUpdatePresence to friends', {
playerId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* Store the room instance the player just matchmade into, preserving status.
*
* With no live presence to carry forward (the player's first matchmake after login,
* or one after their presence lapsed) the device fields would otherwise default —
* writing a screen player into the instance as deviceClass 0 until their next
* heartbeat corrects it. Everyone already in the room sees that stale class in the
* meantime, so fall back to what the account reported at login (auth stores
* `deviceClass`/`platform` from the token request) instead of to 0. The account read
* only happens on that no-presence path; a normal matchmake carries `prev` forward.
*/
async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance): Promise<void> {
const prev = await getPresence<RoomInstance>(c.env.DB, id)
const account = prev ? null : await getAccount(c.env.DB, id)
await setPresence(c.env.DB, {
accountId: id,
roomInstance,
statusVisibility: prev?.statusVisibility ?? 0,
deviceClass: prev?.deviceClass ?? account?.deviceClass ?? 0,
vrMovementMode: prev?.vrMovementMode ?? 1,
platform: prev?.platform ?? account?.platform ?? 0,
appVersion: prev?.appVersion || GAME_VERSION,
})
// Keep the destination instance's is_full flag in sync with live presence (the
// player's own presence, just written, is counted). Then re-evaluate the
// instance they left — its head-count dropped — so a full room frees up when
// players move on. Both no-op for the synthetic dorm/orientation instances.
await refreshInstanceFullness(c.env.DB, roomInstance.roomInstanceId)
const leftId = prev?.roomInstance?.roomInstanceId
if (leftId != null && leftId !== roomInstance.roomInstanceId) {
await refreshInstanceFullness(c.env.DB, leftId)
}
// The player's presence changed — tell their online friends where they went, reading
// the instance back from the presence we just stored. Best-effort; never blocks or
// fails the matchmake.
await notifyFriendsPresence(c, id)
}
/**
* Fixed Photon room id for the dorm. With no RoomInstance DB we can't persist
* the GUID minted at matchmake time, and the client's presence check compares
* the *whole* instance (photonRoomId included). Every dorm entry point
* (matchmake/goto, matchmake/none, the heartbeat) must therefore return the
* exact same instance, so the id is a constant rather than random/per-account.
*/
const DORM_PHOTON_ROOM_ID = '00000000-0000-4000-8000-000000000001'
/** MatchmakingErrorCode.NoSuchRoom — returned when a room isn't in the DB. */
const NO_SUCH_ROOM = 20
/** The notifications hub is a single global DO instance (see the `notify` worker). */
const HUB_INSTANCE = 'global'
/**
* A fresh id for a *live* (non-persisted) message — the reference's
* `NextLiveMessageID`. A game invite is ephemeral (never stored), so there's no
* database sequence to draw from; epoch milliseconds give a monotonically increasing,
* effectively unique id the client can key the invite off. It only has to be distinct
* among a player's in-flight invites, not globally.
*/
function nextLiveMessageId(): number {
return Date.now()
}
/**
* Deliver a game invite from `fromId` to `toId` for a room instance — a `MessageReceived`
* frame carrying a game-invite `Message` the client renders the join prompt from. `data`
* is the raw roomInstanceId string the message carries; `roomId` (nullable) tells the
* client which room it points at. Best-effort: a hub failure is logged and swallowed.
*
* Shared by `POST /invite` (a single explicit invite) and the party fan-out on a room
* matchmake (one per `AdditionalPlayerIds` entry), so the two can't drift.
*/
async function sendGameInvite(
c: Context<App>,
fromId: number,
toId: number,
data: string,
roomId: number | null
): Promise<void> {
const message = {
Id: nextLiveMessageId(),
FromPlayerId: fromId,
ToPlayerId: toId,
Type: MessageType.GameInvite,
Data: data,
SentTime: new Date().toISOString(),
RoomId: roomId,
}
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayer(
toId,
NotificationType.MessageReceived,
message
)
} catch (err) {
logger.error('failed to push game-invite MessageReceived notification', {
fromPlayerId: fromId,
toPlayerId: toId,
error: err instanceof Error ? err.message : String(err),
})
}
}
/**
* The sentinel room-instance id the `auth` worker seeds a brand-new player's
* Orientation presence with (see auth's `placeNewPlayerInOrientation`). The client
* fires a spurious `player/logout` right after that seed, so logout must NOT clear
* presence while it still points at Orientation — doing so wipes the seed and
* bounces the new player to the dorm.
*/
const ORIENTATION_INSTANCE_ID = -2
/**
* The canonical dorm room instance (room 1, instance 1.1). Returned identically
* by every dorm entry point and the presence heartbeat so the client's local
* presence never reads as out-of-sync.
*/
function dormRoomInstance() {
return {
roomInstanceId: 1,
roomId: 1,
subRoomId: 1,
roomInstanceType: RoomInstanceType.Dormroom,
location: '76d98498-60a1-430c-ab76-b54a29b7a163',
dataBlob: '',
eventId: 0,
clubId: 0,
roomCode: '',
photonRegion: 'us',
photonRegionId: 'us',
photonRoomId: DORM_PHOTON_ROOM_ID,
name: '^DormRoom',
maxCapacity: 4,
isFull: false,
isPrivate: true,
isInProgress: false,
EncryptVoiceChat: false,
}
}
/**
* Instance-relevant fields pulled from a stored room (scene, name, capacity, …).
* The `location` is the SubRoom's real `UnitySceneId` — an empty/unknown location
* makes the client reject the session with "unknown scene location ID".
*
* `subRoomId` picks which of the room's subrooms to enter (the client matchmakes
* into one with `/matchmake/room/{roomId}/{subRoomId}`); an unknown or unspecified
* subroom falls back to the room's first, which is its default entrance.
*/
function instanceFieldsFromRoom(room: Room, subRoomId?: number) {
const subRooms = (Array.isArray(room.SubRooms) ? room.SubRooms : []) as Array<
Record<string, unknown>
>
const sub =
(subRoomId === undefined ? undefined : subRooms.find((s) => s.SubRoomId === subRoomId)) ??
subRooms[0]
const str = (v: unknown, fallback = '') => (typeof v === 'string' ? v : fallback)
const num = (v: unknown, fallback: number) => (typeof v === 'number' ? v : fallback)
// Room instance names are prefixed with `^` so the client resolves the instance
// (without it the new scene won't load). Personal dorms are the exception: they
// carry the owner prefix `@<user>'s Dorm` and must NOT also get a `^`.
const rawName = str(room.Name, 'Room')
const name = rawName.startsWith('^') || rawName.startsWith('@') ? rawName : `^${rawName}`
return {
roomId: num(room.RoomId, 1),
subRoomId: num(sub?.SubRoomId, 1),
location: str(sub?.UnitySceneId),
dataBlob: str(sub?.DataBlob),
name,
maxCapacity: num(sub?.MaxPlayers, 4),
roomInstanceType: room.IsDorm === true ? RoomInstanceType.Dormroom : RoomInstanceType.Public,
isDorm: room.IsDorm === true,
}
}
/**
* Build the client instance wire shape from a stored room plus the live instance's
* id + Photon room id (both come from the `room_instance` table so joiners of the
* same instance share them).
*/
function roomInstanceFromRoom(
room: Room,
isPrivate: boolean,
instanceId: number,
photonRoomId: string,
subRoomId?: number
): RoomInstance {
const f = instanceFieldsFromRoom(room, subRoomId)
return {
roomInstanceId: instanceId,
roomId: f.roomId,
subRoomId: f.subRoomId,
roomInstanceType: f.roomInstanceType,
location: f.location,
dataBlob: f.dataBlob,
eventId: 0,
clubId: 0,
roomCode: '',
photonRegion: 'us',
photonRegionId: 'us',
photonRoomId,
name: f.name,
maxCapacity: f.maxCapacity,
isFull: false,
isPrivate: isPrivate || f.isDorm,
isInProgress: false,
EncryptVoiceChat: false,
}
}
/** Read the `JoinMode` form field (2 = private instance). */
async function readJoinMode(c: Context<App>): Promise<number> {
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
return typeof body.JoinMode === 'string' ? Number.parseInt(body.JoinMode, 10) || 0 : 0
}
/**
* Read the room-matchmake form body once: `JoinMode` (2 = private) plus the party members
* to pull along (`AdditionalPlayerIds`). The 2023 client posts its party on a room
* matchmake so they can be invited into the instance the leader lands in;
* `AdditionalPlayerIds` may repeat and/or be comma-separated, and ids are parsed
* defensively, de-duplicated, and non-positive/garbage entries dropped. Parsed with
* `{ all: true }` in one pass so repeated fields survive.
*/
async function readMatchmakeBody(
c: Context<App>
): Promise<{ joinMode: number; additionalPlayerIds: number[] }> {
const body = await c.req.parseBody({ all: true }).catch(() => ({}) as Record<string, unknown>)
const firstString = (v: unknown): string | undefined => {
const first = Array.isArray(v) ? v[0] : v
return typeof first === 'string' ? first : undefined
}
const joinModeRaw = firstString(body.JoinMode)
const joinMode = joinModeRaw === undefined ? 0 : Number.parseInt(joinModeRaw, 10) || 0
const key = Object.keys(body).find((k) => k.toLowerCase() === 'additionalplayerids')
const raw = key === undefined ? [] : body[key]
const values = Array.isArray(raw) ? raw : [raw]
const additionalPlayerIds = [
...new Set(
values
.filter((v): v is string => typeof v === 'string')
.flatMap((v) => v.split(','))
.map((s) => Number.parseInt(s.trim(), 10))
.filter((n) => !Number.isNaN(n) && n > 0)
),
]
return { joinMode, additionalPlayerIds }
}
/**
* Invite the caller's party members into the instance the caller just matchmade into —
* the `AdditionalPlayerIds` fan-out. Each member gets the same game invite `POST /invite`
* sends, pointing at this instance, so a party matchmake pulls the whole party along. The
* leader is skipped (already in). Best-effort per member (sendGameInvite swallows its own
* failures), and never blocks the matchmake beyond the sends themselves.
*/
async function inviteParty(
c: Context<App>,
leaderId: number,
playerIds: number[],
instance: RoomInstance
): Promise<void> {
const data = String(instance.roomInstanceId)
await Promise.all(
playerIds
.filter((pid) => pid !== leaderId)
.map((pid) => sendGameInvite(c, leaderId, pid, data, instance.roomId))
)
}
/**
* Resolve a room by `:room` path segment (numeric id or name) from D1, then find a
* joinable instance of it (public matchmakes reuse one via the `room_instance`
* table) or create a new one. Returns null when the room isn't found.
*/
async function resolveRoomInstance(
c: Context<App>,
roomKey: string,
isPrivate: boolean,
ownerId: number,
subRoomId?: number
): Promise<RoomInstance | null> {
const id = Number.parseInt(roomKey, 10)
const room = Number.isNaN(id)
? await getRoomByName(c.env.DB, roomKey)
: await getRoomById(c.env.DB, id)
if (!room) return null
const f = instanceFieldsFromRoom(room, subRoomId)
// Never place the player back into the instance they're already in: the client
// keys the room transition off a changing `roomInstanceId`, so re-matchmaking into
// your current instance (e.g. the only public instance of a room you're already in)
// returns the same id and hangs the client mid-join. Exclude it from the join
// search, which pushes them to another live instance if one exists or forces a
// fresh one below. (Only the public path reuses instances, so only it needs the
// read; a private matchmake always gets a fresh instance.)
const currentInstanceId = isPrivate
? undefined
: (await getPresence<RoomInstance>(c.env.DB, ownerId))?.roomInstance?.roomInstanceId
// Reuse an existing joinable public instance *of the same subroom* — subrooms are
// separate places, so joining one must never land you in another. Private
// matchmakes always get a fresh instance. Create one when there's nothing to join.
let instance = isPrivate
? null
: await getJoinableInstance(c.env.DB, f.roomId, f.subRoomId, currentInstanceId)
if (!instance) {
instance = await createRoomInstance(c.env.DB, {
ownerAccountId: ownerId,
roomId: f.roomId,
subRoomId: f.subRoomId,
location: f.location,
dataBlob: f.dataBlob,
photonRoomId: crypto.randomUUID(),
name: f.name,
maxCapacity: f.maxCapacity,
isPrivate: isPrivate || f.isDorm,
roomInstanceType: f.roomInstanceType,
})
}
return roomInstanceFromRoom(
room,
isPrivate,
instance.roomInstanceId,
instance.photonRoomId,
f.subRoomId
)
}
/**
* The authed player's personal dorm instance. Gets-or-creates their dorm room,
* then backs it with a single persistent private `room_instance` so the dorm has
* a stable, unique Photon room id (dorms are isolated from each other) that
* survives re-entry. The room's current scene/saved data is re-read each time, so
* edits show up on the next visit.
*/
async function playerDormInstance(c: Context<App>, accountId: number): Promise<RoomInstance> {
const room = await getOrCreateDormRoom(c.env.DB, accountId)
const f = instanceFieldsFromRoom(room)
// Reuse the dorm's one instance (private, so getJoinableInstance won't find it).
let instance = (await getRoomInstancesByRoom(c.env.DB, f.roomId))[0]
if (!instance) {
instance = await createRoomInstance(c.env.DB, {
ownerAccountId: accountId,
roomId: f.roomId,
subRoomId: f.subRoomId,
location: f.location,
dataBlob: f.dataBlob,
photonRoomId: crypto.randomUUID(),
name: f.name,
maxCapacity: f.maxCapacity,
isPrivate: true,
roomInstanceType: f.roomInstanceType,
})
}
return roomInstanceFromRoom(room, true, instance.roomInstanceId, instance.photonRoomId)
}
const app = new Hono<App>()
.use(
'*',
// middleware
(c, next) =>
useWorkersLogger(c.env.NAME, {
environment: c.env.ENVIRONMENT,
release: c.env.SENTRY_RELEASE,
})(c, next)
)
.onError(withOnError())
.notFound(withNotFound())
// ---- Player presence -----------------------------------------------------
// login/exclusivelogin are no-op acks and MUST NOT touch presence: the client
// fires exclusivelogin when going online, and clearing presence there would bounce
// the player to the dorm. Presence is overwritten by matchmake/goto and expires on
// its own TTL.
.post(
'/player/login',
describeRoute({
tags: ['Presence'],
summary: 'Login ack (no-op)',
description: [
'A no-op ack. Must NOT touch presence — the client fires this going online, and',
'clearing presence here would bounce the player to the dorm.',
].join(' '),
responses: { 200: EMPTY_OK },
}),
(c) => c.body(null, 200)
)
.post(
'/player/exclusivelogin',
describeRoute({
tags: ['Presence'],
summary: 'Exclusive-login ack (no-op)',
description: 'A no-op ack returning a zero error code. Like login, must not touch presence.',
responses: { 200: json(ExclusiveLoginResponse, 'errorCode 0') },
}),
(c) => c.json({ errorCode: 0 })
)
// Logout clears the player's presence so they read offline immediately and the
// instance they were in frees up (rather than waiting out the presence TTL).
//
// EXCEPTION: the account-creation bootstrap. The client fires a spurious
// `player/logout` right after a new player is seeded into Orientation (the auth
// worker writes that presence with instance id -2). Clearing presence there wipes
// the seed and bounces the new player to the dorm — so a logout that still points
// at Orientation is left as a no-op ack. An unauthenticated logout is also a no-op
// (no player to clear).
.post(
'/player/logout',
describeRoute({
tags: ['Presence'],
summary: 'Clear presence on logout',
description: [
'Clears the players presence so they read offline immediately and the instance',
'they were in frees up. EXCEPTION: a logout whose presence still points at the',
'Orientation seed (instance -2) is left as a no-op, so the account-creation',
'bootstrap isnt wiped. An unauthenticated logout is also a no-op.',
].join(' '),
responses: { 200: EMPTY_OK },
}),
async (c) => {
const id = await authedId(c)
if (id !== null) {
const presence = await getPresence<RoomInstance>(c.env.DB, id)
const instanceId = presence?.roomInstance?.roomInstanceId
if (presence && instanceId !== ORIENTATION_INSTANCE_ID) {
await deletePresence(c.env.DB, id)
// The instance they were in lost a player — recompute its fullness so a
// full room frees up. No-op for the synthetic dorm/orientation instances.
if (instanceId != null) await refreshInstanceFullness(c.env.DB, instanceId)
}
}
return c.body(null, 200)
}
)
// Fire-and-forget disconnect notification (form body `PlayerId`/`RoomInstanceId`).
// The client posts this when it drops a room; we don't act on it — presence is
// cleared by logout and otherwise expires on its own TTL — so just ack with 200.
.post(
'/player/notifydisconnect',
describeRoute({
tags: ['Presence'],
summary: 'Disconnect notification (no-op ack)',
description: [
'Posted when the client drops a room. Not acted on — presence is cleared by logout',
'and otherwise expires on its TTL.',
].join(' '),
responses: { 200: EMPTY_OK },
}),
(c) => c.body(null, 200)
)
.get(
'/player',
describeRoute({
tags: ['Presence'],
summary: 'Batch player presence lookup',
description: [
'Returns each requested players presence. `id` is repeatable and each value may',
'be a comma-separated list. With no ids, serves a single default (online) player.',
].join(' '),
parameters: [
{
name: 'id',
in: 'query',
required: false,
description: 'Repeatable; each value may be a comma-separated list of player ids',
schema: { type: 'array', items: { type: 'string' } },
},
],
responses: { 200: json(PlayerDto.array(), 'One entry per requested player') },
}),
async (c) => {
// Returns each requested player's presence. Reads the `id` query param(s);
// with none it serves the static getplayer.json default.
const ids = c.req
.queries('id')
?.flatMap((v) => v.split(','))
.map((s) => Number.parseInt(s.trim(), 10))
.filter((n) => !Number.isNaN(n))
if (!ids || ids.length === 0) return c.json(DEFAULT_GET_PLAYER)
// One query for the whole batch (D1 `WHERE account_id IN (…)`), rather than a
// point read per id as the KV store required.
const presences = await getPresences<RoomInstance>(c.env.DB, ids)
return c.json(ids.map((playerId) => playerPayload(playerId, presences.get(playerId))))
}
)
.post(
'/player/heartbeat',
describeRoute({
tags: ['Presence'],
summary: 'Presence heartbeat',
description: [
'Merges the posted status fields into stored presence and echoes back the player',
'payload. Re-writes the row (refreshing its TTL) only when something changed or the',
'TTL is close to lapsing, so a still player isnt written on every beat. With no',
'stored presence the player isnt in a room yet (roomInstance null, isOnline false).',
].join(' '),
security: AUTHED,
requestBody: jsonBody(
HeartbeatRequestSchema,
'JSON status fields. A non-JSON (LoginLock) body is accepted and ignored.'
),
responses: {
200: json(PlayerDto, 'The players current presence payload'),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
// Body may be a JSON HeartbeatRequest or a form post (LoginLock); only JSON
// carries presence/status fields.
const raw = await c.req.text().catch(() => '')
let hb: HeartbeatRequest = {}
if (raw.trimStart().startsWith('{')) {
try {
hb = JSON.parse(raw) as HeartbeatRequest
} catch {
hb = {}
}
}
// Return the player's stored presence (set by matchmake/goto), mirroring the
// reference server's HeartbeatDB.GetPlayerHeartbeat. No presence → the player
// isn't in a room yet, so roomInstance=null / isOnline=false. Posted status
// fields are merged back; the row is re-written (refreshing the TTL) only when
// something changed or its TTL is close to lapsing — see below.
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence) {
// Merge the posted status fields, tracking whether any actually changed.
let changed = false
const apply = <K extends keyof Presence>(key: K, value: Presence[K]) => {
if (presence[key] !== value) {
presence[key] = value
changed = true
}
}
if (hb.statusVisibility !== undefined) apply('statusVisibility', hb.statusVisibility)
if (hb.deviceClass !== undefined) apply('deviceClass', hb.deviceClass)
if (hb.vrMovementMode !== undefined) apply('vrMovementMode', hb.vrMovementMode)
if (hb.platform !== undefined) apply('platform', hb.platform)
if (hb.appVersion) apply('appVersion', hb.appVersion)
if (!presence.appVersion) apply('appVersion', GAME_VERSION)
// Extending the TTL means re-writing the row, so skip the write on an
// unchanged heartbeat until the TTL is within PRESENCE_REFRESH_THRESHOLD
// (s) of lapsing — a still player is refreshed periodically rather than on
// every beat. `expiresAt` is epoch seconds (set by setPresence).
const nowSeconds = Math.floor(Date.now() / 1000)
const dueForRefresh = presence.expiresAt - nowSeconds <= PRESENCE_REFRESH_THRESHOLD
if (changed || dueForRefresh) {
await setPresence(c.env.DB, presence)
}
}
// The heartbeat echoes the same player payload `/player` serves; with no stored
// presence it falls back to what the client just posted.
const payload = {
...playerPayload(hb.playerId ? hb.playerId : id, presence),
statusVisibility: presence?.statusVisibility ?? hb.statusVisibility ?? 0,
deviceClass: presence?.deviceClass ?? hb.deviceClass ?? 0,
vrMovementMode: presence?.vrMovementMode ?? (hb.vrMovementMode ? hb.vrMovementMode : 1),
appVersion: presence?.appVersion || hb.appVersion || GAME_VERSION,
platform: presence?.platform ?? hb.platform ?? 0,
}
// Also push the presence over the websocket as a PresenceHeartbeatResponse,
// mirroring the reference's ReturnHeartbeat. Sent ephemerally (never queued) —
// a heartbeat fires on every beat, and a queued copy would pile up and arrive
// stale. Best-effort: the HTTP body carries the same payload regardless.
try {
await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayerEphemeral(
id,
NotificationType.PresenceHeartbeatResponse,
payload
)
} catch (err) {
logger.error('failed to push PresenceHeartbeatResponse notification', {
playerId: id,
error: err instanceof Error ? err.message : String(err),
})
}
return c.json(payload)
}
)
.put(
'/player/statusvisibility',
describeRoute({
tags: ['Presence'],
summary: 'Set status visibility',
description: [
'Updates the stored presences status visibility. No-op when the player has no live',
'presence or an unauthenticated/invalid token — always acks 200.',
].join(' '),
requestBody: form(StatusVisibilityRequest, 'The statusVisibility value'),
responses: { 200: EMPTY_OK },
}),
async (c) => {
const id = await authedId(c)
if (id !== null) {
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const sv =
typeof body.statusVisibility === 'string'
? Number.parseInt(body.statusVisibility, 10)
: NaN
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence && !Number.isNaN(sv)) {
presence.statusVisibility = sv
await setPresence(c.env.DB, presence)
}
}
return c.body(null, 200)
}
)
// ---- Room navigation -----------------------------------------------------
// Each matchmake/goto persists the resulting instance as the player's presence
// so the heartbeat can replay it (keeping client presence in sync).
.post(
'/goto/room/:room',
describeRoute({
tags: ['Navigation'],
summary: 'Go to a room',
description: [
'Resolves the room (numeric id or name; `dormroom` → the players personal dorm),',
'finds or creates an instance, and stores it as presence. `JoinMode=2` requests a',
'private instance.',
].join(' '),
security: AUTHED,
requestBody: form(JoinModeRequest, 'Optional JoinMode'),
parameters: [
{
name: 'room',
in: 'path',
required: true,
description: 'Room id, room name, or `dormroom`',
schema: { type: 'string' },
},
],
responses: {
200: json(MatchmakeResponse, 'The instance (or errorCode 20 with null on unknown room)'),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const room = c.req.param('room')
const joinMode = await readJoinMode(c)
const instance =
room.toLowerCase() === 'dormroom'
? await playerDormInstance(c, id)
: await resolveRoomInstance(c, room, joinMode === 2, id)
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Register the static `none` route before the `:room` param route so it
// isn't swallowed by the auth-gated matchmake handler.
.post(
'/matchmake/none',
describeRoute({
tags: ['Navigation'],
summary: 'Matchmake with no target (preserve or dorm)',
description: [
'Returns the players current instance if they have one (so Orientation isnt warped',
'away), else their personal dorm when authed, or the shared offline dorm when not.',
'Not auth-gated.',
].join(' '),
responses: {
200: json(MatchmakeResponse, 'Current, personal-dorm, or offline-dorm instance'),
},
}),
async (c) => {
const id = await authedId(c)
// Return the player's *current* heartbeat here rather than forcing the dorm.
// Orientation is a solo room the client establishes via matchmake/none; if we
// force the dorm, the new player is warped out of Orientation within seconds.
// So: preserve existing presence; only fall back to the offline dorm when the
// player has none (e.g. the title screen before they've entered any room).
if (id !== null) {
const presence = await getPresence<RoomInstance>(c.env.DB, id)
if (presence?.roomInstance) {
return c.json({ errorCode: 0, roomInstance: presence.roomInstance })
}
}
// Authed but no presence → their personal dorm; unauthenticated → offline dorm.
const instance = id !== null ? await playerDormInstance(c, id) : dormRoomInstance()
if (id !== null) await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Matchmake into a club's clubhouse (`/matchmake/club/{clubId}`). Registered before
// the single-segment `/matchmake/:room` route so `club` isn't read as a room name.
// Members only: the clubhouse is the club's private space, so a non-member (or
// someone with a pending request, or banned) is refused rather than let in.
.post(
'/matchmake/club/:clubId{[0-9]+}',
describeRoute({
tags: ['Navigation'],
summary: 'Matchmake into a clubs clubhouse',
description: [
'Looks the club up, checks the caller is a member of it, and places them into an',
'instance of its clubhouse room. Returns errorCode 20 with a null instance when the',
'club is unknown, has no clubhouse set, or the caller isnt a member.',
].join(' '),
security: AUTHED,
requestBody: form(JoinModeRequest, 'Optional JoinMode'),
parameters: [
{
name: 'clubId',
in: 'path',
required: true,
description: 'Club id (digits only)',
schema: { type: 'string', pattern: '^[0-9]+$' },
},
],
responses: {
200: json(
MatchmakeResponse,
'The clubhouse instance (or errorCode 20 with null when it cant be entered)'
),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const clubId = Number.parseInt(c.req.param('clubId'), 10)
const club = await getClubSummary(c.env.DB, clubId)
// One response for "no such club", "no clubhouse", and "not a member": the
// client only needs "you're not going there", and a distinct code for the last
// case would tell a non-member which clubs exist and have a clubhouse.
if (!club?.clubhouseRoomId) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
if (!(await isClubMember(c.env.DB, clubId, id))) {
return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
}
const joinMode = await readJoinMode(c)
const instance = await resolveRoomInstance(
c,
String(club.clubhouseRoomId),
joinMode === 2,
id
)
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Follow a friend into the room they're in (`/matchmake/player/{playerId}`). Friends
// ONLY — the caller must be a mutual friend of the target, or it's refused; otherwise
// anyone could read a player's presence and warp to them. Reads the friend's current
// instance from their stored presence and places the caller into that same instance
// (the real, un-redacted Photon coordinates — the caller is authorized to join).
// Registered before the single-segment `/matchmake/:room` route so `player` isn't read
// as a room name. Returns errorCode 20 with a null instance when the target isn't a
// friend or isn't currently in a room.
.post(
'/matchmake/player/:playerId{[0-9]+}',
describeRoute({
tags: ['Navigation'],
summary: 'Follow a friend into their room',
description: [
'Places the caller into the room instance the target player is currently in, read',
'from the targets stored presence. FRIENDS ONLY: the caller must be a mutual friend',
'of the target (otherwise anyone could read a players presence and warp to them).',
'Returns errorCode 20 with a null instance when the target isnt a friend, is the',
'caller themselves, or isnt currently in a room.',
].join(' '),
security: AUTHED,
parameters: [
{
name: 'playerId',
in: 'path',
required: true,
description: 'The friend to follow (digits only)',
schema: { type: 'string', pattern: '^[0-9]+$' },
},
],
responses: {
200: json(
MatchmakeResponse,
'The friends instance (or errorCode 20 with null when it cant be joined)'
),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const targetId = Number.parseInt(c.req.param('playerId'), 10)
// Friends only, and never yourself — otherwise refuse without leaking whether the
// target is even online (same opaque NoSuchRoom the club path uses).
if (targetId === id || !(await areFriends(c.env.DB, id, targetId))) {
return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
}
// The instance the friend is currently in, straight off their presence row.
const targetPresence = await getPresence<RoomInstance>(c.env.DB, targetId)
const instance = targetPresence?.roomInstance ?? null
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
// Join that same instance (same id + Photon room) and store it as the caller's
// presence, so the heartbeat replays it and their own friend fan-out fires.
await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Matchmake into a specific subroom of a room (`/matchmake/room/{roomId}/{subRoomId}`
// — the client uses this to enter a room's other scenes). The subroom decides the
// scene the client loads and which instances are joinable, so it must be carried
// through; an unknown subroom falls back to the room's first.
.post(
'/matchmake/room/:roomId/:subRoomId{[0-9]+}',
describeRoute({
tags: ['Navigation'],
summary: 'Matchmake into a specific subroom',
description: [
'Enters a specific subroom (scene) of a room. The subroom decides the scene loaded',
'and which instances are joinable; an unknown subroom falls back to the rooms first.',
].join(' '),
security: AUTHED,
requestBody: form(MatchmakeRoomRequest, 'Optional JoinMode and AdditionalPlayerIds'),
parameters: [
{ name: 'roomId', in: 'path', required: true, schema: { type: 'string' } },
{
name: 'subRoomId',
in: 'path',
required: true,
description: 'Subroom id (digits only)',
schema: { type: 'string', pattern: '^[0-9]+$' },
},
],
responses: {
200: json(MatchmakeResponse, 'The instance (or errorCode 20 with null on unknown room)'),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const { joinMode, additionalPlayerIds } = await readMatchmakeBody(c)
const subRoomId = Number.parseInt(c.req.param('subRoomId'), 10)
const instance = await resolveRoomInstance(
c,
c.req.param('roomId'),
joinMode === 2,
id,
subRoomId
)
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
await enterRoom(c, id, instance)
// Pull the caller's party (AdditionalPlayerIds) into the instance they landed in.
await inviteParty(c, id, additionalPlayerIds, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// The 2023 client uses a two-segment matchmake/room/{roomId}. Look the room up
// in D1 so the instance carries its real scene, and store it as presence.
.post(
'/matchmake/room/:roomId',
describeRoute({
tags: ['Navigation'],
summary: 'Matchmake into a room (default subroom)',
description: [
'The 2023 clients two-segment matchmake. Resolves the room from D1 so the instance',
'carries its real scene, and stores it as presence.',
].join(' '),
security: AUTHED,
requestBody: form(MatchmakeRoomRequest, 'Optional JoinMode and AdditionalPlayerIds'),
parameters: [{ name: 'roomId', in: 'path', required: true, schema: { type: 'string' } }],
responses: {
200: json(MatchmakeResponse, 'The instance (or errorCode 20 with null on unknown room)'),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const { joinMode, additionalPlayerIds } = await readMatchmakeBody(c)
const instance = await resolveRoomInstance(c, c.req.param('roomId'), joinMode === 2, id)
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
await enterRoom(c, id, instance)
// Pull the caller's party (AdditionalPlayerIds) into the instance they landed in.
await inviteParty(c, id, additionalPlayerIds, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
.post(
'/matchmake/:room',
describeRoute({
tags: ['Navigation'],
summary: 'Matchmake into a room by id or name',
description: [
'Single-segment matchmake. `dorm` → the players personal dorm; otherwise resolves',
'the room by id or name. (Note: this dorm keyword is `dorm`, while goto/room uses',
'`dormroom`.)',
].join(' '),
security: AUTHED,
requestBody: form(JoinModeRequest, 'Optional JoinMode'),
parameters: [
{
name: 'room',
in: 'path',
required: true,
description: 'Room id, room name, or `dorm`',
schema: { type: 'string' },
},
],
responses: {
200: json(MatchmakeResponse, 'The instance (or errorCode 20 with null on unknown room)'),
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const room = c.req.param('room')
const joinMode = await readJoinMode(c)
// The dorm check here is "dorm" (goto/room uses "dormroom").
const instance =
room.toLowerCase() === 'dorm'
? await playerDormInstance(c, id)
: await resolveRoomInstance(c, room, joinMode === 2, id)
if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Offline dorm — also persisted as presence so the heartbeat stays in sync.
.post(
'/goto/none',
describeRoute({
tags: ['Navigation'],
summary: 'Go to the dorm',
description: [
'Authed → the players personal dorm (persisted as presence); unauthenticated → the',
'shared offline dorm. Unlike matchmake/none, this always goes to the dorm.',
].join(' '),
responses: { 200: json(MatchmakeResponse, 'The dorm instance') },
}),
async (c) => {
const id = await authedId(c)
// Authed → their personal dorm; unauthenticated → the offline dorm.
const instance = id !== null ? await playerDormInstance(c, id) : dormRoomInstance()
if (id !== null) await enterRoom(c, id, instance)
return c.json({ errorCode: 0, roomInstance: instance })
}
)
// Region ping reports — accept-and-ack (the reference returns Ok()).
.put(
'/player/photonregionpings',
describeRoute({
tags: ['Presence'],
summary: 'Photon region pings (no-op ack)',
description: 'Region latency report; accepted and ignored.',
responses: { 200: EMPTY_OK },
}),
(c) => c.body(null, 200)
)
.put(
'/player/gameserverregionpings',
describeRoute({
tags: ['Presence'],
summary: 'Game-server region pings (no-op ack)',
description: 'Region latency report; accepted and ignored.',
responses: { 200: EMPTY_OK },
}),
(c) => c.body(null, 200)
)
// ---- Social --------------------------------------------------------------
// Invite a player to join the caller in their room instance. The caller is the
// inviter (from the Bearer token); the form carries the target `playerId` and the
// `roomInstanceId` they're being invited into. Delivers a game-invite Message to the
// target over the notify hub as a MessageReceived frame — the client renders the
// join prompt from it. When the room instance resolves, its RoomId rides along on the
// message so the client knows which room the invite points at. Always acks 200 (a bad
// playerId is a 400, a missing token a 401); hub delivery is best-effort, so a target
// who's offline simply has the frame queued (or dropped) without failing the invite.
.post(
'/invite',
describeRoute({
tags: ['Social'],
summary: 'Invite a player into the callers room instance',
description: [
'Sends a game invite from the caller (the Bearer token) to `playerId` for',
'`roomInstanceId`. Delivered to the target over the notify hub as a `MessageReceived`',
'notification carrying a game-invite `Message`; the resolved instances `RoomId` rides',
'on the message. Acks 200 (bad `playerId` → 400); hub delivery is best-effort.',
].join(' '),
security: AUTHED,
requestBody: form(InviteRequest, 'The target player and the room instance'),
responses: {
200: EMPTY_OK,
400: { description: 'Missing, non-numeric, or zero playerId (empty body)' },
401: UNAUTHORIZED_RESPONSE,
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const str = (v: unknown) => (typeof v === 'string' ? v : '')
const toPlayerId = Number.parseInt(str(body.playerId), 10)
// A missing or zero target is a bad request (mirrors the reference's guard).
if (Number.isNaN(toPlayerId) || toPlayerId === 0) return c.body(null, 400)
const roomInstanceIdStr = str(body.roomInstanceId)
const roomInstanceId = Number.parseInt(roomInstanceIdStr, 10)
// Resolve the instance to stamp the invite's RoomId — the client reads it to know
// which room the invite points at. A missing/unknown instance just leaves RoomId
// null (buildNotificationPayload drops it from the frame), as the reference does.
let roomId: number | null = null
if (!Number.isNaN(roomInstanceId) && roomInstanceId > 0) {
const instance = await getRoomInstance(c.env.DB, roomInstanceId)
if (instance) roomId = instance.roomId
}
await sendGameInvite(c, id, toPlayerId, roomInstanceIdStr, roomId)
return c.body(null, 200)
}
)
// ---- Room instance -------------------------------------------------------
.post(
'/roominstance/:id/reportjoinresult',
describeRoute({
tags: ['Room instance'],
summary: 'Report join result (no-op ack)',
description: 'The client reports how a join went; accepted and ignored.',
parameters: [{ name: 'id', in: 'path', required: true, schema: { type: 'string' } }],
responses: { 200: EMPTY_OK },
}),
(c) => c.body(null, 200)
)
// The room owner flips the instance's in-progress flag once the session starts
// (e.g. a game round begins). Body is a form post: `inProgress=True|False`.
.put(
'/roominstance/:id/inprogress',
describeRoute({
tags: ['Room instance'],
summary: 'Set instance in-progress flag',
description: [
'The room owner flips the instances in-progress flag when a session starts (e.g. a',
'round begins). Body is `inProgress=True|False`.',
].join(' '),
security: AUTHED,
requestBody: form(InProgressRequest, 'The inProgress flag'),
parameters: [{ name: 'id', in: 'path', required: true, schema: { type: 'string' } }],
responses: {
200: EMPTY_OK,
401: UNAUTHORIZED_RESPONSE,
404: { description: 'Non-numeric id or no such instance (empty body)' },
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const instanceId = Number.parseInt(c.req.param('id'), 10)
if (Number.isNaN(instanceId)) return c.body(null, 404)
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const inProgress =
typeof body.inProgress === 'string' && body.inProgress.toLowerCase() === 'true'
const instance = await setRoomInstanceInProgress(c.env.DB, instanceId, inProgress)
if (!instance) return c.body(null, 404)
return c.body(null, 200)
}
)
// The room's live instances — the owner's view of active sessions of their room.
// Auth-gated (401) and owner/co-owner-only (403): the caller must be the room's
// creator or hold a Creator/CoOwner role on it. Unknown room → 404. Returns the
// bare RoomInstance DTO array (empty when the room has no live instances).
.get(
'/room/:roomId{[0-9]+}/instances',
describeRoute({
tags: ['Room instance'],
summary: 'A rooms live instances',
description: [
'The owners view of active sessions of their room. Auth-gated and gated to the',
'rooms creator or a co-owner (403 otherwise). Unknown room → 404.',
].join(' '),
security: AUTHED,
parameters: [
{
name: 'roomId',
in: 'path',
required: true,
description: 'Room id (digits only)',
schema: { type: 'string', pattern: '^[0-9]+$' },
},
],
responses: {
200: json(RoomInstanceDto.array(), 'Live instances (empty when none)'),
401: UNAUTHORIZED_RESPONSE,
403: { description: 'Not the rooms creator or a co-owner (empty body)' },
404: { description: 'No such room (empty body)' },
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return unauthorized(c)
const roomId = Number.parseInt(c.req.param('roomId'), 10)
const room = await getRoomById(c.env.DB, roomId)
if (!room) return c.body(null, 404)
// The room's creator *or* a co-owner (Role 30) may see its live instances —
// same owner-or-co-owner gate the rooms worker uses for room-admin actions.
if (!canManageRoom(room, id)) return c.body(null, 403)
return c.json(await getRoomInstancesByRoom(c.env.DB, roomId))
}
)
// Rooms flagged as needing a developer/moderator to spawn in. No such queue
// yet → empty list.
.get(
'/rooms/requiring/developer',
describeRoute({
tags: ['Room instance'],
summary: 'Rooms requiring a developer',
description: 'Rooms flagged as needing a developer/moderator to spawn in. No queue yet → [].',
responses: { 200: json(RoomInstanceDto.array(), 'Always empty for now') },
}),
(c) => c.json([])
)
// Rooms flagged as requiring an RR+ subscription. No such queue yet → empty list.
.get(
'/rooms/requiring/rrplus',
describeRoute({
tags: ['Room instance'],
summary: 'Rooms requiring RR+',
description: 'Rooms flagged as requiring an RR+ subscription. No queue yet → [].',
responses: { 200: json(RoomInstanceDto.array(), 'Always empty for now') },
}),
(c) => c.json([])
)
/**
* Cron: sweep presence that has aged past its TTL. Reads already ignore expired rows,
* so this isn't about correctness of `/player` — it's that a player who crashed or
* hard-quit never matchmakes out of their instance, so nothing recomputes that
* instance's fullness and it can stay flagged full (and unjoinable) with nobody in it.
* Recompute the instances the expiring rows point at, *then* delete: the sweep is the
* only thing that notices those departures. Fullness is recomputed after the delete so
* the head-count no longer sees them.
*/
async function sweepExpiredPresence(env: Env): Promise<void> {
const staleInstanceIds = await getExpiredPresenceInstanceIds(env.DB)
const removed = await deleteExpiredPresence(env.DB)
for (const instanceId of staleInstanceIds) {
await refreshInstanceFullness(env.DB, instanceId)
}
// The tagged logger is request-scoped (its middleware never runs for a cron), so
// log plainly here — Workers observability picks it up either way.
console.log(
`presence sweep: removed ${removed} expired rows, refreshed ${staleInstanceIds.length} instances`
)
}
// The generated spec. Documentation only — no request is validated against it (see
// openapi.ts). `hide: true` keeps this route out of its own output. Registered on
// `app` before it's wrapped in the exported handler below.
app.get(
'/openapi.json',
describeRoute({ hide: true }),
withCleanSpec(
openAPIRouteHandler(app, {
documentation: {
info: {
title: 'recflare match',
version: '1.0.0',
description: [
'Matchmaking and presence for recflare, a private-server reimplementation of the Rec',
'Room backend. Rooms and room instances are D1-backed (matchmaking finds or creates a',
'`room_instance` per session); presence — the instance each player is currently in —',
'lives in the shared `presence` table and expires on a TTL. A cron sweep clears',
'expired presence and frees up instances a crashed player never left.',
].join('\n'),
},
servers: [{ url: 'https://match.recflare.net', description: 'Production' }],
components: {
securitySchemes: {
bearerAuth: {
type: 'http',
scheme: 'bearer',
bearerFormat: 'JWT',
description: 'An `access_token` from the auth workers `POST /connect/token`.',
},
},
},
},
})
)
)
// The HTTP surface is a standard Hono app, exported by name so it can be mounted
// uniformly like every other worker (e.g. by a combined/facade worker). The cron
// that sweeps expired presence is exported alongside it.
export { app }
export const scheduled: ExportedHandlerScheduledHandler<Env> = (_controller, env, ctx) => {
ctx.waitUntil(sweepExpiredPresence(env))
}
// Standalone entry: a Worker only runs `scheduled` when it's on the default export,
// so match keeps the object form the runtime requires to fire its `*/5 * * * *` cron.
export default { fetch: app.fetch, scheduled } satisfies ExportedHandler<Env>