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