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487 lines
19 KiB
TypeScript
487 lines
19 KiB
TypeScript
/**
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* Room instances — live sessions of a room. Stored with the same JSON-blob pattern
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* as the rooms/accounts tables: the full instance is a JSON blob in `data`, and
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* every field is a SQLite generated (virtual) column extracted from it (snake_case
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* per the reference's `[Column]` names). `id` is a sequential key held in the blob.
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*
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* The `rooms` worker owns the schema (migrations/0004_room_instance.sql); the
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* `match` worker finds/creates instances here at matchmake time. This module is the
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* single source of truth for the helpers — both workers import it from
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* `@repo/domain`. Columns marked `[JsonIgnore]` in the reference (owner_account_id,
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* data_blob, allow_new_users, join_disabled) live in the blob but are dropped from
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* the client DTO (`toDto`) — as does `game_version`, which is this server's own
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* addition (migrations/0012_room_instance_version.sql) and keys matchmaking so that
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* only players on the same client build share an instance.
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*/
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import { countPlayersInInstance, getPlayerIdsByRoomInstance } from './presence-db'
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/** Schema DDL (mirror of migrations/0004_room_instance.sql). */
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export const ROOM_INSTANCE_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS room_instance (
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data TEXT NOT NULL,
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id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstanceId')) VIRTUAL,
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owner_account_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.ownerAccountId')) VIRTUAL,
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room_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomId')) VIRTUAL,
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sub_room_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.subRoomId')) VIRTUAL,
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location TEXT GENERATED ALWAYS AS (json_extract(data, '$.location')) VIRTUAL,
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data_blob TEXT GENERATED ALWAYS AS (json_extract(data, '$.dataBlob')) VIRTUAL,
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event_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.eventId')) VIRTUAL,
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photon_region_id TEXT GENERATED ALWAYS AS (json_extract(data, '$.photonRegionId')) VIRTUAL,
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photon_room_id TEXT GENERATED ALWAYS AS (json_extract(data, '$.photonRoomId')) VIRTUAL,
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name TEXT GENERATED ALWAYS AS (json_extract(data, '$.name')) VIRTUAL,
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max_capacity INTEGER GENERATED ALWAYS AS (json_extract(data, '$.maxCapacity')) VIRTUAL,
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is_full INTEGER GENERATED ALWAYS AS (json_extract(data, '$.isFull')) VIRTUAL,
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is_private INTEGER GENERATED ALWAYS AS (json_extract(data, '$.isPrivate')) VIRTUAL,
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is_in_progress INTEGER GENERATED ALWAYS AS (json_extract(data, '$.isInProgress')) VIRTUAL,
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room_code TEXT GENERATED ALWAYS AS (json_extract(data, '$.roomCode')) VIRTUAL,
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room_instance_type INTEGER GENERATED ALWAYS AS (json_extract(data, '$.roomInstanceType')) VIRTUAL,
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club_id INTEGER GENERATED ALWAYS AS (json_extract(data, '$.clubId')) VIRTUAL,
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encrypt_voice_chat INTEGER GENERATED ALWAYS AS (json_extract(data, '$.EncryptVoiceChat')) VIRTUAL,
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matchmaking_policy INTEGER GENERATED ALWAYS AS (json_extract(data, '$.matchmakingPolicy')) VIRTUAL,
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allow_new_users INTEGER GENERATED ALWAYS AS (json_extract(data, '$.allowNewUsers')) VIRTUAL,
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join_disabled INTEGER GENERATED ALWAYS AS (json_extract(data, '$.joinDisabled')) VIRTUAL,
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created_at TEXT GENERATED ALWAYS AS (json_extract(data, '$.createdAt')) VIRTUAL,
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game_version TEXT GENERATED ALWAYS AS (json_extract(data, '$.gameVersion')) VIRTUAL
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)`,
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`CREATE UNIQUE INDEX IF NOT EXISTS idx_room_instance_id ON room_instance (id)`,
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`CREATE UNIQUE INDEX IF NOT EXISTS idx_room_instance_photon_room_id ON room_instance (photon_room_id)`,
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`CREATE INDEX IF NOT EXISTS idx_room_instance_room_id ON room_instance (room_id)`,
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]
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/** Client-facing RoomInstance JSON (JsonPropertyName keys; JsonIgnore omitted). */
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export interface RoomInstanceDto {
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roomInstanceId: number
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roomId: number
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subRoomId: number
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location: string
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eventId: number
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photonRegionId: string
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photonRoomId: string
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name: string
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maxCapacity: number
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isFull: boolean
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isPrivate: boolean
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isInProgress: boolean
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roomCode: string
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roomInstanceType: number
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clubId: number
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// PascalCase JSON key, per the reference's `[JsonPropertyName("EncryptVoiceChat")]`.
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EncryptVoiceChat: boolean
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matchmakingPolicy: number
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createdAt: string
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}
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/**
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* The owner's view of one live instance of their room (`match`:
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* `GET /room/:roomId/instances`). Deliberately NOT the client `RoomInstanceDto`:
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* it's a management listing, so it carries who is in there (`playerIds`, from live
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* presence) and drops the connection details (photon ids, data blob, room code) an
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* owner has no business reading for a session they aren't in.
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*/
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export interface RoomInstanceSummary {
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roomInstanceId: number
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roomId: number
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subRoomId: number
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isFull: boolean
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createdAt: string
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playerIds: number[]
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}
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/**
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* The full stored instance — the DTO plus the fields that live in the blob but never
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* reach the client: the reference's `[JsonIgnore]` columns, and `gameVersion`, which is
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* this server's own (see {@link NewRoomInstance.gameVersion}). Exported for the callers
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* that need one of those — {@link getStoredRoomInstance} is how they read it — since the
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* DTO deliberately drops them.
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*/
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export interface StoredRoomInstance extends RoomInstanceDto {
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ownerAccountId: number
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dataBlob: string
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allowNewUsers: boolean
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joinDisabled: boolean
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gameVersion: string
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}
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/** Fields for a new instance; `roomInstanceId` and `createdAt` are assigned here. */
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export interface NewRoomInstance {
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ownerAccountId: number
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roomId: number
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photonRoomId: string
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subRoomId?: number
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location?: string
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dataBlob?: string
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eventId?: number
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photonRegionId?: string
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name?: string
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maxCapacity?: number
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isFull?: boolean
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isPrivate?: boolean
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isInProgress?: boolean
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roomCode?: string
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roomInstanceType?: number
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clubId?: number
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encryptVoiceChat?: boolean
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matchmakingPolicy?: number
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allowNewUsers?: boolean
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joinDisabled?: boolean
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/**
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* The game build this session runs — the `rn.ver` of the player whose matchmake
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* created it. Players only ever share an instance with others on the same build (see
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* {@link getJoinableInstance}), because two builds in one Photon room disagree about
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* how the scene and its objects serialize. Omitted (`''`) means "unknown", which
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* matches nothing: rows written before the field existed are never joined into.
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*/
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gameVersion?: string
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}
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/** Project a stored instance to the client DTO (JsonIgnore fields dropped). */
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function toDto(s: StoredRoomInstance): RoomInstanceDto {
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return {
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roomInstanceId: s.roomInstanceId,
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roomId: s.roomId,
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subRoomId: s.subRoomId,
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location: s.location,
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eventId: s.eventId,
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photonRegionId: s.photonRegionId,
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photonRoomId: s.photonRoomId,
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name: s.name,
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maxCapacity: s.maxCapacity,
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isFull: s.isFull,
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isPrivate: s.isPrivate,
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isInProgress: s.isInProgress,
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roomCode: s.roomCode,
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roomInstanceType: s.roomInstanceType,
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clubId: s.clubId,
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EncryptVoiceChat: s.EncryptVoiceChat,
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matchmakingPolicy: s.matchmakingPolicy,
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createdAt: s.createdAt,
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}
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}
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const parse = (data: string): StoredRoomInstance => JSON.parse(data) as StoredRoomInstance
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/**
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* Ids start high (above 1_000_000) so an instance id never collides with the
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* dorm's fixed roomInstanceId of 1 — the client keys room transitions off the id,
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* so a room instance that returned 1 would look like "still in the dorm".
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*/
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const ID_BASE = 1_000_000
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/** Insert a new room instance, returning it as a client DTO. */
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export async function createRoomInstance(
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db: D1Database,
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input: NewRoomInstance
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): Promise<RoomInstanceDto> {
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const idRow = await db
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.prepare(`SELECT COALESCE(MAX(id), ${ID_BASE}) + 1 AS next FROM room_instance`)
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.first<{ next: number }>()
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const stored: StoredRoomInstance = {
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roomInstanceId: idRow?.next ?? ID_BASE + 1,
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ownerAccountId: input.ownerAccountId,
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roomId: input.roomId,
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subRoomId: input.subRoomId ?? 0,
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location: input.location ?? '',
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dataBlob: input.dataBlob ?? '',
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eventId: input.eventId ?? 0,
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photonRegionId: input.photonRegionId ?? 'us',
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photonRoomId: input.photonRoomId,
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name: input.name ?? '',
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maxCapacity: input.maxCapacity ?? 0,
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isFull: input.isFull ?? false,
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isPrivate: input.isPrivate ?? false,
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isInProgress: input.isInProgress ?? false,
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roomCode: input.roomCode ?? '',
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roomInstanceType: input.roomInstanceType ?? 0,
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clubId: input.clubId ?? 0,
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EncryptVoiceChat: input.encryptVoiceChat ?? false,
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matchmakingPolicy: input.matchmakingPolicy ?? 0,
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allowNewUsers: input.allowNewUsers ?? true,
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joinDisabled: input.joinDisabled ?? false,
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gameVersion: input.gameVersion ?? '',
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createdAt: new Date().toISOString(),
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}
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await db
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.prepare('INSERT INTO room_instance (data) VALUES (?1)')
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.bind(JSON.stringify(stored))
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.run()
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return toDto(stored)
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}
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/** Look up a room instance by its id (roomInstanceId). */
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export async function getRoomInstance(db: D1Database, id: number): Promise<RoomInstanceDto | null> {
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const row = await db
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.prepare('SELECT data FROM room_instance WHERE id = ?1')
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.bind(id)
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.first<{ data: string }>()
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return row ? toDto(parse(row.data)) : null
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}
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/**
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* The stored instance behind {@link getRoomInstance} — the same row, un-projected, so a
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* caller can read the fields the client DTO drops (`ownerAccountId`, `gameVersion`, the
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* join flags). Server-side only: never answer a client with this shape.
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*/
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export async function getStoredRoomInstance(
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db: D1Database,
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id: number
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): Promise<StoredRoomInstance | null> {
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const row = await db
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.prepare('SELECT data FROM room_instance WHERE id = ?1')
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.bind(id)
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.first<{ data: string }>()
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if (!row) return null
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const stored = parse(row.data)
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// A row written before the build stamp existed has no `gameVersion` at all; it reads
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// as `''` (the "unknown build" the type promises) rather than as undefined, so a
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// caller comparing builds doesn't have to know the field is younger than the table.
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return { ...stored, gameVersion: stored.gameVersion || '' }
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}
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/**
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* Flip an instance's `isInProgress` flag, rewriting the JSON blob (the generated
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* `is_in_progress` column follows it). Returns the updated DTO, or null when the
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* instance doesn't exist.
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*/
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export async function setRoomInstanceInProgress(
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db: D1Database,
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id: number,
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isInProgress: boolean
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): Promise<RoomInstanceDto | null> {
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const row = await db
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.prepare('SELECT data FROM room_instance WHERE id = ?1')
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.bind(id)
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.first<{ data: string }>()
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if (!row) return null
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const stored = parse(row.data)
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stored.isInProgress = isInProgress
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await db
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.prepare('UPDATE room_instance SET data = ?1 WHERE id = ?2')
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.bind(JSON.stringify(stored), id)
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.run()
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return toDto(stored)
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}
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/**
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* Flip an instance's `isPrivate` flag, rewriting the JSON blob (the generated
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* `is_private` column follows it). Returns the updated DTO, or null when the
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* instance doesn't exist.
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*
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* Marking an instance private is what closes it to strangers: {@link
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* getJoinableInstance} only ever reuses instances with `is_private = 0`, so a public
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* matchmake stops landing new players here the moment this is set. Everyone already
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* inside stays — this shuts the door, it doesn't clear the room.
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*/
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export async function setRoomInstancePrivate(
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db: D1Database,
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id: number,
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isPrivate: boolean
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): Promise<RoomInstanceDto | null> {
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const row = await db
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.prepare('SELECT data FROM room_instance WHERE id = ?1')
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.bind(id)
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.first<{ data: string }>()
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if (!row) return null
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const stored = parse(row.data)
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stored.isPrivate = isPrivate
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await db
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.prepare('UPDATE room_instance SET data = ?1 WHERE id = ?2')
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.bind(JSON.stringify(stored), id)
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.run()
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return toDto(stored)
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}
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/**
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* Recompute an instance's `isFull` flag from live match presence: full once the
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* number of players currently present in the instance reaches its `maxCapacity`
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* (capacity 0 — unset — is never full). Rewrites the JSON blob (the generated
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* `is_full` column follows it) only when the flag actually changes. Returns the
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* new fullness, or null when the instance has no row (e.g. the synthetic
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* dorm/orientation instances). Matchmaking calls this for the instance a player
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* enters and the one they leave, so the flag matchmaking selects on stays accurate.
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*/
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export async function refreshInstanceFullness(
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db: D1Database,
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roomInstanceId: number
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): Promise<boolean | null> {
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const row = await db
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.prepare('SELECT data FROM room_instance WHERE id = ?1')
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.bind(roomInstanceId)
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.first<{ data: string }>()
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if (!row) return null
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const stored = parse(row.data)
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const count = await countPlayersInInstance(db, roomInstanceId)
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const isFull = stored.maxCapacity > 0 && count >= stored.maxCapacity
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if (stored.isFull !== isFull) {
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stored.isFull = isFull
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await db
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.prepare('UPDATE room_instance SET data = ?1 WHERE id = ?2')
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.bind(JSON.stringify(stored), roomInstanceId)
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.run()
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}
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return isFull
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}
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/**
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* How long (s) a room instance is left alone after it's created, even with nobody in
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* it. Every path that creates an instance writes the creator's presence in the same
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* request, so an empty instance is normally already abandoned — but the two writes
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* aren't atomic, and a cron firing in between would delete the instance the player is
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* being handed. One cron interval of slack closes that window.
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*/
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export const EMPTY_INSTANCE_GRACE_SECONDS = 300
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/**
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* Delete room instances with no presence rows pointing at them — the sessions left
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* behind when every player quit or timed out. Nothing reuses them (matchmaking would
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* happily hand a joiner an instance whose Photon room has long since emptied), so
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* they're pure accumulation: one row per room visit, forever.
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*
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* Emptiness is a plain "are there any rows" test — expiry is not consulted, because
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* {@link deleteExpiredPresence} is what retires a lapsed row and must have run first.
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* Run out of that order and a crashed player's stale row keeps their instance alive
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* until the following sweep.
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*
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* Instances younger than `graceSeconds` are skipped (see
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* {@link EMPTY_INSTANCE_GRACE_SECONDS}). Nothing else is: a DORM is swept like any
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* other room once its owner leaves it empty, and gets a fresh row — a new Photon room —
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* the next time they walk in. Its persistence is the dorm ROOM and the scene saved in it,
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* which live on the room, not on a session of it; the row here is worth no more than an
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* empty Photon room nobody can be pointed at.
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*
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* Note that a deleted id is not retired: {@link createRoomInstance} allocates
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* `MAX(id) + 1`, so sweeping the newest row hands its number to the next instance
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* created. Nothing may treat an instance id as a durable reference to one session.
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*
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* Returns the ids deleted.
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*/
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export async function deleteEmptyRoomInstances(
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db: D1Database,
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graceSeconds = EMPTY_INSTANCE_GRACE_SECONDS,
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now = Date.now()
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): Promise<number[]> {
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// `createdAt` is an ISO-8601 UTC timestamp, which sorts lexicographically in the
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// same order it sorts chronologically — so a string compare is a time compare.
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const createdBefore = new Date(now - graceSeconds * 1000).toISOString()
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const { results } = await db
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.prepare(
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`DELETE FROM room_instance
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WHERE created_at < ?1
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AND NOT EXISTS (
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SELECT 1 FROM presence WHERE presence.room_instance_id = room_instance.id
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)
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RETURNING json_extract(data, '$.roomInstanceId') AS id`
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)
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.bind(createdBefore)
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.all<{ id: number }>()
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return results.map((r) => r.id)
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}
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/**
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* The oldest joinable public instance of a room (not private, not full, joins
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* enabled, not already in progress) that is running `gameVersion`, or null when
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* there's none to join. Used by matchmaking to reuse an existing instance before
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* creating a new one.
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*
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* The build is part of the search, not a detail of it — which is why it's a required
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* argument rather than an optional filter a caller can forget. Two builds in one Photon
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* room disagree about how the scene and its objects serialize, so a player is only ever
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* placed with others on their own build; a room busy with players on another build looks
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* empty here and the caller creates a fresh instance beside them. Instances written
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* before the field existed carry no version and so match nobody — they are joined into
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* again only after they empty out and the sweep retires them.
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*
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* A room's subrooms are separate places, so `subRoomId` scopes the search: joining
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* subroom 35 must never drop you into a live instance of subroom 1. Omitting it
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* matches any subroom.
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*
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* `excludeInstanceId` drops one instance from the search — the one the player is
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* already in. Matchmaking must land them in a *different* instance (the client keys
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* the room transition off a changing `roomInstanceId`), so re-matchmaking into the
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* only instance of a room they're already in must skip it and fall through to a
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* fresh instance rather than hand back the same id. A no-op when they're not in this
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* room; instance ids are globally unique.
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*/
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export async function getJoinableInstance(
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db: D1Database,
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roomId: number,
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gameVersion: string,
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subRoomId?: number,
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excludeInstanceId?: number
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): Promise<RoomInstanceDto | null> {
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const binds: Array<number | string> = [roomId, gameVersion]
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const filters: string[] = []
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if (subRoomId !== undefined) {
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binds.push(subRoomId)
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filters.push(`AND sub_room_id = ?${binds.length}`)
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}
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if (excludeInstanceId !== undefined) {
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binds.push(excludeInstanceId)
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filters.push(`AND id != ?${binds.length}`)
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}
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const row = await db
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.prepare(
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`SELECT data FROM room_instance
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WHERE room_id = ?1 AND game_version = ?2
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AND is_private = 0 AND is_full = 0 AND join_disabled = 0
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AND is_in_progress = 0 ${filters.join(' ')}
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ORDER BY id LIMIT 1`
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)
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.bind(...binds)
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.first<{ data: string }>()
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return row ? toDto(parse(row.data)) : null
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}
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/**
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* All instances of a given room — every build's, unless `gameVersion` scopes it to the
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* sessions running one. An instance belongs to a single client build (see
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* {@link getJoinableInstance}), so a caller looking for one to place a player in wants
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* the scoped form; a caller counting or listing what's live wants them all.
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*/
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export async function getRoomInstancesByRoom(
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db: D1Database,
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roomId: number,
|
|
gameVersion?: string
|
|
): Promise<RoomInstanceDto[]> {
|
|
const { results } = await db
|
|
.prepare(
|
|
`SELECT data FROM room_instance WHERE room_id = ?1${
|
|
gameVersion === undefined ? '' : ' AND game_version = ?2'
|
|
}`
|
|
)
|
|
.bind(...(gameVersion === undefined ? [roomId] : [roomId, gameVersion]))
|
|
.all<{ data: string }>()
|
|
return results.map((r) => toDto(parse(r.data)))
|
|
}
|
|
|
|
/**
|
|
* A room's instances as the owner's management listing sees them — the
|
|
* {@link RoomInstanceSummary} projection, each with the players currently standing
|
|
* in it. Presence is read once for the whole room (one grouped query), so this stays
|
|
* two reads regardless of how many instances are live; an instance nobody is in
|
|
* (everyone timed out, or it was just created) gets an empty `playerIds`.
|
|
*/
|
|
export async function getRoomInstanceSummariesByRoom(
|
|
db: D1Database,
|
|
roomId: number
|
|
): Promise<RoomInstanceSummary[]> {
|
|
const [{ results }, playersByInstance] = await Promise.all([
|
|
db
|
|
.prepare('SELECT data FROM room_instance WHERE room_id = ?1 ORDER BY id')
|
|
.bind(roomId)
|
|
.all<{ data: string }>(),
|
|
getPlayerIdsByRoomInstance(db, roomId),
|
|
])
|
|
return results.map((r) => {
|
|
const s = parse(r.data)
|
|
return {
|
|
roomInstanceId: s.roomInstanceId,
|
|
roomId: s.roomId,
|
|
subRoomId: s.subRoomId,
|
|
isFull: s.isFull,
|
|
createdAt: s.createdAt,
|
|
playerIds: playersByInstance.get(s.roomInstanceId) ?? [],
|
|
}
|
|
})
|
|
}
|