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recflare/packages/domain/src/unity-assets-db.ts
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2026-10-12 21:18:51 -04:00

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TypeScript

/**
* Baked unity asset bundles — the blob references behind a room's asset-bundle download.
*
* `unity_asset` holds one row per BUILD of a unity asset: the asset's GUID, the `Target`
* it was built for (0 Windows, 2 Android/Quest — the same numbers a custom avatar's
* `unityAssetTarget` uses), its `Version`, the `Kind` of bundle (`main`, the scene the
* client loads; `stripped`, the editor-only variant the Studio upload also stores), and
* the storage blob the client downloads (`Filename`, fetched as `/room/<Filename>` straight
* from the shared `recflare-cdn` bucket, and its base64 SHA-256 `Hash`).
*
* Two things read it. The client asks for main bundles in bulk from
* `POST /unity_assets/baked/bulk` (the `rooms` worker) while loading a room — the step
* Player.log times as `AssetBundle_Download` — and `GET /rooms/{id}` folds the STUDIO
* main bundles (filenames under `studio/`, see `isStudioBundleFilename`) onto
* `CurrentSave.UnitySubAssets`. A first-party bundle loaded by hand under `unity/<roomId>/`
* is served by the bulk lookup only; either way the client then downloads
* `/room/<Filename>` from the bucket, and a lookup that answers no row,
* or a row without a `Filename`, simply downloads nothing, with no error anywhere.
*
* The `studio` worker writes it: a Rec Room Studio build posts a Windows + Android bundle
* pair (plus optional stripped ones), stored here at {@link STUDIO_ASSET_VERSION} with the
* cloud-build record in `studio_cloud_build` (see studio-unity-assets.ts).
*
* The `rooms` worker owns the table and its migrations — see
* apps/rooms/migrations/0024_unity_asset.sql and 0026_unity_asset_kind.sql.
*/
import { bindPlaceholders, chunkForBinds } from './d1-binds'
/** Schema DDL (mirror of apps/rooms/migrations/0026_unity_asset_kind.sql) — tests apply this. */
export const UNITY_ASSET_SCHEMA_DDL: string[] = [
// A unity asset is built once per target and kind, and may be rebuilt at a new version,
// so the four together name a row. `unity_asset_id` is stored lowercase: a GUID's case
// is not part of its identity and the client is not consistent about it.
`CREATE TABLE IF NOT EXISTS unity_asset (
unity_asset_id TEXT NOT NULL,
target INTEGER NOT NULL,
version INTEGER NOT NULL,
kind TEXT NOT NULL DEFAULT 'main',
filename TEXT NOT NULL,
hash TEXT NOT NULL,
PRIMARY KEY (unity_asset_id, target, version, kind)
)`,
]
/**
* Which bundle of a build a row is. `main` is the scene the game loads; `stripped` is the
* editor-only variant Rec Room Studio uploads beside it, stored but never listed to the
* game — a client that loaded every row would replace the scene with the stripped one.
*/
export type UnityAssetKind = 'main' | 'stripped'
/**
* One baked bundle as the client reads it — its five-key DTO, in this order. An element of
* the bare array `POST /unity_assets/baked/bulk` answers, and of a save's `UnitySubAssets`.
*/
export interface BakedUnityAsset {
/** GUID. */
UnityAssetId: string
/** 0 Windows, 2 Android/Quest. */
Target: number
Version: number
/** The storage blob the client downloads, as `/room/<Filename>` from the bucket. */
Filename: string
/** Base64 SHA-256 of the blob. */
Hash: string
}
/** One stored row: a baked bundle and which kind of bundle it is. */
export interface UnityAssetBuild extends BakedUnityAsset {
Kind: UnityAssetKind
}
interface UnityAssetRow {
unity_asset_id: string
target: number
version: number
kind: string
filename: string
hash: string
}
const toBakedUnityAsset = (row: UnityAssetRow): BakedUnityAsset => ({
UnityAssetId: row.unity_asset_id,
Target: row.target,
Version: row.version,
Filename: row.filename,
Hash: row.hash,
})
const toUnityAssetBuild = (row: UnityAssetRow): UnityAssetBuild => ({
...toBakedUnityAsset(row),
Kind: row.kind === 'stripped' ? 'stripped' : 'main',
})
/**
* The statement that records a build, for callers that batch it with other writes.
* Replaces the row for the same (asset, target, version, kind).
*/
export function unityAssetUpsert(
db: D1Database,
asset: BakedUnityAsset,
kind: UnityAssetKind = 'main'
): D1PreparedStatement {
return db
.prepare(
`INSERT OR REPLACE INTO unity_asset (unity_asset_id, target, version, kind, filename, hash)
VALUES (?1, ?2, ?3, ?4, ?5, ?6)`
)
.bind(
asset.UnityAssetId.toLowerCase(),
asset.Target,
asset.Version,
kind,
asset.Filename,
asset.Hash
)
}
/** Record a build. Replaces the row for the same (asset, target, version, kind). */
export async function putUnityAsset(
db: D1Database,
asset: BakedUnityAsset,
kind: UnityAssetKind = 'main'
): Promise<void> {
await unityAssetUpsert(db, asset, kind).run()
}
/** Forget every build of `unityAssetId`, all targets and kinds. The blobs stay in R2. */
export async function deleteUnityAssetBuilds(db: D1Database, unityAssetId: string): Promise<void> {
await db
.prepare('DELETE FROM unity_asset WHERE unity_asset_id = ?1')
.bind(unityAssetId.toLowerCase())
.run()
}
/**
* The main bundles for `unityAssetIds` on `target` — one entry per asset that has one, in
* the order asked, assets with no build left out. An asset built more than once is served
* ONCE: the build at the requested `version` when there is one, otherwise the newest. The
* request's version is a preference, not a filter, because the one capture pairing the two
* (a request for version 3 answered with version 227) shows the reference did not require
* them to match, and an empty answer here is a room that silently loads nothing.
*
* Ids are matched case-insensitively and served as stored (lowercase). Nothing to ask
* about reads nothing.
*/
export async function getBakedUnityAssets(
db: D1Database,
unityAssetIds: string[],
target: number,
version: number
): Promise<BakedUnityAsset[]> {
const ids = [...new Set(unityAssetIds.map((id) => id.toLowerCase()))]
if (ids.length === 0) return []
const pages = await Promise.all(
chunkForBinds(ids, 2).map((chunk) =>
db
.prepare(
`SELECT unity_asset_id, target, version, kind, filename, hash FROM unity_asset
WHERE target = ?1 AND kind = 'main'
AND unity_asset_id IN (${bindPlaceholders(chunk, 2)})
ORDER BY (version = ?2) DESC, version DESC`
)
.bind(target, version, ...chunk)
.all<UnityAssetRow>()
)
)
// Rows arrive best-first per asset, so the first one seen for an id is the one to serve.
const best = new Map<string, BakedUnityAsset>()
for (const row of pages.flatMap((page) => page.results)) {
if (!best.has(row.unity_asset_id)) best.set(row.unity_asset_id, toBakedUnityAsset(row))
}
return ids.flatMap((id) => best.get(id) ?? [])
}
/**
* Every stored build of the given unity assets — all targets, versions and kinds. Ids are
* matched case-insensitively and served as stored (lowercase). An empty id list reads
* nothing.
*/
export async function listUnityAssetBuilds(
db: D1Database,
unityAssetIds: string[]
): Promise<UnityAssetBuild[]> {
const ids = [...new Set(unityAssetIds.filter((id) => id !== '').map((id) => id.toLowerCase()))]
if (ids.length === 0) return []
const pages = await Promise.all(
chunkForBinds(ids).map((chunk) =>
db
.prepare(
`SELECT unity_asset_id, target, version, kind, filename, hash FROM unity_asset
WHERE unity_asset_id IN (${bindPlaceholders(chunk)})`
)
.bind(...chunk)
.all<UnityAssetRow>()
)
)
return pages.flatMap((page) => page.results).map(toUnityAssetBuild)
}
/**
* The main bundles among `builds` as a save lists them: Windows then Android, the client's
* five-key DTO. Stripped bundles are left off — see {@link UnityAssetKind}.
*/
export function bakedUnityAssets(builds: UnityAssetBuild[]): BakedUnityAsset[] {
return builds
.filter((build) => build.Kind === 'main')
.map(({ Kind: _kind, ...baked }) => baked)
.sort((a, b) => a.Target - b.Target || a.Filename.localeCompare(b.Filename))
}