mirror of
https://github.com/djdevin/recflare.git
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551 lines
21 KiB
TypeScript
551 lines
21 KiB
TypeScript
import { Hono } from 'hono'
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import { useWorkersLogger } from 'workers-tagged-logger'
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import {
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createRoomInstance,
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getJoinableInstance,
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getOrCreateDormRoom,
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getPresence,
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getPresences,
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getRoomById,
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getRoomByName,
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getRoomInstancesByRoom,
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refreshInstanceFullness,
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RoomInstanceType,
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setPresence,
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setRoomInstanceInProgress,
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} from '@repo/domain'
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import { withNotFound, withOnError } from '@repo/hono-helpers'
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import { validateAndGetAccountId } from '@repo/jwt'
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import type { Room, StoredPresence } from '@repo/domain'
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import type { Context } from 'hono'
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import type { App } from './context'
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/**
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* The matchmaking surface. Rooms and room instances are D1-backed (matchmaking
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* finds/creates a `room_instance` row per session); player lookups still fall back
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* to default values when nothing is found. Presence is D1-backed too (the
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* `presence` table; see @repo/domain's presence-db).
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*
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* Auth-gated routes still validate the Bearer JWT issued by the `auth` worker.
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*/
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/**
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* Default `/player` payload, served whenever the `id` is missing/invalid or the
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* account isn't found. Inlined here (Workers have no filesystem).
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*/
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const DEFAULT_GET_PLAYER = [
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{
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playerId: 1,
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statusVisibility: 0,
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deviceClass: 0,
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vrMovementMode: 1,
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roomInstance: null,
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isOnline: true,
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appVersion: '20230302',
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platform: 0,
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},
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]
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/** Heartbeat body posted by the client (all fields optional). */
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interface HeartbeatRequest {
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playerId?: number
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statusVisibility?: number
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deviceClass?: number
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vrMovementMode?: number
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appVersion?: string | null
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platform?: number
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}
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/**
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* Resolve the account id from a Bearer token, mirroring the repeated
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* auth-header check. Returns `null` when the header is missing,
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* the token is invalid, or the `sub` claim isn't an integer.
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*/
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async function authedId(c: Context<App>): Promise<number | null> {
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return validateAndGetAccountId(c.req.raw, await c.env.JWT_SECRET.get())
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}
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/** Results.Unauthorized() equivalent — 401 with empty body. */
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function unauthorized(c: Context<App>) {
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return c.body(null, 401)
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}
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/** A synthesized room instance (same shape for dorm and other rooms). */
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type RoomInstance = ReturnType<typeof dormRoomInstance>
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/**
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* Stored presence for a player — the room instance they matchmade into plus the
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* status fields the heartbeat echoes back. The generic StoredPresence lives in
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* @repo/domain; here it's specialized to the match worker's RoomInstance shape.
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*/
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type Presence = StoredPresence<RoomInstance>
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/**
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* A heartbeat that changes nothing re-writes presence only once its TTL drops
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* within this window of expiring (s), instead of on every beat. So a player who's
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* sitting still is refreshed at most once per (PRESENCE_TTL_SECONDS − this) rather
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* than on every heartbeat — far fewer D1 writes, while still staying comfortably
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* ahead of expiry (the client heartbeats many times inside this window).
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*/
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const PRESENCE_REFRESH_THRESHOLD = 300
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/**
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* Game build version reported in presence. This is a server-side constant — the
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* client doesn't supply it, and an empty value breaks the client's
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* presence/version handling. Matches our target 2023 client build.
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*/
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const GAME_VERSION = '20230302'
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/** Store the room instance the player just matchmade into, preserving status. */
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async function enterRoom(c: Context<App>, id: number, roomInstance: RoomInstance): Promise<void> {
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const prev = await getPresence<RoomInstance>(c.env.DB, id)
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await setPresence(c.env.DB, {
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accountId: id,
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roomInstance,
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statusVisibility: prev?.statusVisibility ?? 0,
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deviceClass: prev?.deviceClass ?? 0,
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vrMovementMode: prev?.vrMovementMode ?? 1,
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platform: prev?.platform ?? 0,
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appVersion: prev?.appVersion || GAME_VERSION,
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})
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// Keep the destination instance's is_full flag in sync with live presence (the
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// player's own presence, just written, is counted). Then re-evaluate the
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// instance they left — its head-count dropped — so a full room frees up when
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// players move on. Both no-op for the synthetic dorm/orientation instances.
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await refreshInstanceFullness(c.env.DB, roomInstance.roomInstanceId)
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const leftId = prev?.roomInstance?.roomInstanceId
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if (leftId != null && leftId !== roomInstance.roomInstanceId) {
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await refreshInstanceFullness(c.env.DB, leftId)
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}
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}
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/**
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* Fixed Photon room id for the dorm. With no RoomInstance DB we can't persist
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* the GUID minted at matchmake time, and the client's presence check compares
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* the *whole* instance (photonRoomId included). Every dorm entry point
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* (matchmake/goto, matchmake/none, the heartbeat) must therefore return the
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* exact same instance, so the id is a constant rather than random/per-account.
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*/
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const DORM_PHOTON_ROOM_ID = '00000000-0000-4000-8000-000000000001'
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/** MatchmakingErrorCode.NoSuchRoom — returned when a room isn't in the DB. */
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const NO_SUCH_ROOM = 20
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/**
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* The canonical dorm room instance (room 1, instance 1.1). Returned identically
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* by every dorm entry point and the presence heartbeat so the client's local
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* presence never reads as out-of-sync.
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*/
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function dormRoomInstance() {
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return {
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roomInstanceId: 1,
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roomId: 1,
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subRoomId: 1,
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roomInstanceType: RoomInstanceType.Dormroom,
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location: '76d98498-60a1-430c-ab76-b54a29b7a163',
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dataBlob: '',
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eventId: 0,
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clubId: 0,
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roomCode: '',
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photonRegion: 'us',
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photonRegionId: 'us',
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photonRoomId: DORM_PHOTON_ROOM_ID,
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name: '^DormRoom',
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maxCapacity: 4,
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isFull: false,
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isPrivate: true,
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isInProgress: false,
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EncryptVoiceChat: false,
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}
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}
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/**
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* Instance-relevant fields pulled from a stored room (scene, name, capacity, …).
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* The `location` is the SubRoom's real `UnitySceneId` — an empty/unknown location
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* makes the client reject the session with "unknown scene location ID".
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*/
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function instanceFieldsFromRoom(room: Room) {
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const sub = (Array.isArray(room.SubRooms) ? room.SubRooms[0] : undefined) as
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Record<string, unknown> | undefined
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const str = (v: unknown, fallback = '') => (typeof v === 'string' ? v : fallback)
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const num = (v: unknown, fallback: number) => (typeof v === 'number' ? v : fallback)
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// Room instance names are prefixed with `^` so the client resolves the instance
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// (without it the new scene won't load). Personal dorms are the exception: they
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// carry the owner prefix `@<user>'s Dorm` and must NOT also get a `^`.
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const rawName = str(room.Name, 'Room')
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const name = rawName.startsWith('^') || rawName.startsWith('@') ? rawName : `^${rawName}`
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return {
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roomId: num(room.RoomId, 1),
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subRoomId: num(sub?.SubRoomId, 1),
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location: str(sub?.UnitySceneId),
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dataBlob: str(sub?.DataBlob),
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name,
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maxCapacity: num(sub?.MaxPlayers, 4),
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roomInstanceType: room.IsDorm === true ? RoomInstanceType.Dormroom : RoomInstanceType.Public,
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isDorm: room.IsDorm === true,
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}
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}
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/**
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* Build the client instance wire shape from a stored room plus the live instance's
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* id + Photon room id (both come from the `room_instance` table so joiners of the
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* same instance share them).
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*/
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function roomInstanceFromRoom(
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room: Room,
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isPrivate: boolean,
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instanceId: number,
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photonRoomId: string
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): RoomInstance {
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const f = instanceFieldsFromRoom(room)
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return {
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roomInstanceId: instanceId,
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roomId: f.roomId,
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subRoomId: f.subRoomId,
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roomInstanceType: f.roomInstanceType,
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location: f.location,
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dataBlob: f.dataBlob,
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eventId: 0,
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clubId: 0,
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roomCode: '',
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photonRegion: 'us',
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photonRegionId: 'us',
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photonRoomId,
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name: f.name,
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maxCapacity: f.maxCapacity,
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isFull: false,
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isPrivate: isPrivate || f.isDorm,
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isInProgress: false,
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EncryptVoiceChat: false,
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}
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}
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/** Read the `JoinMode` form field (2 = private instance). */
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async function readJoinMode(c: Context<App>): Promise<number> {
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const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
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return typeof body.JoinMode === 'string' ? Number.parseInt(body.JoinMode, 10) || 0 : 0
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}
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/**
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* Resolve a room by `:room` path segment (numeric id or name) from D1, then find a
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* joinable instance of it (public matchmakes reuse one via the `room_instance`
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* table) or create a new one. Returns null when the room isn't found.
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*/
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async function resolveRoomInstance(
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c: Context<App>,
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roomKey: string,
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isPrivate: boolean,
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ownerId: number
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): Promise<RoomInstance | null> {
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const id = Number.parseInt(roomKey, 10)
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const room = Number.isNaN(id)
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? await getRoomByName(c.env.DB, roomKey)
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: await getRoomById(c.env.DB, id)
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if (!room) return null
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const f = instanceFieldsFromRoom(room)
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// Reuse an existing joinable public instance; private matchmakes always get a
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// fresh instance. Create one when there's nothing to join.
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let instance = isPrivate ? null : await getJoinableInstance(c.env.DB, f.roomId)
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if (!instance) {
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instance = await createRoomInstance(c.env.DB, {
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ownerAccountId: ownerId,
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roomId: f.roomId,
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subRoomId: f.subRoomId,
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location: f.location,
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dataBlob: f.dataBlob,
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photonRoomId: crypto.randomUUID(),
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name: f.name,
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maxCapacity: f.maxCapacity,
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isPrivate: isPrivate || f.isDorm,
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roomInstanceType: f.roomInstanceType,
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})
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}
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return roomInstanceFromRoom(room, isPrivate, instance.roomInstanceId, instance.photonRoomId)
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}
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/**
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* The authed player's personal dorm instance. Gets-or-creates their dorm room,
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* then backs it with a single persistent private `room_instance` so the dorm has
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* a stable, unique Photon room id (dorms are isolated from each other) that
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* survives re-entry. The room's current scene/saved data is re-read each time, so
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* edits show up on the next visit.
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*/
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async function playerDormInstance(c: Context<App>, accountId: number): Promise<RoomInstance> {
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const room = await getOrCreateDormRoom(c.env.DB, accountId)
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const f = instanceFieldsFromRoom(room)
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// Reuse the dorm's one instance (private, so getJoinableInstance won't find it).
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let instance = (await getRoomInstancesByRoom(c.env.DB, f.roomId))[0]
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if (!instance) {
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instance = await createRoomInstance(c.env.DB, {
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ownerAccountId: accountId,
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roomId: f.roomId,
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subRoomId: f.subRoomId,
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location: f.location,
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dataBlob: f.dataBlob,
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photonRoomId: crypto.randomUUID(),
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name: f.name,
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maxCapacity: f.maxCapacity,
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isPrivate: true,
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roomInstanceType: f.roomInstanceType,
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})
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}
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return roomInstanceFromRoom(room, true, instance.roomInstanceId, instance.photonRoomId)
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}
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const app = new Hono<App>()
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.use(
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'*',
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// middleware
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(c, next) =>
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useWorkersLogger(c.env.NAME, {
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environment: c.env.ENVIRONMENT,
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release: c.env.SENTRY_RELEASE,
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})(c, next)
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)
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.onError(withOnError())
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.notFound(withNotFound())
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// ---- Player presence -----------------------------------------------------
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// login/exclusivelogin/logout are all no-op acks and MUST NOT touch presence.
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// The client fires a spurious `player/logout` during the account-creation
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// bootstrap (right after create_account seeds the new player into Orientation);
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// deleting presence here wiped that seed and bounced the player to the dorm.
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// Presence is overwritten by matchmake/goto and expires on its own TTL, so we
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// don't need to clear it on these lifecycle calls.
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.post('/player/login', (c) => c.body(null, 200))
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.post('/player/exclusivelogin', (c) => c.json({ errorCode: 0 }))
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.post('/player/logout', (c) => c.body(null, 200))
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.get('/player', async (c) => {
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// Returns each requested player's presence. Reads the `id` query param(s);
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// with none it serves the static getplayer.json default.
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const ids = c.req
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.queries('id')
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?.flatMap((v) => v.split(','))
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.map((s) => Number.parseInt(s.trim(), 10))
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.filter((n) => !Number.isNaN(n))
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if (!ids || ids.length === 0) return c.json(DEFAULT_GET_PLAYER)
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// One query for the whole batch (D1 `WHERE account_id IN (…)`), rather than a
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// point read per id as the KV store required.
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const presences = await getPresences<RoomInstance>(c.env.DB, ids)
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const players = ids.map((playerId) => {
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const p = presences.get(playerId)
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return {
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playerId,
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statusVisibility: p?.statusVisibility ?? 0,
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deviceClass: p?.deviceClass ?? 0,
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vrMovementMode: p?.vrMovementMode ?? 1,
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roomInstance: p?.roomInstance ?? null,
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isOnline: p?.roomInstance != null,
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appVersion: p?.appVersion || GAME_VERSION,
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platform: p?.platform ?? 0,
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}
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})
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return c.json(players)
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})
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.post('/player/heartbeat', async (c) => {
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const id = await authedId(c)
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if (id === null) return unauthorized(c)
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// Body may be a JSON HeartbeatRequest or a form post (LoginLock); only JSON
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// carries presence/status fields.
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const raw = await c.req.text().catch(() => '')
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let hb: HeartbeatRequest = {}
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if (raw.trimStart().startsWith('{')) {
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try {
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hb = JSON.parse(raw) as HeartbeatRequest
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} catch {
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hb = {}
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}
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}
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// Return the player's stored presence (set by matchmake/goto), mirroring the
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// reference server's HeartbeatDB.GetPlayerHeartbeat. No presence → the player
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// isn't in a room yet, so roomInstance=null / isOnline=false. Posted status
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// fields are merged back; the row is re-written (refreshing the TTL) only when
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// something changed or its TTL is close to lapsing — see below.
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence) {
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// Merge the posted status fields, tracking whether any actually changed.
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let changed = false
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const apply = <K extends keyof Presence>(key: K, value: Presence[K]) => {
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if (presence[key] !== value) {
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presence[key] = value
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changed = true
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}
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}
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if (hb.statusVisibility !== undefined) apply('statusVisibility', hb.statusVisibility)
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if (hb.deviceClass !== undefined) apply('deviceClass', hb.deviceClass)
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if (hb.vrMovementMode !== undefined) apply('vrMovementMode', hb.vrMovementMode)
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if (hb.platform !== undefined) apply('platform', hb.platform)
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if (hb.appVersion) apply('appVersion', hb.appVersion)
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if (!presence.appVersion) apply('appVersion', GAME_VERSION)
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// Extending the TTL means re-writing the row, so skip the write on an
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// unchanged heartbeat until the TTL is within PRESENCE_REFRESH_THRESHOLD
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// (s) of lapsing — a still player is refreshed periodically rather than on
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// every beat. `expiresAt` is epoch seconds (set by setPresence).
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const nowSeconds = Math.floor(Date.now() / 1000)
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const dueForRefresh = presence.expiresAt - nowSeconds <= PRESENCE_REFRESH_THRESHOLD
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if (changed || dueForRefresh) {
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await setPresence(c.env.DB, presence)
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}
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}
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return c.json({
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playerId: hb.playerId ? hb.playerId : id,
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statusVisibility: presence?.statusVisibility ?? hb.statusVisibility ?? 0,
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deviceClass: presence?.deviceClass ?? hb.deviceClass ?? 0,
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vrMovementMode: presence?.vrMovementMode ?? (hb.vrMovementMode ? hb.vrMovementMode : 1),
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roomInstance: presence?.roomInstance ?? null,
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isOnline: presence?.roomInstance != null,
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appVersion: presence?.appVersion || hb.appVersion || GAME_VERSION,
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platform: presence?.platform ?? hb.platform ?? 0,
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})
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})
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.put('/player/statusvisibility', async (c) => {
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const id = await authedId(c)
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if (id !== null) {
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const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
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const sv =
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typeof body.statusVisibility === 'string' ? Number.parseInt(body.statusVisibility, 10) : NaN
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence && !Number.isNaN(sv)) {
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presence.statusVisibility = sv
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await setPresence(c.env.DB, presence)
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}
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}
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return c.body(null, 200)
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})
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// ---- Room navigation -----------------------------------------------------
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// Each matchmake/goto persists the resulting instance as the player's presence
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// so the heartbeat can replay it (keeping client presence in sync).
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.post('/goto/room/:room', async (c) => {
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const id = await authedId(c)
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if (id === null) return unauthorized(c)
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const room = c.req.param('room')
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const joinMode = await readJoinMode(c)
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const instance =
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room.toLowerCase() === 'dormroom'
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? await playerDormInstance(c, id)
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: await resolveRoomInstance(c, room, joinMode === 2, id)
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if (!instance) return c.json({ errorCode: NO_SUCH_ROOM, roomInstance: null })
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await enterRoom(c, id, instance)
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return c.json({ errorCode: 0, roomInstance: instance })
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})
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// Register the static `none` route before the `:room` param route so it
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// isn't swallowed by the auth-gated matchmake handler.
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.post('/matchmake/none', async (c) => {
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const id = await authedId(c)
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// Return the player's *current* heartbeat here rather than forcing the dorm.
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// Orientation is a solo room the client establishes via matchmake/none; if we
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// force the dorm, the new player is warped out of Orientation within seconds.
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// So: preserve existing presence; only fall back to the offline dorm when the
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// player has none (e.g. the title screen before they've entered any room).
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if (id !== null) {
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const presence = await getPresence<RoomInstance>(c.env.DB, id)
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if (presence?.roomInstance) {
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return c.json({ errorCode: 0, roomInstance: presence.roomInstance })
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||
}
|
||
}
|
||
// 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 })
|
||
})
|
||
// 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', async (c) => {
|
||
const id = await authedId(c)
|
||
if (id === null) return unauthorized(c)
|
||
const joinMode = await readJoinMode(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)
|
||
return c.json({ errorCode: 0, roomInstance: instance })
|
||
})
|
||
.post('/matchmake/:room', 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', 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', (c) => c.body(null, 200))
|
||
.put('/player/gameserverregionpings', (c) => c.body(null, 200))
|
||
|
||
// ---- Room instance -------------------------------------------------------
|
||
.post('/roominstance/:id/reportjoinresult', (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', 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-only (403): the caller must be the room's creator.
|
||
// Unknown room → 404. Returns the bare RoomInstance DTO array (empty when the
|
||
// room has no live instances).
|
||
.get('/room/:roomId{[0-9]+}/instances', 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)
|
||
if (room.CreatorAccountId !== 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', (c) => c.json([]))
|
||
|
||
// Rooms flagged as requiring an RR+ subscription. No such queue yet → empty list.
|
||
.get('/rooms/requiring/rrplus', (c) => c.json([]))
|
||
|
||
export default app
|