feat(squad): in-memory squad/lobby state + wire squad functions
Build & Deploy / build (push) Successful in 31s
Build & Deploy / build (push) Successful in 31s
Adds SquadService (singleton, process-local) tracking squads by the squadId the client shares across party members, plus a user->squad index so TryGetCompleteSquadInfo (no squadId in request) can resolve the caller's squad. Members are lazily registered on any squad call. - TryGetCompleteSquadInfo: returns the caller's real squad. - SquadMemberReadyForMatch: joins the squad, records readiness/map, returns the squad + whether everyone is ready. - SquadMemberSelectedMap: records the member's selected map. - DbUserService.FindByIdAsync: resolve display name for squad members. Groundwork for the station lobby; assumes the client drives squads via these calls with a shared squadId (to confirm with a 2-client session). Real-time SignalR push (unknown event names) deferred; the squad is carried in responses + TryGetCompleteSquadInfo for now. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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+23
-18
@@ -1,6 +1,9 @@
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using System.Text.Json.Serialization;
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using Prospect.Server.Api.Services.CloudScript;
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using Prospect.Server.Api.Services.Auth.Extensions;
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using Prospect.Server.Api.Services.Database;
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using Prospect.Server.Api.Services.Database.Models;
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using Prospect.Server.Api.Services.Squad;
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using Microsoft.AspNetCore.SignalR;
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using Prospect.Server.Api.Hubs;
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@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
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private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly IHubContext<CycleHub> _hubContext;
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private readonly SquadService _squadService;
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private readonly DbUserService _userService;
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public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext)
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public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext, SquadService squadService, DbUserService userService)
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{
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_httpContextAccessor = httpContextAccessor;
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_logger = logger;
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_hubContext = hubContext;
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_squadService = squadService;
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_userService = userService;
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}
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public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
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@@ -44,27 +51,25 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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var userId = context.User.FindAuthUserId();
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var squadId = string.IsNullOrEmpty(request.SquadID) ? userId : request.SquadID;
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// Register the caller into the squad (party is formed client-side; each member's client
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// calls this with the shared squadId) and record their readiness / selected map.
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var displayName = (await _userService.FindByIdAsync(userId))?.DisplayName ?? "";
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_squadService.JoinOrCreate(squadId, userId, displayName);
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var ready = request.matchmakingSettings?.isReadyForMatch ?? false;
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_squadService.SetReady(squadId, userId, ready, request.matchmakingSettings?.selectedMapName);
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var squad = _squadService.Get(squadId)!;
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var isSquadReady = _squadService.IsSquadReady(squadId);
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_logger.LogInformation("SquadMemberReadyForMatch: {User} ready={Ready} in squad {Squad} ({Count} member(s), squadReady={SquadReady})",
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userId, ready, squadId, squad.Members.Count, isSquadReady);
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return new SquadMemberReadyForMatchResponse
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{
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Result = 0, // EYSquadActionResult::OK
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Squad = new FYPlayFabSquad {
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SquadID = "100", // TODO
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// Members = [
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// new FYPlayFabSquadMember {
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// Profile = new FYPlayFabPlayerProfile {
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// PlayerId = userId,
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// },
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// onlineState = 0, // EYUserState::IN_STATION
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// matchmakingSettings = new FYUserMatchmakingSettings {
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// isReadyForMatch = true,
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// isSecretLeader = true,
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// selectedMapName = "Map01",
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// }
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// }
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// ],
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},
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IsSquadReadyForMatch = true,
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Squad = _squadService.ToClientSquad(squad),
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IsSquadReadyForMatch = isSquadReady,
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};
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}
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}
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