feat(squad): in-memory squad/lobby state + wire squad functions
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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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@@ -13,11 +13,17 @@ public class DbUserService : BaseDbService<PlayFabUser>
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public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
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{
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return await Collection.Find(user => user.Auth.Any(auth =>
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auth.Type == type &&
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return await Collection.Find(user => user.Auth.Any(auth =>
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auth.Type == type &&
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auth.Key == key)).FirstOrDefaultAsync();
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}
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// Resolve a player by its PlayFab id (used to display squad member names).
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public async Task<PlayFabUser> FindByIdAsync(string id)
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{
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return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
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}
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private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
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{
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var user = new PlayFabUser
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