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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using System.Collections.Concurrent;
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namespace Prospect.Server.Api.Services.Squad;
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// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
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// SquadMember* calls (the client forms the party and shares a squadId; each member's client
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// then calls the backend with it). A member is (lazily) registered into that squad on any
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// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
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// carries no squadId — can still return it. State is process-local (fine for a small server).
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public class SquadMemberInfo
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{
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public string UserId { get; set; } = "";
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public string DisplayName { get; set; } = "";
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public int OnlineState { get; set; }
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public bool IsReady { get; set; }
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public string SelectedMap { get; set; } = "";
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public bool IsLeader { get; set; }
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}
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public class SquadInfo
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{
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public string SquadId { get; set; } = "";
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public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
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}
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public class SquadService
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{
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private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
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private readonly ConcurrentDictionary<string, string> _userToSquad = new();
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public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
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{
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var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
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var isFirst = squad.Members.IsEmpty;
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var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
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if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
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_userToSquad[userId] = squadId;
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return squad;
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}
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public SquadInfo? GetByUser(string userId)
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=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
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public SquadInfo? Get(string squadId)
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=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
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public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
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{
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if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
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{
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m.IsReady = ready;
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if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
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}
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}
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public void SetMap(string squadId, string userId, string map)
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{
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if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
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m.SelectedMap = map;
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}
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public bool IsSquadReady(string squadId)
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=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
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public void Leave(string userId)
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{
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if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
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{
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sq.Members.TryRemove(userId, out _);
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if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
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}
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}
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// Build the client-facing squad object (models live in the global namespace).
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public FYPlayFabSquad ToClientSquad(SquadInfo squad)
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{
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return new FYPlayFabSquad
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{
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SquadID = squad.SquadId,
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Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
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{
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Profile = new FYPlayFabPlayerProfile
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{
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PlayerId = m.UserId,
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DisplayName = m.DisplayName,
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AvatarUrl = "",
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},
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onlineState = m.OnlineState,
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matchmakingSettings = new FYUserMatchmakingSettings
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{
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isReadyForMatch = m.IsReady,
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selectedMapName = m.SelectedMap,
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isSecretLeader = m.IsLeader,
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},
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mapRowNamesUnlocked = Array.Empty<string>(),
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}).ToArray(),
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};
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}
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}
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