feat(social): friends list resolution + fix ping request 500
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Build & Deploy / build (push) Successful in 24s
- RequestUsersPingRequest: the client sends ping=2147483648 (int.MaxValue+1) for "no ping", which overflowed the int field and made every ping request return 500. Widened to long. - ClientsideFriendsImport: persist the imported Steam friend ids per user. - GetFriendList: resolve those ids to the players that exist on this server (batch lookup by Steam auth key) and return them as friends. Response shape is best-effort pending in-game confirmation. - DbUserService.FindManyAsync: batch-resolve auth keys to players. First step of the station lobby (see friends on the server). Squad formation / invite flow to follow once friends are visible. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,15 +1,71 @@
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using Prospect.Server.Api.Services.CloudScript.Models;
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using System.Text.Json;
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using Prospect.Server.Api.Services.Auth.Extensions;
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using Prospect.Server.Api.Services.CloudScript.Models;
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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.UserData;
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namespace Prospect.Server.Api.Services.CloudScript.Functions;
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[CloudScriptFunction("GetFriendList")]
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public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
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{
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public Task<object?> ExecuteAsync(FYBaseSocialRequest request)
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private readonly ILogger<GetFriendList> _logger;
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly UserDataService _userDataService;
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private readonly DbUserService _userService;
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public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
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{
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return Task.FromResult<object?>(new
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{
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});
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_logger = logger;
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_httpContextAccessor = httpContextAccessor;
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_userDataService = userDataService;
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_userService = userService;
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}
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}
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public async Task<object?> ExecuteAsync(FYBaseSocialRequest request)
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{
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var context = _httpContextAccessor.HttpContext;
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if (context == null)
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{
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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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// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
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// players that actually exist on this server. It's a private server, so only friends
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// who have logged in here will show up.
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var steamIds = new List<string>();
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var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
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if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
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{
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try { steamIds = JsonSerializer.Deserialize<List<string>>(rec.Value) ?? new List<string>(); }
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catch { /* ignore malformed */ }
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}
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var friends = new List<object>();
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if (steamIds.Count > 0)
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{
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var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
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foreach (var player in players)
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{
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if (player.Id == userId) continue; // never list yourself
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friends.Add(new
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{
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profile = new
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{
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playerId = player.Id,
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displayName = player.DisplayName,
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avatarUrl = "",
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},
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onlineState = 0, // EYUserState — real presence tracking is a later phase
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});
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}
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}
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// NOTE: the exact response shape the client expects is not yet confirmed; this is a
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// best-effort structure. The log lets us verify resolution while we validate in game.
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_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
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return new { friends };
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}
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}
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