Bundle a compact id -> {name,rarity,category} lookup (Data/gameref.json, 1177 entries,
built from community-datamined TCF-Wiki data) and a GameRefService. The admin back-office
now shows readable names + coloured rarity for inventory items instead of raw ids, and a
new /admin/catalog page browses the known game catalog (searchable, by category).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Accounts were created as 'Unknown' and the client never sends a name, so the admin
panel / friends / squad showed no names. Add SteamWebApiService (GetPlayerSummaries),
wired into LoginWithSteam to backfill the DisplayName from the Steam persona when it's
still 'Unknown'. Admin gets a LAN-only /admin/backfill-names action (+ button) to
backfill existing accounts in one shot. Key read from config SteamWebApiKey (Vault ->
env), inert when unset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
EnterMatchmakingMatch broadcast OnSquadMatchmakingSuccess to Clients.All,
so one player deploying pulled every connected player into the match.
Map each player to their SignalR connection (GetSignalRConnection tags the
URL with uid; CycleHub records it via a SignalRConnectionRegistry) and
send the deploy signal only to that connection (broadcast fallback if
unmapped). Also enable m_automaticImportPlatformFriends (Steam friends).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>