Files
the-cycle/src/Prospect.Server.Api/Services/Database/DbUserService.cs
T
neckfireandClaude Opus 4.8 0588849e4c
Build & Deploy / build (push) Successful in 31s
feat(squad): in-memory squad/lobby state + wire squad functions
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>
2026-07-14 15:34:43 +02:00

66 lines
2.1 KiB
C#

using Microsoft.Extensions.Options;
using MongoDB.Driver;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Database.Models;
namespace Prospect.Server.Api.Services.Database;
public class DbUserService : BaseDbService<PlayFabUser>
{
public DbUserService(IOptions<DatabaseSettings> settings) : base(settings, nameof(PlayFabUser))
{
}
public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
{
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type &&
auth.Key == key)).FirstOrDefaultAsync();
}
// Resolve a player by its PlayFab id (used to display squad member names).
public async Task<PlayFabUser> FindByIdAsync(string id)
{
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
}
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
{
var user = new PlayFabUser
{
DisplayName = "Unknown",
Auth = new List<PlayFabUserAuth>
{
new PlayFabUserAuth
{
Type = type,
Key = key
}
}
};
await Collection.InsertOneAsync(user);
return user;
}
public async Task<PlayFabUser> FindOrCreateAsync(PlayFabUserAuthType type, string key)
{
return await FindAsync(type, key) ??
await CreateAsync(type, key);
}
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
// this server in a single query. Used by the friends list to keep only the imported
// Steam friends who have actually played here.
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
{
if (keys == null || keys.Count == 0)
{
return new List<PlayFabUser>();
}
var wanted = new HashSet<string>(keys);
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
}
}