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