Files
the-cycle/src/Prospect.Server.Api/Services/Squad/SquadService.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

100 lines
3.8 KiB
C#

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