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feat: Update README with branch version and single-server defaults; enhance inventory and room handling for equipped items
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@@ -66,6 +66,13 @@ public class InventoryController(
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public string PrefabName { get; set; } = string.Empty;
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public string ModificationGuid { get; set; } = string.Empty;
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public bool Favorited { get; set; }
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// The 2023 client sends Equipped/IsEquipped when a weapon skin is
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// equipped (distinct from Favorited). We only have one IsActive flag,
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// and for skins "active" == "equipped", so honor whichever the client
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// sent. Without this the equip was dropped (only Favorited was read)
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// and the skin never stuck.
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public bool? Equipped { get; set; }
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public bool? IsEquipped { get; set; }
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}
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/// <summary>POST <c>api/equipment/v1/update</c> — toggle the
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@@ -103,7 +110,27 @@ public class InventoryController(
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// to themselves).
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return Forbid();
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}
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row.IsActive = req.Favorited;
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// "equipped" is the meaningful state for weapon skins; prefer it,
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// fall back to Favorited for plain tool-pin updates.
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var active = req.Equipped ?? req.IsEquipped ?? req.Favorited;
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// One skin equipped per weapon: when equipping a catalog-backed skin,
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// clear the equipped flag on the player's OTHER skins for the SAME
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// prefab (slugs share the "{prefix}{prefab}:" head) so the weapon
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// doesn't end up with two "equipped" skins.
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if (active && !string.IsNullOrWhiteSpace(req.ModificationGuid)
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&& !string.IsNullOrWhiteSpace(req.PrefabName))
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{
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var prefabPrefix = StoreService.EquipmentSkinSlug(req.PrefabName, string.Empty);
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var siblings = await db.PlayerInventory
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.Where(inv => inv.PlayerId == pid && inv.IsActive
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&& inv.ItemSlug != slug
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&& inv.ItemSlug.StartsWith(prefabPrefix))
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.ToListAsync();
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foreach (var sib in siblings) sib.IsActive = false;
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}
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row.IsActive = active;
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await db.SaveChangesAsync();
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return Ok(new { Updated = true });
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}
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@@ -261,7 +288,11 @@ public class InventoryController(
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FriendlyName = item.DisplayName,
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Tooltip = item.Description,
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Rarity = rarity,
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// IsActive is the equipped/active flag; surface it under every key
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// the 2023 client reads so the equipped skin shows on reload.
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Favorited = inv.IsActive,
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Equipped = inv.IsActive,
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IsEquipped = inv.IsActive,
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};
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}
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@@ -2534,6 +2534,8 @@ public class RoomsController(
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/// verifying ownership and intra-room uniqueness.</summary>
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[HttpPost("rooms/{roomId:long}/subrooms/{subRoomId:long}/name")]
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[HttpPut("rooms/{roomId:long}/subrooms/{subRoomId:long}/name")]
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[HttpPost("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/name")]
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[HttpPut("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/name")]
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[Authorize]
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public async Task<IActionResult> RenameSubroom(
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long roomId,
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@@ -3353,8 +3355,13 @@ public class RoomsController(
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return Ok(SceneWire(clone));
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}
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// Subroom settings save POSTs here on the roomserver host ("failed to
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// modify room" = the bare-only routes 404'd). Same roomserver/ prefix as
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// the sibling subroom mutations.
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[HttpPost("rooms/{roomId:long}/subrooms/{subRoomId:long}/modify")]
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[HttpPut("rooms/{roomId:long}/subrooms/{subRoomId:long}/modify")]
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[HttpPost("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/modify")]
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[HttpPut("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/modify")]
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[Authorize]
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public Task<IActionResult> ModifySubRoom(long roomId, long subRoomId, [FromBody] SubRoomModifyRequest req) =>
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MutateScene(roomId, subRoomId, s =>
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@@ -3370,6 +3377,7 @@ public class RoomsController(
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/// scene. Body NewIndex is the target OrderIndex; the in-between
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/// rows shift to fill the gap.</summary>
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[HttpPost("rooms/{roomId:long}/subrooms/{subRoomId:long}/move")]
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[HttpPost("roomserver/rooms/{roomId:long}/subrooms/{subRoomId:long}/move")]
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[Authorize]
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public async Task<IActionResult> MoveSubRoom(long roomId, long subRoomId, [FromBody] SubRoomMoveRequest req)
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{
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@@ -158,7 +158,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 1,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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DeviceClass = 0,
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VrMovementMode = 0,
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RoomInstance = room,
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@@ -174,7 +174,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = value ?? 1,
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StatusVisibility = value ?? 0, // default Everyone; honor explicit client choice
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DeviceClass = 0,
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VrMovementMode = 0,
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RoomInstance = room,
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@@ -190,7 +190,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 1,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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DeviceClass = 0,
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VrMovementMode = value ?? 0,
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RoomInstance = room,
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@@ -98,12 +98,14 @@ public class PlayerPresenceController(
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return new PlayerPresenceDto
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{
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PlayerId = (int)id,
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// StatusVisibility is the player's *preference* (would
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// they like to appear online if they were online?). For
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// offline players we still report Visible so when they
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// come back the friend's cached preference is correct,
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// and IsOnline=false is what gates the "Online" badge.
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StatusVisibility = 1, // Visible
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// StatusVisibility is the player's *preference* for who may
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// see them online. The enum is Everyone=0 / FriendsOnly=1 /
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// Nobody=2 — so the previous value 1 (mislabeled "Visible")
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// actually meant FriendsOnly, and anyone who wasn't your
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// friend saw you as OFFLINE. On a private server everyone
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// should see everyone, so report Everyone (0). IsOnline=false
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// still gates the "Online" badge for offline players.
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StatusVisibility = 0, // Everyone
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DeviceClass = 0, // Desktop / unknown — not VR
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VrMovementMode = 0,
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// Full instance details are safe, and necessary, when the
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