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feat: Update notification handling to prevent account DTO issues; add SystemNotificationService for event notifications
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@@ -0,0 +1,84 @@
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using DorkNet.Models.Notification;
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using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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namespace DorkNet.Server.Services;
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/// <summary>
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/// The REAL channel for event notifications (cheers, friend events, room
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/// co-owner changes, …). A notification is a <see cref="MessageEntity"/>
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/// with a <see cref="MessageType"/> discriminator: it persists to the
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/// recipient's message/notification feed (so <c>GET api/messages</c>
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/// returns it) and is pushed live via <c>MessageReceived</c> with the
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/// client's Message DTO shape (RecNet.Runtime <c>KJECOLODAFA</c>:
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/// Id/FromPlayerId/SentTime/Type/Data/RoomId/PlayerEventId).
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///
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/// This replaces the old anti-pattern of pushing <c>{Reason:"…"}</c> blobs
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/// on the <c>SubscriptionUpdateProfile</c> ("AccountUpdate") channel — the
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/// 2023 client decoded those as its Account DTO, producing a blank account
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/// (accountId 0) and "Orphan player account (0) found" log spam, and never
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/// rendered the notification. Every field type here matches the client
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/// reader (FromPlayerId is Int32; SentTime is an ISO DateTime; Type/RoomId/
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/// PlayerEventId are number/nullable-number).
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/// </summary>
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public sealed class SystemNotificationService(DorkNetDbContext db, NotificationService notifications)
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{
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/// <summary>RecNet message-type enum (<c>KJECOLODAFA+MEPCALGGMJC</c>),
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/// verified from the 2023.03.21 client. Only the values we send are
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/// listed; add more as needed.</summary>
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public static class MessageType
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{
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public const int TextMessage = 30;
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public const int FriendRequestAccepted = 40;
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public const int FriendCodeUsed = 41;
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public const int PlayerCheer = 50;
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public const int PlayerCheerAnonymous = 51;
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public const int RoomCoOwnerAdded = 60;
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public const int RoomCoOwnerRemoved = 61;
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public const int RoomCoOwnerInvited = 62;
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public const int CreatorPublishedNewRoom = 70;
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public const int PlayerAttendingEvent = 80;
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public const int PlayerEventInvitation = 81;
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}
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/// <summary>Persist and push a system notification to
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/// <paramref name="recipientPlayerId"/>. <paramref name="fromPlayerId"/>
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/// is the actor the client resolves the name/avatar from (0 for a
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/// system/anonymous notification). <paramref name="data"/> is the
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/// type-specific payload string (empty when the Type + FromPlayerId are
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/// sufficient, e.g. a cheer). Returns the created message id.</summary>
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public async Task<long> SendAsync(
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long recipientPlayerId,
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int type,
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long fromPlayerId = 0,
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string data = "",
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long? roomId = null)
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{
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if (recipientPlayerId <= 0) return 0;
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var msg = new MessageEntity
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{
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SenderPlayerId = fromPlayerId,
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RecipientPlayerId = recipientPlayerId,
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Body = data ?? string.Empty,
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Type = type,
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RoomId = roomId,
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SentAt = DateTime.UtcNow,
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};
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db.Messages.Add(msg);
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await db.SaveChangesAsync();
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await notifications.NotifyAsync(recipientPlayerId, PushNotificationId.MessageReceived, new
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{
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Id = msg.Id,
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// Client Message DTO reads FromPlayerId as Int32.
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FromPlayerId = unchecked((int)fromPlayerId),
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SentTime = msg.SentAt,
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Type = type,
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Data = msg.Body,
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RoomId = roomId,
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PlayerEventId = (long?)null,
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});
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return msg.Id;
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}
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}
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