Import december-2020-12-18 from private repo (scrubbed 2026-05-27)

Targets Rec Room 2020.12.18 client.

Re-import after adding:
- DorkNet.ClientMod/dorknet-clientmod.json.template — config schema
  the launcher's manifest-driven patcher renders into UserData/.
- tools/build-patcher-zip.ps1 — produces the dorknet-clientpatch-{key}.zip
  Release asset the launcher fetches.
- .github/workflows/release.yml — auto-publishes both Release assets
  on v1-december-* tag push.

Scrubbed via maintainer-side scrub-for-public.ps1: same drop rules as
the prior import, plus build-patcher-zip.ps1 added to the tools/
allow-list so it survives the scrub.
This commit is contained in:
Alexa
2026-05-27 01:04:12 +03:00
commit 4edf25b2d5
375 changed files with 201291 additions and 0 deletions
@@ -0,0 +1,66 @@
using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
/// <summary>
/// One Rec Royale match. Inserted by the server when
/// <c>POST api/royale/v2/matchcomplete</c> arrives so we keep an
/// audit trail (the client doesn't read this table — it only reads
/// the aggregated <see cref="RoyalePlayerProgressEntity"/>).
/// </summary>
public class RoyaleMatchEntity
{
public long Id { get; set; }
public DateTime CompletedAt { get; set; } = DateTime.UtcNow;
/// <summary>From <c>MatchCompleteStats.Rank</c> — the player's
/// finish position (1 = Victory Royale).</summary>
public int Rank { get; set; }
public int NumEliminations { get; set; }
public int SecondsAlive { get; set; }
public bool WalkGame { get; set; }
public bool CustomGame { get; set; }
public int ChestsOpened { get; set; }
public int ShieldPotionsConsumed { get; set; }
public int HealthPotionsConsumed { get; set; }
public int SecondsInAir { get; set; }
}
/// <summary>One per (match, player) — server-side audit only; not
/// exposed to client. Lets us aggregate per-match contributions
/// retroactively.</summary>
public class RoyaleMatchPlayerEntity
{
public long Id { get; set; }
public long MatchId { get; set; }
public long PlayerId { get; set; }
public int Rank { get; set; }
public int NumEliminations { get; set; }
public int SecondsAlive { get; set; }
}
/// <summary>One per player — mirrors wire type
/// <c>RecRoyalePlayerProgress</c> (TotalXP/Level/RankIdx/RankName +
/// per-level XP thresholds and acorn reward). The watch reads this
/// from <c>GET api/royale/v1/current</c>.</summary>
public class RoyalePlayerProgressEntity
{
public long Id { get; set; }
public long PlayerId { get; set; }
public long TotalXP { get; set; }
public int Level { get; set; }
public int RankIdx { get; set; }
[MaxLength(64)]
public string RankName { get; set; } = "Recruit";
public long CurrentLevelXPThreshold { get; set; }
public long NextLevelXPThreshold { get; set; } = 100;
public int NextLevelAcornReward { get; set; } = 50;
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
}