mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 07:28:45 -07:00
Import march-2020-03-10 from private repo (scrubbed 2026-05-27)
Targets Rec Room 2020.03.10 client (also serves 2020.03.06).
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 dorknet-clientpatch-{key}.zip
for v1-march-* Release uploads.
- .github/workflows/release.yml — on tag push publishes both
dorknet-server-march_2020_03_10-win-x64.zip and
dorknet-clientpatch-march_2020_03_10.zip as Release assets.
Same scrub rules as december; tools/build-patcher-zip.ps1 added to
the maintainer-side allow-list so it survives.
This commit is contained in:
@@ -0,0 +1,55 @@
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
|
||||
namespace DorkNet.Server.Data.Entities;
|
||||
|
||||
/// <summary>
|
||||
/// Per-player avatar state. The 2020 client persists a mix of structured
|
||||
/// and free-form blobs:
|
||||
/// <list type="bullet">
|
||||
/// <item><c>OutfitSelections</c> — comma-separated GUIDs of equipped
|
||||
/// items per slot (head, torso, legs, feet, accessories). Sent
|
||||
/// verbatim to <c>POST api/avatar/v2</c>.</item>
|
||||
/// <item><c>FaceFeatures</c> — JSON blob with eyeId/eyePos/eyeScl/
|
||||
/// mouthId etc. produced by the in-game face editor.</item>
|
||||
/// <item><c>HairColor</c> / <c>SkinColor</c> — color vault GUIDs from
|
||||
/// the client's baked hair/skin color tables.</item>
|
||||
/// <item><c>SavedOutfitsJson</c> — list of named outfit presets the
|
||||
/// watch's Backpack tab shows under "saved".</item>
|
||||
/// <item><c>EquippedItemsJson</c> / <c>InventoryJson</c> — kept for the
|
||||
/// v3 wire shape (list of <see cref="DorkNet.Models.Avatar.AvatarItemInstance"/>).</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public class AvatarEntity
|
||||
{
|
||||
public long Id { get; set; }
|
||||
public long PlayerId { get; set; }
|
||||
|
||||
// JSON-serialised list of equipped item IDs (v3 shape)
|
||||
public string EquippedItemsJson { get; set; } = "[]";
|
||||
|
||||
// JSON-serialised full inventory (v3 shape)
|
||||
public string InventoryJson { get; set; } = "[]";
|
||||
|
||||
/// <summary>v2 outfit selections — comma-separated GUIDs per slot.</summary>
|
||||
[MaxLength(2048)]
|
||||
public string OutfitSelections { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>v2 face features — opaque JSON written by the face
|
||||
/// editor; we never parse it server-side, just round-trip.</summary>
|
||||
[MaxLength(8192)]
|
||||
public string FaceFeatures { get; set; } = string.Empty;
|
||||
|
||||
[MaxLength(64)]
|
||||
public string HairColor { get; set; } = string.Empty;
|
||||
|
||||
[MaxLength(64)]
|
||||
public string SkinColor { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>Saved outfit presets — JSON list of named slots so the
|
||||
/// watch's "Saved" tab can recall them.</summary>
|
||||
public string SavedOutfitsJson { get; set; } = "[]";
|
||||
|
||||
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
|
||||
|
||||
public PlayerEntity? Player { get; set; }
|
||||
}
|
||||
Reference in New Issue
Block a user