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https://github.com/DorkSquadRR/DorkNet.git
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Refactor GoToController: consolidate message sending logic for party invites and enhance handling of additional player IDs
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@@ -460,53 +460,19 @@ public class MessagesController(
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return Ok(Array.Empty<object>());
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}
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/// <summary>POST <c>api/messages/v{N}/send</c> — single-recipient
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/// send. The 2020.12 watch uses this for any 1:1 message that
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/// isn't a game invite, notably the <c>PartyUpRequest</c>
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/// (MessageType = 120 in IGCIBGKPPMO.BBELBJELLHN) that fires
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/// when the player taps "party up" on someone NOT in the same
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/// room (in-room party formation goes purely through PunRPCs in
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/// PlayerParty, no HTTP). Without this route, the watch's
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/// Messages.SendMessage call 404s and party invites silently
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/// fail with no on-screen feedback.
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///
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/// <para>Wire shape verified at KEBJPIGKGOI.txt:2618-2655 —
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/// <c>{0}v2/send</c> with form fields <c>ToPlayerId</c> (singular,
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/// long), <c>Type</c> (int), <c>Data</c> (string), <c>RoomId</c>
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/// (optional long). KEBJPIGKGOI.txt:1456-1478 shows the sibling
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/// sendMultiple path uses <c>ToPlayerIds</c> (plural) — same
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/// other fields. The older <c>v1/send</c> route is handled above
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/// by <see cref="SendFormMessage"/>.</para></summary>
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[HttpPost("/api/messages/v2/send")]
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[Consumes("application/x-www-form-urlencoded", "multipart/form-data", "application/json")]
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public async Task<IActionResult> SendSingle(
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[FromForm(Name = "ToPlayerId")] long? toPlayerIdForm,
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[FromForm(Name = "Type")] int typeForm,
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[FromForm(Name = "Data")] string? dataForm,
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[FromForm(Name = "RoomId")] long? roomIdForm)
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{
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var toPlayerId = toPlayerIdForm ?? 0;
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if (toPlayerId <= 0 || toPlayerId == Me)
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return BadRequest(new { error = "invalid_recipient" });
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var entry = new MessageEntity
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{
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SenderPlayerId = Me,
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RecipientPlayerId = toPlayerId,
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Body = dataForm ?? string.Empty,
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Type = typeForm,
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RoomId = roomIdForm,
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};
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db.Messages.Add(entry);
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await db.SaveChangesAsync();
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await BroadcastMessageAsync(entry);
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logger.LogInformation(
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"[send] from={From} to={To} type={Type} roomId={RoomId} messageId={Id}",
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Me, toPlayerId, typeForm, roomIdForm, entry.Id);
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return Ok(new { success = true, messageId = entry.Id });
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}
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// NOTE: There is intentionally NO separate handler for
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// `/api/messages/v2/send`. The controller route is
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// `api/[controller]/v2`, so SendFormMessage's relative
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// `[HttpPost("send")]` already binds `api/messages/v2/send` for
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// form posts (and SendMessage binds it for JSON, disambiguated by
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// [Consumes]). A previous standalone `SendSingle` action with an
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// explicit `[HttpPost("/api/messages/v2/send")]` duplicated that
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// binding, which made every form post to v2/send match two
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// endpoints → AmbiguousMatchException (500). That broke the very
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// thing it was meant to add: the watch's PartyUpRequest /
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// "send join request" (MessageType 120), which posts the same
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// ToPlayerId/Type/Data form shape SendFormMessage already accepts.
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// Do not re-add a v2/send action; extend SendFormMessage instead.
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/// <summary>POST <c>api/offlineinvite/v1/send</c> — send an invite
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/// message to a player who's offline; surfaces in their inbox on
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@@ -1,7 +1,10 @@
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.EntityFrameworkCore;
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using System.Text.Json.Serialization;
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using DorkNet.Models.Notification;
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using DorkNet.Server.Auth;
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using DorkNet.Server.Controllers.API.Messages.V2;
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using DorkNet.Server.Data.Entities;
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using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.Match;
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@@ -57,7 +60,12 @@ public class GoToController(
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// identical instance id + photon room => the watch's transition
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// state machine never fires and "Going to <room>" hangs forever
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// (the player softlocks; the join-watchdog then times out at 30s).
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[FromForm(Name = "JoinMode")] int joinMode = 0)
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[FromForm(Name = "JoinMode")] int joinMode = 0,
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// Party members the watch wants to bring along (added as repeated
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// `AdditionalPlayerIds` form fields by RecNet.Matchmaking — verified
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// at Matchmaking.txt:5798-5806). Each gets a follow invite once the
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// leader's new instance is built. See NotifyAdditionalPlayersAsync.
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[FromForm(Name = "AdditionalPlayerIds")] List<long>? additionalPlayerIds = null)
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{
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// Unknown room name shouldn't silently drop the player into a
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// synth'd dorm scene any more — that masked typo bug reports
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@@ -86,6 +94,7 @@ public class GoToController(
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var resp = await BuildResponseAsync(roomName);
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await ApplyNewInstanceAsync(resp, subRoomId: 0, createPrivateInstance, joinMode);
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await RecordResponseAsync(resp);
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await NotifyAdditionalPlayersAsync(additionalPlayerIds, resp);
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return Ok(resp);
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}
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@@ -94,7 +103,8 @@ public class GoToController(
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[FromForm(Name = "RoomName")] string? roomNameForm,
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[FromForm(Name = "roomName")] string? roomNameLower,
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[FromForm(Name = "CreatePrivateInstance")] bool createPrivateInstance = false,
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[FromForm(Name = "JoinMode")] int joinMode = 0)
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[FromForm(Name = "JoinMode")] int joinMode = 0,
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[FromForm(Name = "AdditionalPlayerIds")] List<long>? additionalPlayerIds = null)
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{
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var roomName = roomNameForm
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?? roomNameLower
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@@ -102,7 +112,7 @@ public class GoToController(
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?? Request.Query["roomName"].FirstOrDefault();
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if (string.IsNullOrWhiteSpace(roomName))
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return BadRequest(new { error = "missing roomName" });
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return await GoToRoom(roomName, createPrivateInstance, joinMode);
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return await GoToRoom(roomName, createPrivateInstance, joinMode, additionalPlayerIds);
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}
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[HttpPost("/goto/none")]
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@@ -128,7 +138,8 @@ public class GoToController(
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[FromForm(Name = "CreatePrivateInstance")] bool createPrivateInstance = false,
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// See GoToRoom: JoinMode 1/2 = fork a fresh public/private
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// instance of this sub-room rather than rejoining the shared one.
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[FromForm(Name = "JoinMode")] int joinMode = 0)
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[FromForm(Name = "JoinMode")] int joinMode = 0,
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[FromForm(Name = "AdditionalPlayerIds")] List<long>? additionalPlayerIds = null)
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{
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// Build (don't record yet) — we need to mutate the RoomInstance
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// for the sub-room before presence is recorded, otherwise the
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@@ -224,6 +235,7 @@ public class GoToController(
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await ApplyNewInstanceAsync(resp, subRoomId: subId, createPrivateInstance, joinMode);
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await RecordResponseAsync(resp);
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await NotifyAdditionalPlayersAsync(additionalPlayerIds, resp);
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return Ok(resp);
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}
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@@ -760,6 +772,89 @@ public class GoToController(
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// first one for any (room, subRoom).
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}
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/// <summary>Party-follow. When the leader's /goto carries
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/// <c>AdditionalPlayerIds</c> (party members the watch wants to bring
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/// along — added as repeated form fields by RecNet.Matchmaking,
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/// Matchmaking.txt:5798-5806), drop a GameInviteV2 (Type 6) into each
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/// member's inbox pointing at the leader's freshly-built RoomInstance.
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/// Mirrors <see cref="MessagesController.SendInvite"/>: registers each
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/// member on the private instance (so /goto/instance|invite accepts
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/// them) and pushes a MessageReceived notification carrying
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/// {inviteId,name,roomInstanceId} so their watch's GameInviteController
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/// follows via /goto/invite/{inviteId}. Without this the leader travels
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/// alone and the party silently stays behind — the reported bug. We
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/// notify ONLY the members, not the leader (unlike SendInvite's
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/// both-sides chat sync): the leader doesn't want an invite to the room
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/// they're already entering.</summary>
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private async Task NotifyAdditionalPlayersAsync(
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List<long>? additionalPlayerIds, MatchmakingResponseDto resp)
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{
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if (additionalPlayerIds is null || additionalPlayerIds.Count == 0) return;
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if (resp.RoomInstance is null) return;
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if (this.CurrentPlayerId() is not long leaderId) return;
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var targets = additionalPlayerIds
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.Where(id => id > 0 && id != leaderId)
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.Distinct()
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.ToList();
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if (targets.Count == 0) return;
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var instance = resp.RoomInstance;
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var roomName = !string.IsNullOrWhiteSpace(instance.Name) ? instance.Name : "Room";
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foreach (var target in targets)
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{
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// Type 6 = RecNet.Message.MessageType.GameInviteV2 — the watch's
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// GameInviteController turns this into goto/invite/{inviteId}.
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// First save allocates the Id that BECOMES the inviteId; the
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// second backfills the JSON Body once we know it (EF identity
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// columns only populate on SaveChanges).
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var entry = new MessageEntity
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{
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SenderPlayerId = leaderId,
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RecipientPlayerId = target,
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Body = string.Empty,
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Type = 6,
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RoomId = instance.RoomId,
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};
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db.Messages.Add(entry);
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await db.SaveChangesAsync();
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// Private instances gate joins on the invitee list; register the
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// member so /goto/instance|invite lets them in. Public rooms have
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// no registered instance — GoToInvite falls back to the message's
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// RoomId, so no registration is needed there.
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if (instance.IsPrivate)
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await privateInstances.InviteAsync(instance.RoomInstanceId, target, messageId: entry.Id);
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// roomInstanceId MUST be a JSON STRING — LitJson NREs on a >int32
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// long in the dict cast and aborts the whole Message.Deserialize
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// (see the detailed note in MessagesController.SendInvite).
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entry.Body = System.Text.Json.JsonSerializer.Serialize(new
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{
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inviteId = entry.Id,
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name = roomName,
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roomInstanceId = instance.RoomInstanceId.ToString(System.Globalization.CultureInfo.InvariantCulture),
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});
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await db.SaveChangesAsync();
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var dto = new MessagesController.MessageDto(
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Id: entry.Id,
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FromPlayerId: entry.SenderPlayerId,
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SentTime: entry.SentAt,
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Type: entry.Type,
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Data: entry.Body,
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RoomId: entry.RoomId,
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PlayerEventId: null);
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await notifications.NotifyAsync(target, PushNotificationId.MessageReceived, dto);
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}
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logger.LogInformation(
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"[goto-party] leader={Leader} room={Room}/\"{Name}\" instance={Instance} isPrivate={Priv} → invited {Count} member(s): {Members}",
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leaderId, instance.RoomId, roomName, instance.RoomInstanceId,
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instance.IsPrivate, targets.Count, string.Join(",", targets));
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}
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private static bool ShouldDeferPresenceCommit(RoomInstanceDto? currentRoom, RoomInstanceDto targetRoom) =>
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currentRoom is not null
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&& targetRoom.IsPrivate
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