feat: Update README with branch version and single-server defaults; enhance inventory and room handling for equipped items

This commit is contained in:
Alexa
2026-06-28 02:15:58 +03:00
parent 7da20f2047
commit fbfabaf26e
6 changed files with 99 additions and 12 deletions
@@ -158,7 +158,7 @@ public class MatchPlayerController(
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = 1,
StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
DeviceClass = 0,
VrMovementMode = 0,
RoomInstance = room,
@@ -174,7 +174,7 @@ public class MatchPlayerController(
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = value ?? 1,
StatusVisibility = value ?? 0, // default Everyone; honor explicit client choice
DeviceClass = 0,
VrMovementMode = 0,
RoomInstance = room,
@@ -190,7 +190,7 @@ public class MatchPlayerController(
return Ok(new PresenceDto
{
PlayerId = playerId,
StatusVisibility = 1,
StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
DeviceClass = 0,
VrMovementMode = value ?? 0,
RoomInstance = room,
@@ -98,12 +98,14 @@ public class PlayerPresenceController(
return new PlayerPresenceDto
{
PlayerId = (int)id,
// StatusVisibility is the player's *preference* (would
// they like to appear online if they were online?). For
// offline players we still report Visible so when they
// come back the friend's cached preference is correct,
// and IsOnline=false is what gates the "Online" badge.
StatusVisibility = 1, // Visible
// StatusVisibility is the player's *preference* for who may
// see them online. The enum is Everyone=0 / FriendsOnly=1 /
// Nobody=2 — so the previous value 1 (mislabeled "Visible")
// actually meant FriendsOnly, and anyone who wasn't your
// friend saw you as OFFLINE. On a private server everyone
// should see everyone, so report Everyone (0). IsOnline=false
// still gates the "Online" badge for offline players.
StatusVisibility = 0, // Everyone
DeviceClass = 0, // Desktop / unknown — not VR
VrMovementMode = 0,
// Full instance details are safe, and necessary, when the