using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
///
/// Per-player avatar state. The 2020 client persists a mix of structured
/// and free-form blobs:
///
/// - OutfitSelections — comma-separated GUIDs of equipped
/// items per slot (head, torso, legs, feet, accessories). Sent
/// verbatim to POST api/avatar/v2.
/// - FaceFeatures — JSON blob with eyeId/eyePos/eyeScl/
/// mouthId etc. produced by the in-game face editor.
/// - HairColor / SkinColor — color vault GUIDs from
/// the client's baked hair/skin color tables.
/// - SavedOutfitsJson — list of named outfit presets the
/// watch's Backpack tab shows under "saved".
/// - EquippedItemsJson / InventoryJson — kept for the
/// v3 wire shape (list of ).
///
///
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; } = "[]";
/// v2 outfit selections — comma-separated GUIDs per slot.
[MaxLength(2048)]
public string OutfitSelections { get; set; } = string.Empty;
/// v2 face features — opaque JSON written by the face
/// editor; we never parse it server-side, just round-trip.
[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;
/// Saved outfit presets — JSON list of named slots so the
/// watch's "Saved" tab can recall them.
public string SavedOutfitsJson { get; set; } = "[]";
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
public PlayerEntity? Player { get; set; }
}