using System.ComponentModel.DataAnnotations; namespace DorkNet.Server.Data.Entities; /// /// In-game text-chat message. Sent to the chat.rec.net/thread /// endpoint family; backed by a flat per-thread row table where the /// thread id is just the canonical (lower, higher) pair of player ids /// for DMs, or the room id for room-wide chats. /// /// We keep a separate table from because /// the wire shape and history-fetch semantics differ — chat is /// append-and-read-recent, messages are inbox-style with read /// receipts. /// public class ChatMessageEntity { public long Id { get; set; } /// String thread key. Format: dm:: for /// direct messages between two players (lower id first), or /// room: for room-wide chats. [MaxLength(64)] public string ThreadKey { get; set; } = string.Empty; public long SenderPlayerId { get; set; } [MaxLength(2000)] public string Body { get; set; } = string.Empty; public DateTime SentAt { get; set; } = DateTime.UtcNow; /// Build the canonical DM thread key for two players. /// Order-independent so both sides hit the same row. public static string DmKey(long a, long b) => a < b ? $"dm:{a}:{b}" : $"dm:{b}:{a}"; public static string RoomKey(long roomId) => $"room:{roomId}"; }