using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
///
/// Direct message between two players. Backs the watch's
/// api/messages/v2 endpoints (inbox + send + mark-read).
///
/// One row per message. Threading happens at read time — the inbox
/// query groups by (Sender, Recipient) pair to surface the most
/// recent message per conversation.
///
public class MessageEntity
{
public long Id { get; set; }
public long SenderPlayerId { get; set; }
public long RecipientPlayerId { get; set; }
[MaxLength(2000)]
public string Body { get; set; } = string.Empty;
/// RecNet Message.MessageType wire value (see
/// Cpp2IL_CS/.../RecNet/Message.cs). Default 30 =
/// TextMessage. Other values used by the 2020 client: 0/6 =
/// GameInvite[V2], 3/7 = PartyActivitySwitch[V2], 10 =
/// RequestGameInvite (the "ask to join" flow), 1 =
/// GameInviteDeclined, 11 = RequestGameInviteDeclined, 20 =
/// FriendStatusOnline. Negative invite types are tombstones kept
/// only so the parallel accept/delete flow can still resolve
/// /goto/invite/{id}.
public int Type { get; set; } = 30;
/// Optional RecNet room id carried by invite and party
/// activity messages. The client uses this to render room-aware
/// cards and passes it back when accepting V2 invites.
public long? RoomId { get; set; }
public DateTime SentAt { get; set; } = DateTime.UtcNow;
/// Null until the recipient hits the message in the
/// watch UI; set to the read timestamp at that point.
public DateTime? ReadAt { get; set; }
}