using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
///
/// Active game session backing the matchmaking JoinOrCreate flow
/// in . Replaces
/// the in-process ConcurrentDictionary + atomic counter so:
///
/// - Session ids are allocated by Postgres bigserial — no
/// replica-local counter that collides with another replica's
/// after restart.
/// - A "find a non-full session in this room+region" query
/// coordinates across all replicas; without it, two players
/// joining via different replicas could each create their own
/// fresh session for the same room and end up isolated.
///
///
/// Sessions are deleted when their PlayerCount hits 0 (handled in the
/// service, no FK cascade needed). Brief mid-rejoin flicker is fine —
/// the next JoinOrCreate just creates a new session with a new id.
///
public class GameSessionEntity
{
/// bigserial — allocated by Postgres on insert. Crosses
/// replicas safely because the sequence is shared.
public long Id { get; set; }
[MaxLength(64)] public string RoomId { get; set; } = string.Empty;
[MaxLength(64)] public string ActivityLevelId { get; set; } = string.Empty;
[MaxLength(16)] public string Region { get; set; } = "us";
[MaxLength(128)] public string PhotonRoomName { get; set; } = string.Empty;
public int MaxCapacity { get; set; } = 8;
public int PlayerCount { get; set; } = 0;
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
}