using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
///
/// One leaderboard stat row per (room, player, statChannel). Backs
/// api/Leaderboard/v1/SetStats + api/Leaderboard/v2/getPlayerRank.
///
/// The 2020 watch's RecNet.Leaderboards uses an int channel
/// id (e.g. 1=PaintballWins, 2=DodgeballHits, etc.) and a single
/// long value per channel. A player's "rank" is computed as
/// 1 + count(*) of rows in the same channel with a higher
/// value.
///
public class LeaderboardStatEntity
{
public long Id { get; set; }
public long PlayerId { get; set; }
/// Room the score was reported from. The same stat channel
/// id is reused by different rooms, so room scope is part of the
/// leaderboard identity. 0 means legacy/global/unscoped.
public long RoomId { get; set; }
/// RecNet stat channel id (small int per game mode +
/// stat type — e.g. paintball-CTF-wins, dodgeball-hits).
public int StatChannel { get; set; }
/// Aggregate stat value. Set semantics depend on
/// : 0=Always, 1=OnlyIfHigher, 2=OnlyIfLower,
/// 3=Increment. Most stat channels are mode 1 (high score).
public long Value { get; set; }
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
}
///
/// Match-result Elo per (player, game mode). Backs
/// api/PlayerElo/v1/reportPlayerElo. The 2020 watch reports
/// an Elo delta after each ranked match (Royale, Paintball,
/// Soccer); we accumulate it per game mode for matchmaking.
///
public class PlayerEloEntity
{
public long Id { get; set; }
public long PlayerId { get; set; }
/// RecNet game mode id (small int). We don't enumerate
/// these; the wire just sends an int and we pass it through.
public int GameMode { get; set; }
/// Current Elo. Default 1000 on first row.
public int Elo { get; set; } = 1000;
public int Wins { get; set; }
public int Losses { get; set; }
public int MatchesPlayed { get; set; }
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
}