Files
DorkNet/DorkNet.Server/Data/Entities/RoyaleEntities.cs
Alexa d471b418b9 Import march-2020-03-10 from private repo (scrubbed 2026-05-27)
Targets Rec Room 2020.03.10 client (also serves 2020.03.06).

Re-import after adding:
- DorkNet.ClientMod/dorknet-clientmod.json.template — config schema
  the launcher's manifest-driven patcher renders into UserData/.
- tools/build-patcher-zip.ps1 — produces dorknet-clientpatch-{key}.zip
  for v1-march-* Release uploads.
- .github/workflows/release.yml — on tag push publishes both
  dorknet-server-march_2020_03_10-win-x64.zip and
  dorknet-clientpatch-march_2020_03_10.zip as Release assets.

Same scrub rules as december; tools/build-patcher-zip.ps1 added to
the maintainer-side allow-list so it survives.
2026-05-27 01:06:12 +03:00

67 lines
2.2 KiB
C#

using System.ComponentModel.DataAnnotations;
namespace DorkNet.Server.Data.Entities;
/// <summary>
/// One Rec Royale match. Inserted by the server when
/// <c>POST api/royale/v2/matchcomplete</c> arrives so we keep an
/// audit trail (the client doesn't read this table — it only reads
/// the aggregated <see cref="RoyalePlayerProgressEntity"/>).
/// </summary>
public class RoyaleMatchEntity
{
public long Id { get; set; }
public DateTime CompletedAt { get; set; } = DateTime.UtcNow;
/// <summary>From <c>MatchCompleteStats.Rank</c> — the player's
/// finish position (1 = Victory Royale).</summary>
public int Rank { get; set; }
public int NumEliminations { get; set; }
public int SecondsAlive { get; set; }
public bool WalkGame { get; set; }
public bool CustomGame { get; set; }
public int ChestsOpened { get; set; }
public int ShieldPotionsConsumed { get; set; }
public int HealthPotionsConsumed { get; set; }
public int SecondsInAir { get; set; }
}
/// <summary>One per (match, player) — server-side audit only; not
/// exposed to client. Lets us aggregate per-match contributions
/// retroactively.</summary>
public class RoyaleMatchPlayerEntity
{
public long Id { get; set; }
public long MatchId { get; set; }
public long PlayerId { get; set; }
public int Rank { get; set; }
public int NumEliminations { get; set; }
public int SecondsAlive { get; set; }
}
/// <summary>One per player — mirrors wire type
/// <c>RecRoyalePlayerProgress</c> (TotalXP/Level/RankIdx/RankName +
/// per-level XP thresholds and acorn reward). The watch reads this
/// from <c>GET api/royale/v1/current</c>.</summary>
public class RoyalePlayerProgressEntity
{
public long Id { get; set; }
public long PlayerId { get; set; }
public long TotalXP { get; set; }
public int Level { get; set; }
public int RankIdx { get; set; }
[MaxLength(64)]
public string RankName { get; set; } = "Recruit";
public long CurrentLevelXPThreshold { get; set; }
public long NextLevelXPThreshold { get; set; } = 100;
public int NextLevelAcornReward { get; set; } = 50;
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
}