mirror of
https://github.com/DorkSquadRR/DorkNet.git
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d471b418b9
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.
43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
using System.ComponentModel.DataAnnotations;
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namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// Direct message between two players. Backs the watch's
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/// <c>api/messages/v2</c> endpoints (inbox + send + mark-read).
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///
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/// One row per message. Threading happens at read time — the inbox
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/// query groups by (Sender, Recipient) pair to surface the most
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/// recent message per conversation.
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/// </summary>
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public class MessageEntity
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{
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public long Id { get; set; }
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public long SenderPlayerId { get; set; }
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public long RecipientPlayerId { get; set; }
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[MaxLength(2000)]
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public string Body { get; set; } = string.Empty;
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/// <summary>RecNet <c>Message.MessageType</c> wire value (see
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/// <c>Cpp2IL_CS/.../RecNet/Message.cs</c>). Default 30 =
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/// TextMessage. Other values used by the 2020 client: 0/6 =
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/// GameInvite[V2], 3/7 = PartyActivitySwitch[V2], 10 =
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/// RequestGameInvite (the "ask to join" flow), 1 =
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/// GameInviteDeclined, 11 = RequestGameInviteDeclined, 20 =
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/// FriendStatusOnline.</summary>
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public int Type { get; set; } = 30;
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/// <summary>Optional RecNet room id carried by invite and party
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/// activity messages. The client uses this to render room-aware
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/// cards and passes it back when accepting V2 invites.</summary>
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public long? RoomId { get; set; }
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public DateTime SentAt { get; set; } = DateTime.UtcNow;
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/// <summary>Null until the recipient hits the message in the
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/// watch UI; set to the read timestamp at that point.</summary>
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public DateTime? ReadAt { get; set; }
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}
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