mirror of
https://github.com/DorkSquadRR/DorkNet.git
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4edf25b2d5
Targets Rec Room 2020.12.18 client.
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 the dorknet-clientpatch-{key}.zip
Release asset the launcher fetches.
- .github/workflows/release.yml — auto-publishes both Release assets
on v1-december-* tag push.
Scrubbed via maintainer-side scrub-for-public.ps1: same drop rules as
the prior import, plus build-patcher-zip.ps1 added to the tools/
allow-list so it survives the scrub.
61 lines
2.7 KiB
C#
61 lines
2.7 KiB
C#
using System.ComponentModel.DataAnnotations;
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namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// One scene within a multi-scene custom room. Most rooms historically
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/// had only Scenes[0] (synthesised in <c>BuildRoomDetails</c> from
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/// <see cref="RoomEntity.LocationReplicationId"/> +
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/// <see cref="RoomEntity.CurrentDataBlobName"/>); rooms imported from a
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/// multi-scene archive write one row per chapter here, and the wire-shape
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/// builder emits the full <c>Scenes[]</c> array from this table when any
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/// rows exist.
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///
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/// <para>The scene's <see cref="RoomSceneId"/> on the wire is this table's
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/// <see cref="OrderIndex"/> — the matchmaking <c>SubRoomId</c> the watch
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/// passes to <c>/goto/room/{name}/{subroom}</c> matches against
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/// <see cref="Name"/>, then resolves to <see cref="OrderIndex"/> for
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/// <c>RoomInstance.SubRoomId</c>.</para>
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/// </summary>
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public class RoomSceneEntity
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{
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public long Id { get; set; }
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/// <summary>FK to <see cref="RoomEntity"/>. Indexed so the per-room
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/// fetch in <c>BuildRoomDetails</c> is one query.</summary>
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public long RoomId { get; set; }
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/// <summary>0-based index this scene occupies in the wire
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/// <c>Scenes[]</c> array. Doubles as the <c>RoomSceneId</c> the
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/// matchmaking flow uses for <c>RoomInstance.SubRoomId</c>.</summary>
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public int OrderIndex { get; set; }
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/// <summary>Display name (e.g. "Lobby", "Ch1_Headfirst"). Matched
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/// case-insensitively against the sub-room segment of
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/// <c>/goto/room/{name}/{subroom}</c>.</summary>
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[MaxLength(128)]
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public string Name { get; set; } = string.Empty;
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/// <summary>The <c>RoomSceneLocationId</c> GUID the client uses to
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/// look up the bundled stage prefab via
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/// <c>AGRoomSettings.TryGetRoomSceneLocationById</c>. Defaults to
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/// the MakerRoom (Basement) scene GUID — the canonical "blank
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/// canvas" stage 2020 custom rooms were built on. Extracted from
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/// resources.assets via tools/extract-locations-binary.py: the
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/// "Maker Room" Location entry has SceneName=Basement and
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/// ReplicationId=a75f7547-79eb-47c6-8986-6767abcb4f92.</summary>
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[MaxLength(64)]
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public string RoomSceneLocationId { get; set; } = "a75f7547-79eb-47c6-8986-6767abcb4f92";
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/// <summary>The <see cref="RoomDataBlobEntity.BlobName"/> the watch
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/// downloads as the persisted state for this scene.</summary>
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[MaxLength(128)]
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public string DataBlobName { get; set; } = string.Empty;
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public int MaxPlayers { get; set; } = 8;
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public bool IsSandbox { get; set; } = false;
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public bool CanMatchmakeInto { get; set; } = true;
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public DateTime DataModifiedAt { get; set; } = DateTime.UtcNow;
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}
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