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.
40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using System.ComponentModel.DataAnnotations;
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namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// In-game text-chat message. Sent to the chat.rec.net/thread
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/// endpoint family; backed by a flat per-thread row table where the
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/// thread id is just the canonical (lower, higher) pair of player ids
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/// for DMs, or the room id for room-wide chats.
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///
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/// We keep a separate table from <see cref="MessageEntity"/> because
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/// the wire shape and history-fetch semantics differ — chat is
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/// append-and-read-recent, messages are inbox-style with read
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/// receipts.
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/// </summary>
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public class ChatMessageEntity
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{
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public long Id { get; set; }
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/// <summary>String thread key. Format: <c>dm:<low>:<high></c> for
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/// direct messages between two players (lower id first), or
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/// <c>room:<roomId></c> for room-wide chats.</summary>
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[MaxLength(64)]
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public string ThreadKey { get; set; } = string.Empty;
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public long SenderPlayerId { get; set; }
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[MaxLength(2000)]
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public string Body { get; set; } = string.Empty;
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public DateTime SentAt { get; set; } = DateTime.UtcNow;
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/// <summary>Build the canonical DM thread key for two players.
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/// Order-independent so both sides hit the same row.</summary>
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public static string DmKey(long a, long b) =>
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a < b ? $"dm:{a}:{b}" : $"dm:{b}:{a}";
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public static string RoomKey(long roomId) => $"room:{roomId}";
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}
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