mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 23:18:44 -07:00
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.
67 lines
2.2 KiB
C#
67 lines
2.2 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 Rec Royale match. Inserted by the server when
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/// <c>POST api/royale/v2/matchcomplete</c> arrives so we keep an
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/// audit trail (the client doesn't read this table — it only reads
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/// the aggregated <see cref="RoyalePlayerProgressEntity"/>).
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/// </summary>
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public class RoyaleMatchEntity
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{
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public long Id { get; set; }
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public DateTime CompletedAt { get; set; } = DateTime.UtcNow;
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/// <summary>From <c>MatchCompleteStats.Rank</c> — the player's
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/// finish position (1 = Victory Royale).</summary>
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public int Rank { get; set; }
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public int NumEliminations { get; set; }
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public int SecondsAlive { get; set; }
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public bool WalkGame { get; set; }
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public bool CustomGame { get; set; }
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public int ChestsOpened { get; set; }
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public int ShieldPotionsConsumed { get; set; }
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public int HealthPotionsConsumed { get; set; }
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public int SecondsInAir { get; set; }
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}
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/// <summary>One per (match, player) — server-side audit only; not
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/// exposed to client. Lets us aggregate per-match contributions
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/// retroactively.</summary>
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public class RoyaleMatchPlayerEntity
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{
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public long Id { get; set; }
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public long MatchId { get; set; }
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public long PlayerId { get; set; }
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public int Rank { get; set; }
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public int NumEliminations { get; set; }
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public int SecondsAlive { get; set; }
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}
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/// <summary>One per player — mirrors wire type
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/// <c>RecRoyalePlayerProgress</c> (TotalXP/Level/RankIdx/RankName +
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/// per-level XP thresholds and acorn reward). The watch reads this
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/// from <c>GET api/royale/v1/current</c>.</summary>
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public class RoyalePlayerProgressEntity
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{
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public long Id { get; set; }
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public long PlayerId { get; set; }
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public long TotalXP { get; set; }
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public int Level { get; set; }
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public int RankIdx { get; set; }
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[MaxLength(64)]
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public string RankName { get; set; } = "Recruit";
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public long CurrentLevelXPThreshold { get; set; }
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public long NextLevelXPThreshold { get; set; } = 100;
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public int NextLevelAcornReward { get; set; } = 50;
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public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
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}
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