feat(guild): invite state machine

Add surrogate PK (IDENTITY bigint) to GuildInvite for wire invite_id.
Implement InviteAsync, CancelInviteAsync, RejectInviteAsync,
ListOutgoingInvitesAsync, ListInvitedGuildsAsync in GuildService.
Wire 5 endpoints: invite_user_list, invited_guild_list, invite,
cancel_invite, reject_invite in GuildController.
Migration: AddGuildInviteSurrogatePk — drops composite PK, adds Id
IDENTITY column, adds unique index on (GuildId, InviteeViewerId).
6 integration tests in GuildInviteFlowTests all green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-27 13:21:57 -04:00
parent c103ab6a87
commit 1b7fa2d525
12 changed files with 5574 additions and 22 deletions

View File

@@ -532,10 +532,12 @@ public class SVSimDbContext : DbContext
modelBuilder.Entity<GuildInvite>(e =>
{
e.HasKey(i => new { i.GuildId, i.InviteeViewerId });
e.HasKey(i => i.Id);
e.Property(i => i.Id).ValueGeneratedOnAdd();
e.HasOne(i => i.Guild).WithMany().HasForeignKey(i => i.GuildId)
.OnDelete(DeleteBehavior.Cascade);
e.HasIndex(i => new { i.InviteeViewerId, i.Status }); // "my pending invites"
e.HasIndex(i => new { i.GuildId, i.InviteeViewerId }).IsUnique(); // one pending invite per pair
e.HasIndex(i => new { i.InviteeViewerId, i.Status }); // "my pending invites"
});
modelBuilder.Entity<GuildJoinRequest>(e =>