feat(guild): repositories for Guild aggregate
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27
SVSim.Database/Repositories/Guild/IGuildRepository.cs
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27
SVSim.Database/Repositories/Guild/IGuildRepository.cs
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using SVSim.Database.Entities.Guild;
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namespace SVSim.Database.Repositories.Guild;
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public interface IGuildRepository
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{
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Task<Entities.Guild.Guild?> GetByIdAsync(int guildId, CancellationToken ct = default);
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/// <summary>Returns guild only if not soft-deleted (BreakupAt is null).</summary>
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Task<Entities.Guild.Guild?> GetActiveByIdAsync(int guildId, CancellationToken ct = default);
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/// <summary>Returns guild + populated Members list (split-query).</summary>
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Task<Entities.Guild.Guild?> GetWithMembersAsync(int guildId, CancellationToken ct = default);
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Task<bool> NameExistsAsync(string name, CancellationToken ct = default);
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Task<Entities.Guild.Guild> AddAsync(Entities.Guild.Guild g, CancellationToken ct = default);
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/// <summary>Soft-delete: sets BreakupAt to UtcNow. Caller is responsible for cascading
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/// hard-deletes on Members / Invites / JoinRequests / ChatMessages.</summary>
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Task MarkBrokenUpAsync(int guildId, DateTime brokenUpAt, CancellationToken ct = default);
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/// <summary>Filtered + bucketed search. Empty name = match-all; activity/joinCondition/bucket = 0 = any.</summary>
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Task<IReadOnlyList<Entities.Guild.Guild>> SearchAsync(
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string name, int activity, int joinCondition, int memberBucket,
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int maxMemberCap, int resultCap, CancellationToken ct = default);
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}
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