using SVSim.Database.Entities.Guild; namespace SVSim.Database.Repositories.Guild; public interface IGuildChatMessageRepository { /// Atomically allocate the next per-guild message_id and insert. Task AppendAsync(GuildChatMessage msg, CancellationToken ct = default); /// Window query. direction: 1=OLD (asc-walk older), 2=NEW (newer), 3=BOTH (around). /// `start` may be 0 meaning "latest". Returns ordered oldest-to-newest. Task> GetWindowAsync(int guildId, int start, int direction, int limit, CancellationToken ct = default); Task GetMaxMessageIdAsync(int guildId, CancellationToken ct = default); Task DeleteAllForGuildAsync(int guildId, CancellationToken ct = default); /// Fetch a single message by (guildId, messageId). Returns null if not found. Task GetByMessageIdAsync(int guildId, int messageId, CancellationToken ct = default); /// /// Fetch all DECK-type messages for a guild (non-null DeckPayload only — clears are excluded). /// Task> GetDeckMessagesAsync(int guildId, CancellationToken ct = default); /// /// For /guild_chat/delete_deck: clears the deck payload + body without removing the message row, /// so the slot remains in the timeline ("[deleted]"). Returns false if not found / not deletable by caller. /// bypasses the author check — pass true when caller is Leader or SubLeader. /// Task ClearDeckAsync(int guildId, int messageId, long callerViewerId, bool leaderOverride, CancellationToken ct = default); }