C1: replay_detail — flatten stored payload to data level. ChatReplayDetailTask.Parse() calls new ReplayDetailInfo(data) which unguardedly accesses data[battleId], data[seed], data[vid1], etc. Wrapping under replay_info key crashes the client. Controller now returns Ok(JsonElement) directly so stored battle fields are at data root. Wire-shape test added. C2: Guild.LeaderViewerId long to long?; add HasOne<Viewer> FK with OnDelete=SetNull; migration AddGuildLeaderViewerIdFk; all consumers null-guarded with ?? 0L. C3: BreakupAsync — wrap 6 destructive ops in IDbContextTransaction with InMemory fallback. C4: CommitJoinAsync — wrap member-add + viewer-guildId-set + invite/request cleanup in IDbContextTransaction with InMemory fallback. Chat event emitted after commit. I1: GuildController — remove SVSimDbContext field; inject IViewerRepository + IGuildMemberRepository. Add IGuildMemberRepository.GetViewerIdsInAGuildAsync (batch guild-membership check). All _db.Viewers / _db.GuildMembers queries replaced with repo calls. I2: GuildService — extract 3 _db.Viewers queries: GetEquippedEmblemIdAsync (CreateAsync), LoadGuildProfileBatchAsync (ListOutgoingInvitesAsync + ListPendingJoinRequestsForMyGuildAsync). Add GuildMemberProfile record with IsOfficialMarkDisplayed. GetEmblemListAsync for EmblemList. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
18 lines
649 B
C#
18 lines
649 B
C#
using SVSim.Database.Models;
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namespace SVSim.Database.Entities.Guild;
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public class Guild
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{
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public int GuildId { get; set; } // server-generated 9-digit
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public string Name { get; set; } = "";
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public string Description { get; set; } = "";
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public long? LeaderViewerId { get; set; }
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public long EmblemId { get; set; }
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public GuildActivity Activity { get; set; }
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public GuildJoinCondition JoinCondition { get; set; }
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public DateTime CreatedAt { get; set; }
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public DateTime? BreakupAt { get; set; } // soft-delete on breakup
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public List<GuildMember> Members { get; set; } = new();
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}
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