Fixing BSON projection
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Deploy Promiscuity Auth API / deploy (push) Successful in 47s
Deploy Promiscuity Character API / deploy (push) Successful in 1m1s
Deploy Promiscuity Inventory API / deploy (push) Successful in 46s
Deploy Promiscuity Locations API / deploy (push) Successful in 47s
k8s smoke test / test (push) Successful in 9s
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@ -47,23 +47,26 @@ public class CharacterStore
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return result.ModifiedCount > 0 || result.MatchedCount > 0;
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return result.ModifiedCount > 0 || result.MatchedCount > 0;
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}
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}
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public Task<List<VisibleCharacter>> GetVisibleOthersAsync(string characterId, int x, int y, int radius, DateTime onlineSinceUtc) =>
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public async Task<List<VisibleCharacter>> GetVisibleOthersAsync(string characterId, int x, int y, int radius, DateTime onlineSinceUtc)
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_col.Find(c =>
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{
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var characters = await _col.Find(c =>
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c.Id != characterId &&
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c.Id != characterId &&
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c.Coord.X >= x - radius &&
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c.Coord.X >= x - radius &&
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c.Coord.X <= x + radius &&
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c.Coord.X <= x + radius &&
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c.Coord.Y >= y - radius &&
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c.Coord.Y >= y - radius &&
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c.Coord.Y <= y + radius &&
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c.Coord.Y <= y + radius &&
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c.LastSeenUtc >= onlineSinceUtc)
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c.LastSeenUtc >= onlineSinceUtc)
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.Project(c => new VisibleCharacter
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{
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Id = c.Id ?? string.Empty,
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Name = c.Name,
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Coord = c.Coord,
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LastSeenUtc = c.LastSeenUtc
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})
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.ToListAsync();
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.ToListAsync();
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return characters.Select(c => new VisibleCharacter
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{
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Id = c.Id ?? string.Empty,
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Name = c.Name,
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Coord = c.Coord,
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LastSeenUtc = c.LastSeenUtc
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}).ToList();
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}
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public async Task<bool> DeleteForOwnerAsync(string id, string ownerUserId, bool allowAnyOwner)
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public async Task<bool> DeleteForOwnerAsync(string id, string ownerUserId, bool allowAnyOwner)
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{
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{
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var filter = Builders<Character>.Filter.Eq(c => c.Id, id);
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var filter = Builders<Character>.Filter.Eq(c => c.Id, id);
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