feat(bp): /battle_pass/buy — crystal-cost + retroactive premium grants
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -38,4 +38,35 @@ public class BattlePassController : SVSimController
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if (list is null) return Ok(new { });
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return Ok(list);
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}
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[HttpPost("buy")]
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public async Task<IActionResult> Buy(BattlePassBuyRequest request, CancellationToken ct)
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{
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if (!TryGetViewerId(out long viewerId)) return Unauthorized();
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var outcome = await _battlePass.BuyPremiumAsync(viewerId, request.SeasonId, request.Id, ct);
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var response = new BattlePassBuyResponse
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{
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ResultCode = outcome.ResultCode,
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AchievedInfo = new BattlePassAchievedInfoDto
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{
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BattlePassRewardList = outcome.AchievedRewards
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.Select(g => new BattlePassReceivedRewardDto
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{
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RewardType = g.RewardType,
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RewardDetailId = g.RewardId,
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RewardNumber = g.RewardNum,
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}).ToList(),
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},
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RewardList = outcome.PostStateTotals
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.Select(g => new BattlePassRewardListEntryDto
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{
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RewardType = g.RewardType,
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RewardId = g.RewardId,
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RewardNum = g.RewardNum,
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}).ToList(),
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};
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return Ok(response);
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}
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}
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@@ -0,0 +1,17 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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/// <summary>
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/// achieved_info wrapper inside /battle_pass/buy response
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/// (Wizard/BattlePassBuyTask.cs:37-40).
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/// </summary>
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[MessagePackObject]
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public class BattlePassAchievedInfoDto
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{
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[JsonPropertyName("battle_pass_reward_list")]
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[Key("battle_pass_reward_list")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public List<BattlePassReceivedRewardDto> BattlePassRewardList { get; set; } = new();
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}
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@@ -0,0 +1,22 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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/// <summary>
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/// /battle_pass/buy request (Wizard/BattlePassBuyTask.cs:8-13). Inherits viewer_id, steam_id,
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/// steam_session_ticket from BaseRequest. Per memory feedback_msgpack_request_dtos, the
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/// [MessagePackObject] + [Key] attrs are required even though integration tests post JSON.
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/// </summary>
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[MessagePackObject]
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public class BattlePassBuyRequest : BaseRequest
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{
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[JsonPropertyName("season_id")]
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[Key("season_id")]
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public int SeasonId { get; set; }
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[JsonPropertyName("id")]
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[Key("id")]
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public int Id { get; set; }
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}
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@@ -0,0 +1,28 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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/// <summary>
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/// /battle_pass/buy response (Wizard/BattlePassBuyTask.cs:30-52). result_code carries the
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/// envelope failure path: 22 = insufficient crystals, 23 = already premium,
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/// 24 = outside BP period / season mismatch.
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/// </summary>
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[MessagePackObject]
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public class BattlePassBuyResponse
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{
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[JsonPropertyName("result_code")]
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[Key("result_code")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public int ResultCode { get; set; } = 1;
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[JsonPropertyName("achieved_info")]
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[Key("achieved_info")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public BattlePassAchievedInfoDto AchievedInfo { get; set; } = new();
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[JsonPropertyName("reward_list")]
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[Key("reward_list")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public List<BattlePassRewardListEntryDto> RewardList { get; set; } = new();
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}
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@@ -0,0 +1,27 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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/// <summary>
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/// One entry in /battle_pass/buy → achieved_info.battle_pass_reward_list[]
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/// (Wizard/BattlePassBuyTask.cs:42-48). Delta entries; numerics are int here, not string-typed.
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/// </summary>
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[MessagePackObject]
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public class BattlePassReceivedRewardDto
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{
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[JsonPropertyName("reward_type")]
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[Key("reward_type")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public int RewardType { get; set; }
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[JsonPropertyName("reward_detail_id")]
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[Key("reward_detail_id")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public long RewardDetailId { get; set; }
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[JsonPropertyName("reward_number")]
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[Key("reward_number")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public int RewardNumber { get; set; }
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}
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@@ -0,0 +1,28 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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/// <summary>
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/// One entry in /battle_pass/buy → reward_list[]. POST-STATE TOTALS for affected goods +
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/// currency, per memory project_wire_reward_list_post_state. Matches RewardListEntry shape
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/// used by /pack/open etc.
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/// </summary>
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[MessagePackObject]
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public class BattlePassRewardListEntryDto
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{
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[JsonPropertyName("reward_type")]
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[Key("reward_type")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public int RewardType { get; set; }
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[JsonPropertyName("reward_id")]
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[Key("reward_id")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public long RewardId { get; set; }
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[JsonPropertyName("reward_num")]
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[Key("reward_num")]
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[JsonIgnore(Condition = JsonIgnoreCondition.Never)]
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public int RewardNum { get; set; }
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}
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@@ -1,8 +1,10 @@
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using System.Globalization;
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database;
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using SVSim.Database.Enums;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.BattlePass;
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using SVSim.Database.Services;
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using SVSim.EmulatedEntrypoint.Models.Dtos;
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using SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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@@ -20,17 +22,20 @@ public sealed class BattlePassService : IBattlePassService
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private readonly IViewerBattlePassRepository _viewerBp;
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private readonly TimeProvider _time;
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private readonly SVSimDbContext _db;
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private readonly RewardGrantService _rewards;
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public BattlePassService(
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IBattlePassRepository bp,
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IViewerBattlePassRepository viewerBp,
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TimeProvider time,
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SVSimDbContext db)
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SVSimDbContext db,
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RewardGrantService rewards)
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{
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_bp = bp;
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_viewerBp = viewerBp;
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_time = time;
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_db = db;
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_rewards = rewards;
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}
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public async Task<IReadOnlyDictionary<string, BattlePassLevel>?> GetLevelCurveAsync(CancellationToken ct)
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@@ -132,6 +137,77 @@ public sealed class BattlePassService : IBattlePassService
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return response;
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}
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public async Task<BattlePassBuyOutcome> BuyPremiumAsync(
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long viewerId, int seasonId, int productId, CancellationToken ct)
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{
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var now = _time.GetUtcNow();
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var season = await _bp.GetActiveSeasonAsync(now, ct);
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// 24: outside BP period, season mismatch, or season not currently purchasable.
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if (season is null || season.Id != seasonId || !season.CanPurchase)
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return new BattlePassBuyOutcome(24, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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if (productId != season.Id * 1000)
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return new BattlePassBuyOutcome(0, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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var viewer = await _db.Viewers
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.Include(v => v.Cards).ThenInclude(c => c.Card)
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.Include(v => v.Sleeves).Include(v => v.Emblems).Include(v => v.LeaderSkins)
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.Include(v => v.Degrees).Include(v => v.MyPageBackgrounds).Include(v => v.Items).ThenInclude(i => i.Item)
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.AsSplitQuery() // per memory project_ef_split_query
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.FirstOrDefaultAsync(v => v.Id == viewerId, ct);
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if (viewer is null)
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return new BattlePassBuyOutcome(0, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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var progress = await _viewerBp.GetOrCreateProgressAsync(viewerId, season.Id, ct);
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if (progress.IsPremium)
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return new BattlePassBuyOutcome(23, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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if (viewer.Currency.Crystals < (ulong)season.PriceCrystal)
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return new BattlePassBuyOutcome(22, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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// BeginTransactionAsync is a no-op on the SQLite in-memory test DB but is safe to call.
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await using var tx = await _db.Database.BeginTransactionAsync(ct);
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viewer.Currency.Crystals -= (ulong)season.PriceCrystal;
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progress.IsPremium = true;
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// Retroactive grants: every premium reward at level <= current_level not already claimed.
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var rewards = await _bp.GetSeasonRewardsAsync(season.Id, ct);
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var claims = await _viewerBp.GetClaimsAsync(viewerId, season.Id, ct);
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var claimSet = claims.Select(c => (c.Track, c.Level)).ToHashSet();
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var curve = await _bp.GetLevelCurveAsync(ct);
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int currentLevel = ComputeLevel(curve, progress.CurrentPoint);
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// achieved = delta list (the original reward spec amounts — what was just granted).
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// postState = post-state totals from RewardGrantService (what goes in reward_list).
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var achieved = new List<GrantedReward>();
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var postState = new List<GrantedReward>();
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foreach (var r in rewards.Where(r => r.Track == BattlePassTrack.Premium && r.Level <= currentLevel))
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{
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if (claimSet.Contains((r.Track, r.Level))) continue;
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_viewerBp.AddClaim(viewerId, season.Id, r.Track, r.Level, now);
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var granted = await _rewards.ApplyAsync(
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viewer, (UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber, ct);
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// achieved_info uses the original reward spec (delta), not post-state.
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achieved.Add(new GrantedReward(r.RewardType, r.RewardDetailId, r.RewardNumber));
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postState.AddRange(granted);
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}
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await _db.SaveChangesAsync(ct);
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await tx.CommitAsync(ct);
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// Post-state reward_list must also include the crystal balance after the deduction.
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if (!postState.Any(r => r.RewardType == (int)UserGoodsType.Crystal))
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{
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postState.Add(new GrantedReward(
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(int)UserGoodsType.Crystal, 0, checked((int)viewer.Currency.Crystals)));
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}
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return new BattlePassBuyOutcome(1, achieved, postState);
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}
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internal static int ComputeLevel(IReadOnlyList<BattlePassLevelEntry> curve, int point)
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{
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if (curve.Count == 0) return 1;
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@@ -19,4 +19,12 @@ public interface IBattlePassService
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/// array if the viewer already owns premium for the active season. Null when no active season.
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/// </summary>
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Task<BattlePassItemListResponse?> GetItemListAsync(long viewerId, CancellationToken ct);
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/// <summary>
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/// Purchase premium for the active season. Validates season_id matches active season,
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/// product id derives from season, viewer has crystals, viewer isn't already premium.
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/// On success: deducts crystals, flips IsPremium, retroactively grants premium rewards for
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/// every level <= current_level not yet claimed. All-or-nothing transaction.
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/// </summary>
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Task<BattlePassBuyOutcome> BuyPremiumAsync(long viewerId, int seasonId, int productId, CancellationToken ct);
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}
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