refactor(gift): route tutorial gift_receive through InventoryService
Replace RewardGrantService with IInventoryService tx. GrantAsync returns post-state totals directly, eliminating the manual ResolvePostStateRewardNum helper. MissionData loaded via extra include on BeginAsync. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@ using Microsoft.AspNetCore.Mvc;
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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.Services;
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using SVSim.Database.Services.Inventory;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Gift;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Gift;
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@@ -27,12 +27,12 @@ public class GiftController : SVSimController
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};
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private readonly SVSimDbContext _db;
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private readonly RewardGrantService _rewards;
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private readonly IInventoryService _inv;
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public GiftController(SVSimDbContext db, RewardGrantService rewards)
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public GiftController(SVSimDbContext db, IInventoryService inv)
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{
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_db = db;
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_rewards = rewards;
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_inv = inv;
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}
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[HttpPost("/tutorial/gift_top")]
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@@ -71,25 +71,7 @@ public class GiftController : SVSimController
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var requestedIds = request.PresentIdArray.ToHashSet();
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// Load viewer with the collections RewardGrantService mutates. Crystals/Rupees live on
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// viewer.Currency (owned, auto-loads); Items live on viewer.Items (owned collection).
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// MissionData is an owned type and auto-loads, but Include is listed explicitly to match
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// the pattern in TutorialController.Update and to make the intent clear.
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// AsSplitQuery is the default-safe pattern when including viewer collections
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// (project memory: project_ef_split_query).
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//
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// ThenInclude(i => i.Item) is load-bearing: OwnedItemEntry.Item is a separate non-owned
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// entity whose default initialiser is `new ItemEntry()` (Id=0). Without the explicit
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// ThenInclude, RewardGrantService.ApplyAsync's `FirstOrDefault(i => i.Item.Id == ...)`
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// never matches a pre-existing row → falls through to add a duplicate → (ViewerId, ItemId)
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// unique index throws on SaveChanges (project_ef_nav_include_pitfall).
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var viewer = await _db.Viewers
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.Include(v => v.Items).ThenInclude(i => i.Item)
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.Include(v => v.MissionData)
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.AsSplitQuery()
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.FirstAsync(v => v.Id == viewerId);
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// Resolve which of the requested ids are still claimable for this viewer.
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// Resolve which of the requested ids are still claimable for this viewer before opening tx.
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var alreadyClaimedList = await _db.ViewerClaimedTutorialGifts
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.Where(g => g.ViewerId == viewerId && requestedIds.Contains(g.PresentId))
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.Select(g => g.PresentId)
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@@ -100,23 +82,43 @@ public class GiftController : SVSimController
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.Where(p => requestedIds.Contains(p.PresentId) && !alreadyClaimed.Contains(p.PresentId))
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.ToList();
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// Apply grants via the canonical primitive. Pass the loaded viewer, NOT viewerId.
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// Open inventory tx with MissionData loaded for tutorial-step advance.
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await using var tx = await _inv.BeginAsync(viewerId, configure:
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cfg => cfg.WithInclude(v => v.MissionData));
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// Apply grants via tx. Collect post-state per (type, detailId) for reward_list.
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// Each GrantAsync returns a list of GrantedReward with post-state totals; for currencies
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// only one entry is returned; for cards the cascade may return more entries (card + cosmetics).
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// reward_list must carry post-state totals (client does direct assignment).
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var rewardListEntries = new List<GiftRewardListEntry>();
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foreach (var p in toClaim)
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{
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var goodsType = WireRewardTypeToUserGoodsType(int.Parse(p.RewardType));
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await _rewards.ApplyAsync(viewer, goodsType, long.Parse(p.RewardDetailId), int.Parse(p.RewardCount));
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var granted = await tx.GrantAsync(goodsType, long.Parse(p.RewardDetailId), int.Parse(p.RewardCount));
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// Use the first granted entry's post-state for the top-level gift reward_list entry.
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// Gift rewards are currencies and items only (no cards in TutorialGifts), so granted
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// always has exactly one element. The post-state total is already correct from tx.
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if (granted.Count > 0)
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{
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rewardListEntries.Add(new GiftRewardListEntry
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{
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RewardType = p.RewardType,
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RewardId = p.RewardDetailId,
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RewardNum = granted[0].RewardNum.ToString(System.Globalization.CultureInfo.InvariantCulture),
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});
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}
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}
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// Advance tutorial state from 31 → 41 as a side-effect of this claim (no separate
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// /tutorial/update → 41 call appears in the prod capture). Preserve max — don't downgrade
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// viewers who are already past step 41.
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const int GiftReceiveTutorialStep = 41;
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if (viewer.MissionData.TutorialState < GiftReceiveTutorialStep)
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if (tx.Viewer.MissionData.TutorialState < GiftReceiveTutorialStep)
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{
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viewer.MissionData.TutorialState = GiftReceiveTutorialStep;
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tx.Viewer.MissionData.TutorialState = GiftReceiveTutorialStep;
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}
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// Persist claim receipts in the same transaction.
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// Persist claim receipts inside the same tx.
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var now = DateTime.UtcNow;
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foreach (var p in toClaim)
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{
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@@ -127,7 +129,7 @@ public class GiftController : SVSimController
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ClaimedAt = now,
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});
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}
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await _db.SaveChangesAsync();
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await tx.CommitAsync();
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var nowString = now.ToString("yyyy-MM-dd HH:mm:ss");
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var allClaimedList = await _db.ViewerClaimedTutorialGifts
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@@ -176,54 +178,18 @@ public class GiftController : SVSimController
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// Hardcoding false hid the badge after partial claims even though present_list still
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// carried unclaimed entries.
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IsUnreceivedPresent = unclaimedPresents.Count > 0,
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// reward_list entries must carry POST-STATE TOTALS, not gift deltas.
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// The client's PlayerStaticData.UpdateHaveUserGoodsNumByJsonData does direct
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// assignment on each entry's reward_num — emitting the delta would clobber
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// the client-side cached balance down to the gift amount until the next /load/index.
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// reward_list entries carry POST-STATE TOTALS (from tx.GrantAsync).
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// See project memory: project_wire_reward_list_post_state.
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//
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// Iterate `toClaim` so idempotent re-receive doesn't re-emit post-state entries
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// the client would direct-assign again (no-op on currency, but redundant traffic
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// and risk of misinterpretation on item counts).
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RewardList = toClaim
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.Select(p => new GiftRewardListEntry
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{
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RewardType = p.RewardType,
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RewardId = p.RewardDetailId,
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RewardNum = ResolvePostStateRewardNum(p, viewer),
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})
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.ToList(),
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// Iterate toClaim so idempotent re-receive doesn't re-emit post-state entries.
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RewardList = rewardListEntries,
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// Echo the persisted state, not a hardcoded 41. The state may already be past 41
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// for replay/edge-case calls (the Math.Max-preserve block above keeps it stable);
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// emitting 41 anyway would surface a regressed step to the client and desync the
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// tutorial-state machine.
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TutorialStep = viewer.MissionData.TutorialState,
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TutorialStep = tx.Viewer.MissionData.TutorialState,
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};
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}
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/// <summary>
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/// Returns the post-grant viewer balance for the given gift entry, not the gift delta.
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/// reward_list on wire carries post-state totals (client does direct assignment).
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/// </summary>
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private static string ResolvePostStateRewardNum(PresentDto gift, SVSim.Database.Models.Viewer viewer)
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{
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switch (gift.RewardType)
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{
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case "1": // Crystal
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return ((long)viewer.Currency.Crystals).ToString(System.Globalization.CultureInfo.InvariantCulture);
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case "9": // Rupy
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return ((long)viewer.Currency.Rupees).ToString(System.Globalization.CultureInfo.InvariantCulture);
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case "4": // Item
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{
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int itemId = int.Parse(gift.RewardDetailId, System.Globalization.CultureInfo.InvariantCulture);
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var owned = viewer.Items.FirstOrDefault(i => i.Item.Id == itemId);
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return ((long)(owned?.Count ?? 0)).ToString(System.Globalization.CultureInfo.InvariantCulture);
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}
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default:
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return gift.RewardCount; // unknown type — fall back to gift count (better than 0)
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}
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}
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private static UserGoodsType WireRewardTypeToUserGoodsType(int wireType) => wireType switch
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{
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1 => UserGoodsType.Crystal,
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