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>
This commit is contained in:
gamer147
2026-05-31 16:37:53 -04:00
parent a2cec7c99e
commit 369edd4537

View File

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