refactor(build-deck): route Buy through InventoryService
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,10 +1,9 @@
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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.Models;
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using SVSim.Database.Repositories.BuildDeck;
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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;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.BuildDeck;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.BuildDeck;
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@@ -20,39 +19,16 @@ namespace SVSim.EmulatedEntrypoint.Controllers;
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public class BuildDeckController : SVSimController
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{
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private readonly IBuildDeckRepository _repo;
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private readonly SVSimDbContext _db;
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private readonly RewardGrantService _rewards;
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private readonly ICurrencySpendService _spend;
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private readonly IInventoryService _inv;
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public BuildDeckController(
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IBuildDeckRepository repo,
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SVSimDbContext db,
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RewardGrantService rewards,
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ICurrencySpendService spend)
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IInventoryService inv)
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{
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_repo = repo;
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_db = db;
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_rewards = rewards;
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_spend = spend;
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_inv = inv;
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}
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/// <summary>
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/// Loads the viewer with the full cosmetic / inventory graph + BuildDeckPurchases. This is
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/// the single load /build_deck/buy makes; every subsequent mutation operates on the returned
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/// instance and the controller saves once at the end.
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/// </summary>
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private Task<Viewer> LoadViewerGraphAsync(long viewerId) => _db.Viewers
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.Include(v => v.Cards).ThenInclude(c => c.Card)
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.Include(v => v.LeaderSkins)
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.Include(v => v.Sleeves)
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.Include(v => v.Emblems)
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.Include(v => v.Degrees)
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.Include(v => v.MyPageBackgrounds)
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.Include(v => v.Items).ThenInclude(i => i.Item)
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.Include(v => v.BuildDeckPurchases)
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.AsSplitQuery()
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.FirstAsync(v => v.Id == viewerId);
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// The wire shape for /build_deck/info has `data` as a bare collection of series, not a
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// DTO with a `series_list` field. The client (BuildDeckPurchaseInfoTask.Parse) iterates
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// `data` directly via numeric indexer:
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@@ -194,60 +170,45 @@ public class BuildDeckController : SVSimController
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break;
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}
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// Single viewer load with the full graph — every subsequent mutation (currency debit,
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// purchase counter, card grants, cosmetic grants) operates on this one in-memory instance
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// so we can save once at the end.
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var viewer = await LoadViewerGraphAsync(viewerId);
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var rewardList = new List<RewardListEntry>();
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// Open the inventory transaction — loads canonical graph + BuildDeckPurchases.
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await using var tx = await _inv.BeginAsync(viewerId, HttpContext.RequestAborted,
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cfg => cfg.WithInclude(v => v.BuildDeckPurchases));
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var viewer = tx.Viewer;
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// Debit + post-state currency entry
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// Debit currency
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if (request.SalesType == 1)
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{
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var r = await _spend.TrySpendAsync(viewer, SpendCurrency.Crystal, priceCrystal!.Value);
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var r = await tx.TrySpendAsync(SpendCurrency.Crystal, priceCrystal!.Value);
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if (!r.Success) return BadRequest(new { error = "insufficient_crystals" });
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rewardList.Add(new RewardListEntry { RewardType = 2, RewardId = 0, RewardNum = (int)r.PostStateTotal });
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}
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else if (request.SalesType == 2)
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{
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var r = await _spend.TrySpendAsync(viewer, SpendCurrency.Rupee, priceRupy!.Value);
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var r = await tx.TrySpendAsync(SpendCurrency.Rupee, priceRupy!.Value);
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if (!r.Success) return BadRequest(new { error = "insufficient_rupees" });
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rewardList.Add(new RewardListEntry { RewardType = 9, RewardId = 0, RewardNum = (int)r.PostStateTotal });
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}
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// sales_type == 0 (free): no debit, no currency entry
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// sales_type == 0 (free): no debit
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// Compute series purchase total BEFORE this buy
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int prevSeriesCount = product.Series!.Products
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.Sum(p => purchases.TryGetValue(p.Id, out var v) ? v.PurchaseCount : 0);
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int newSeriesCount = prevSeriesCount + 1;
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// Increment purchase counter directly on the tracked viewer (we already loaded
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// BuildDeckPurchases via LoadViewerGraphAsync). The repo's IncrementPurchaseCount would
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// re-attach to the same instance and trigger an extra save — inlining keeps the
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// controller's single-save model intact.
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// Increment purchase counter on tx.Viewer (tx loaded BuildDeckPurchases via WithInclude).
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var purchaseRow = viewer.BuildDeckPurchases.FirstOrDefault(p => p.ProductId == product.Id);
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if (purchaseRow is null)
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viewer.BuildDeckPurchases.Add(new ViewerBuildDeckProductPurchase { ProductId = product.Id, PurchaseCount = 1 });
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else
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purchaseRow.PurchaseCount += 1;
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// Grant the 40 deck cards. Bucket by CardId so duplicate (CardId, IsSpot) rows don't
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// emit redundant reward_list entries — ApplyAsync(Card, ...) runs the cosmetic cascade
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// and returns a post-state-total entry per call.
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var deckGrants = product.Cards
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.GroupBy(c => c.CardId)
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.Select(g => (UserGoodsType.Card, g.Key, g.Sum(c => c.Number)));
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await ApplyRewardsAsync(viewer, deckGrants, rewardList);
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// Grant deck cards (grouped by CardId)
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foreach (var grp in product.Cards.GroupBy(c => c.CardId))
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await tx.GrantAsync(UserGoodsType.Card, grp.Key, grp.Sum(c => c.Number));
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// Per-buy rewards from the product catalog: sleeve, emblem, skin, sometimes extra cards
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// (Set 4 grants 3 copies of the featured card as a type=5 reward).
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await ApplyRewardsAsync(viewer, product.Rewards
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.OrderBy(r => r.RewardIndex)
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.Select(r => ((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber)),
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rewardList);
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// Per-buy rewards
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foreach (var r in product.Rewards.OrderBy(r => r.RewardIndex))
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await tx.GrantAsync((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber);
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// Series-reward tier crossings: tiers where prevSeriesCount < TierIndex <= newSeriesCount.
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// Captured tiers include type 4 (Item), 5 (Card), 6 (Sleeve), 7 (Emblem) — granting them
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// all uniformly avoids the earlier card-only path that dropped non-card tier rewards.
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// Series-reward tier crossings
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var crossedTiers = product.Series.SeriesRewards
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.Where(r => r.TierIndex > prevSeriesCount && r.TierIndex <= newSeriesCount)
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.GroupBy(r => r.TierIndex)
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@@ -257,13 +218,9 @@ public class BuildDeckController : SVSimController
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var seriesRewards = new List<BuildDeckProductRewardDto>();
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foreach (var tier in crossedTiers)
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{
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await ApplyRewardsAsync(viewer, tier
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.OrderBy(r => r.ItemIndex)
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.Select(r => ((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber)),
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rewardList);
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foreach (var item in tier.OrderBy(r => r.ItemIndex))
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{
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await tx.GrantAsync((UserGoodsType)item.RewardType, item.RewardDetailId, item.RewardNumber);
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seriesRewards.Add(new BuildDeckProductRewardDto
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{
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RewardType = item.RewardType,
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@@ -274,39 +231,17 @@ public class BuildDeckController : SVSimController
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}
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}
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await _db.SaveChangesAsync();
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var result = await tx.CommitAsync(HttpContext.RequestAborted);
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return new BuildDeckBuyResponse
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{
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RewardList = rewardList,
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RewardList = result.RewardList
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.Select(g => new RewardListEntry { RewardType = g.RewardType, RewardId = g.RewardId, RewardNum = g.RewardNum })
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.ToList(),
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SeriesRewards = seriesRewards,
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};
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}
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/// <summary>
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/// Dispatches each (type, id, num) tuple through <see cref="RewardGrantService.ApplyAsync"/>
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/// and appends the resulting wire entries to <paramref name="rewardList"/>. Caller saves.
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/// </summary>
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private async Task ApplyRewardsAsync(
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Viewer viewer,
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IEnumerable<(UserGoodsType Type, long DetailId, int Number)> rewards,
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List<RewardListEntry> rewardList)
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{
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foreach (var (type, detailId, number) in rewards)
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{
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var granted = await _rewards.ApplyAsync(viewer, type, detailId, number);
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foreach (var g in granted)
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{
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rewardList.Add(new RewardListEntry
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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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});
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}
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}
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}
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[HttpPost("get_purchase_count")]
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public async Task<ActionResult<BuildDeckGetPurchaseCountResponse>> GetPurchaseCount(
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BuildDeckGetPurchaseCountRequest request)
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