refactor(build-deck): route Buy through InventoryService

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-05-31 16:17:31 -04:00
parent 61013fcf5c
commit 57dd524d9f

View File

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